If you drop to 0 hit points, your pot breaks, and your form reverts. However, its important to remember that the sorcerers Wild Magic Surge table isnt the be-all and end-all of wild magic mishaps. When magic malfunctions, when the weave unravels, and wild magic seeps into the material plane, the result is known as a wild magic surge. They can continue doing this until they are happy with the result or they roll 10d10. Choose 1 permanent or triggered effect that has happened to you or somebody else that youve received from this chart and remove it, even if it was beneficial. You are protected from Fiends for one hour. For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. You are surrounded by a faint, offensive odor for 1 minute. A strong wind swirls around you in a 10-foot radius, making ranged attacks going into or out of this aura automatically miss. Make a, You are protected from Elementals for 1 hour. 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. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. Ingredients: Cat's tongue, Quipper Scale. Not the biggest part, but from the most committed roleplayer to the most meticulous power gamer, everyone holds their breath when the time arrives for a big dice roll. Change the name (also URL address, possibly the category) of the page. They also get to have that amazing moment where they unleash their full power and really embrace it, taking them down a path of isolation, power hunger, or acceptance its kind of dealers choice at that point. You are instantly resurrected if you are killed within 24 hours of drinking this potion. You are vulnerable to Undead for 1 hour. For the next minute, you gain resistance to fire and cold damage. For 1 minute, one creature of your choice within 30 feet of you gains a -1 penalty to attack rolls, damage rolls, and their AC. A spell such as, All food and drink within 30 feet of you becomes putrid, spoiled, or rotten. You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. You immediately take 1d10 radiant damage. The Wild Magic Sorcerer is a prime example of that with a random, wild surge of magic that happens after a spell is cast. It is up to the DM whether to implement this rule. You and all creatures within 30 feet of you gain vulnerability to fire damage for 1 minute. Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. Any creature that ends its turn within five feet of you is blinded until the end of its next turn. The oil can be poured on the ground covering a 10-foot square, creating the grease spell effect for 8 hours. The flock disappears 1 minute later. 218 spells in DnD 5e require concentration; thats 46% of the spells in the game. You feel like a wild animal, and you have a sudden urge to hunt and kill. Whenever you try, pink bubbles float out of your mouth. You are restrained. Concentration spells Duration's will always read "Concentration, up to" followed by the maximum duration of the spell. For the next 24 hours, the creature regains the maximum number of HP for any Hit Die spent. You cast fly on a random creature within 60 feet of you. For one minute you have resistance to all damage. 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. You cast Tashas hideous laughter on the nearest creature to you. You gain resistance to all damage for the next minute. Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus. For the next hour, you appear to others to be the opposite gender. Your size increases by one size category for the next minute. Something Fishy: the caster is left smelling of fish. Roll a d10. You then regain the use of this feature. It is the 5etools platform of choice for VTT integrations. To roll for a wild magic surge, roll a number of d10 equal to the spells level + 1, and compare the total result to the Weird Wild Magic Surge table below. Roll on this table at the start of each of your turns for the next minute, rerolling this result on subsequent rolls. However, most of the results are new and this table has undergone moderate playtesting in my groups. Consuming this food deals 2d6 poison damage and causes the. Such creatures gain. You jump forward in time exactly 1 minute, for 1 minute. For the next day, you gain proficiency in all skills that you are not already proficient in. You gradually return to your original height over the course of 1 day. Wild Magic Surge table. You and all creatures within 30 feet of you gain vulnerability to slashing damage for 1 minute. A Moon-Touched Sword is one of the best low-level magic weapons in D&D 5e. Your skin turns a vibrant shade of blue. I genuinely like this because I really wanted to play a Wild Magic Sorcerer just because of how fun that randomness could be, but it occurs far too rarely. Wild Magic Table 5e : dnd Guide. If you are not wearing pants, you instead fall prone. You teleport up to 60 feet to an unoccupied space that you can see. For the next day, each time you say a word with the "s" sound, it sounds like a hissing snake. When drunk, a creature gains the effect of the haste spell for 1 minute (no concentration required). When drunk, a creature can breathe underwater for 1 hour. You can take one additional action immediately. A spell such as. 55. The one exception was at a convention session where one of the characters I provided was a wild-magic sorcerer. Instead, they simply talk about an ability to access the raw forces of magic. Your hair falls out but grows back within 24 hours. 