When you drink this potion, you can cast the Animal Friendship spell (DC 13 Wisdom saving throw) for 1 hour at will. 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. Potions for healing. If you cast a spell with a saving throw within the next minute, the target gains. It takes an action to pick up 100 scattered coins. You cast polymorph on yourself. All creatures within 40 feet of you can feel it, but it otherwise does nothing. 2023 Wizards. You gradually return to your original weight over the course of 1 day. Roll a d10. Or, what about the time when they accidentally set off some ethereal music that attracted the attention of a bunch of orcs. During this time, ranged attacks that target you bounce off and target other random creatures within 30 feet of you instead. The table isn't designed to be a punishment to roll on, but more of a "Does fate want to help you, does fate want some random stuff to happen, or does fate want to murder you?". I mean, these sorcerers can actually control and harness the un-harnessable effects of wild magic. controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. That belongs in a different article. You gain the ability to walk on water for 1 day. Second, they can produce unpredictable magical effects all on their own. 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. You become affected as if you just drank a philter of love. Find out what you can do. 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. 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. A column 1d10 feet high and 5 feet in diameter rises beneath your feet. If you are wounded, you regain. We trust you, as the DM, to come up with suitable solutions. But overall I think this is an awesome list. The Potion of Maximum Power is a spellcaster's dream, because of the massive amount of damage a PC can inflict on an opponent. Thus, the Wild Magic Surge table plays a prominent role in my campaign. All of your teeth fall out of your mouth, and slowly regrow over 10 minutes. Philter of Love. The next spell you cast within the next minute that does damage, the damage is maximized. During that time, other creatures cant hear you. The one that moves you somewhere naked is strange - I would certainly say you keep your clothes. 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. However, they do not follow the rules of magical item creation. You regain your lowest-level expended spell slot. You see briefly into the future. Sorcerer: Wild Magic. In the guide I linked to above, I give an explanation of how to create your own living spells. With a bit more experience under my belt, Id even revise something I said. Currently, we have seven such living spells in the sum of the 5e bestiary, and I imagine more are on the way. When drunk, a creature gains resistance to all damage for 1 minute. chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. Iggwilv's Cauldron. View wiki source for this page without editing. Your hair falls out but grows back within 1 day. This path of barbarians is all about using strong emotions as a way to access rampant magic throughout the multiverse. You and all creatures within 30 feet of you gain vulnerability to lightning damage for 1 minute. Your height changes by a number of inches equal to the roll. For 1 minute, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage. Such creatures gain, You can hear exceptionally well for 1 minute, gaining, You permanently lose the ability to smell. 13) The potion causes your body to become covered in thick, black fur. 1. 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. When drunk, a creatures Strength score is increased to 21 for 1 hour. When drunk, a creatures Strength score is increased to 25 for 1 hour. The vial has enough oil to cover a medium or smaller creature; 10 minutes to apply. 3. Sprouting horns, claws, or wings (gain a racial trait from a playable race that has these properties). For the next day, any time you make an ability check, roll 1d6 and subtract the result. 218 spells in DnD 5e require concentration; thats 46% of the spells in the game. If he can reseal the hole, great. A deck of many things appears hovering in front of you expectantly, only visible and touchable by you. 1-2. Then, we have the characters who are deeply curious about their abilities, wishing to study themselves and learn to control the powers they wield. 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. This is, of course, a house rule, but again, it comes down to the DM. A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to the. PoA. The language needs some fixing but overall a fun twist on ubiquitous potions of healing. Each creature within 30 feet of you becomes invisible for the next minute. 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. Spells that use wild magic are given the Wild descriptor. You teleport up to 60 feet to an unoccupied space of your choice that you can see. Such creatures gain. You sprout tiny fairy wings from your shoulders. You develop an allergy to any magic near you. You are under the effect of a slow fall spell until they disappear after 1d8 days. Ironically, both of these gloved heroines are portrayed as loners, afraid that their violent powers could harm anyone that gets too close. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. Such creatures cannot attack you or harm you unless they succeed on a, You are protected from Fey for one hour. Most fights are easily won with Sleep anyway. 