My DM made contacting the chosen god of my PC the d10000 wild magic table. And if you don't hit that the DC becomes 3, and so on and so forth. However, because we wanted some really genuinely bonkers options in here and because summoning cthulhu as the result of a botched Detect Thoughts spell kinda feels silly were also doing our own version of how to roll for a Wild Magic Surge. Additionally, a fun house rule that I'm also using is that every time you roll for a Wild Magic surge, if you don't get a 1, the DC goes up by one. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair. Your innate magic comes from the wild forces of chaos that underlie the order of creation. All spells you cast within the next minute automatically fail. Your speed is increased by 10 feet for 1 minute. Or your magic could be a fluke of your birth, with no apparent cause or reason. Choosing a monster affiliated with your deity and gaining one of its abilities. For example: A wild magic sorcerer who triggers a wild magic surge when casting a 4th-level spell would roll 5d10 for a possible result of between 5 and 50 on the table. The next time you cast a spell, roll twice on this chart. You regain your lowest-level expended spell slot. However, any damage it takes as well as any spell slots or sorcery point it uses applies to you as well. If you drop to 0 hit points, your pot breaks, and your form reverts. Such creatures gain. For the next day, your skin tone changes color every 30 minutes, cycling through the colors of the rainbow. When drunk, a creature gains the reduce effect of the enlarge/reduce spell for 1d4 hours (no concentration required). Each creature within 30 feet of you becomes invisible for the next minute. For the next minute, you gain resistance to fire and cold damage. When you drink this potion, you gain the "reduce" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). It takes an action to pick up 100 scattered coins. Potion of Wild Magic. On a result equal to or lower than the spells level (treat cantrips as 1), there is a Wild Magic Surge. You cast disguise self and appear as the nearest humanoid to you you can see. A deck of many things appears hovering in front of you expectantly, only visible and touchable by you. If you want to play a character with access to wild magic, its important to consider their relationship to that mysterious force. It turns to snow 1 minute later. Potion of Wild Magic - Item - World of Warcraft - Wowhead For the next hour, you appear to others to be the opposite gender. If you don't scratch it using a back scratcher or some similar device , you must succeed a, A loud boom emanates from you. Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. You can't cast a spell from an item in beast form, nor use anything that requires speech or a body part that your beast form doesn't have. When drunk, a creatures Strength score is increased to 27 for 1 hour. Roll a d10. Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. You and all creatures within 30 feet of you gain vulnerability to slashing damage for 1 minute. Maximize the damage of the next damaging spell you cast within the next minute, instead of rolling. Beyond just their origins, theyre given some interesting chaos abilities centered around rerolling attacks and ability checks. They vanish after 1 minute. Currently, we have seven such living spells in the sum of the 5e bestiary, and I imagine more are on the way. It would seem that it exists as almost a back current to all magic in the multiverse. Approximately 100 gallons of water appear over your head and those within 10 feet of you, evenly distributed above everybody within the radius. Campaigns have ended within minutes before as an early roll on the Wild Magic Surge table has seen the party sorcerer cast fireball centered on themself and earn the record for the Forgotten Realms fastest TPK. According to the DMG, items activate by one of . If he can reseal the hole, great. It lets the wielder bypass Resistance to nonmagical attacks. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. I rocked up late to the first session with an unread rulebook and a human bard called Nick Jugger. If one is harvested and eaten within this time, the creature must make a, All creatures within 20 feet of you must make a, You can smell exceptionally well for 1 minute, gaining, You are protected from Elementals for one day. You permanently gain one cantrip. D&D: 10 New Feywild Items From The Wild Beyond The Witchlight - CBR dnd 5e - How do I get permanently Large sized? - Role-playing Games One randomly-chosen non-magical item in your possession that weighs 1 pound or less is duplicated. Your hair falls out but grows back within 24 hours. While the official definition of wild magic might have to do with tears and distortions in the weave, a more broad view of it would define it simply as raw magic. You are protected from Beasts for 1 day. Magic oils are similar to potions, except that oils are applied externally rather than imbibed. You let out a loud, thunderous belch that replicates the effect of a 1st-level thunderwave spell. A planar portal, the chaos of the Elemental Planes, being blessed by a fey creature, marked by a demon, or just a random fluke of birth just about anything could cause this, which is pretty interesting if you think about it. From the perspective of everyone else, you cease to exist during that time. You have a fit of hiccups. You no longer need to breathe for the next 1d8 hours. Each creature within 30 feet of you becomes invisible for the next minute. The oil can be poured on the ground covering a 10-foot square, creating the grease spell effect for 8 hours. What happened to the spell I tried to cast? Wild Magic (3.5e Variant Rule) - D&D Wiki When drunk, a creature gains the effect of the haste spell for 1 minute (no concentration required). All silver you are carrying is now copper. 