13) The potion causes your body to become covered in thick, black fur. When you drink this potion, you gain the "reduce" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). Your height changes by a number of inches equal to the roll. For one minute, you glow with bright light in a 30-foot radius. If the result is 1, roll on the Wild Magic Surge table. Beginning at 18th level, the harmful energy of your spells intensifies. Summoning can be problematic in 5E D&D and I think there's a better way of handling it but overall this is nicely done. Chromatic Rose. 20% haste puts your arcane blast at a 2 sec cast, add in the 1 sec GCD, and you've got 3 seconds, exactly the cooldown of barrage. Starting at 6th level, you have the ability to twist fate using your wild magic. 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. Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. This is a class that is perhaps best known for the fact that they dont use magic, so how do their skills even work? Then, we have the characters who are deeply curious about their abilities, wishing to study themselves and learn to control the powers they wield. Most fights are easily won with Sleep anyway. I seldom roll on the wild magic table at levels 1-2, because i hardly use Tides of Chaos. Philter of Love. The Path of Wild Magic barbarian gets to roll on a very specific wild magic table unique to its subclass because the wild magic that its primal path is expressing is being channeled through a certain creature. A random creature within 60 feet of you becomes poisoned 5e for 1d4 hours. 0904 Caster finds a potion that can instill zealous religious fervor . A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to. All the coins you have on your person fall to the ground at your feet. You let out a loud, thunderous belch that replicates the effect of a 1st-level, Up to 3 corpses within 30 feet of you rise as. Do you mean feather fall? In fact, as mentioned above, both the nature of the spellcaster and the place in which the surge is occurring can have an effect on the results of a wild magic surge. However a mage accesses their magic, both sources (in the Forgotten Realms at least) tap into a deeper, underlying layer of energy known as The Weave. The oil can be poured on the ground covering a 10-foot square, creating the grease spell effect for 8 hours. If you want to discuss contents of this page - this is the easiest way to do it. View/set parent page (used for creating breadcrumbs and structured layout). When you focus on how your character feels about the wild magic theyre connected to, you get to influence not only their actions when using the magic but their overall personality in general. You transform into an iron statue of yourself for 1 minute, during which time you are considered. 34. I am DMing a Wild Magic Sorcerer right now (just had the first game this evening) and I intend to have her get back Tides of Chaos every single time she casts a spell and has the opportunity to get it back. All of your teeth fall out of your mouth, and slowly regrow over 10 minutes. When the fabric of the Weave is distorted, stuff starts to get really weird, really fast. To install the Plutonium module, and start using all of 5etools' content in your game, paste the manifest URL [ current / v10 / v9] into your Foundry server's module installer. For the next hour, any time you make an ability check, roll 1d4 and add the result. You let out a loud, thunderous belch that replicates the effect of a 1st-level thunderwave spell. You recover all your expended spell slots. A tiny rain cloud appears above your head and rains in a 5-foot radius centered on you for the next minute. If you fail the saving throw, you turn into a sheep for the spells duration. A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to the. Cool list! If they are a blue or grey shade, they turn dark brown, or vice versa. Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. Ive been running 5e for a little over a year. If the result is 1 or less, a Wild Magic Surge occurs. For the next minute, you must shout when you speak. Conjuration magic creates matter or transposes energy and spirits from one part of the multiverse to another. Perhaps you were blessed by a powerful fey creature or marked by a demon. Your hair falls out but grows back within 1 day. For the next minute, any flammable object you touch that isnt being worn or carried by another creature bursts into flame. A random creature within 60 feet of you becomes poisoned for 1d4 hours. If you die within the next minute, you come back to life as if by the. You gain 1d6x10 pounds. Item Level 80. 6. For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. I'd argue a lot of the added effects seem to be negative. Once they hit 14th level, they even get to exert a bit of control over the wild magic effects they can produce, rolling twice and choosing the effect thats more beneficial in their situation. This is honestly a pretty fun spread of options that plays around in interesting ways with the sorcerer spell list. 2. On a result equal to or lower than the spells level (treat cantrips as 1), there is a Wild Magic Surge. A random creature within 30 feet of you gains a flying speed equal to its walking speed for 1 minute. It takes an action to pick up 100 scattered coins. Comment by Coandca Being a boomkin well over the soft-haste cap (592 haste..) this potion really shines for me. Find out what you can do. 