These options are significantly weirder and more dangerous than those found on the standard wild magic table. Check out my magic items! Click here to edit contents of this page. The different grades of healing potions heal for . Starting at 6th level, you have the ability to twist fate using your wild magic. Each creature within 30 feet of you takes 1d10 necrotic damage. All the coins you have on your person fall to the ground at your feet. As a DM, I try to roll on random tables or create outcomes that surprise me all the time. This does the job but there's some . If it doesnt, you take 1d6 psychic damage. You are surrounded by a faint, offensive odor for 1 minute. 100. If you die within the next minute, you come back to life as if by the. Potions for healing. 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. Sprouting horns, claws, or wings (gain a racial trait from a playable race that has these properties). Your height changes by a number of inches equal to the roll. Surely they must give us some idea of how wild magic really works, right? When drunk, a creatures Strength score is increased to 21 for 1 hour. All New Wild Beyond the Witchlight Magic Items. A random creature within 60 feet of you is. Such creatures gain. 5-6. Except the thing is so fucking chaotic and harmful that if you like your PC even in the slightest its not at all worth invoking it. You feel lucky. Click here to edit contents of this page. You gain, You are protected from Aberrations for 1 day. The Wowhead Client is a little application we use to keep our database up to date, and to provide you with some nifty extra functionality on the website! Princes of the Apocalypse. If you fall within the next day, you automatically have the benefit of the. You must make a. All your allies within 20 feet of you gain a +2 bonus to their AC for 1 minute. Beyond just their origins, theyre given some interesting chaos abilities centered around rerolling attacks and ability checks. Do you mean feather fall? They make for an interesting unintended result of spellcasting, but they can also make for great random encounters. Watch headings for an "edit" link when available. SHAPECHANGE into your favorite animal but you can still talk. New comments cannot be posted and votes cannot be cast. 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 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. You immediately lose all unspent sorcery points and may not regain them until you have finished a. A number (2d4) of the Staring Cats of Uldum-dar appear within 30 feet of the character. Its a subclass thats all about the unexpected, and I frequently find myself working wild magic into my campaigns in one form or another. Plenty of the results also become more or less useful, problematic, or interesting based on context, which is fun and, I think, the big reason why this is such a popular subclass. The coated item has a +3 bonus to attack and damage rolls for 1 hour. All your clothing and equipment teleports to the nearest open space at least 15 feet from you that you can see. 218 spells in DnD 5e require concentration; thats 46% of the spells in the game. A potion or oil can be used only once. You are instantly resurrected if you are killed within 24 hours of drinking this potion. While a plant, you are incapacitated and have vulnerability to all damage. A spell such as, You are surrounded by a faint, pleasant odor. You regain, A third eye appears in your forehead, giving you, You make no sounds for 1 minute and you gain. Your size increases by one size category for the next minute. You lose the ability to see for 1 day. An eye appears on your forehead for the next minute. 2) For the next minute, all attacks against you have advantage but you have advantage on all attacks you make as well. Use: Increases critical rating by 200 and spell power by 200 for 15 sec. You lose concentration on any spells you are concentrating on, and an. Your size shrinks by 1d4 feet for 1d4 hours. You then regain the use of this feature. 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. For the next minute, you regain 5 hit points at the start of each of your turns. When drunk, a creature regains 4d4 + 4 HP. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. You have are surrounded by a spectral shield for 1 minute, giving you a +2 bonus to your AC and immunity to, For any spell that requires a saving throw you cast within the next minute, the target gains. For the next minute, you can see any invisible creature if you have line of sight to it. No. 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'. 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. You lose proficiency in all skill rolls for 1d4 hours. When drunk, a creature can perform the animal friendship spell (save DC 13) for 1 hour at will. 77-78. Your innate magic comes from the wild forces of chaos that underlie the order of creation. This represents the Wild Magic building inside you. Or, what about the time when they accidentally set off some ethereal music that attracted the attention of a bunch of orcs. 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. In 5e, magic feels decidedly tamed. Your innate magic comes from the wild forces of chaos that underlie the order of creation. 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. It has fifty possible outcomes, and while they are chaotic, some of them represent too great a risk for any player to accept. 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 You jump forward in time exactly 1 minute, for 1 minute. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Your non-magical items change to fit your new form. You cast disguise self and appear as the nearest humanoid to you you can see. Such creatures gain. A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears I minute later. This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. When a wild magic surge occurs, you roll a d100 on the wild magic surge table and see what happens next. 