904. PDF The Net Libram For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. . Wikidot.com Terms of Service - what you can, what you should not etc. You hear a ringing in your ears for 1 minute. You can detect the thoughts of 1 creature you can see within 30 feet of you for 1 minute. However, instead of rolling d100 and going straight in, you must first roll d20 to determine which of the three columns youre going to use. Small birds flutter and chirp in your vicinity for 1 minute, during which time you automatically fail any, A demon whose CR is equal to your level appears near you. You levitate 6 inches off the ground for 1 minute. A spell such as. When a wild magic surge occurs, you roll a d100 on the wild magic surge table and see what happens next. Unless otherwise stated, the content of this page is licensed under. Item Level 80. This homebrew does not modify the Wild Magic Sorcerer origin. The Wild Magic Sorcerer feeds off that love of the uncertain and unknown. All allies within 20 feet of you gain a -2 penalty to attack and damage rolls for any ranged attack they make within the next minute. However, most of the results are new and this table has undergone moderate playtesting in my groups. 100 Wild Magic Surges - Dndspeak Lost Laboratory of Kwalish. Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. All creatures within 40 feet of you can feel it, but it otherwise does nothing. Its enough to know that a to-hit roll might miss or they might fail a saving roll, but even a remote chance (5%) of something completely random happening is something they avoid. The cost of a vial is 9,000 gp! You are immune to being intoxicated by alcohol for the next 5d6 days. You have. Spells that use wild magic are given the Wild descriptor. Its easy to imagine the weave as an exceedingly complex system of pipes. An identify spell will reveal its true nature. When drunk, a creature gains the effect of the detect thoughts spell (save DC 13). In these areas, spells would behave erratically, causing anything from a backfired spell to a plaque of floomphs. The Wild Magic Sorcerer is a prime example of that with a random, wild surge of magic that happens after a spell is cast. Your pants fall down. If you drink a Potion of Growth (DMG, p. 187) along with another potion, there is a small chance that it could become permanent. Your skin turns a vibrant shade of blue. This existential crisis lasts until the start of your next turn, after which you shake it off as nonsense. You cast polymorph on yourself. Your innate magic comes from the wild forces of chaos that underlie the order of creation. Most players dont like unpredictability. The oil can be poured on the ground covering a 10-foot square, creating the grease spell effect for 8 hours. If you fail the saving throw, you turn into a sheep for the spells duration. If youd like, you can even have players make an Arcana check against a suitable DC to determine whether or not they have to roll on this table. You are at the center of a 10-foot radius, For the next minute, light and darkness quickly alternate around you in a 30-foot radius, creating a strobe effect. Simply browse for your screenshot using the form below. For 1 minute, any flammable item you touch, that you aren't already wearing or carrying, bursts into flame. 5. You gain resistance to all damage for the next minute. Best Dungeons & Dragons One-Shots For People New To D&D 5e. While its not necessarily canon, you could say that their intense emotions give them a more natural hold over the surges, explaining why the effects are seemingly much less random than those of a sorcerer. Change the name (also URL address, possibly the category) of the page. Such creatures gain, For 2d6 hours, you have a faint pink glow. Interestingly enough, neither of these subclasses directly reference tears in the weave. For the next minute, you are in the Border Ethereal near the location you were last in. When drunk, a creature gains a flying speed equal to its walking speed for 1 hour. When a sorcerer casts a spell, after the spell is cast, roll d20. This is honestly a pretty fun spread of options that plays around in interesting ways with the sorcerer spell list. You become invisible and silent for 1 minute. Sure, in the past, there may have been wizards who studied the ways of wild magic and learned true mastery over its chaotic nature, but those wizards seemed to have vanished with the spellplague. Potion of Wild Magic - Spell - WotLK Classic - Wowhead https://www.dandwiki.com/w/index.php?title=Wild_Magic_Surge_Table,_Variant_(5e_Variant_Rule)&oldid=1649697, A fireball explodes with you at the center. Two full moons. Of course, it mightve just had something to do with barbarians being known for easier gameplay, and making another d100 table couldve been a bit over the top. When drunk, a creature regains 8d4 + 8 HP. See pages that link to and include this page. You gradually return to your original height over the course of 1 day. This is a class that is perhaps best known for the fact that they dont use magic, so how do their skills even work? Gnats buzz around your head for 1 minute, distracting you. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. Your skin turns a vibrant shade of blue. It turns to snow 1 minute later. On a 1, roll on the Wild Magic Surge table which can be found below or on page 104 of the PHB. For the next minute, any creature you touch takes 2d6 lightning damage. This represents the Wild Magic building inside you. 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. The Potion of Maximum Power is a spellcaster's dream, because of the massive amount of damage a PC can inflict on an opponent. During that time, other creatures cant hear you. Im here to have fun too, dammit, so maybe I want to be just as surprised by whats on the other side of the door as the adventurers. So, what are you waiting for? 0902 Caster finds a potion 90% likely to heal and 10% likely to kill . You and all creatures within 30 feet of you gain vulnerability to necrotic damage for 1 minute. That means a surge for every single spell, if she has used the feature. A living Darkness spell could seek to shroud everything in darkness, or it could function like a helpful ally, hiding its friends from danger. For starters, there are different grades of healing potions as presented by the Player's Handbook. Serious, or extreme effects, are less likely to occur than nuisance effects. The results range in impact from harmless sensory effects, like the casters skin instantly turning blue, to high weirdness (how about summoning a random number of Flumphs?) You can't speak for 1 minute. I tried to stay as close as possible to the general wackiness and power level of the one in thePlayer's Handbook. Enjoy! All the rations you are carrying turn to soap. Append content without editing the whole page source. You regain hit points equal to the sum of the necrotic damage dealt. Potion of Greater Healing: 4d4 + 4 Healing, 200 gp, Uncommon. You are protected from Fiends for one day. This increases 1st level spells from 5% to 10%, increasing the odds by 5% each level. Perhaps you were blessed by a powerful fey creature or marked by a demon. If the roll is odd, you shrink. When you cast a spell of 1st-level or higher roll a d20. The DM chooses the damage type. Lets dive a bit deeper into the wild magic subclasses of sorcerer and barbarian to learn more about this fantastical phenomenon. If you cast a spell with a saving throw within the next minute, the target gains. Potions 5e DnD Cost Prices List Guide 5etools Understanding the Wild Magic Surge Table | Wild Magic Table 5E I know, that within the context of an RPG, this might seem pretty trivial, but if you take a step back, this is akin to the power of a lesser deity. 1. Potion names - Fantasy name generators Find out what you can do. While this table works fine, some players find 50 options to be inadequate. You gain an additional spell slot of your highest level for 1 week. Then, whenever you are being deceptive, you have a mild fit of hiccups. All creatures within the pattern must succeed on a, You permanently gain one 1st-level spell slot but forget one cantrip that you already know. You see briefly into the future. A True 1d100 Wild Magic Surge Table : r/UnearthedArcana - reddit Click here to toggle editing of individual sections of the page (if possible). Cool list! Roll a d10. Wild Magic Surge is probably one of the most fun mechanics in D&D 5e. You teleport to an alternate plane, then return to the location where you started after 1 minute. Your size decreases by one size category for the next minute. You cast fireball as a 3rd-level spell centered on yourself. Class Archetype - Wild Magic Wild Magic Surge - Level 1. A tiny rain cloud appears above your head and rains in a 5-foot radius centered on you for the next minute. A common curse is that whenever a caster of any type casts, they must roll on this table. For the next minute, you must shout when you speak. You sprout tiny fairy wings from your shoulders. By magical, I mean weird, otherworldly, and fundamentally out of (or beyond) our control. You regain 5 hit points per round for 1 minute. Use: Increases critical rating by 200 and spell power by 200 for 15 sec. Sell Price: 50. When drunk, a creature regains 2d4 + 2 HP. You become invisible for the next minute. A simulacrum of yourself appears within 20 feet of you. Such creatures cannot attack you or harm you unless they save a, Your spell components seem to have been rearranged. A potion that when drunk, grants a creature resistance to one type of damage for 1 hour. A spell such as. While most wizards study for a specific school of magic, others may opt to choose to study how magic reacts when introduced to an element of chaos. Starting at 6th level, you have the ability to twist fate using your wild magic. If just about any magical, or even nonmagical, event can spawn the existence of a magic user with a connection to wild magic, then wild magic is something far more universally present than previously thought. Unless otherwise stated, the effects of wild magic that arent instantaneous (such as a peal of bells or the detonation of a fireball) are assumed to be permanent until removed by a spell such as Greater Restoration. D&D Wild Magic table 5e | Wargamer Necromancy plays with the delicate balance between life and death. Shaking the bottle fails to interrupt this process.