However, a Moon-Touched Sword lacks other major combat benefits. Caster's hands become covered in sticky goop. Your non-magical items change to fit your new form. You teleport up to 60 feet to an unoccupied space of your choice that you can see. 6 Chromatic Rose: Elemental Roses That Can Either Protect Or Damage Creatures. You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. 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 gain resistance to all damage for the next minute. Your age changes by a number of years equal to the roll. Planning on making an area where a Wild Magic effect happens whenever someone casts a spell, this is going to be VERY helpful in making it not extremely boring. Lots of rolling on the Wild Magic Surge . All creatures within 30 feet of you must make a. This is honestly a pretty fun spread of options that plays around in interesting ways with the sorcerer spell list. This represents the Wild Magic building inside you. They vanish after 1 minute. The vial has enough oil to cover a medium or smaller creature; 10 minutes to apply. You cannot stand up or hold or manipulate objects until your appendages reappear at the start of your next turn. When drunk, a creatures Strength score is increased to 23 for 1 hour. You and all creatures within 30 feet of you gain vulnerability to thunder damage for 1 minute. Magical effects from each school rewrite reality in a different way. You cast fear in the direction youre facing. 2023 Wizards. You gain the ability to breath water for 1 day. A potion is a magic liquid that produces its effect when imbibed. Maybe a divination spell can be overcharged in a different way, allowing the caster to obtain answers far easier or to obtain more knowledge than normal. You gain a +2 bonus to your AC for 1 minute. Whenever you try, pink bubbles float out of your mouth. From a mechanical standpoint, this means that wild magic barbarians roll on a smaller wild surge table to produce an effect whenever they enter their rage. You glow with bright light in a 30-foot radius for the next minute. 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 innate magic comes from the wild forces of chaos that underlie the order of creation. MOT. 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. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. A potion or oil can be used only once. You turn into a potted plant until the start of your next turn. You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for 1 minute. If the roll is odd, you shrink. When drunk, it cures any disease; removed blinded, deafened, paralyzed, and poisoned conditions. You jump forward in time exactly 1 minute, for 1 minute. Next turn caster takes no action, vomits 1d100 SP. Any creature that ends its turn within five feet of you is blinded until the end of its next turn. You fall asleep and have extremely happy dreams for the next minute, or until you take damage or a creature uses its action to shake you awake. Click here to edit contents of this page. Your skin turns a vibrant shade of blue. The options largely fall into four categories: harmless sensory effects that present an interesting roleplaying opportunity or maybe a small inconvenience, a sizable mechanical benefit, a serious mechanical drawback, and something that could be good or bad depending on where youre standing or who the effect targets. Like, what is a slow fall spell? Watch headings for an "edit" link when available. 32. However, most of the results are new and this table has undergone moderate playtesting in my groups. You are immune to being intoxicated by alcohol for the next 5d6 days. Find out what you can do. And if you don't hit that the DC becomes 3, and so on and so forth. You cast magic missile as a 5th-level spell. For one minute, any spell with a casting time of 1 action can be cast as a bonus action. Perhaps you were blessed by a powerful fey creature or marked by a demon. I currently copy-and-paste line by line to make my own rollable macro in Roll20 (but it's such a pain)Here's my extended Wild Magic Table but I think I'll be incorporating some of the original poster's material :) I didn't think about balancing which was a good comment above but I did try to think of neutral magical effects that could happen but kept it slightly more generic to allow the DM to improvise. Download the client and get started. You see briefly into the future. You and all creatures within 30 feet of you gain vulnerability to slashing damage for 1 minute. While a plant, you are incapacitated and have vulnerability to all damage. 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. If the roll is even, you grow. 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. Everything made of gold on your person (including coins) turns into silver, and everything silver turns to gold. Lets dive a bit deeper into the wild magic subclasses of sorcerer and barbarian to learn more about this fantastical phenomenon. I really like this, but some of the things are a little weird. 1-2. Wild Magic. The DM chooses the damage type. Or, what about the time when they accidentally set off some ethereal music that attracted the attention of a bunch of orcs. Each subsequent time a creature drinks this potion, there is 10% cumulative chance that it will instead age 1d6 +6 years. You gain the ability to walk on water for 1 day. 19. 