The vial has enough oil to coat one slashing or piercing weapon or up to 5 pieces of ammunition; 1 minute to apply. In this instance, you guessed it, its the wild forces of chaos that underlie the order of creation.. A potion or oil can be used only once. Mordenkainens Faithful Hound could remain a faithful servant or become as violent as a wild dog. You permanently gain one cantrip. I rocked up late to the first session with an unread rulebook and a human bard called Nick Jugger. Roll a d10. If there is no other creature within range, you target yourself. Illusory butterflies and flower petals flutter in the air around you in a 10-foot radius for 1 minute. Uncommon. appears hovering in front of you expectantly, only visible and touchable by you. If they let you use Tides of Chaos to its fullest it can happen a lot. But overall I think this is an awesome list. For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame. You are surrounded by faint, ethereal music for the next minute. It is up to the DM whether to implement this rule. For one minute, you glow with bright light in a 30-foot radius. When drunk, a creature gains a flying speed equal to its walking speed for 1 hour. Perhaps you were blessed by a powerful fey creature or marked by a demon. Wild Magic Sorcerers have a special interaction with this rule. 6 Chromatic Rose: Elemental Roses That Can Either Protect Or Damage Creatures. You immediately take 2d10 psychic damage. Your hair falls out but grows back within 24 hours. You may notice that some effects dont 100% align with every spell in 5e. You regain hit points equal to the sum of the necrotic damage dealt. You automatically succeed on the next saving throw you make within the next minute. You regain your lowest-level expended spell slot. Philter of Love. General Wikidot.com documentation and help section. A trail of fire appears from their starting position to their teleported position. This represents the Wild Magic building inside you. : For the next day, your skin tone changes color every 30 minutes, cycling . Its a subclass thats all about the unexpected, and I frequently find myself working wild magic into my campaigns in one form or another. Potion of Supreme Healing: 10d4 + 20 Healing, 20,0000 gp, Very Rare. Creative Commons Attribution-ShareAlike 3.0 License. Immediately gaining a multiclass level in cleric or warlock. Your age changes by a number of years equal to the roll. Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. Lets dive a bit deeper into the wild magic subclasses of sorcerer and barbarian to learn more about this fantastical phenomenon. Until you can change and/or clean your clothes, your. 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. An herbalist can create potions for healing that are identical to the magical potions of health listed in the Dungeon Masters Guide. Beginning at 18th level, the harmful energy of your spells intensifies. If he can reseal the hole, great. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair. Potion, very rare. Concentration spells Duration's will always read "Concentration, up to" followed by the maximum duration of the spell. With two active groups and several one-off sessions, Ive only had one player at a convention that embraced the concept of wild magic. You and all creatures within 30 feet of you gain vulnerability to piercing damage for 1 minute. One randomly-chosen non-magical item in your possession that weighs 1 pound or less vanishes and is forever gone. Such creatures cannot attack you or harm you unless they succeed a on a, Your fingernails and toenails grow to an uncomfortable length. 3d6 random gems appear near you, worth 50gp each. Here's a list of d100 random magical effects you can use in your fantasy tabletop campaign. You jump forward in time exactly 1 minute, for 1 minute. You lose proficiency in one randomly chosen skill, tool, or weapon type for 2d6 days. Such creatures cannot attack you or harm you unless they succeed on a, Your fingers become sore for 1 hour. https://www.dandwiki.com/w/index.php?title=Wild_Magic_Surge_Table,_Variant_(5e_Variant_Rule)&oldid=1649697, A fireball explodes with you at the center. You are vulnerable to fiends for 1 hour. The cats vanish after the characters next long rest. You are protected from Fiends for one day. If you die within the next minute, you come back to life as if by the. When drunk, a creature gains resistance to all damage for 1 minute. You are frightened by the nearest creature until the end of your next turn. 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. In contrast, we have the characters who are as chaotic, if not more chaotic, than the powers that they wield. A, You gain a random form of short-term madness (see the. 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. Effect. 903. Your clothes become dirty and filthy. 3-4. For the next minute, any creature you touch takes 2d6 lightning damage. If the roll is odd, you shrink. Magical effects from each school rewrite reality in a different way. When drunk, a creatures exhaustion is removed and any diseases or poison effects are cured. It turns to snow 1 minute later. Serious, or extreme effects, are less likely to occur than nuisance effects. When drunk, a creature can perform the animal friendship spell (save DC 13) for 1 hour at will. Your height changes by a number of inches equal to the roll. When a sorcerer casts a spell, after the spell is cast, roll d20. It would seem that it exists as almost a back current to all magic in the multiverse. You immediately gain 15 temporary hit points. 