Thursday, December 10, 2015

Wild Magic




I love unpredictable magic. There's a whole universe of possibilities and players never know what will happen. This is why I think that wild magic sorcerers are a wonderful addition in fifth edition D&D. They really sell the class and give it a personality. Sorcerers aren't trained magicians, they're emotionally charged lightning rods of arcane energy. They channel powers beyond their understanding and occasionally they hit oil- or wild magic as the case may be. And those surges can be real gushers.

I've added another 50 effects to the already-awesome wild magic surge table for a nice rounded out 100. Easy on those 1d100 rolls.

Wild Magic Surges:
1)    . Roll on this table at the start of each of your turns for the next minute, ignoring this result if on subsequent results
2)    . For the next minute, you can see any invisible creature if you have a line of sight to it
3)    . A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later
4)    . You cast fireball as a 3rd level spell centered on yourself
5)    . You cast magic missile as a 5th level spell
6)    . Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shirnk. If the roll is even, you grow.
7)    . You cast confusion centered on yourself
8)    . For the next minute, you regain 5 hit points at the start of each of your turns
9)    . You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face
10) . You cast grease centered on yourself
11) . Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw
12) . Your skin turns a vibrant shade of blue. A remove curse spell can end this effect
13) . An eye appears on your forehead for the next minute. During that time, you have advantage on Perception checks that rely on sight.
14) . For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
15) . You teleport up to 60 ft to an unoccupied space of your choice that you can see.
16) . You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
17) . Maximize the damage of the next damaging spell you cast within the next minute.
18) . Roll a d10. You age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.
19) . 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60ft of you and are frightened of you. They vanish after 1 minute.
20) . You regain 2d10 hit points.
21) . You turn into a potted plant until the start of your next trun. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hp, your pot breaks and your form reverts.
22) . For the next minute, you can teleport up to 20 ft. as a bonus action on each of your turns.
23) . You cast Levitate on yourself.
24) . A unicorn controlled by the DM appears in a space within 5 ft of you, then disappears 1 minute later.
25) . You can’t speak for the next minute. When you try, pink bubbles float out of your mouth.
26) . A spectral shield hovers near you for the next minute., granting +2 AC and immunity to magic missile.
27) . You are immune to being intoxicated by alcohol for the next 5d6 days.
28) . You hair falls out but regrows in the next 24 hours.
29) . For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.
30) . You regain your lowest-level expended spell slot.
31) . For the next minute, you must shout when you speak.
32) . You cast Fog cloud centered on yourself.
33) . Up to 3 creatures you choose within 30 ft of you take 4d10 lightning damage.
34) . You are frightened by the nearest creature until the end of your next turn.
35) . Each creature within 30 ft of your becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
36) . You gain resistance to all damage for the next minute.
37) . A random creature within 60 ft of you becomes poisoned for 1d4 hours.
38) . You glow with bright light in a 30ft radius for the next minute. Any creature that ends its turn within 5 ft of you is blinded until the end of its next turn.
39) . You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for its duration.
40) . Illusory butterflies and flower petals flutter in the air within 10 ft of you for the next minute.
41) . You can take one additional action immediately.
42) . Each creature within 30 ft of you takes 1d10 necrotic damage. You regain hp equal to the sum of the damage dealt.
43) . You cast Mirror Image.
44) . You cast fly on a random creature within 60 ft of you.
45) . You become invisible for the next minute. During that time other creatures can’t hear your. The invisibility ends if you attack or cast a spell.
46) . If you die within the next minute you come back to life as if by the reincarnate spell.
47) . Your size increases by one size category for the next minute.
48) . You and all creatures within 30 ft of you gain vulnerability to piercing damage for 1 minute.
49) . You are surrounded by faint ethereal music for the next minute.
50) You regain all expended sorcery points.
51)  Held item becomes +1 magic weapon and glows with bright light 10ft. It loses all magic after a critical hit and is destroyed. Roll on Magic Meltdown.
52) Reverse gravity within 100ft cube for one round.
53) You disappear for 2 seconds, after which you reappear naked. You equipment is expelled from the extra-dimensional space 1 minute later.
54) Water you touch freezes for 5ft around the point you contact. Lasts 1 hour.
55) You appear to be made of the material you were standing on at the time this was rolled for 1d4 hours.
56) Hold Person cast as a 2nd lvl spell on all creatures within 60 ft, including yourself.
57) Your spells are accompanied by an enthusiastic narration declaring their title for the next minute. Ex:“Maaaagic Missile!” audible for 100ft.