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. As a sorcerer, they have an innate connection to some form of magic. Likewise, different areas have different wild magic tables. A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to the magic missile spell. You and anyone within 10 feet of you must make a. This doesnt have to be chaotic in the moral alignment aspect, but it certainly can be. First up isn't a magic item at all and instead offers what it says on the tin a handful of debris functioning as a contact poison. Conjuration magic creates matter or transposes energy and spirits from one part of the multiverse to another. You are vulnerable to Fey for 1 hour. You teleport up to 60 feet to an unoccupied space of your choice that you can see. Simply type the URL of the video in the form below. You teleport up to 60 feet to an unoccupied space that you can see. When drunk, a creatures Strength score is increased to 27 for 1 hour. You control it on its next turn, and it controls you on your next turn. For the next day, any time you make an ability check, roll 1d6 and add the result. You immediately take 1d10 radiant damage. You let out a loud, thunderous belch that replicates the effect of a 1st-level thunderwave spell. Such creatures cannot attack you or harm you unless they succeed on a, You are protected from Celestials for 1 hour. Then, whenever you are being deceptive, you have a mild fit of hiccups. The vial has enough oil to coat one slashing or piercing weapon or up to 5 pieces of ammunition; 1 minute to apply. And if you don't hit that the DC becomes 3, and so on and so forth. It defends itself if attacked, but it cannot speak and otherwise just looks around utterly confused. 2. A spell such as. For optimal dps, arcane mages are effectively capped at 20% haste, possibly lower. Roll a d10. Wild Magic Sorcerers have a special interaction with this rule. You and all creatures within 30 feet of you gain vulnerability to cold damage for 1 minute. Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. Wikidot.com Terms of Service - what you can, what you should not etc. A column 1d10 feet high and 5 feet in diameter rises beneath your feet. Unless otherwise stated, the content of this page is licensed under. Until you trim them, your. 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. It is up to the DM whether to implement this rule. The invisibility ends on a creature when it attacks or casts a spell. You glow with bright light in a 30-foot radius for the next minute. First, they have unpredictable effects on spells cast within them. You are protected from Plants for 1 day. A trail of fire appears from their starting position to their teleported position. 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. 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. If you are wounded, you regain. How can you be under the effect of that for days? Sell Price: 50. It can keep a martial level with others, without letting them dominate the game. . Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. Your feet sink into the ground, making you completely immobile for one minute. Such creatures cannot attack you or harm you unless they succeed on a. Theres a small callout in the PHB that talks about The Weave of Magic. At the very end, theres a single dismissable sentence that states in places where the Weave is damaged or torn, magic works in unpredictable ways or not at all. This little tidbit is our first 5e hint at the root of wild magic. The next time you fall below 0 hit points within the next month, you automatically fail your first death saving throw. You immediately take 2d10 psychic damage. PoA. It is hostile to them, vanishing after 1 minute. Your skin turns a vibrant shade of blue. You are vulnerable to Aberrations for 1 hour. The Wild Magic Sorcerer is a prime example of that with a random, wild surge of magic that happens after a spell is cast. If they are a blue or grey shade, they turn dark brown, or vice versa. A pit 1d10 feet deep and 5 feet in diameter appears beneath your feet. You can picture this as a blast of arcane energy pouring out of these warriors hearts and unleashing a particularly nasty brand of chaos on the battlefield. Any spell can gain sentience, even if its a spell as seemingly mundane as comprehend languages (I imagine it would act much like an extremely intelligent guide to the land with the obvious ability to speak any language). You transform into a medium-sized potted plant for 1 minute, during which time you are considered. When drunk, a creatures Strength score is increased to 29 for 1 hour. You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. 33. Your body (none of your clothing or gear) teleports 10 feet in a random direction. Bobbing Lily Pad. All allies within 30 feet of you gain a -2 penalty to their AC for 1 minute. An area of wild magic, or a wild magic zone, is where the pipes rupture, allowing insane amounts of energy to pour out and some crazy things to happen. Thats fine; were not in the business of over-engineering things like WotC enjoys doing. It turns to snow 1 minute later. You gain a reach of 15 feet with them for the next minute. For the next hour, any spell you cast does not require a verbal component. 3. When drunk, a creature regains 8d4 + 8 HP. Maximum Power. Of course, in 5e, the most common examples of this concept show up in subclasses. All creatures within 40 feet of you can feel it, but it otherwise does nothing. A spell such as. Once you do so, you must finish a long rest before you can use this feature again. You can read our full breakdown of the schools of magic, as well as the history of magic in Dungeons & Dragons here. If they let you use Tides of Chaos to its fullest it can happen a lot. A random creature within 30 feet of you gains a flying speed equal to its walking speed for 1 minute. The one exception was at a convention session where one of the characters I provided was a wild-magic sorcerer. 