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. Your feet and hands disappear. All allies within 30 feet of you gain a -2 penalty to their AC for 1 minute. Your skin turns a vibrant shade of blue. You must spend more sorcery points each time. You are immune to being intoxicated by alcohol for the next 5d6 days. Despite rolling a d100, there are actually 50 possible options on the sorcerers Wild Magic Surge table. The creature that drinks this potion will become charmed by the next creature it sees within 10 minutes for a duration of 1 hour. You gain the ability to speak with animals for one hour. Teleport up to 60 feet away to unoccupied space. If you die within the next minute, you immediately come back to life as if by the. Beyond just their origins, theyre given some interesting chaos abilities centered around rerolling attacks and ability checks. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. You and all creatures within 30 feet of you gain vulnerability to poison damage for 1 minute. If your DM leans in to the Wild Magic surges then you can definitely have a lot of fun playing one of these. During this time, you have the. You are vulnerable to Fey for 1 hour. An overexcited flock of colorful birds (use the stat block of a swarm of ravens) appears in your space and attacks you. You hear a ringing in your ears for 1 minute. 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. 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. If there is no other creature within range, you target yourself. The spell can change its power, change its target, come to life, or incur a roll on the wild magic surge table. For the next minute, you regain 5 hit points at the start of each of your turns. Potion name generator . Screenshots containing UI elements are generally declined on sight, the same goes for screenshots from the modelviewer or character selection screen. 2. From the perspective of everyone else, you cease to exist during that time. You feel lucky. Instead, they simply talk about an ability to access the raw forces of magic. Serious, or extreme effects, are less likely to occur than nuisance effects. 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. Eldritch Staff. Other events or actions may also result in rolling on the table. For the next spell you cast within 1 minute that does damage, the damage is minimized. 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. 3. You let out a loud, thunderous belch that replicates the effect of a 1st-level thunderwave spell. 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. The point of this isnt just for your players to have fun; its for you to flex your DM muscles and experience a bit more chaos at the table than you might be used to. You develop an allergy to any magic near you. Of course, in 5e, the most common examples of this concept show up in subclasses. Change the name (also URL address, possibly the category) of the page. However, its important to remember that the sorcerers Wild Magic Surge table isnt the be-all and end-all of wild magic mishaps. You are resistant to all damage types for 1 minute. You and all creatures within 30 feet of you gain vulnerability to cold damage for 1 minute. If you want to discuss contents of this page - this is the easiest way to do it. You become invisible for the next minute. It disappears at the end of your next turn. Wikidot.com Terms of Service - what you can, what you should not etc. Spells cost additional bonus round cast time. When drunk, a creature gains the enlarge effect of the enlarge/reduce spell for 1d4 hours (no concentration required). For 1 minute, a duplicate of yourself appears in the nearest open space which can take actions independently, and goes on the same Initiative as you. This alone mitigates the risk so that more players might be willing to accept it. If not, the result is a Chaos Burst. PoA. If you are in combat, you reroll your order in the initiative at the end of this round. Perhaps you were blessed by a powrful fey . You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. The oil can be poured on the ground covering a 10-foot square, creating the grease spell effect for 8 hours. You are vulnerable to fiends for 1 hour. 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. I had my doubts about Wild Magic at first, but its all gone now. If you don't scratch it using a back scratcher or some similar device , you must succeed a, A loud boom emanates from you. For 1 minute, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage. Check out my magic items! Up to 3 corpses within 30 feet of you rise as zombies hostile to all non-undead creatures. By accepting all cookies, you agree to our use of cookies to deliver and maintain our services and site, improve the quality of Reddit, personalize Reddit content and advertising, and measure the effectiveness of advertising. 100. You immediately make an unarmed strike against a random creature within 5 feet of you. The weave, at its core, is a way of taming the raw and chaotic nature so that we can cast spells and use precise abilities. 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. You are surrounded by faint, ethereal music for the next minute. You are surrounded by faint, ethereal music for 1 minute. Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. Two full moons. They make for an interesting unintended result of spellcasting, but they can also make for great random encounters. You regain, A third eye appears in your forehead, giving you, You make no sounds for 1 minute and you gain. All creatures that can perceive you must make a. Such ceatures cannot attack you or harm you unless they succeed on a, You are surrounded by a horrible, noxious odor for 1 minute. Target is not affected, TEMPORAL HICCUP take an additional action immediately, TEMPORAL SKIP lose next action, bonus, and reaction, GRAVITY WELL Encumbrance triples for 1d6rds within 30ft, MAGIC SURGE AOE creatures within 30ft take, LIFEFORCE ABSORPTION each creature within 30ft takes 1d10necrotic and caster gains temp hp equal to total damage dealt, TIME SLOW FIELD 30ft AOE to everyone but caster, WEAPONS BECOME ETHEREAL AOE 30ft for 1d10rds, MAGICAL STASIS incapacitated and immune for 1d10rds, DISARM all creatures within 30ft with STR contest vs DC 12, LUCKY next ability/attack is a Natural 20 or an Advantage, UNLUCKY next ability/attack is a Natural 1 or at Disadvantage, TRANSPOSITION everyone within 60ft random switches position with each other, TEMPORAL REWIND all actions this round by anyone acting after the caster within 120ft must be rerolled and second roll must be taken, FACE OTHER DIRECTION AOE affects all creatures within 30ft, RETCHING VOMIT, lose all actions until end of round, DISENTEGRATING ITEM random non-magical item, ECTOPLASMIC GOO spontaneously appears on things within 10ft. That's very odd. Maximum Power. The next spell you cast within the hour uses a slot level one level higher than what it normally requires. For now, all we know is that mortal beings are capable of tapping into this well of energy with varying levels of success. When a wild magic surge occurs, you roll a d100 on the wild magic surge table and see what happens next. If this height causes it to collide with a ceiling or object above you, you are restrained and take 2d6 bludgeoning damage, pinned against the object, unless you use your reaction to succeed on a DC 11 Dexterity saving throw to jump off. The vial has enough oil to coat one slashing or piercing weapon or up to 5 pieces of ammunition; 1 minute to apply. My DM made contacting the chosen god of my PC the d10000 wild magic table. You can do so after the creature rolls but before any effects of the roll occur. Its fun, and thats what I want when playing D&D. Everyone always thinks about the Fireball TPK thing, but its only 2% chance. They might take diligent notes or become fully engrossed whenever they conjure up a power they havent experienced before. Good or bad (or just plain weird), Wild Magic surges are memorable. No. A coil of 50 feet of hempen rope immediately appears and ties you up. A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. Your clothes become dirty and filthy. and the downright catastrophic. I mean, these are sorcerers that can exert some small level of control over one of the most chaotic forces of nature, and it can occur as a random side effect of being born? 73-74. Reddit and its partners use cookies and similar technologies to provide you with a better experience. on yourself. 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. Potion of Supreme Healing: 10d4 + 20 Healing, 20,0000 gp, Very Rare. Such creatures gain. Below is a small table to determine which effects might happen. You gain the ability to speak with animals for 1 day. Such creatures gain. You may notice that some effects dont 100% align with every spell in 5e. It keeps the game fresh and exciting, and it helps lessen the insidious idea that Im here solely to curate an experience for my players. You gain a reach of 15 feet with them for the next minute. 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. The column slowly lowers into the ground 1 minute later, leaving no trace of it. The next time you cast a spell, do not roll on this chart. You gain, You permanently forget one cantrip. A spell such as. You grow 1d6 inches in height. They vanish after 1 minute. The next time you fall below 0 hit points within the next month, you automatically fail your first death saving throw. You fall victim to a horrible cramp in both legs, reducing your speed by 10 feet for 1 hour. On a 1, roll on the Wild Magic Surge table which can be found below or on page 104 of the PHB. 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. 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. Your size increases by one size category for the next minute. It is up to the DM whether to implement this rule. Such creatures cannot attack you or harm you unless they succeed on a, You are protected from Celestials for 1 hour. Please enable JavaScript to get the best experience from this site. All New Wild Beyond the Witchlight Magic Items. Cabbages sprout abundantly within a 30' radius. When drunk, a creature gains a climbing speed equivalent to its walking speed for 1 hour and gains advantage on Strength (Athletics) checks made to climb. How can you be under the effect of that for days? 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. Our first exposure to this strange energy was in wild magic zones. on the nearest creature to you. A trail of fire appears from their starting position to their teleported position. View wiki source for this page without editing. A magic mouth appears on a nearby wall or flat surface. Potion of Superior Healing: 8d4 + 8 Healing, 2,000 gp, Rare. The cost of a vial is 9,000 gp! 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. If a spell requires concentration to maintain, it will say so in the "Duration" item of the spell description. 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. It turns to snow 1 minute later. 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. Below is a Wild Magic Table extended to 100 effects. This does the job but there's some . Also, you may be wondering just what the hell a sentient spell even is. Whenever you try, pink bubbles float out of your mouth. Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. An eye appears on your forehead for the next minute. You and all creatures within 30 feet of you gain vulnerability to force damage for 1 minute. 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. Evocation plays with the flow of energy, healing with a tender touch one minute and harming with a wall of fire the next. If you are not wearing pants, you instead fall prone. 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. By magical, I mean weird, otherworldly, and fundamentally out of (or beyond) our control. 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. 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. Permanently decrease a different ability score of your choice by 1 point. Wild magic is any form of untamed magic. These living spells can go in a lot of different ways, but one things for sure; theyre going to be some of the most interesting characters your players have seen at the table in a long time. The names are all in the styles of how you'd find them in many popular games, for example 'Elixir of Lucid Dreams' or 'Flask of Ancient Wisdom'. 1) You grow an extra leg for a minute. controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. You might want to proof-read your comments before posting them. A common curse is that whenever a caster of any type casts, they must roll on this table. Well, there is actually some huge precedence laid out for Living Spells in 5e. Append content without editing the whole page source. Your characters are always yours to play as you choose, but that doesnt mean we cant offer a few tips and tricks to create much more effective storytelling at the table. A random creature within 60 feet of you becomes poisoned 5e for 1d4 hours. You lose proficiency on all skill checks for 1 minute. Wild magic is an optional add-on to the magic system that modifies existing arcane magic in random ways. Item Level 80. The different grades of healing potions heal for . You gradually return to your original weight over the course of 1 day. 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. Check out how this page has evolved in the past. What happened to the spell I tried to cast? Your speed is increased by 10 feet for 1 minute. 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. Despite my opinion about the inherent weakness of the Wild Magic sorcery origin, when compared to Draconic origins, this replacement of the surge table may make the Wild Magic choice more palatable to some players. 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. So the next roll is a 1 or a 2. Expired Healing Potion. The next time you cast a spell, roll twice on this chart. During this time, casting a spell that requires a verbal component requires a, Permanently increase one ability score of your choice by 1 point. As a DM, I try to roll on random tables or create outcomes that surprise me all the time. Places where the Weave is torn become conduits for wild magic in their own right. 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. An eye appears on your forehead for the next minute. All food and drink within 30 feet of you is purified. Dust of Corrosion. on a random creature within 60 feet of you. 0903 Caster finds a potion that can instantly cause his death . You become colorblind until your next long rest. However it came to be, this chaotic magic churns within you, waiting for any outlet. You cast fireball as a 3rd-level spell centered on yourself. Thus, the Wild Magic Surge table plays a prominent role in my campaign. Concentration spells Duration's will always read "Concentration, up to" followed by the maximum duration of the spell. Potion of Wild Magic is the alchemy ability to create [Potion of Wild Magic] . For the next day, you gain proficiency in all skills that you are not already proficient in. When drunk, a creature takes 3d6 poison damage and must succeed on a DC 13 Constitution saving throw or be poisoned. You are protected from Beasts for 1 hour. You can also check out our full guide to spellcasting. Readying a spell. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. In other words, these sorcerers are fueled by a connection to some form of raw, untamed magic. For the next minute, any creature you touch takes 2d6 lightning damage. You become affected as if you just drank a philter of love. When drunk, a creature gains the effect of the detect thoughts spell (save DC 13). All of your hair permanently falls out. Sure, some spells have slightly randomized outcomes, but mostly you pick a thing, the thing happens, and thats it. All spells you cast within the next minute automatically fail. It is limitless potential that can only be accessed, not controlled. If the roll is even, you get older.