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. For the next minute, you can see any invisible creature if you have line of sight to it. 0906 Caster finds a potion that induces permanent . Also, a wild magic sorcerer can spend sorcery points equal to the level of the spell that triggered the wild magic surge divided by two (minimum of one) to downgrade the size of the dice they roll on the wild magic surge table. Check out how this page has evolved in the past. The next single target spell you cast within the next minute must target one additional target. When drunk, a creature can perform the animal friendship spell (save DC 13) for 1 hour at will. But what happens when this process goes wrong? You cast blindness/deafness on yourself with both effects, rolling your saving throw separately for each. You gain the ability to breath water for 1 day. If the spell is a spell of 1st level, you still must expend a spell slot to cast it. During this time, ranged attacks that target you bounce off and target other random creatures within 30 feet of you instead. on yourself. 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. 903. You transform into a medium-sized potted plant for 1 minute, during which time you are considered. When you are in an area of wild magic (or some other circumstances create the opportunity for a wild magic surge), roll a d20 each time a spell with a level of 0-9 is cast. First, they have unpredictable effects on spells cast within them. Living spells gain a full stat block, taking their main abilities straight from the text of the spell itself. For more information, please see our If he can reseal the hole, great. Both the wild magic sorcerer and the path of wild magic barbarian have abilities that reflect this chaotic side of the Weave. 2023 Wizards. A spell such as. Unless otherwise stated, the content of this page is licensed under. Affiliate Disclosure: As an Amazon Associate I earn from qualifying purchases. Such creatures cannot attack you or harm you unless they succeed on a, You are protected from Celestials for 1 hour. You can't speak for 1 minute. When magic functions as intended, spellcasters can tap into the Weave and bend it to their will. For the next minute, all spells with a casting time of 1 action or 1 bonus action require 2 consecutive actions to cast. Append content without editing the whole page source. and appear as the nearest humanoid to you you can see. Click here to edit contents of this page. A close review of the possible results will reveal that most of the effects in the original PHB table appear in this table as well. Something does not work as expected? 5. That certainly makes sense for the wild magic sorcerer. 0902 Caster finds a potion 90% likely to heal and 10% likely to kill . You can detect the thoughts of 1 creature you can see within 30 feet of you for 1 minute. You and each creature within 20 feet of you who must make a. For the next minute, one creature of your choice gets a -2 penalty to its AC, attack rolls, and damage rolls. You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for 1 minute. There are, naturally, a million ways you could go, but when you focus on the characters perception of their own powers, you give yourself a huge jumping pad for further character exploration. Areas of wild magic are known for two things. One creature of your choice gains a +1 bonus to attack rolls, damage rolls, and its AC for 1 minute. You and all creatures within 30 feet of you gain vulnerability to lightning damage for 1 minute. You gradually return to your original height over the course of 1 day. Choosing a monster affiliated with your deity and gaining one of its abilities. One randomly-chosen non-magical item in your possession that weighs 1 pound or less is duplicated. You teleport up to 60 feet to an unoccupied space of your choice that you can see. Only a spell such as. Of course, in 5e, the most common examples of this concept show up in subclasses. Watch headings for an "edit" link when available. You become affected as if you just drank a philter of love. These sapient, hyperdimensional cats have uneven numbers of eyes and are not hostile, but they ominously share reports on how the character died in multiple parallel dimensions. They vanish after 1 minute. Wild magic is an optional add-on to the magic system that modifies existing arcane magic in random ways. You grow a third eye in the center of your forehead, increasing your perception skill by 2. You are surrounded by faint, ethereal music for 1 minute. If you do, you must take the new rolls result. For the next minute, you can see any invisible creature if you have line of sight to it. All the rations you are carrying turn to soap. I copy and pasted it and just made a few tweaks to fit my style, but overall it is a fantastic list, thank you! In my setting, all magic is wild magic, even though the players dont realize it. For the next hour, any time you make an ability check, roll 1d6 and add the result. Your size increases by one size category for the next minute. 