You gradually return to your original height over the course of 1 day. For the next day, you are in the Border Ethereal near the location you were last in. 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. You might want to proof-read your comments before posting them. For the next hour, any spell you cast does not require a somatic component. When drunk, a creatures Strength score is increased to 21 for 1 hour. Teleport up to 60 feet away to unoccupied space. Wild shape says: You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Some of these options are beneficial, while others have a negative impact. You control it on its next turn, and it controls you on your next turn. 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. For the next minute, you regain 5 hit points at the start of each of your turns. A deck of many things appears hovering in front of you expectantly, only visible and touchable by you. All allies within 20 feet of you get gain a -2 penalty on attack and damage rolls for any melee attack they make in the next minute. When drunk, a creatures Strength score is increased to 27 for 1 hour. I tried to stay as close as possible to the general wackiness and power level of the one in thePlayer's Handbook. It lets the wielder bypass Resistance to nonmagical attacks. More so, it just means that these characters fully embrace their powers with almost giddiness. Below is a small table to determine which effects might happen. A remove curse spell can end this effect. On a 1, roll on the Wild Magic Surge table which can be found below or on page 104 of the PHB. The next time a creature makes an ability check, attack roll, or saving throw, the number rolled will be replaced by what you rolled. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration. PoA. The effect lasts for 1d6 days. For the next minute, any creature you touch takes 2d6 lightning damage. A magic mouth appears on a nearby wall or flat surface. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. You become colorblind until your next long rest. Likewise, different areas have different wild magic tables. For the next day, you gain proficiency in all skills that you are not already proficient in. 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. Thats fine; were not in the business of over-engineering things like WotC enjoys doing. So, what are you waiting for? Save my name, email, and website in this browser for the next time I comment. Potion of Animal Friendship. Shaking the bottle fails to interrupt this process. A d10 becomes a d8, then a d6, and then a d4. One creature of your choice gains a +1 bonus to attack rolls, damage rolls, and its AC for 1 minute. This existential crisis lasts until the start of your next turn, after which you shake it off as nonsense. The DM chooses the damage type. When drunk, a creatures Strength score is increased to 25 for 1 hour. You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for 1 minute. Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. I played my first tabletop RPG (Pathfinder 1e, specifically) in college. All allies within 30 feet of you gain a -2 penalty to their AC for 1 minute. The Wild Magic Sorcerer is a prime example of that with a random, wild surge of magic that happens after a spell is cast. 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. The Potion of Maximum Power is a spellcaster's dream, because of the massive amount of damage a PC can inflict on an opponent. If they let you use Tides of Chaos to its fullest it can happen a lot. 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. Roll on this table at the start of each of your turns for the next minute, rerolling this result on subsequent rolls. You fall victim to a horrible cramp in both legs, reducing your speed by 10 feet for 1 hour. Such ceatures cannot attack you or harm you unless they succeed on a, You are surrounded by a horrible, noxious odor for 1 minute. This doesnt have to be chaotic in the moral alignment aspect, but it certainly can be. If there is no other creature within range, you target yourself. All creatures that can perceive you must make a. 0903 Caster finds a potion that can instantly cause his death . Maximize the damage of the next damaging spell you cast within the next minute, instead of rolling. and our An eye appears on your forehead for the next minute. Beginning at 18th level, the harmful energy of your spells intensifies. The target must take 4d6 fire damage or succeed on a DC 13 Dexterity saving throw to halve the damage. Your feet sink into the ground, making you completely immobile for one minute. Or, what about the time when they accidentally set off some ethereal music that attracted the attention of a bunch of orcs. When drunk, a creature gains the enlarge effect of the enlarge/reduce spell for 1d4 hours (no concentration required). Creature gains the effect of a freedom of movement spell for 8 hours. Click here to edit contents of this page. 0906 Caster finds a potion that induces permanent . It is the 5etools platform of choice for VTT integrations. If you do, you must take the new rolls result. We're making potions to sell to the townsfolk in Potion Craft, a new alchemist simulator that's. You permanently gain one spell slot of one level below your highest-level spell slot, but lose one 1st-level spell slot. Pocket Sand. Your body and all your gear take on a glassy appearance for the next minute. These spells can be broken down into eight categories or schools: Conjuration, Necromancy, Evocation, Abjuration, Transmutation, Divination, Enchantment, and Illusion. You teleport up to 60 feet to an unoccupied space that you can see. For the next minute, you gain resistance to poison and psychic damage. Check out my magic items! When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. Each subsequent time a creature drinks this potion, there is 10% cumulative chance that it will instead age 1d6 +6 years. A spell such as. Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. When drunk, a creatures Strength score is increased to 23 for 1 hour. The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. 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. Unless otherwise stated, the content of this page is licensed under. You gain 1d6x10 pounds. When drunk, a creature gains resistance to all damage for 1 minute. Immediately gaining a multiclass level in cleric or warlock. 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. What happened to the spell I tried to cast? For 2d6 days, you glow bright yellow. If you cannot see a humanoid, you appear as a naked, bald, androgynous albino human with no facial features. During this time, casting a spell that requires a verbal component requires a, Permanently increase one ability score of your choice by 1 point. Change the name (also URL address, possibly the category) of the page. Youre probably most familiar with the concept as part of the Wild Magic Sorcerer subclass, which has a chance to roll on the table whenever they use magic. When drunk, a creatures Strength score is increased to 29 for 1 hour. You break your attunement with 1d3 of your magic items to which you are attuned. Anyone trying to perceive you has advantage on their. You feel like a wild animal, and you have a sudden urge to hunt and kill. The oil can be poured on the ground covering a 10-foot square, creating the grease spell effect for 8 hours. For now, all we know is that mortal beings are capable of tapping into this well of energy with varying levels of success. Do you mean feather fall? While most sources would have you believe it is restrained to specific areas plagued by magical wars, this just isnt true. You recover all your expended spell slots. You are surrounded by faint, ethereal music for the next minute. 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'. It has fifty possible outcomes, and while they are chaotic, some of them represent too great a risk for any player to accept. When drunk, a creature can use its bonus action to exhale fire at a target within 30 feet. 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. For 1 minute, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage. However, what it does do is expand the usability and opportunity to use Wild Magic in your campaign setting. A spell such as. 21. 904. You grow a third eye in the center of your forehead, increasing your perception skill by 2. and appear as the nearest humanoid to you you can see. When drunk, a creature regains 4d4 + 4 HP. 1-3 (15%) is the first column (extreme), 4-9 (30%) is the middle column (moderate), and 10-20 (55%) is the third column (nuisance). We trust you, as the DM, to come up with suitable solutions. 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. You have the irresistible urge to scratch an itch in the middle your back, just out of reach, for 1 minute. It turns to snow 1 minute later. Perhaps you were blessed by a powerful fey creature or marked by a demon. Gnats buzz around your head for 1 minute, distracting you. Wild magic is any form of untamed magic. Pixie Dust. You gain resistance to all damage for the next minute. You are vulnerable to Aberrations for 1 hour. 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 cast fly on a random creature within 60 feet of you. Spells. A column 1d10 feet high and 5 feet in diameter rises beneath your feet. A spell such as. 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. You recover your lowest-level expended spell slot. You glow with bright light in a 30-foot radius for the next minute. You gain two spell slots at your second-highest level for 1 week. The invisibility ends on a creature when it attacks or casts a spell. When drunk, a creature can perform the animal friendship spell (save DC 13) for 1 hour at will. Areas of wild magic are known for two things. You are protected from Plants for 1 day. Pokmon TCG's 5 Best . Enshrouded objects are considered, You are protected from Undead for 1 day. They vanish after 1 minute. Mixing potions has a 1% chance of making one of the potion effects permanent (DMG, p. 140). Roll a d20. Lost Mine of Phandelver. For the next minute, you must shout when you speak. You sprout tiny fairy wings from your shoulders. If the roll is even, you grow. That belongs in a different article. What about the wild magic barbarian though? A puddle of grease appears where you are standing, with a 10-foot radius. 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 . 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. 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? 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. It would seem that it exists as almost a back current to all magic in the multiverse. That certainly makes sense for the wild magic sorcerer. 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. Spells cost additional bonus round cast time. If he can reseal the hole, great. For the next minute, any flammable object you touch that isnt being worn or carried by another creature bursts into flame. While a plant, you are incapacitated and have vulnerability to all damage. Also, you may be wondering just what the hell a sentient spell even is. Below is a Wild Magic Table extended to 100 effects. It switches the ratio of good to neutral to bad effects on the table by quite a bit in favor of more negative effects. For one minute you have resistance to all damage. 12) The potion makes your teeth grow into sharp, jagged fangs. Our Wild Beyond the Witchlight 5E Magic Items guide will go over everything that's brand new to the system. The bottom of the pit magically rises upward 1 minute later, leaving no trace of the pit. 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. Potion of Supreme Healing: 10d4 + 20 Healing, 20,0000 gp, Very Rare. 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. You cast Tashas hideous laughter on the nearest creature to you. 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you.