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 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. 73-74. The next time a creature makes an ability check, attack roll, or saving throw, the number rolled will be replaced by what you rolled. First, they have unpredictable effects on spells cast within them. And if you don't hit that the DC becomes 3, and so on and so forth. You cannot stand up or hold or manipulate objects until your appendages reappear at the start of your next turn. 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. If the roll is even, you gain it. All your clothing and equipment teleports to the nearest open space at least 15 feet from you that you can see. You become poisoned until you use your action to make a DC 12 Constitution check. Spells. Each subsequent time a creature drinks this potion, there is 10% cumulative chance that it will instead age 1d6 +6 years. Both effects will apply. If you die within the next minute, you immediately come back to life as if by the. When drunk, a creatures Strength score is increased to 29 for 1 hour. Your pants fall down. You immediately lose one unspent sorcery point. Next turn caster takes no action, vomits 1d100 SP. Caster's hands become covered in sticky goop. Shaking the bottle fails to interrupt this process. Then, we have the characters who are deeply curious about their abilities, wishing to study themselves and learn to control the powers they wield. Living spells gain a full stat block, taking their main abilities straight from the text of the spell itself. 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. Something Fishy: the caster is left smelling of fish. The next single target spell you cast within the next minute must target one additional target. You gain a -2 penalty to your AC for 1 minute. For the next minute, you gain resistance to thunder and force damage. Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. This is a class that is perhaps best known for the fact that they dont use magic, so how do their skills even work? Such creatures gain. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. When you drink this potion, you gain the "reduce" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). You are protected from Beasts for 1 hour. Below is a small table to determine which effects might happen. 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. Such creatures cannot attack you or harm you unless they succeed on a, For the next minute, you have double vision. The next spell you cast within the next minute that does damage, the damage is maximized. 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 magic functions as intended, spellcasters can tap into the Weave and bend it to their will. You feel lucky. In other words, these sorcerers are fueled by a connection to some form of raw, untamed magic. 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. Sell Price: 50. Notify administrators if there is objectionable content in this page. If the roll is even, you grow. 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! Some may even have the necessary intelligence to question their existence, making for an interesting philosophical experience at the game table. If you fail the saving throw, you turn into a sheep for the spells duration. Thats fine; were not in the business of over-engineering things like WotC enjoys doing. Such creatures cannot attack you or harm you unless they succeed on a, You are protected from Aberrations for 1 hour. This homebrew does not modify the Wild Magic Sorcerer origin. Your feet and hands disappear. You are vulnerable to Undead for 1 hour. A potion is a magic liquid that produces its effect when imbibed. Use: Increases critical rating by 200 and spell power by 200 for 15 sec. Such ceatures cannot attack you or harm you unless they succeed on a, You are surrounded by a horrible, noxious odor for 1 minute. You see briefly into the future. Potions of Healing cost half of a Magical Item of the same rarity. However, a Moon-Touched Sword lacks other major combat benefits. 5-6. You gain resistance to all damage for the next minute. When drunk, it cures any disease; removed blinded, deafened, paralyzed, and poisoned conditions. Starting at 6th level, you have the ability to twist fate using your wild magic. The flock disappears 1 minute later. 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. Transported to Astral Plane until end of next turn. 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. 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. Youre probably most familiar with the concept as part of the Wild Magic Sorcerer subclass, which has a chance to roll on the table whenever they use magic. Determining the wild magic effect involves the roll of a d100, although there are only 50 possible outcomes. You are protected from Fey for 1 day. The results range in impact from harmless sensory effects, like the casters skin instantly turning blue, to high weirdness (how about summoning a random number of Flumphs?) While this table works fine, some players find 50 options to be inadequate. Your weight changes by a number of pounds equal to the roll. 1-3 (15%) is the first column (extreme), 4-9 (30%) is the middle column (moderate), and 10-20 (55%) is the third column (nuisance). Evocation plays with the flow of energy, healing with a tender touch one minute and harming with a wall of fire the next. A d10 becomes a d8, then a d6, and then a d4. Just like any NPC you could roll up, these are creatures with their own motives and goals. A shrieking, skinless, many-limbed horror that has the statistics of (and vaguely resembles) a unicorn appears within 30 feet of the character. When drunk, a creature gains the reduce effect of the enlarge/reduce spell for 1d4 hours (no concentration required). Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. When opening the vial to drink, the liquid is a glowing purple . We're making potions to sell to the townsfolk in Potion Craft, a new alchemist simulator that's. 906. 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. You are surrounded by a faint, offensive odor for 1 minute. 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. Each creature within 30 feet of you takes 1d10 necrotic damage. Your height changes by a number of inches equal to the roll. You gradually return to your original weight over the course of 1 day. As barbarians are fueled by their intense emotions, mainly rage, they make an excellent conduit for these unchecked abilities. You regain your lowest-level expended spell slot. If a spell requires concentration to maintain, it will say so in the "Duration" item of the spell description. Such creatures gain, For 2d6 hours, you have a faint pink glow. For one minute you have resistance to all damage. Every creature within 15 feet of you takes 1 necrotic damage. For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. 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. Your feet sink into the ground, making you completely immobile for one minute. I seldom roll on the wild magic table at levels 1-2, because i hardly use Tides of Chaos. My DM made contacting the chosen god of my PC the d10000 wild magic table. I tried to stay as close as possible to the general wackiness and power level of the one in thePlayer's Handbook. 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. A puddle of grease appears where you are standing, with a 10-foot radius. One creature of your choice gets a +2 bonus to all attack rolls, damage rolls, and their armor class AC for 1 minute. Whenever you try, pink bubbles float out of your mouth. You and all creatures within 30 feet of you gain vulnerability to psychic damage for 1 minute. This gives you disadvantage on ranged attacks (including spell attacks) and, A 30-foot cube hypnotic pattern appears with you at the center. The one that moves you somewhere naked is strange - I would certainly say you keep your clothes. You regain 5 hit points per round for 1 minute. For one minute, any spell with a casting time of 1 action can be cast as a bonus action. During this time, casting a spell that requires a verbal component requires a, Permanently increase one ability score of your choice by 1 point. All creatures within 40 feet of you can feel it, but it otherwise does nothing. It defends itself if attacked, but it cannot speak and otherwise just looks around utterly confused. More so, it just means that these characters fully embrace their powers with almost giddiness. Your speed is increased by 10 feet for 1 minute. You fall unless you use your reaction to succeed on a DC 11 Dexterity saving throw to grab the edge of the pit. The potion is considered as very rare, and quite valuable. 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. You control it on its next turn, and it controls you on your next turn. Every inanimate object that isn't being worn or carried within 40 feet of you becomes enshrouded with shadows for 1 minute. Most players dont like unpredictability. No. 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. They vanish after 1 minute. You gain the ability to speak one new language of your choice. By magical, I mean weird, otherworldly, and fundamentally out of (or beyond) our control. When drunk, a creature regains 10d4 + 20 HP. The vial has enough oil to cover a medium or smaller creature; 10 minutes to apply. This existential crisis lasts until the start of your next turn, after which you shake it off as nonsense. When drunk, a creature regains 8d4 + 8 HP. 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. Save my name, email, and website in this browser for the next time I comment. Wikidot.com Terms of Service - what you can, what you should not etc. Such creatures cannot attack you or harm you unless they succeed a, All creatures within 20 feet of you are knocked. The total number of dice the pool can be increased to is still 10. 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. The effect ends early if the creature makes an attack or casts a spell. 