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. Creature gains the effect of the etherealness spell for 1 hour. Enshrouded objects are considered, You are protected from Undead for 1 day. A magic mouth appears on a nearby wall or flat surface. Roll a d10. You permanently gain one cantrip. Roll a d10. 32. You transform into an empty wooden chest for 1 minute, during which time you are considered. Regardless, both of these player subclasses have an incredible tie to a force that really isnt studied much throughout the multiverse of D&D. Spells cost additional bonus round cast time. Notify administrators if there is objectionable content in this page. You gain the ability to speak one additional language of your choice for 1 hour. View and manage file attachments for this page. You have the irresistible urge to scratch an itch in the middle your back, just out of reach, for 1 minute. Until you do, your, For the next minute, every creature within 60 feet of you that hears you speak only hears insults as if you are casting. So it is with magic. Requires Level 70. A column 1d10 feet high and 5 feet in diameter rises beneath your feet. The invisibility ends if you attack or cast a spell. The reasons are clear: I created a couple NPC wild-magic sorcerers, and even in these cases, the players dont want to be around these characters. Your clothes become dirty and filthy. It turns to snow 1 minute later. Serious, or extreme effects, are less likely to occur than nuisance effects. If the roll is odd, you shrink. Spells, then, can be thought of as ways of tapping into that Weave, connecting a spellcaster to it (sometimes via another conduit, like a warlocks patron) and shaping it into the desired form. Crimson liquid that pulses like a heartbeat with dull light. When drunk, a creatures Strength score is increased to 21 for 1 hour. Thus, the Wild Magic Surge table plays a prominent role in my campaign. A living Darkness spell could seek to shroud everything in darkness, or it could function like a helpful ally, hiding its friends from danger. When drunk, a creature takes 3d6 poison damage and must succeed on a DC 13 Constitution saving throw or be poisoned. You gain the ability to speak with animals for 1 day. You regain all expended sorcery points. Actually, its probably a bit more accurate to say that these are wells. This site works best with JavaScript enabled. http://en.wikipedia.org/wiki/Client-side_prediction. 100. A puddle of grease appears where you are standing, with a 10-foot radius. You lose proficiency in all skill rolls for 1d4 hours. For the next minute, you can teleport up to 20 feet as part of your movement on each of your turns. You can also escape with a successful DC 11 Dexterity (Acrobatics) check. It is hostile to them, vanishing after 1 minute. Failed Concentration: When a caster fails a concentration check, and thereby loses a spell, some of the spell's energy escapes in a wild magic surge.. 1-2. 73-74. Whether this means using that energy to shoot fireballs from their fingertips, read the future, bind powerful entities to their will, resurrect the dead, or any number of other feats ranging from the profound to the profane, it is up to the spellcaster and their knowledge of their craft. New comments cannot be posted and votes cannot be cast. I had my doubts about Wild Magic at first, but its all gone now. If you fail a, All creatures within 60 feet of you regain 2d8, You transform into a marble statue of yourself for 1 minute, during which time you are considered, Over the next minute, all plants within 20 feet of you grow as if affected by the. You are immune to being intoxicated by alcohol for the next 5d6 days. Sprouting horns, claws, or wings (gain a racial trait from a playable race that has these properties). I rocked up late to the first session with an unread rulebook and a human bard called Nick Jugger. You can do so after the creature rolls but before any effects of the roll occur. For the next day, everything you say must rhyme. 0903 Caster finds a potion that can instantly cause his death . The wild magic that permeates the city of Gnomengarde in The Dragon of Icespire Peak is significantly less dangerous (you might turn blue, sprout fairy wings, or experience another whimsical effect of the GMs invention which is an important precedent) than the one in Hazlan, the magically misaligned domain of dread in Ravenloft. All of your hair permanently falls out. My DM made contacting the chosen god of my PC the d10000 wild magic table. Potions are like spells cast upon the . You shrink 1d6 inches in height. An eye appears on your forehead for the next minute. The DM chooses the damage type. Your innate magic comes from the wild forces of chaos that underlie the order of creation. You immediately lose one unspent sorcery point. 3d6 random gems appear near you, worth 50gp each. This gives you disadvantage on ranged attacks (including spell attacks) and, A 30-foot cube hypnotic pattern appears with you at the center. 