You lose your proficiency bonus for the next minute. Screenshots containing UI elements are generally declined on sight, the same goes for screenshots from the modelviewer or character selection screen. For the next hour, any time you make an ability check, roll 1d6 and add the result. On a success, you vomit and the effect ends. You gain a -2 penalty to your AC for 1 minute. Roll a d10. According to the DMG, items activate by one of . If the result is 1, roll on the Wild Magic Surge table. As a DM, I try to roll on random tables or create outcomes that surprise me all the time. While a plant, you are incapacitated and have vulnerability to all damage. You and all creatures within 30 feet of you gain vulnerability to fire damage for 1 minute. The power of your magic is strong! 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. If poisoned, the creature takes 3d6 poison damage at the start of each of its turns until the effect is ended. The creature can repeat the saving throw at the end of each of its turns. For the next 24 hours, the creature regains the maximum number of HP for any Hit Die spent. Wild Magic Table: Your innate magic comes from the Wild Forces of chaos that underlie the order of creation. If there is no other creature within range, you target yourself. You gain the ability to walk on water for 1 day. Such creatures cannot attack you or harm you unless they succeed on a, You feel the incredible urge to relieve yourself. 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. Potion of Supreme Healing: 10d4 + 20 Healing, 20,0000 gp, Very Rare. If you are in combat, you reroll your order in the initiative at the end of this round. If you are wounded, you regain. 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. You gradually return to your original weight over the course of 1 day. You gain resistance to all damage for the next minute. An eye appears on your forehead for the next minute. Up to 3 corpses within 30 feet of you rise as zombies hostile to all non-undead creatures. Pokmon TCG's 5 Best . Roll a d20. Something does not work as expected? Such creatures cannot attack you or harm you unless they succeed on a, Your fingers become sore for 1 hour. Potion, very rare. When drunk, a creature regains 2d4 + 2 HP. 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. When drunk, a creature takes 3d6 poison damage and must succeed on a DC 13 Constitution saving throw or be poisoned. This gives you disadvantage on ranged attacks (including spell attacks) and, A 30-foot cube hypnotic pattern appears with you at the center. Second, they can produce unpredictable magical effects all on their own. All allies within 30 feet of you gain a -2 penalty to their AC for 1 minute. Applying the oil takes 1 minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. You immediately lose one unspent sorcery point. Likewise, different areas have different wild magic tables. Well, there is actually some huge precedence laid out for Living Spells in 5e. You glow with bright light in a 30-foot radius for the next minute. Potion of Animal Friendship. A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to the magic missile spell. Some may even have the necessary intelligence to question their existence, making for an interesting philosophical experience at the game table. This represents the Wild Magic building inside you. If they elect to reroll and add an extra die to the pool as described above, the die they add is also reduced. 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. Youre feeling lucky. For the next minute, you can see any invisible creature if you have line of sight to it. You and anyone within 10 feet of you must make a. Only a spell such as. You become affected as if you just drank a philter of love. Lots of rolling on the Wild Magic Surge . 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. 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. A wild magic table is the perfect place to bring a little of the kind of magic I like to D&D 5e: magic that feels like the sweaty palms when Faust strikes his bargain, or the raw crackling power of the Warp in Warhammer 40k, or venturing into the heart of the forest to sniff the fumes from a witchs cauldron real magic, real power, real danger of everything going very, very wrong indeed. You develop an allergy to any magic near you. 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. If the roll is even, you get older. Such creatures cannot attack you or harm you unless they succeed on a, You are protected from Aberrations for 1 hour. However, a Moon-Touched Sword lacks other major combat benefits. If the roll is odd, you shrink. You immediately gain 10 temporary hit points. You teleport to an alternate plane, then return to the location where you started after 1 minute. Crimson liquid that pulses like a heartbeat with dull light. 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. You are vulnerable to Fey for 1 hour. Permanently decrease a different ability score of your choice by 1 point. For the next minute, you must shout when you speak. Determining the wild magic effect involves the roll of a d100, although there are only 50 possible outcomes. A puddle of grease appears where you are standing, with a 10-foot radius. Any creature within 5 feet of you that can see is. Potions are like spells cast upon the . View and manage file attachments for this page. You lose proficiency in all skill rolls for 1d4 hours. 