1-2. Magic oils are similar to potions, except that oils are applied externally rather than imbibed. Your age changes by a number of years equal to the roll. You become affected as if you just drank a philter of love. 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. 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. However it came to be, this chaotic magic churns within you, waiting for any outlet. What about the wild magic barbarian though? You gain an additional spell slot of your highest level for 1 week. Such creatures cannot attack you or harm you unless they save a, You emanate light in a 30-foot radius for 1 minute. For the next minute, you are unable to cast any spell that causes damage of any type. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number. However, a Moon-Touched Sword lacks other major combat benefits. I had my doubts about Wild Magic at first, but its all gone now. For starters, there are different grades of healing potions as presented by the Player's Handbook. I suggested that they could be intended for druids, especially the Circle of the Moon, and might boost the stats of lower-CR Wild Shapes, so that if shapeshifting to a wolf or panther is your preferred style, you're not missing out on the much better hit points and attacks of higher-CR shapes. For the next minute, you gain resistance to thunder and force damage. For one minute, you glow with bright light in a 30-foot radius. 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 and all creatures within 30 feet of you gain vulnerability to psychic damage for 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls. You transform into a stone statue of yourself for 1 minute, during which time you are considered. One random gem worth 100gp appears near you. When drunk, a creature can breathe underwater for 1 hour. One creature of your choice gets a +2 bonus to all attack rolls, damage rolls, and their armor class AC for 1 minute. For the next spell you cast within 1 minute that does damage, the damage is minimized. 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. Wild Magic edit. This existential crisis lasts until the start of your next turn, after which you shake it off as nonsense. They vanish after 1 minute. http://en.wikipedia.org/wiki/Client-side_prediction. You regain your lowest-level expended spell slot. 0906 Caster finds a potion that induces permanent . If you do, you must take the new rolls result. 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? While most sources would have you believe it is restrained to specific areas plagued by magical wars, this just isnt true. Full moon. 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. Sight-based creatures gain a -1 penalty on attack rolls against you and, Mushrooms sprout around you in a 5-foot radius and vanish after 1 minute. Mythic Odysseys of Theros. Dungeons & Dragons, D&D, their respective logos, and all Wizards titles and characters are property of Wizards of the Coast LLC in the U.S.A. and other countries. You fall victim to a horrible cramp in both legs, reducing your speed by 10 feet for 1 hour. Chromatic Rose. When opening the vial to drink, the liquid is a glowing purple . Each creature within 30 feet of you becomes invisible for the next minute. Concentration spells Duration's will always read "Concentration, up to" followed by the maximum duration of the spell. Or your magic could be a fluke of your birth, with no apparent cause or reason. Anyone trying to perceive you has advantage on their. 31. If you cannot see a humanoid, you appear as a naked, bald, androgynous albino human with no facial features. 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. 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. Wild magic is any form of untamed magic. Roll a d20. For 1 minute, any flammable item you touch, that you aren't already wearing or carrying, bursts into flame. Ingredients: Cat's tongue, Quipper Scale. When drunk, a creature gains the effect of the gaseous form spell for 1 hour (no concentration required). If he can reseal the hole, great. Append content without editing the whole page source. A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. 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 become invisible and silent for 1 minute. 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. When magic malfunctions, when the weave unravels, and wild magic seeps into the material plane, the result is known as a wild magic surge. For the next hour, any time you make an ability check, roll 1d6 and add the result. This gives you disadvantage on ranged attacks (including spell attacks) and, A 30-foot cube hypnotic pattern appears with you at the center. 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. The Chromatic Rose is a unique magic item. The spell fails to take effect. You cast Tashas hideous laughter on the nearest creature to you. You cast faerie fire centered on yourself. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Each creature within 30 feet of you becomes invisible for the next minute. Second, they can produce unpredictable magical effects all on their own. 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. 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. This item fits the fairytale aesthetic a little bit more than some of the other magical items, but this Rose is a lot deadlier than most. 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. 