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 the roll is even, you get older. They vanish after 1 minute. Mordenkainens Faithful Hound could remain a faithful servant or become as violent as a wild dog. A planar portal, the chaos of the Elemental Planes, being blessed by a fey creature, marked by a demon, or just a random fluke of birth just about anything could cause this, which is pretty interesting if you think about it. 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. 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. You transform into a stone statue of yourself for 1 minute, during which time you are considered. Well, there is actually some huge precedence laid out for Living Spells in 5e. Your innate magic comes from the wild forces of chaos that underlie the order of creation. Click here to toggle editing of individual sections of the page (if possible). Thats fine; were not in the business of over-engineering things like WotC enjoys doing. Here's a list of d100 random magical effects you can use in your fantasy tabletop campaign. This lasts for 1 minute. Two full moons. Its a subclass thats all about the unexpected, and I frequently find myself working wild magic into my campaigns in one form or another. You can't speak for 1 minute. You cast magic missile as a 5th-level spell. This gives you disadvantage on ranged attacks (including spell attacks) and, A 30-foot cube hypnotic pattern appears with you at the center. It retains the chaotic randomness, but it tempers the serious results with adjusted probabilities. 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. You gain proficiency in one tool or weapon type you dont already have for 1 day. You gain the ability to speak one additional language of your choice for 1 hour. Such creatures cannot attack you or harm you unless they succeed on a. Potion of Superior Healing: 8d4 + 8 Healing, 2,000 gp, Rare. It is hostile to them, vanishing after 1 minute. Magic oils are similar to potions, except that oils are applied externally rather than imbibed. You are immune to being intoxicated by alcohol for the next 5d6 days. Enshrouded objects are considered, You are protected from Undead for 1 day. You teleport to an alternate plane, then return to the location where you started after 1 minute. On a 1, roll on the Wild Magic Surge table which can be found below or on page 104 of the PHB. Of course, in 5e, the most common examples of this concept show up in subclasses. If the roll is odd, you lose the weight. Append content without editing the whole page source. 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. That certainly makes sense for the wild magic sorcerer. 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. Click here to edit contents of this page. You cast fireball as a 3rd-level spell centered on yourself. It is limitless potential that can only be accessed, not controlled. You grow a third eye in the center of your forehead, increasing your perception skill by 2. You are instantly resurrected if you are killed within 24 hours of drinking this potion. 100. You gain proficiency in one skill of your choice that you're not already proficient in for one hour. 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. When drunk, a creature can breathe underwater for 1 hour. These characters can be dangerous because theyll probably seek to invite randomness into any situation, be that with their magic or not. You go back to your regular bodies at the end of your next turn, if the body is still alive. The oil can be poured on the ground covering a 10-foot square, creating the grease spell effect for 8 hours. For the next hour, any spell you cast does not require a somatic component. 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. Wild Magic Sorcerers have a special interaction with this rule. 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. When magic functions as intended, spellcasters can tap into the Weave and bend it to their will. If poisoned, the creature takes 3d6 poison damage at the start of each of its turns until the effect is ended. You are vulnerable to Beasts for 1 hour. You are vulnerable to Fey for 1 hour. Such creatures cannot attack you or harm you unless they succeed on a, You are protected from Undead for one hour. Reddit and its partners use cookies and similar technologies to provide you with a better experience. Regardless, both of these player subclasses have an incredible tie to a force that really isnt studied much throughout the multiverse of D&D. Maximize the damage of the next damaging spell you cast within the next minute, instead of rolling. Your weight changes by a number of pounds equal to the roll. 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. This actually tells us something pretty interesting about wild magic. You immediately lose one unspent sorcery point. 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. For the next minute, you are in the Border Ethereal near the location you were last in. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. 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 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. A pit 1d10 feet deep and 5 feet in diameter appears beneath your feet. I really like this, but some of the things are a little weird. The next time you cast a spell, do not roll on this chart. 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. You are restrained. Like many sorcerous origins, this isnt nailed down to one finite cause but, in general, comes from some variety of exposure to powerful magic in its raw form. You are protected from Beasts for 1 hour. Bobbing Lily Pad. View/set parent page (used for creating breadcrumbs and structured layout). Enjoy! Your feet and hands disappear. Sell Price: 50. So it is with magic. Wild Magic. Their allegiances, motives, and the extent of their sentience are completely up to you as a DM. and appear as the nearest humanoid to you you can see. The cats vanish after the characters next long rest. You are protected from Beasts for 1 day. You are vulnerable to Elementals for 1 hour. The different grades of healing potions heal for . When drunk, a creatures Strength score is increased to 29 for 1 hour. OoA. Nathan . All New Wild Beyond the Witchlight Magic Items. Your size increases by one size category for the next minute. Potion of Wild Magic. Eldritch Staff. This represents the Wild Magic building inside you. It depends on your DM. Such creatures cannot attack you or harm you unless they succeed on a, You are protected from Aberrations for 1 hour. You and all creatures within 30 feet of you gain vulnerability to radiant damage for 1 minute. You regain all expended sorcery points. Such creatures cannot attack you or harm you unless they succeed on a, Your skin permanently darkens as if you have a tan, or if you are already dark-skinned, your skin becomes one shade lighter. You feel strong and powerful, like a wild beast. Lets dive a bit deeper into the wild magic subclasses of sorcerer and barbarian to learn more about this fantastical phenomenon. In the Forgotten Realms setting, there is a key distinction drawn between the two main origins of magical power; arcane magic (such as is practiced by wizards and bards) is known as the art and stems from an understanding of words of power or intricate rituals that access the ambient energy directly and divine magic (like that which is used by clerics, paladins, and druids), which draws power from a greater entity like a god or even nature itself. View/set parent page (used for creating breadcrumbs and structured layout). This homebrew does not modify the Wild Magic Sorcerer origin. 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. Such creatures cannot attack you or harm you unless they succeed on a, You have a momentary vision of your own death. The coated item has a +3 bonus to attack and damage rolls for 1 hour. 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. It can duplicate the effect of a spell of up to 3rd level that has a casting time of less than 1 minute. Its easy to imagine the weave as an exceedingly complex system of pipes. Affiliate Disclosure: As an Amazon Associate I earn from qualifying purchases. A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears I minute later. You fall unless you use your reaction to succeed on a DC 11 Dexterity saving throw to grab the edge of the pit. Until you trim them, your. Our Wild Beyond the Witchlight 5E Magic Items guide will go over everything that's brand new to the system. Unfortunately, no. You gain a -2 penalty to your AC for 1 minute. 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. You cannot stand up or hold or manipulate objects until your appendages reappear at the start of your next turn. Campaigns have ended within minutes before as an early roll on the Wild Magic Surge table has seen the party sorcerer cast fireball centered on themself and earn the record for the Forgotten Realms fastest TPK. Wild Magic Surge is probably one of the most fun mechanics in D&D 5e. You lose concentration on any spells you are concentrating on, and an. You glow with bright light in a 30-foot radius for the next minute. Your age changes by a number of years equal to the roll. Watch headings for an "edit" link when available. 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. The next single target spell you cast within the next minute must target one additional target. Wild Magic Table: Your innate magic comes from the Wild Forces of chaos that underlie the order of creation. You cant speak for the next minute. Check out my magic items! controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. One randomly-chosen non-magical item in your possession that weighs 1 pound or less vanishes and is forever gone. For starters, there are different grades of healing potions as presented by the Player's Handbook. 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. If you die within the next minute, you come back to life as if by the. A potion is a magic liquid that produces its effect when imbibed. However, most of the results are new and this table has undergone moderate playtesting in my groups. You have. You gradually return to your original weight over the course of 1 day. Such creatures gain, For 2d6 hours, you have a faint pink glow. Lots of rolling on the Wild Magic Surge . All allies within 20 feet of you gain a +2 bonus to attack and damage rolls on any melee weapon attack they make within the next minute. You transform into a medium-sized potted plant for 1 minute, during which time you are considered. Roll on this table at the start of each of your turns for the next minute, rerolling this result on subsequent rolls. Consuming this food deals 2d6 poison damage and causes the. I rocked up late to the first session with an unread rulebook and a human bard called Nick Jugger. on the nearest creature to you. These options are significantly weirder and more dangerous than those found on the standard wild magic table. You are frightened by the nearest creature until the end of your next turn. Roll a d10. Unless a player just likes randomness, wild magic will rarely, if ever, be selected. In 5e, magic feels decidedly tamed. Roll a d10. During this time, casting a spell that requires a verbal component requires a, Permanently increase one ability score of your choice by 1 point. You and all creatures within 30 feet of you gain vulnerability to psychic damage for 1 minute. When the fabric of the Weave is distorted, stuff starts to get really weird, really fast. 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). A character who fears the powers they are connected to could make for someone very timid. 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. A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to. Potion of Wild Magic is the alchemy ability to create [Potion of Wild Magic] . Full moon. Roll a d10. You transform into an iron statue of yourself for 1 minute, during which time you are considered. Wikidot.com Terms of Service - what you can, what you should not etc. We have to remember, subclass descriptions are often vague so that players can come up with their own unique understanding of their abilities. You are surrounded by faint, ethereal music for the next minute. 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. They might take diligent notes or become fully engrossed whenever they conjure up a power they havent experienced before. Use: Increases critical rating by 200 and spell power by 200 for 15 sec. You lose the ability to smell for 1 hour. Requires level 70. The invisibility ends if you attack or cast a spell. The randomness, the uncertainty thats the stuff that separates DnD from kinda bad improv theater. Roll a d20. 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. Spellcasters may take ranks in the Wild Magic skill to mitigate some of the randomness, and this provides a path towards learning new feats to gain even more control. The creature can repeat the saving throw at the end of each of its turns. Such creatures gain. You turn into a potted plant until the start of your next turn. What about the wild magic barbarian though? You become extremely physically ugly for 1d4 hours, losing 2 points of CHA. Maximum Power. For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. Evocation plays with the flow of energy, healing with a tender touch one minute and harming with a wall of fire the next. This alone mitigates the risk so that more players might be willing to accept it. 1) You grow an extra leg for a minute. 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. Just like any NPC you could roll up, these are creatures with their own motives and goals. A bad joke comes to mind and until you tell it (which takes an entire action), you suffer a, All creatures within 20 feet of you, including you, must make a. Good or bad (or just plain weird), Wild Magic surges are memorable. For the next minute, you must shout when you speak. When drunk, it cures any disease; removed blinded, deafened, paralyzed, and poisoned conditions. You immediately gain 10 temporary hit points. You may notice that some effects dont 100% align with every spell in 5e. Permanently decrease a different ability score of your choice by 1 point. The invisibility ends on a creature when it attacks or casts a spell. If you don't scratch it using a back scratcher or some similar device , you must succeed a, A loud boom emanates from you. 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. Conjuration magic creates matter or transposes energy and spirits from one part of the multiverse to another. You lose proficiency in all skill rolls for 1d4 hours. You gain 1d6x10 pounds. 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. You are vulnerable to Aberrations for 1 hour. By magical, I mean weird, otherworldly, and fundamentally out of (or beyond) our control. Something does not work as expected? Potions are like spells cast upon the . Illusory butterflies and flower petals flutter in the air around you in a 10-foot radius for 1 minute. This sense can be restored with a spell that removes curses such as. Please keep the following in mind when posting a comment: Your comment must be in English or it will be removed. When drunk, a creature gains the effect of the gaseous form spell for 1 hour (no concentration required). That means a surge for every single spell, if she has used the feature. Teleport up to 60 feet away to unoccupied space. You are vulnerable to Plants for 1 hour. 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. 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. When drunk, a creature gains the effect of the clairvoyance spell. Uncommon. If you die within the next minute, you immediately come back to life as if by the. A spell such as. When drunk, a creature gains the enlarge effect of the enlarge/reduce spell for 1d4 hours (no concentration required). Mixing potions has a 1% chance of making one of the potion effects permanent (DMG, p. 140). Check out how this page has evolved in the past. Your hair falls out but grows back within 24 hours. 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. Such creatures cannot attack you or harm you unless they succeed on a, You feel the incredible urge to relieve yourself. If they elect to reroll and add an extra die to the pool as described above, the die they add is also reduced. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair. Click here to toggle editing of individual sections of the page (if possible). Likewise, different areas have different wild magic tables. All silver you are carrying is now copper. You immediately make an unarmed strike against a random creature within 5 feet of you. You are immune to being intoxicated by alcohol for the next 5d6 days. When drunk, a creature regains 8d4 + 8 HP. When you drink this potion, you gain the "reduce" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). And if you don't hit that the DC becomes 3, and so on and so forth.