It was a rocky start but I had a blast and now, the better part of a decade later, I play, write, and write about tabletop RPGs (mostly5e, but also PBtA, Forged in the Dark and OSR) games for a living, which iswild. You and anyone within 10 feet of you must make a. For the next 24 hours, the creature regains the maximum number of HP for any Hit Die spent. The next spell you cast within the next hour uses a spell slot of one level lower than what it normally requires. You recover all your expended spell slots. Transported to Astral Plane until end of next turn. General Wikidot.com documentation and help section. You let out a loud, thunderous belch that replicates the effect of a 1st-level thunderwave spell. This concept is great, but it basically just says that you have uncontrollable powers from some strange force. When drunk, a creatures exhaustion is removed and any diseases or poison effects are cured. The creature can repeat the saving throw at the end of each of its turns. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. You hear a ringing in your ears for 1 minute. The next time a creature makes an ability check, attack roll, or saving throw, the number rolled will be replaced by what you rolled. You become affected as if you just drank a. as a 3rd-level spell centered on yourself. /use Potion of Wild Magic /yell Sweet lemonade, mmm sweet lemonade, sweet lemonade, yeah sweet lemonade! controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. 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. Wikidot.com Terms of Service - what you can, what you should not etc. This is, of course, a house rule, but again, it comes down to the DM. 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 this time, casting a spell that requires a verbal component requires a, Permanently increase one ability score of your choice by 1 point. If you die within the next minute, you immediately come back to life as if by the, UNFETTERED SURGE: Every round for 10rds roll on this table ignoring this result on subsequent rolls, MAGIC MISSLES hit nearby targets (5 missles), QUICKENED SPELLS cast times for 1action are 1bonus (10rds), MAXXED SPELLS max effects and damage (10rds), CAN'T SPEAK permanent (may be dispelled/remove curse), ALL FLAMMABLE OBJECTS ON PERSON BURST INTO FLAMES, FRIGHTENED by nearest creature until end of next turn, TARGETS ARE RANDOMIZED within 30ft of magic source, REJUVENATED (equivalent of long rest except for hp adjustment), SPELL FURCATION spell affects all creatures within 60ft of target. Potion of speed does little to nothing for me, but 200 crit means quicker eclipses, and 200 spell power is nothing to scoff at. Such creatures gain, You can hear exceptionally well for 1 minute, gaining, You permanently lose the ability to smell. If you cast a spell with a saving throw within the next minute, the target gains. Most players dont like unpredictability. This path of barbarians is all about using strong emotions as a way to access rampant magic throughout the multiverse. You may immediately take 1 additional action. The sorcerer, for example, says that you might have received your abilities from exposure to some form of raw magic, like a planar portal or the Elemental Chaos. Not only are there wild-magic sorcerers, but many magic items the adventurers find generate rolls on this table when used. You gradually return to your original weight over the course of 1 day. You gradually return to your original height over the course of 1 day. Your height changes by a number of inches equal to the roll. Check out how this page has evolved in the past. They vanish after 1 minute. Pixie Dust. Creature gains the effect of the etherealness spell for 1 hour. Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. Living spells gain a full stat block, taking their main abilities straight from the text of the spell itself. And if you don't hit that the DC becomes 3, and so on and so forth. You are immune to being intoxicated by alcohol for the next 5d6 days. Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage as magic lashes out in retribution. You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. You gain resistance to all damage for the next minute. Pocket Sand. You transform into a medium-sized potted plant for 1 minute, during which time you are considered. You feel strong and powerful, like a wild beast. During the next hour, you must make an, You transform into a stuffed toy resembling yourself for 1 minute, during which time you are considered. d100. If the result is 1 or less, a Wild Magic Surge occurs. Until you use a bonus action or action to raise them up again, your walking speed is reduced to 10 feet and you have disadvantage on Strength and Dexterity saving throws. 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 invisibility ends on a creature when it attacks or casts a spell. You cast faerie fire centered on yourself. Potion of Wild Magic. During that time, other creatures can't hear you. For the next minute, you can see any invisible creature if you have line of sight to it. It defends itself if attacked, but it cannot speak and otherwise just looks around utterly confused. Maximize the damage of the next damaging spell you cast within the next minute, instead of rolling. You are under the effect of a. spell until they disappear after 1d8 days. I rocked up late to the first session with an unread rulebook and a human bard called Nick Jugger. Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. A coil of 50 feet of hempen rope immediately appears and ties you up. A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. No. For the next day, everything you say must rhyme. 5-6. 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. Well, Tashas Cauldron of Everything explains that many areas of the multiverse are full of rampant magic that has a deep connection to intense emotions. Creative Commons Attribution-ShareAlike 3.0 License. When drunk, a creature gains the reduce effect of the enlarge/reduce spell for 1d4 hours (no concentration required). 