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. 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. But more than just the forces of chaos as described in the Players Handbook, magic also comes from nature, from life, and even from death. This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. Something does not work as expected? I had my doubts about Wild Magic at first, but its all gone now. When drunk, a creatures Strength score is increased to 27 for 1 hour. Its easy to imagine the weave as an exceedingly complex system of pipes. 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). Your body and all your gear take on a glassy appearance for the next minute. 0902 Caster finds a potion 90% likely to heal and 10% likely to kill . The spell fails to take effect. A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. I copy and pasted it and just made a few tweaks to fit my style, but overall it is a fantastic list, thank you! Potions are like spells cast upon the . While a plant, you are incapacitated and have vulnerability to all damage. Or, what about the time when they accidentally set off some ethereal music that attracted the attention of a bunch of orcs. Potion of Greater Healing: 4d4 + 4 Healing, 200 gp, Uncommon. You immediately make an unarmed strike against a random creature within 5 feet of you. 0906 Caster finds a potion that induces permanent . Simply type the URL of the video in the form below. When drunk, a creature takes 3d6 poison damage and must succeed on a DC 13 Constitution saving throw or be poisoned. Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. 13) The potion causes your body to become covered in thick, black fur. 4. For the next minute, you can teleport up to 20 feet as part of your movement on each of your turns. If this height causes it to collide with a ceiling or object above you, you are restrained and take 2d6 bludgeoning damage, pinned against the object, unless you use your reaction to succeed on a DC 11 Dexterity saving throw to jump off. You are surrounded by faint, ethereal music for the next minute. In this accursed place, you have the chance to provoke some of the following wild magic results. When the fabric of the Weave is distorted, stuff starts to get really weird, really fast. You are frightened by the nearest creature until the end of your next turn. You and all creatures within 30 feet of you gain vulnerability to poison damage for 1 minute. You grow 1d6 inches in height. 904. The oil can be poured on the ground covering a 10-foot square, creating the grease spell effect for 8 hours. If you die within the next minute, you immediately come back to life as if by the, UNFETTERED SURGE: Every round for 10rds roll on this table ignoring this result on subsequent rolls, MAGIC MISSLES hit nearby targets (5 missles), QUICKENED SPELLS cast times for 1action are 1bonus (10rds), MAXXED SPELLS max effects and damage (10rds), CAN'T SPEAK permanent (may be dispelled/remove curse), ALL FLAMMABLE OBJECTS ON PERSON BURST INTO FLAMES, FRIGHTENED by nearest creature until end of next turn, TARGETS ARE RANDOMIZED within 30ft of magic source, REJUVENATED (equivalent of long rest except for hp adjustment), SPELL FURCATION spell affects all creatures within 60ft of target. . During that time, other creatures cant hear you. If you drop to 0 hit points, your pot breaks, and your form reverts. Such creatures cannot attack you or harm you unless they save a, You emanate light in a 30-foot radius for 1 minute. It disappears at the end of your next turn. You gain the ability to speak one new language of your choice. Such creatures cannot attack you or harm you unless they succeed on a, You are protected from Celestials for 1 hour. You gain a +2 bonus to your AC for 1 minute. Two full moons. You are vulnerable to Beasts for 1 hour. Potions for healing. You and all creatures within 30 feet of you gain vulnerability to thunder damage for 1 minute. The Wild Magic Sorcerer is a prime example of that with a random, wild surge of magic that happens after a spell is cast. Your innate magic comes from the wild forces of chaos that underlie the order of creation. My DM made contacting the chosen god of my PC the d10000 wild magic table. Interestingly enough, neither of these subclasses directly reference tears in the weave. The language needs some fixing but overall a fun twist on ubiquitous potions of healing. You gain proficiency in one skill of your choice that you're not already proficient in for one hour. They vanish after 1 minute. An eye appears on your forehead for the next minute. You and all creatures within 30 feet of you gain vulnerability to slashing damage for 1 minute. 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. Sell Price: 50. If you don't scratch it using a back scratcher or some similar device , you must succeed a, A loud boom emanates from you. When drunk, a creature gains the reduce effect of the enlarge/reduce spell for 1d4 hours (no concentration required). Wild Magic. Our Wild Beyond the Witchlight 5E Magic Items guide will go over everything that's brand new to the system. It retains the chaotic randomness, but it tempers the serious results with adjusted probabilities. Your arms stretch. View wiki source for this page without editing. 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. controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. You cast disguise self and appear as the nearest humanoid to you you can see. Sprouting horns, claws, or wings (gain a racial trait from a playable race that has these properties). It switches the ratio of good to neutral to bad effects on the table by quite a bit in favor of more negative effects. Ive been running 5e for a little over a year. You have a fit of hiccups. You are instantly resurrected if you are killed within 24 hours of drinking this potion. You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for 1 minute. You feel lucky. While a plant, you are incapacitated and have vulnerability to all damage. If you cannot see a humanoid, you appear as a naked, bald, androgynous albino human with no facial features. A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. So it is with magic. Append content without editing the whole page source. 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. Just like any NPC you could roll up, these are creatures with their own motives and goals. For the next day, you are in the Border Ethereal near the location you were last in. For one minute, you glow with bright light in a 30-foot radius. When drunk, a creature can breathe underwater for 1 hour. When you cast a spell of 1st-level or higher roll a d20. 2) For the next minute, all attacks against you have advantage but you have advantage on all attacks you make as well. on a random creature within 60 feet of you. All creatures within 15 feet take 2d8 thunder damage and must make a, You are protected from Plants for 1 hour. For the next hour, you appear to others to be the opposite gender. For the next minute, you can pass through any solid, non-magical wall that is 6 or fewer inches thick. During this time, casting a spell that requires a verbal component requires a, Permanently increase one ability score of your choice by 1 point. A Moon-Touched Sword is one of the best low-level magic weapons in D&D 5e. The flock disappears 1 minute later. Lets dive a bit deeper into the wild magic subclasses of sorcerer and barbarian to learn more about this fantastical phenomenon. 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. You are protected from Plants for 1 day. With two active groups and several one-off sessions, Ive only had one player at a convention that embraced the concept of wild magic. However, its important to remember that the sorcerers Wild Magic Surge table isnt the be-all and end-all of wild magic mishaps. Wild Magic Sorcerers have a special interaction with this rule. 1-2. It makes sense if you think about it. A. Watch headings for an "edit" link when available. For longer fights, keep Potions of Speed handy to use outside of Bloodlust. You immediately gain 15 temporary hit points. Your height changes by a number of inches equal to the roll. Sorcerer: Wild Magic. Well, there is actually some huge precedence laid out for Living Spells in 5e. When drunk, a creature gains the effect of the detect thoughts spell (save DC 13). You fall victim to a horrible cramp in both legs, reducing your speed by 10 feet for 1 hour. When drunk, a creature gains the effect of the haste spell for 1 minute (no concentration required). The options largely fall into four categories: harmless sensory effects that present an interesting roleplaying opportunity or maybe a small inconvenience, a sizable mechanical benefit, a serious mechanical drawback, and something that could be good or bad depending on where youre standing or who the effect targets. Any more haste, and you'll be stuck waiting for your barrage to cooldown after you've cast blast. Serious, or extreme effects, are less likely to occur than nuisance effects. When drunk, a creature gains the enlarge effect of the enlarge/reduce spell for 1d4 hours (no concentration required). A random creature within 60 feet of you is. 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. Only a spell such as. 905. 19. The rules are unchanged. From the perspective of everyone else, you cease to exist during that time. 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 are protected from Fey for 1 day. 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. School of Chaos (Wild Magic Wizard). 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?) You gain a random form of short-term madness (see the Dungeon Masters Guide). The next spell you cast within the next hour uses a spell slot of one level lower than what it normally requires. For optimal dps, arcane mages are effectively capped at 20% haste, possibly lower. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. I seldom roll on the wild magic table at levels 1-2, because i hardly use Tides of Chaos. For the next minute, you can see any invisible creature if you have line of sight to it. For the next minute, any flammable object you touch that isnt being worn or carried by another creature bursts into flame. Watch headings for an "edit" link when available. 6. 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. The column slowly lowers into the ground 1 minute later, leaving no trace of it. The creature that drinks this potion will become charmed by the next creature it sees within 10 minutes for a duration of 1 hour. You gradually return to your original height over the course of 1 day. How about the barbarian? You gain proficiency in one tool or weapon type you dont already have for 1 day. Roll a d10. If the roll is even, you gain it. If you die within the next minute, you come back to life as if by the. The invisibility ends if you attack or cast a spell. Such creatures cannot attack you or harm you unless they succeed on a. You gain an additional spell slot of your highest level for 1 week. If the roll is odd, you shrink. View and manage file attachments for this page. A pit 1d10 feet deep and 5 feet in diameter appears beneath your feet. The one exception was at a convention session where one of the characters I provided was a wild-magic sorcerer. MOT. You and all creatures within 30 feet of you gain vulnerability to necrotic damage for 1 minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. You gain the ability to speak with animals for one hour. Perhaps you were blessed by a powerful fey creature or marked by a demon. You transform into a large empty barrel for 1 minute, during which time you considered. One random gem worth 100gp appears near you. 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. This item fits the fairytale aesthetic a little bit more than some of the other magical items, but this Rose is a lot deadlier than most. All silver you are carrying is now copper. I tried to stay as close as possible to the general wackiness and power level of the one in thePlayer's Handbook. You are vulnerable to Celestials for 1 hour. Check out how this page has evolved in the past. Your speed is increased by 10 feet for 1 day. You are protected from Fiends for one day. on the nearest creature to you. Roll a d20. 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. Such creatures cannot attack you or harm you unless they succeed on a, For the next minute, you have double vision. You become colorblind until your next long rest. Such creatures gain. For one minute you have resistance to all damage. Any creature within 5 feet of you that can see is. Your eyes permanently change color. You cannot stand up or hold or manipulate objects until your appendages reappear at the start of your next turn. How can you be under the effect of that for days? Effect. Mythic Odysseys of Theros. This concept is great, but it basically just says that you have uncontrollable powers from some strange force. The coated item has a +3 bonus to attack and damage rolls for 1 hour. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls. All the rations you are carrying turn to soap. You regain hit points equal to the sum of the necrotic damage dealt. Wild magic is any form of untamed magic. It disappears at the end of your next turn. For the next hour, any spell you cast does not require a verbal component. You gain truesight out to a range of 60 feet for the next minute. It can keep a martial level with others, without letting them dominate the game. During this time, you must succeed on a. Cast time: 3 sec. They make for an interesting unintended result of spellcasting, but they can also make for great random encounters. You become invisible for the next minute. When you are in an area of wild magic (or some other circumstances create the opportunity for a wild magic surge), roll a d20 each time a spell with a level of 0-9 is cast. For the next minute, you gain resistance to thunder and force damage. Nathan . No. During this time, you have the. Immediately gaining a multiclass level in cleric or warlock. The total number of dice the pool can be increased to is still 10. Your height changes by a number of inches equal to the roll. 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! The vial has enough oil to cover a medium or smaller creature; 10 minutes to apply. Wild magic is an optional add-on to the magic system that modifies existing arcane magic in random ways. However if you go by the Potion of Healing Crafting tables in Xanathar's, Potions of Healing . If it doesnt, you take 1d6 psychic damage. Unfortunately, no. If you want to discuss contents of this page - this is the easiest way to do it. Roll a d10. If the roll is even, you get older. Here's a list of d100 random magical effects you can use in your fantasy tabletop campaign. 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! The leg then falls off, causing you no damage. If the roll is odd, you lose the weight. If you drink a Potion of Growth (DMG, p. 187) along with another potion, there is a small chance that it could become permanent. A spell such as. You are restrained. If he can reseal the hole, great. Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. I'd argue a lot of the added effects seem to be negative. Even though that random occurrence may be beneficial. Philter of Love. For the next hour, any time you make an ability check, roll 1d4 and add the result. Actually, its probably a bit more accurate to say that these are wells. Every inanimate object that isn't being worn or carried within 40 feet of you becomes enshrouded with shadows for 1 minute. 55. Cookie Notice What about the wild magic barbarian though? 1 Charges. You cast faerie fire centered on yourself. Perhaps you were blessed by a powerful fey creature or marked by a demon. SHAPECHANGE into your favorite animal but you can still talk. When looking at the Sorcerer class as written, the dragon-blood origin far outweighs the wild-magic origin in abilities and benefits. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. In these areas, spells would behave erratically, causing anything from a backfired spell to a plaque of floomphs. You can detect the thoughts of 1 creature you can see within 30 feet of you for 1 minute. This increases 1st level spells from 5% to 10%, increasing the odds by 5% each level. Spells are fickle things, so all of these effects should be used at a DMs discretion. 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. You break your attunement with 1d3 of your magic items to which you are attuned. If the spell is a spell of 1st level, you still must expend a spell slot to cast it. Oil of Sharpness. While this table works fine, some players find 50 options to be inadequate. The next spell you cast within the next minute that does damage, the damage is maximized. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. I rocked up late to the first session with an unread rulebook and a human bard called Nick Jugger. Eldritch Staff. 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. That's very odd. PoA. The next time you cast a spell, roll twice on this chart. 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. The main way we interact with any form of wild magic is through the abilities given to us by a select few subclasses. For the next day, your skin tone changes color every 30 minutes, cycling through the colors of the rainbow. and appear as the nearest humanoid to you you can see. The oil can be poured on the ground covering a 10-foot square, creating the grease spell effect for 8 hours. You are vulnerable to Plants for 1 hour. You are immune to intoxication for the next 5d6 days. You gain a reach of 15 feet with them for the next minute. You and each creature within 20 feet of you who must make a Dexterity saving throw using your spell save DC, taking 5d6 fire damage on a failed save, or half as much damage on a successful one. The names are all in the styles of how you'd find them in many popular games, for example 'Elixir of Lucid Dreams' or 'Flask of Ancient Wisdom'. Iggwilv's Cauldron. If the result is 1 or less, a Wild Magic Surge occurs. However, you lose the ability to speak one language you already know. For the next minute, the only languages you know are Deep Speech, Primordial, and Sylvan. It lets the wielder bypass Resistance to nonmagical attacks. 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. Change the name (also URL address, possibly the category) of the page. In this instance, you guessed it, its the wild forces of chaos that underlie the order of creation.. Those with a rich cultural history of magic use may seek to infuse their barbaric rage with the mystical currents that run throughout the multiverse. In my setting, all magic is wild magic, even though the players dont realize it. It is limitless potential that can only be accessed, not controlled. You gain resistance to all damage for the next minute. Spells. Click here to toggle editing of individual sections of the page (if possible). This represents the Wild Magic building inside you. Wild Magic Surge is probably one of the most fun mechanics in D&D 5e. 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. Your non-magical items change to fit your new form. Up to 3 corpses within 30 feet of you rise as zombies hostile to all non-undead creatures. 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. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. 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. Such creatures cannot attack you or harm you unless they succeed on a, You are protected from Aberrations for 1 hour. The target must take 4d6 fire damage or succeed on a DC 13 Dexterity saving throw to halve the damage. Screenshots containing UI elements are generally declined on sight, the same goes for screenshots from the modelviewer or character selection screen. Requires level 70. Most players dont like unpredictability. Full moon. Creature gains the effect of a freedom of movement spell for 8 hours. When drunk, a creatures Strength score is increased to 25 for 1 hour. 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. Your pants fall down. I'm giving up my day job and going into business for myself! Make a, You are protected from Elementals for 1 hour. That means a surge for every single spell, if she has used the feature.
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