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). If you cannot see a humanoid, you appear as a naked, bald, androgynous albino human with no facial features. My immediate response to this was the table needed to be rebuilt almost from scratch. Your skin turns a vibrant shade of blue. Gnats buzz around your head for 1 minute, distracting you. However, what it does do is expand the usability and opportunity to use Wild Magic in your campaign setting. You shrink 1d6 inches in height. Places where the Weave is torn become conduits for wild magic in their own right. Click here to toggle editing of individual sections of the page (if possible). Small birds flutter and chirp in your vicinity for 1 minute, during which time you automatically fail any, A demon whose CR is equal to your level appears near you. This is honestly a pretty fun spread of options that plays around in interesting ways with the sorcerer spell list. It switches the ratio of good to neutral to bad effects on the table by quite a bit in favor of more negative effects. 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. You become colorblind until your next long rest. Of course, the main draw is that they have a chance of rolling a magical effect whenever they cast a spell. 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. If the roll is even, you get older. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. Creature gains the effect of the etherealness spell for 1 hour. For the next day, you gain proficiency in all skills that you are not already proficient in. Roll a d10. Choosing a monster affiliated with your deity and gaining one of its abilities. The creature that drinks this potion will become charmed by the next creature it sees within 10 minutes for a duration of 1 hour. 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. For starters, there are different grades of healing potions as presented by the Player's Handbook. All creatures within 30 feet of you must make a. Princes of the Apocalypse. Spells cost additional bonus round cast time. If you cannot see a humanoid, you appear as a naked, bald, androgynous albino human with no facial features. Such creatures cannot attack you or harm you unless they succeed on a. LMP. Anyone trying to perceive you has advantage on their. It depends on your DM. Perhaps you were blessed by a powerful fey creature or marked by a demon. All creatures within 15 feet take 2d8 thunder damage and must make a, You are protected from Plants for 1 hour. Such creatures cannot attack you or harm you unless they save a, Your spell components seem to have been rearranged. You fall victim to a horrible cramp in both legs, reducing your speed by 10 feet for 1 hour. A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to the. For optimal dps, arcane mages are effectively capped at 20% haste, possibly lower. Their stats are then determined by their level and the type of spell they are. Our first exposure to this strange energy was in wild magic zones. Each creature within 30 feet of you takes 1d10 necrotic damage. Perhaps a backfiring healing spell actually heals an enemy. When drunk, a creature gains the effect of the gaseous form spell for 1 hour (no concentration required). You cast fireball as a 3rd-level spell centered on yourself. Mixing potions has a 1% chance of making one of the potion effects permanent (DMG, p. 140). Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus. All New Wild Beyond the Witchlight Magic Items. Potion of Wild Magic is the alchemy ability to create [Potion of Wild Magic] . 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. See pages that link to and include this page. This alone mitigates the risk so that more players might be willing to accept it. Everything made of gold on your person (including coins) turns into silver, and everything silver turns to gold. It lets the wielder bypass Resistance to nonmagical attacks. If you drop to 0 hit points, your pot breaks, and your form reverts. It disappears at the end of your next turn. Most of the casting classes have learned to control magic through rigid rituals and precise incantations. How can you be under the effect of that for days? A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears I minute later. Lost Laboratory of Kwalish. You lose concentration on any spells you are concentrating on, and an antimagic field surrounds you for the next minute. You turn into a potted plant until the start of your next turn. You and all creatures within 30 feet of you gain vulnerability to thunder damage for 1 minute. It is hostile to them, vanishing after 1 minute. Crimson liquid that pulses like a heartbeat with dull light. Please keep the following in mind when posting a comment: Your comment must be in English or it will be removed. For the next minute, you must shout when you speak. You can also use it to keep track of your completed quests, recipes, mounts, companion pets, and titles! chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. One randomly-chosen non-magical item in your possession that weighs 1 pound or less is duplicated. You gradually return to your original height over the course of 1 day. You can take one additional action immediately. You let out a loud, thunderous belch that replicates the effect of a 1st-level thunderwave spell. You and all creatures within 30 feet of you gain vulnerability to cold damage for 1 minute. I genuinely like this because I really wanted to play a Wild Magic Sorcerer just because of how fun that randomness could be, but it occurs far too rarely. The Wild Magic Sorcerer feeds off that love of the uncertain and unknown. Sell Price: 50. I mean, these sorcerers can actually control and harness the un-harnessable effects of wild magic. 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. 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.