6. Like I'm playing a wizard, the effect of 1d4 of my fingers migrating from one hand to another disables being able to use somatic spell . Enjoy! Find out what you can do. But what happens when this process goes wrong? An herbalist can create potions for healing that are identical to the magical potions of health listed in the Dungeon Masters Guide. Potion of Wild Magic. Such creatures cannot attack you or harm you unless they succeed on a, You are protected from Aberrations for 1 hour. When drunk, a creature gains a flying speed equal to its walking speed for 1 hour. When drunk, it cures any disease; removed blinded, deafened, paralyzed, and poisoned conditions. Sure, you could play them like any other character, but much like a warlock or a paladin, this particular brand of abilities and origins lends itself to some really interesting character development. This has no effect if you were not standing on the ground when the spell was cast. If the roll is odd, you shrink. Their stats are then determined by their level and the type of spell they are. An identify spell will reveal its true nature. Perhaps you were blessed by a powerful fey creature or marked by a demon. Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. The power of your magic is strong! For the next minute, you gain resistance to thunder and force damage. You can take one additional action immediately. Perhaps you were blessed by a powerful fey creature or marked by a demon. It can keep a martial level with others, without letting them dominate the game. For the next minute, you must shout when you speak. Each creature within 30 feet of you takes 1d10 necrotic damage. Randomness and uncertainty are a part of why people play D&D. Roll a d20. Spells. For the next day, you gain proficiency in all skills that you are not already proficient in. 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. You suddenly realize that you are nothing more than a fictional character in a game played by other creatures in another plane of existence, which causes you to be stunned. 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 Superior Healing: 8d4 + 8 Healing, 2,000 gp, Rare. Unless otherwise stated, the content of this page is licensed under. You lose the ability to see for 1 day. They make for an interesting unintended result of spellcasting, but they can also make for great random encounters. When drunk, a creatures Strength score is increased to 23 for 1 hour. Your innate magic comes from the wild forces of chaos that underlie the order of creation. Like many sorcerous origins, this isnt nailed down to one finite cause but, in general, comes from some variety of exposure to powerful magic in its raw form. If a spell requires concentration to maintain, it will say so in the "Duration" item of the spell description. Magic in the world of Dungeons & Dragons takes many forms, but it almost always boils down to the ability of an individual, item, or entity to harness the ambient energy of the universe and bend it to their will. If there is no other creature within range, you target yourself. If the roll is even, you get older. Cabbages sprout abundantly within a 30' radius. For the next spell you cast within 1 minute that does damage, the damage is minimized. Potion, very rare. However, you lose the ability to speak one language you already know. You gain the ability to speak one language of your choice for 1 day. An overexcited flock of colorful birds (use the stat block of a swarm of ravens) appears in your space and attacks you. 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. Creature gains the effect of a freedom of movement spell for 8 hours. The DM chooses the damage type. Mordenkainens Faithful Hound could remain a faithful servant or become as violent as a wild dog. When drunk, a creature gains the enlarge effect of the enlarge/reduce spell for 1d4 hours (no concentration required). Whenever a Wild Magic Sorcerer rolls on the Weird Wild Magic Surge Table, they roll the number of d10s determined by the level of spell they cast. You are protected from Fiends for one hour. Change the name (also URL address, possibly the category) of the page. For one minute, any spell with a casting time of 1 action can be cast as a bonus action. You have. When you try, pink bubbles float out of your mouth. Interestingly enough, neither of these subclasses directly reference tears in the weave. Such creatures cannot attack you or harm you unless they succeed on a. It depends on your DM. Mythic Odysseys of Theros. View/set parent page (used for creating breadcrumbs and structured layout). If the roll is odd, you shrink. It is the 5etools platform of choice for VTT integrations. Watch headings for an "edit" link when available. Such creatures cannot attack you or harm you unless they save a, Your spell components seem to have been rearranged. Until you trim them, your. You and all creatures within 30 feet of you gain vulnerability to radiant damage for 1 minute. A tiny rain cloud appears above your head and rains in a 5-foot radius centered on you for the next minute. Uncommon. When you speak, your voice comes from the magic mouth. 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 regain your lowest-level expended spell slot. A remove curse spell can end this effect. However it came to be, this chaotic magic churns within you, waiting for any outlet. You regain hit points equal to the sum of the necrotic damage dealt. The coated item has a +3 bonus to attack and damage rolls for 1 hour. A Moon-Touched Sword is one of the best low-level magic weapons in D&D 5e. Also, as Bloodcinder pointed out in a comment, this is an optional rule. Do you mean feather fall? Lost Mine of Phandelver. You are frightened by the nearest creature until the end of your next turn. You grow a third eye in the center of your forehead, increasing your perception skill by 2. 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. Optional rule: Instead of a flat 5% chance of Wild Magic Surges occurring when spells are cast, it was suggested that you roll d20 and subtract the level of the spell. Pokmon TCG's 5 Best . Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. Then, we have the characters who are deeply curious about their abilities, wishing to study themselves and learn to control the powers they wield. A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to the. If they elect to reroll and add an extra die to the pool as described above, the die they add is also reduced. 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. A d10 becomes a d8, then a d6, and then a d4. Every creature within 15 feet of you takes 1 necrotic damage. For the next day, each time you say a word with the "s" sound, it sounds like a hissing snake. Your age changes by a number of years equal to the roll. Places where the Weave is torn become conduits for wild magic in their own right. Roll a d10. Maximize the damage of the next damaging spell you cast within the next minute. A random creature within 30 feet of you gains a flying speed equal to its walking speed for 1 minute. Top 10 highest rating potions. With a bit more experience under my belt, Id even revise something I said. It lets the wielder bypass Resistance to nonmagical attacks. The column slowly lowers into the ground 1 minute later, leaving no trace of it. You break your attunement with 1d3 of your magic items to which you are attuned. Use: Increases critical rating by 200 and spell power by 200 for 15 sec. 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. When a sorcerer casts a spell, after the spell is cast, roll d20. . Even though that random occurrence may be beneficial. It disappears at the end of your next turn. You and all creatures within 30 feet of you gain vulnerability to psychic damage for 1 minute. 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. All allies within 20 feet of you gain a +2 bonus to attack and damage rolls on any ranged weapon attack they make within the next minute. Magic oils are similar to potions, except that oils are applied externally rather than imbibed. Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. Like, what is a slow fall spell? So, with the idea in mind that wild magic can be so much more than the options contained within the sorcerer wild magic table (and that published 5e adventures explicitly give DMs permission to make up their own wild magic surge results), we thought wed take a crack at our own. During this time, you have the. Everyone remembers the moments where serendipity saved (or doomed) a D&D campaign; someone had just the right item or pulled off the most imaginative spell usage, or the wild magic sorcerer randomly poisoned the BBEG and won the party the battle. Your hair falls out but grows back within 24 hours. You jump forward in time exactly 1 minute, for 1 minute. 21. You have a fit of hiccups. Below is a small table to determine which effects might happen. Such creatures gain. If you die within the next minute, you come back to life as if by the. View wiki source for this page without editing. View and manage file attachments for this page. Table: Revised Wild Magic Surge d20/d100 1-3/Extreme 4-9/Moderate 10-20/Nuisance 1: A fireball explodes with you at the center. A deck of many things appears hovering in front of you expectantly, only visible and touchable by you. You are under the effect of a slow fall spell until they disappear after 1d8 days. If you fail the saving throw, you turn into a sheep for the spells duration. A random creature within 60 feet of you becomes poisoned for 1d4 hours. If you want to discuss contents of this page - this is the easiest way to do it. Potion of Greater Healing: 4d4 + 4 Healing, 200 gp, Uncommon. Going by the rule that an item costs half of the total item value, Potions of Healing seem way overpriced for consumable items if you go by the non-consumable Magical Item value chart. The effect lasts for 1d6 days. For the next minute, you are in the Border Ethereal near the location you were last in. Way back in that Twitter thread, I talked about the function of totems as 4e magic items. You gain the ability to walk on water for 1 day. A. Once you do so, you must finish a long rest before you can use this feature again. First, they have unpredictable effects on spells cast within them. You regain all expended sorcery points. 100. 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. An overexcited flock of colorful birds (use the stat block of a. appears in your space and attacks you. How To Make Custom & Homebrew Character Backgrounds for DnD 5e, Everything You Need to Know About Difficult Terrain in DnD 5e, A Complete Guide to the Monk's Flurry of Blows in DnD 5e, Giff 5e: Guide to the Culture, Appearance & Traits of Hippo-Folk, The 8 Best Cantrips in DnD 5e for the Bard Class. 33. Your weight changes by a number of pounds equal to the roll. In contrast, we have the characters who are as chaotic, if not more chaotic, than the powers that they wield. 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. A strong wind swirls around you in a 10-foot radius, making ranged attacks going into or out of this aura automatically miss. All creatures that can perceive you must make a. When drunk, a creatures physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. While this table works fine, some players find 50 options to be inadequate. Whenever you try, pink bubbles float out of your mouth. 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. Sell Price: 50. I mean, these sorcerers can actually control and harness the un-harnessable effects of wild magic. Roll a d10. Readying a spell. You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. Under the light of the day, you appear normal; by firelight or the light of the moon, you appear hideous (the other players decide how). This is a class that is perhaps best known for the fact that they dont use magic, so how do their skills even work? You are restrained. All food and drink within 30 feet of you is purified. The different grades of healing potions heal for . It makes sense if you think about it. For 1 minute, any flammable item you touch, that you aren't already wearing or carrying, bursts into flame. Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.