906. Potion of Wild Magic. Dispel and Counterspell: When a spell or magical effect is dispelled or counterspelled, it triggers a wild magic surge on the caster or subject.. Wild Zones: Some places are magically unstable.When a creature casts a spell, uses a spell-like . 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. All allies within 20 feet of you heal up to 3d8 hit points. Two full moons. During this time, you have the. Its a subclass thats all about the unexpected, and I frequently find myself working wild magic into my campaigns in one form or another. For one minute, any spell with a casting time of 1 action can be cast as a bonus action. All creatures within 30 feet of you must make a. The Wild Magic Sorcerer feeds off that love of the uncertain and unknown. If the roll is even, you get older. You gain, You permanently forget one cantrip. You sprout tiny fairy wings from your shoulders. I should've checked here before making my own (see below)Does anyone know of an easy way to integrate these rolls to our DnDBeyond character sheets or VTT instance? Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. You and all creatures within 30 feet of you gain vulnerability to acid damage for 1 minute. Spells that use wild magic are given the Wild descriptor. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number. Dust of Corrosion. Download the client and get started. You and all creatures within 30 feet of you gain vulnerability to force damage for 1 minute. Because of this, these subclasses actually tell us a lot. Foundry is a modernized, better-than replacement for Roll20, which prioritizes modding support. Applying the oil takes 1 minute. Potion of speed does little to nothing for me, but 200 crit means quicker eclipses, and 200 spell power is nothing to scoff at. Cookie Notice Here's a list of d100 random magical effects you can use in your fantasy tabletop campaign. You are confused for 1 minute, as though you were affected by the. You gain proficiency in one skill of your choice that you're not already proficient in for one hour. You and all creatures within 30 feet of you gain vulnerability to poison damage for 1 minute. If you also roll 33-34 or consume a potion of maximum power, then this surge could be the straw that breaks the boss fight's back. For the next hour, you are unable to read as the letters all appeared jumbled. You get gain a -1 penalty to your AC for 1 minute. Such creatures cannot attack you or harm you unless they save a, You emanate light in a 30-foot radius 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. The Chromatic Rose comes in five different colors: Black, Blue, Green, Red, and White. However, if they dont like the result of the roll, they can roll again, but they must add another d10 to the pool and reroll all the dice. Such ceatures cannot attack you or harm you unless they succeed on a, You are surrounded by a horrible, noxious odor for 1 minute. Such creatures cannot attack you or harm you unless they succeed on a. However, they do not follow the rules of magical item creation. One of the things that Scott and I talk about a lot and incorporate readily into games we play that arent D&D 5e is the idea that magic should feel well, magical. For all the talk about wizards unraveling ineffable mysteries and warlocks treating with unknowable beings, magic in 5e is pretty much a known quantity. One randomly-chosen non-magical item in your possession that weighs 1 pound or less vanishes and is forever gone. Potions of Healing cost half of a Magical Item of the same rarity. Not only are there wild-magic sorcerers, but many magic items the adventurers find generate rolls on this table when used. Those with a rich cultural history of magic use may seek to infuse their barbaric rage with the mystical currents that run throughout the multiverse. Potion of Animal Friendship. For the next day, you are in the Border Ethereal near the location you were last in. The creature that drinks this potion will become charmed by the next creature it sees within 10 minutes for a duration of 1 hour. When a sorcerer casts a spell, after the spell is cast, roll d20. That doesn't exist. You lose concentration on any spells you are concentrating on, and an antimagic field surrounds you for the next minute. That belongs in a different article. It lets the wielder bypass Resistance to nonmagical attacks. A, You gain a random form of short-term madness (see the. Perhaps you were blessed by a powrful fey . You are resistant to all damage types for 1 minute. Please enable JavaScript to get the best experience from this site. Every inanimate object that isn't being worn or carried within 40 feet of you becomes enshrouded with shadows for 1 minute. Wild Magic Table: Your innate magic comes from the Wild Forces of chaos that underlie the order of creation. If you drink a Potion of Growth (DMG, p. 187) along with another potion, there is a small chance that it could become permanent. Such creatures gain. 0905 Caster finds a potion that can turn him into an invisible cat . You gain two spell slots at your second-highest level for 1 week. If the roll is odd, you get younger (minimum 1 year old). Each creature within 30 feet of you takes 1d10 necrotic damage. You are vulnerable to Celestials for 1 hour. No. When drunk, a creature gains the enlarge effect of the enlarge/reduce spell for 1d4 hours (no concentration required).