58)  Develop allergy to magic items. Their presence on your person causes you to itch and sneeze, granting disadvantage on concentration saves and forcing them on each of your turns. Can only be removed by Remove Curse.
59) Gain 1d20 temp hp. Until you lose them through damage you gain 10ft extra movement speed.
60) All applicable apertures within 50ft are closed and sealed as per an Arcane Lock
61) One of your ability scores is increased to 19 at random for 1 minute.
62) Everyone within 60ft makes a dc 10 wisdom save or has disadvantage on checks with a random ability determined once for everyone for 1 minute.
63) The next creature you kill explodes into multi-colored confetti and brown jelly.
64) You take 2d10 radiant damage and nearest ally within 20ft heals that amount.
65) A spherical shell of ice surrounds you. 30hp and vulnerability to fire. Full cover.
66) Your eyes blaze with baleful light. Immediately make a 30ft cone attack doing 2d8 radiant damage. Targets are blinded until your next turn. You are blinded for 1 minute.
67) Lose rigid bone structure for 1 minute. Become prone. Disadvantage on Str checks and saves.
68) A raincloud hovers overhead. It is a 15 ft radius over the caster for 1 minute. Any beneath it have a 10% chance at the end of their turn of being stuck by lightning. Dex save dc equals caster save to half damage. Otherwise, 4d10 lightning damage.
69) Your fists glow and do 1d12 damage instead of 1 and you have advantage on grapple checks for 1 minute.
70) Changes biological sex to the “opposite” for 1d4 days.
71) Cast polymorph on yourself. If you fail the save, you turn into a Constrictor Snake.
72) Choose an ally within 30ft and swap places with them instantly.
73) You leave a trail of caustic fog behind you where you move. All spaces you occupy until the end of your next turn do 1d6 acid damage. Dissipates after 1 minue.
74) A large stack of identical books is summoned next to you. Treat as half cover.
75) A torrent of water spews from your hands 1d4 rounds. Carried items are pushed 15 ft away, can’t perform somatic components to spells. You may use your action to aim at an enemy within 15 ft. If they fail a STR save they are pushed back 15 ft and fall prone.
76) A random exotic language replaces all known languages for 1d4 days.
77) Make an intelligence save or gain one short term madness.
78) Make an intelligence save or gain one long term madness.
79) A pair of ethereal arms sprout from your back wielding two sickles. They may make two attacks on a valid target at the end of your turn (+2 1d4 force damage) for 1 minute.
80) You have a vision of the future in which you have married your current enemy and lived out your golden years with them. Try as you might, you cannot bring yourself to harm them in the face of the vivid images, and they feel the same if they fail a Cha save. Grudges remain, and you’re still aware that they’re enemies, but neither of you may harm each other until the visions abate in 1 hour.
81) Roll for a minor magical mutation. It fades after 2d6 days.
82) 30ft radius around you becomes a temporal distortion zone for 1d4 days. 50% chance 1/100th speed, 50% chance x100 faster speed.
83) Grow gills allowing waterbreathing for three days. You crave saltwater.
84) You smell very strongly for 1d4 days. Roll 1d4 1) Cinnamon 2) Chlorine 3) Feces 4) Totally nothing. Animals can’t smell you even.
85) Your eyes and ears fall off harmlessly, but you may still sense through them at any distance. They may be easily reattached and removed for the next 1d4 days. If at the end of this period they are not attached, they are actually severed.
86) Flaky fungus grows from your clothes and the walls and floor within 20ft in a puff of spores. Dc 15 Nature to craft into poison that does 2d10 poison damage if the victim fails a dc 10 con save. They wither over the next day unless in damp darkness.
87) Your hair and nails grow an inch per minute for the next hour. That’s five feet.
88) You are disoriented. You lose all memory of location, and direction for 1 day.
89) Gout of flies fly from mouth for 1d4 rounds.  Con save each turn or lose your action.
90)  The caster begins aging 5 years an hour. When they reach 100 years, they die, and an infant crawls from their body’s skin. It continues to age at the same rate until it reaches 20. Same character, same memories.
91) A black tree erupts from the ground in front of you. If anything dies in the presence of the tree, the tree sprouts a hard, spiny fruit with the creature’s soul inside.
92) Surfaces within 20ft are contorted with faces and mouths that shriek and bite, becoming difficult terrain. They become de-animate after 1 minute.
93) Grasshopper legs. Double jump distance, but noisy movement. Lasts 1 hour. You shed the carapace, revealing your boneless grub-like legs. Bones regrown in 1 hr.
94)  Grow gourds every time you tell the truth for the next hour. If eaten, they heal 1hp.
95)  Floating glyphs surround caster.
96)  Corpses of the last 4 humanoids you’ve spoken to appear around, bloody.
97)  A random item you’re carrying becomes sentient and capable of telepathic communication for 1d4 days. Insists it was always sentient and will sleep again.
98)  Small white worms crawl from your pores. Any disease or poison is removed.
99) The end of a silk rope protrudes from your mouth. If pulled on, it reveals itself to be 50ft long.

100)                Everyone within 6 miles knows your name, general description and last 12 seconds of action.


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