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. Anyone within 10 feet of you must make a. Such creatures gain. You transform into an iron statue of yourself for 1 minute, during which time you are considered. You must spend more sorcery points each time. Also, you may be wondering just what the hell a sentient spell even is. You cast fly on a random creature within 60 feet of you. Philter of Love. The official wild magic surge table is found in the Player's Handbook. You gradually return to your original weight over the course of 1 day. Caster's hands become covered in sticky goop. Perhaps you were blessed by a powrful fey . It disappears at the end of your next turn. The spell can change its power, change its target, come to life, or incur a roll on the wild magic surge table. and our Creative Commons Attribution-ShareAlike 3.0 License. You feel strong and powerful, like a wild beast. 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. A remove curse spell can end this effect. In the guide I linked to above, I give an explanation of how to create your own living spells. Such creatures gain. Also, as Bloodcinder pointed out in a comment, this is an optional rule. Iggwilv's Cauldron. Each creature within 30 feet of you takes 1d10 necrotic damage. Perhaps you were blessed by a powerful fey creature or marked by a demon. A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. I tried to stay as close as possible to the general wackiness and power level of the one in thePlayer's Handbook. 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. 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 the next day, you gain proficiency in all skills that you are not already proficient in. One randomly-chosen non-magical item in your possession that weighs 1 pound or less is duplicated. The next spell you cast within the next hour uses a spell slot of one level lower than what it normally requires. I played my first tabletop RPG (Pathfinder 1e, specifically) in college. You lose proficiency on all skill checks for 1 minute. /use Potion of Wild Magic /yell Sweet lemonade, mmm sweet lemonade, sweet lemonade, yeah sweet lemonade! Roll a d10. I'm giving up my day job and going into business for myself! OoA. Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. When you drink this potion, you gain the "reduce" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). You are under the effect of a slow fall spell until they disappear after 1d8 days. Approximately 100 gallons of water appear over your head and those within 10 feet of you, evenly distributed above everybody within the radius. The vial has enough oil to cover a medium or smaller creature; 10 minutes to apply. For the next minute, any flammable object you touch that isnt being worn or carried by another creature bursts into flame. You are immune to being intoxicated by alcohol for the next 5d6 days. Areas of wild magic and characters with the ability to manipulate it are then much more similar to conduits than strange singularities. Find out what you can do. It is the 5etools platform of choice for VTT integrations. If the roll is even, you gain it. Going in order of publication, we start with the wild magic sorcerer, one of the two sorcerous origins that was released with the introduction of 5e. Potion of Animal Friendship. You no longer need to breathe for the next 1d8 hours. Every creature within 15 feet of you takes 1 necrotic damage. Your speed is increased by 10 feet for 1 day. You and all creatures within 30 feet of you gain vulnerability to necrotic damage 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. 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 lose the ability to smell for 1 hour. You can do so after the creature rolls but before any effects of the roll occur. You cannot stand up or hold or manipulate objects until your appendages reappear at the start of your next turn. Two full moons. This concept is great, but it basically just says that you have uncontrollable powers from some strange force. It can duplicate the effect of a spell of up to 3rd level that has a casting time of less than 1 minute. It defends itself if attacked, but it cannot speak and otherwise just looks around utterly confused. The effect ends after exhaling fire 3 times, or after 1 hour. 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. An overexcited flock of colorful birds (use the stat block of a swarm of ravens) appears in your space and attacks you. 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. : For the next day, your skin tone changes color every 30 minutes, cycling . For the next minute, you regain 5 hit points at the start of each of your turns. If the result is 1 or less, a Wild Magic Surge occurs. List of Potions in 5e: The potion is considered as very rare, and quite valuable. When drunk, a creature gains resistance to all damage for 1 minute. However if you go by the Potion of Healing Crafting tables in Xanathar's, Potions of Healing . You cant speak for the next minute. Check out my blogfor homebrew D&D stuff and other projects! I copy and pasted it and just made a few tweaks to fit my style, but overall it is a fantastic list, thank you! Class Archetype - Wild Magic Wild Magic Surge - Level 1. More so, it just means that these characters fully embrace their powers with almost giddiness. Watch headings for an "edit" link when available. However, its important to remember that the sorcerers Wild Magic Surge table isnt the be-all and end-all of wild magic mishaps. The cats vanish after the characters next long rest. When drunk, a creature becomes invisible for 1 hour along with anything its carrying or wearing. Particularly, the path of wild magic is taken by barbarians of magical heritage, such as elves, tieflings, or genasi. 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.. 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. You lose your proficiency bonus for the next minute. For 1 minute, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage.