Such creatures cannot attack you or harm you unless they succeed on a, You are protected from Undead for one hour. You then regain the use of this feature. If the roll is odd, you shrink. Despite my opinion about the inherent weakness of the Wild Magic sorcery origin, when compared to Draconic origins, this replacement of the surge table may make the Wild Magic choice more palatable to some players. A spell such as. Whenever you try, pink bubbles float out of your mouth. You transform into an iron statue of yourself for 1 minute, during which time you are considered. The next time you fall below 0 hit points within the next month, you automatically fail your first death saving throw. You permanently gain one cantrip. That doesn't exist. 75-76. Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. If you die within the next minute, you immediately come back to life as if by the reincarnate spell. 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. If the roll is even, you gain it. Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. Think of Rogue from X-Men or Elsa from Frozen. If you drop to 0 hit points, your pot breaks, and your form reverts. For 2d6 days, you glow bright yellow. If one is harvested and eaten within this time, the creature must make a, All creatures within 20 feet of you must make a, You can smell exceptionally well for 1 minute, gaining, You are protected from Elementals for one day. Notify administrators if there is objectionable content in this page. You teleport to an alternate plane, then return to the location where you started after 1 minute. If you cannot see a humanoid, you appear as a naked, bald, androgynous albino human with no facial features. When drunk, a creature gains 10 temporary HP that last for 1 hour as well as the effects of the bless spell (no concentration required) for the same duration. All food and drink within 30 feet of you is purified. Each subsequent time a creature drinks this potion, there is 10% cumulative chance that it will instead age 1d6 +6 years. A pit 1d10 feet deep and 5 feet in diameter appears beneath your feet. When magic functions as intended, spellcasters can tap into the Weave and bend it to their will. Not only are there wild-magic sorcerers, but many magic items the adventurers find generate rolls on this table when used. You immediately take 2d10 psychic damage. From a mechanical standpoint, this means that wild magic barbarians roll on a smaller wild surge table to produce an effect whenever they enter their rage. You can take one additional action immediately. 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? Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. The DM chooses the damage type. 1) You grow an extra leg for a 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 permanently gain one spell slot of one level below your highest-level spell slot, but lose one 1st-level spell slot. However, they do not follow the rules of magical item creation. Starting at 6th level, you have the ability to twist fate using your wild magic. 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. Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. This existential crisis lasts until the start of your next turn, after which you shake it off as nonsense. During that time, other creatures can't hear you. What about the wild magic barbarian though? Thus, the Wild Magic Surge table plays a prominent role in my campaign. You are surrounded by a faint, offensive odor for 1 minute. You gain proficiency in one skill of your choice that you're not already proficient in for one hour. This damage cant reduce your hit points below 1. However a mage accesses their magic, both sources (in the Forgotten Realms at least) tap into a deeper, underlying layer of energy known as The Weave. The Wild Magic Sorcerer feeds off that love of the uncertain and unknown. /use Potion of Wild Magic /yell Sweet lemonade, mmm sweet lemonade, sweet lemonade, yeah sweet lemonade! The invisibility ends on a creature when it attacks or casts a spell. Like, what is a slow fall spell? View and manage file attachments for this page. An herbalist can create potions for healing that are identical to the magical potions of health listed in the Dungeon Masters Guide. You gain two spell slots at your second-highest level for 1 week. 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. If it doesnt, you take 1d6 psychic damage. Below is a Wild Magic Table extended to 100 effects. It is up to the DM whether to implement this rule. 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. Potion of Supreme Healing: 10d4 + 20 Healing, 20,0000 gp, Very Rare. A random creature within 60 feet of you becomes poisoned 5e for 1d4 hours. Append content without editing the whole page source. Click here to toggle editing of individual sections of the page (if possible). Your innate magic comes from the wild forces of chaos that underlie the order of creation. You regain hit points equal to the sum of the necrotic damage dealt. This homebrew does not modify the Wild Magic Sorcerer origin. You lose proficiency on all skill checks for 1 minute. If you cannot see a humanoid, you appear as a naked, bald, androgynous albino human with no facial features. 5-6. You are under the effect of a. spell until they disappear after 1d8 days. For optimal dps, arcane mages are effectively capped at 20% haste, possibly lower. The cats vanish after the characters next long rest. For all the talk about wizards unraveling ineffable mysteries and warlocks treating with unknowable beings, magic in 5e is pretty much a known quantity. You glow with bright light in a 30-foot radius for the next minute. Cool list! Most fights are easily won with Sleep anyway. For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. It can duplicate the effect of a spell of up to 3rd level that has a casting time of less than 1 minute. You can also escape with a successful DC 11 Dexterity (Acrobatics) check. You are protected from Plants for 1 day. Roll on this table at the start of each of your turns for the next minute, rerolling this result on subsequent rolls. A potion is a magic liquid that produces its effect when imbibed. The oil can be poured on the ground covering a 10-foot square, creating the grease spell effect for 8 hours. 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. Actually, its probably a bit more accurate to say that these are wells. Your weight changes by a number of pounds equal to the roll. On a result equal to or lower than the spells level (treat cantrips as 1), there is a Wild Magic Surge. 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 might want to proof-read your comments before posting them. You automatically succeed on the next saving throw you make within the next minute. 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. Potion name generator . Privacy Policy. Currently, we have seven such living spells in the sum of the 5e bestiary, and I imagine more are on the way. 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. That means a surge for every single spell, if she has used the feature. Notify administrators if there is objectionable content in this page. In this instance, you guessed it, its the wild forces of chaos that underlie the order of creation.. Enshrouded objects are considered, You are protected from Undead for 1 day. 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 . Potion of Animal Friendship. These options are significantly weirder and more dangerous than those found on the standard wild magic table. 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. It defends itself if attacked, but it cannot speak and otherwise just looks around utterly confused. Such creatures gain. 2023 Wizards. Living spells gain a full stat block, taking their main abilities straight from the text of the spell itself. A living Darkness spell could seek to shroud everything in darkness, or it could function like a helpful ally, hiding its friends from danger. You gain proficiency in one tool or weapon type you dont already have for 1 day. The language needs some fixing but overall a fun twist on ubiquitous potions of healing. Philter of Love. Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. of yourself appears within 20 feet of you. You break your attunement with 1d3 of your magic items to which you are attuned. Spells are fickle things, so all of these effects should be used at a DMs discretion. For one minute, you glow with bright light in a 30-foot radius. For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame. http://en.wikipedia.org/wiki/Client-side_prediction. Every creature within 15 feet of you takes 1 necrotic damage. 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. Mythic Odysseys of Theros. You transform into a stone statue of yourself for 1 minute, during which time you are considered. Mixing potions has a 1% chance of making one of the potion effects permanent (DMG, p. 140). Watch headings for an "edit" link when available. Maximum Power. You sprout tiny fairy wings from your shoulders. Such creatures cannot attack you or harm you unless they succeed on a, Your fingers become sore for 1 hour. Your size increases by one size category for the next minute. Despite rolling a d100, there are actually 50 possible options on the sorcerers Wild Magic Surge table. 0905 Caster finds a potion that can turn him into an invisible cat . Unless otherwise stated, the content of this page is licensed under. You are protected from Fiends for one hour. When drunk, a creatures Strength score is increased to 21 for 1 hour. This increases 1st level spells from 5% to 10%, increasing the odds by 5% each level.