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). 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. Foundry is a modernized, better-than replacement for Roll20, which prioritizes modding support. 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 grow 1d6 inches in height. You lose proficiency on all skill checks for 1 minute. Interestingly enough, neither of these subclasses directly reference tears in the weave. If the spell is a spell of 1st level, you still must expend a spell slot to cast it. View/set parent page (used for creating breadcrumbs and structured layout). Your skin turns a vibrant shade of blue. The invisibility ends on a creature when it attacks or casts a spell. The potion is considered as very rare, and quite valuable. 0902 Caster finds a potion 90% likely to heal and 10% likely to kill . This does the job but there's some . 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. On a successful save, the damage on each subsequent turn is decreased by 1d6 until it hits 0. 20. 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. 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. In these areas, spells would behave erratically, causing anything from a backfired spell to a plaque of floomphs. 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. 4. Roll a d10. 6. View wiki source for this page without editing. You are instantly resurrected if you are killed within 24 hours of drinking this potion. A potion is a magic liquid that produces its effect when imbibed. A random creature within 60 feet of you becomes poisoned for 1d4 hours. Whenever you try, pink bubbles float out of your mouth. Lost Laboratory of Kwalish. Below is a Wild Magic Table extended to 100 effects. If you cast a spell with a saving throw within the next minute, the target gains. Click here to toggle editing of individual sections of the page (if possible). Creature gains the effect of a freedom of movement spell for 8 hours. During this time, ranged attacks that target you bounce off and target other random creatures within 30 feet of you instead. Iggwilv's Cauldron. 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. You are protected from Fiends for one hour. Below is a small table to determine which effects might happen. Uncommon. Potions for healing. How about the barbarian? You are surrounded by faint, ethereal music for 1 minute. You are surrounded by faint, ethereal music for the next minute. A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. On a 1, roll on the Wild Magic Surge table which can be found below or on page 104 of the PHB. Your hair falls out but grows back within 1 day. Your eyes permanently change color. For the next hour, any time you make an ability check, roll 1d6 and subtract the result. 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. 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. You levitate 6 inches off the ground for 1 minute. Dust of Corrosion. When drunk, a creature becomes invisible for 1 hour along with anything its carrying or wearing. You cant speak for the next minute. However, most of the results are new and this table has undergone moderate playtesting in my groups. It takes an action to pick up 100 scattered coins. 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. You are protected from Fey for 1 day. on yourself. For the next minute, all melee attacks you make with a non-magical weapon gain a +1 bonus to hit and to damage, and are considered magical for the purpose of overcoming resistances. Such creatures gain, You can hear exceptionally well for 1 minute, gaining, You permanently lose the ability to smell. You cast Tashas hideous laughter on the nearest creature to you. 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. Also, as Bloodcinder pointed out in a comment, this is an optional rule. An overexcited flock of colorful birds (use the stat block of a. appears in your space and attacks you. You break your attunement with 1d3 of your magic items to which you are attuned. Mythic Odysseys of Theros. An untrained or unskilled caster who taps into these forces risks a wide variety of random or chaotic side effects. If the roll is odd, you get younger (minimum 1 year old). It can keep a martial level with others, without letting them dominate the game. You can't speak for 1 minute. Both effects will apply. Nathan . You may immediately take 1 additional action. You automatically succeed on the next saving throw you make within the next minute. You become extremely physically ugly for 1d4 hours, losing 2 points of CHA. It switches the ratio of good to neutral to bad effects on the table by quite a bit in favor of more negative effects. 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. Areas of wild magic and characters with the ability to manipulate it are then much more similar to conduits than strange singularities. The effect ends early if the creature makes an attack or casts a spell. Wild Magic edit. For the next minute, you gain resistance to fire and cold damage. If you die within the next minute, you immediately come back to life as if by the reincarnate spell. They can continue doing this until they are happy with the result or they roll 10d10. Find out what you can do. Simply type the URL of the video in the form below. 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. 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. You gain the ability to speak one language of your choice for 1 day. They can choose to spend 2 sorcery points (4 / 2 = 2) to reduce the size of the dice to 5d8 (range of 5-40), 4 sorcery points to reduce the dice to 5d6 (5-30), or 6 sorcery points to roll 5d4 (5-20). You grow a third eye in the center of your forehead, increasing your perception skill by 2. In fact, the Wild Magic Surge table, which well cover in a bit, comes from one of these subclasses. You can take one additional action immediately. When drunk, a creatures physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Conjuration magic creates matter or transposes energy and spirits from one part of the multiverse to another. 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. 0906 Caster finds a potion that induces permanent . You are vulnerable to Beasts for 1 hour. The Wild Magic Sorcerer feeds off that love of the uncertain and unknown. This damage cant reduce your hit points below 1. All spells you cast within the next minute automatically fail. Each creature within 30 feet of you takes 1d10 necrotic damage. You lose 1d6x5 pounds. The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. For 1 minute, any flammable item you touch, that you aren't already wearing or carrying, bursts into flame. Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. Once you do so, you must finish a long rest before you can use this feature again. If you cannot see a humanoid, you appear as a naked, bald, androgynous albino human with no facial features. You regain 5 hit points per round for 1 minute. So it is with magic. Creature gains the effect of the etherealness spell for 1 hour. Anyone within 10 feet of you must make a. Find out what you can do. Requires level 70. 6 Chromatic Rose: Elemental Roses That Can Either Protect Or Damage Creatures. Essentially, these spells are infused with the raw power of a wild magic zone and function completely on their own. The total number of dice the pool can be increased to is still 10. 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. 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. However it came to be, this chaotic magic churns within you, waiting for any outlet. You are confused for 1 minute, as though you were affected by the. Your size increases by one size category for the next minute. You and all creatures within 30 feet of you gain vulnerability to piercing damage for 1 minute. Affiliate Disclosure: As an Amazon Associate I earn from qualifying purchases. I ran the scenario twice, and in the second session, the player who picked that character wanted the randomness and we ended up having a lot of fun with it. The next spell you cast within the next hour uses a spell slot of one level lower than what it normally requires. That doesn't exist. One random gem worth 100gp appears near you. So the next roll is a 1 or a 2. You are vulnerable to fiends for 1 hour. Spells. You are immune to being intoxicated by alcohol for the next 5d6 days. 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. Check out my magic items! The Wild Magic Sorcerer is a prime example of that with a random, wild surge of magic that happens after a spell is cast. All silver you are carrying is now copper. 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 take 2d10 psychic damage. Such creatures cannot attack you or harm you unless they save a, Your spell components seem to have been rearranged. You might want to proof-read your comments before posting them. 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. For 1 minute, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage. Thus, the Wild Magic Surge table plays a prominent role in my campaign. A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. You have. Creative Commons Attribution-ShareAlike 3.0 License. You transform into a stone statue of yourself for 1 minute, during which time you are considered. It is the 5etools platform of choice for VTT integrations. The invisibility ends if you attack or cast a spell. Its a subclass thats all about the unexpected, and I frequently find myself working wild magic into my campaigns in one form or another. Everything made of gold on your person (including coins) turns into silver, and everything silver turns to gold. Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. Naturally, their abilities are much more connected to their status as brutal warriors, forging magic weapons, creating difficult terrain, allowing the barbarian to teleport, and more. On a result equal to or lower than the spells level (treat cantrips as 1), there is a Wild Magic Surge. A common curse is that whenever a caster of any type casts, they must roll on this table. 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. 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. The creature that drinks this potion will become charmed by the next creature it sees within 10 minutes for a duration of 1 hour. For the next minute, any flammable object you touch that isnt being worn or carried by another creature bursts into flame. When you try, pink bubbles float out of your mouth. So, what are you waiting for? Any more haste, and you'll be stuck waiting for your barrage to cooldown after you've cast blast. You cast disguise self and appear as the nearest humanoid to you you can see. Their allegiances, motives, and the extent of their sentience are completely up to you as a DM. You are under the effect of a slow fall spell until they disappear after 1d8 days. You may notice that some effects dont 100% align with every spell in 5e. Potion of speed does little to nothing for me, but 200 crit means quicker eclipses, and 200 spell power is nothing to scoff at. A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to the. Creative Commons Attribution-ShareAlike 3.0 License. Such creatures cannot attack you or harm you unless they succeed a on a, Your fingernails and toenails grow to an uncomfortable length. For the next minute, you gain resistance to poison and psychic damage. 5. Starting at 6th level, you have the ability to twist fate using your wild magic. Its easy to imagine the weave as an exceedingly complex system of pipes. My DM made contacting the chosen god of my PC the d10000 wild magic table. Wild magic is any form of untamed magic. I tried to stay as close as possible to the general wackiness and power level of the one in thePlayer's Handbook. 31. A simulacrum of yourself appears within 20 feet of you. Readying a spell. 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. Each creature within 30 feet of you takes 1d10 necrotic damage. A spell such as, All food and drink within 30 feet of you becomes putrid, spoiled, or rotten. For the next minute, one creature of your choice gets a -2 penalty to its AC, attack rolls, and damage rolls. All creatures within 40 feet of you can feel it, but it otherwise does nothing. 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. View/set parent page (used for creating breadcrumbs and structured layout). Immediately gaining a multiclass level in cleric or warlock. A deck of many things appears hovering in front of you expectantly, only visible and touchable by you. Or your magic could be a fluke of your birth, with no apparent cause or reason. Comment by RedwoodElf "Wild Magic" is probably a reference to the Wild Magic in Stephen R. Donaldson's Chronicles of Thomas Covenant the Unbeliever. When a sorcerer casts a spell, after the spell is cast, roll d20. You glow with bright light in a 30-foot radius for the next minute. I copy and pasted it and just made a few tweaks to fit my style, but overall it is a fantastic list, thank you! The invisibility ends if you attack or cast a spell. If the roll is even, you grow. When drunk, a creature regains 4d4 + 4 HP. When you drink this potion, you can cast the Animal Friendship spell (DC 13 Wisdom saving throw) for 1 hour at will. Here's a list of d100 random magical effects you can use in your fantasy tabletop campaign. Despite rolling a d100, there are actually 50 possible options on the sorcerers Wild Magic Surge table. For the next minute, you must shout when you speak. See pages that link to and include this page. If you fall within the next day, you automatically have the benefit of the. However, any damage it takes as well as any spell slots or sorcery point it uses applies to you as well. 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. You fall unless you use your reaction to succeed on a DC 11 Dexterity saving throw to grab the edge of the pit. Pocket Sand. Unfortunately, no. When magic malfunctions, when the weave unravels, and wild magic seeps into the material plane, the result is known as a wild magic surge. 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? You control it on its next turn, and it controls you on your next turn. 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 gain proficiency in one tool or weapon type you dont already have for 1 day. Such creatures cannot attack you or harm you unless they save a, You emanate light in a 30-foot radius for 1 minute. Wikidot.com Terms of Service - what you can, what you should not etc. Oil of Sharpness. 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. That means a surge for every single spell, if she has used the feature. For one minute you have resistance to all damage. 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. Think of Rogue from X-Men or Elsa from Frozen. If your DM leans in to the Wild Magic surges then you can definitely have a lot of fun playing one of these. View wiki source for this page without editing. Its fun, and thats what I want when playing D&D. Everyone always thinks about the Fireball TPK thing, but its only 2% chance. 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. When drunk, a creatures Strength score is increased to 25 for 1 hour. For the next hour, any spell you cast does not require a verbal component. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. 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. All this said, part of the problem with the way Wild Magic is presented in the handbook is that the Wild Magic Surge table is too small.