1-2. Such creatures cannot attack you or harm you unless they succeed on a, You are protected from Celestials for 1 hour. You gain proficiency in one tool or weapon type you dont already have for 1 day. Everything made of gold on your person (including coins) turns into silver, and everything silver turns to gold. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. 3-4. The creature can repeat the saving throw at the end of each of its turns. 32. You hear a ringing in your ears for 1 minute. 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. You gain a +2 bonus to your AC for 1 minute. The power of your magic is strong! Wild shape says: You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. An untrained or unskilled caster who taps into these forces risks a wide variety of random or chaotic side effects. If you are wounded, you regain. Its a subclass thats all about the unexpected, and I frequently find myself working wild magic into my campaigns in one form or another. Comment by Coandca Being a boomkin well over the soft-haste cap (592 haste..) this potion really shines for me. Your characters are always yours to play as you choose, but that doesnt mean we cant offer a few tips and tricks to create much more effective storytelling at the table. For the next minute, you are unable to cast any spell that causes damage of any type. You cast Tashas hideous laughter on the nearest creature to you. You lose proficiency in all skill rolls for 1d4 hours. Such creatures cannot attack you or harm you unless they succeed on a, You feel the incredible urge to relieve yourself. On a success, you vomit and the effect ends. By magical, I mean weird, otherworldly, and fundamentally out of (or beyond) our control. Your skin turns a vibrant shade of blue. You cannot stand up or hold or manipulate objects until your appendages reappear at the start of your next turn. Open flames in the area are extinguished. Your size increases by one size category for the next minute. Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. Your innate magic comes from the wild forces of chaos that underlie the order of creation. This doesnt have to be chaotic in the moral alignment aspect, but it certainly can be. 1 Charges. Potion of Superior Healing: 8d4 + 8 Healing, 2,000 gp, Rare. You are under the effect of a. spell until they disappear after 1d8 days. You and all creatures within 30 feet of you gain vulnerability to cold damage for 1 minute. /use Potion of Wild Magic /yell Sweet lemonade, mmm sweet lemonade, sweet lemonade, yeah sweet lemonade! A magic mouth appears on a nearby wall or flat surface. 33. Wild Magic Sorcerers have a special interaction with this rule. The Chromatic Rose comes in five different colors: Black, Blue, Green, Red, and White. You grow 1d6 inches in height. Click here to toggle editing of individual sections of the page (if possible). Any more haste, and you'll be stuck waiting for your barrage to cooldown after you've cast blast. You are restrained. Top 10 highest rating potions. Lets dive a bit deeper into the wild magic subclasses of sorcerer and barbarian to learn more about this fantastical phenomenon. Potion of Greater Healing: 4d4 + 4 Healing, 200 gp, Uncommon. You are frightened by the nearest creature until the end of your next turn. You develop an allergy to any magic near you. An identify spell will reveal its true nature. 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. 2) For the next minute, all attacks against you have advantage but you have advantage on all attacks you make as well. You cast fear in the direction youre facing. All your allies within 20 feet of you gain a +2 bonus to their AC for 1 minute. The target must take 4d6 fire damage or succeed on a DC 13 Dexterity saving throw to halve the damage. In other words, these sorcerers are fueled by a connection to some form of raw, untamed magic. The rules are unchanged. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. 6 Chromatic Rose: Elemental Roses That Can Either Protect Or Damage Creatures. If you drop to 0 hit points, your pot breaks, and your form reverts. Maximum Power. When you drink this potion, you gain the "reduce" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The next spell you cast within the next hour uses a spell slot of one level lower than what it normally requires. An eye appears on your forehead for the next minute. 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. A column 1d10 feet high and 5 feet in diameter rises beneath your feet. Necromancy plays with the delicate balance between life and death. 4. Most fights are easily won with Sleep anyway. How about the barbarian? Each creature within 30 feet of you becomes invisible for the next minute. Perhaps you were blessed by a powerful fey creature or marked by a demon. When drunk, a creature can breathe underwater for 1 hour. Concentration spells Duration's will always read "Concentration, up to" followed by the maximum duration of the spell. You can't speak for 1 minute. PASSWALL randomly appears until the first, RESURRECT the last creature that died within 30ft, MAGICAL DISRUPTION Dispel Magic AOE within 30ft, EMPOWERED MAGIC all magic within 30ft work with advantage/disadvantage benefiting the spell effects within 30ft, ELEMENTAL POOL 10ft radius appears within 30ft, FLASH of LIGHT and a colorful puff of smoke. You may immediately take 1 additional action. 218 spells in DnD 5e require concentration; thats 46% of the spells in the game. The wild magic that permeates the city of Gnomengarde in The Dragon of Icespire Peak is significantly less dangerous (you might turn blue, sprout fairy wings, or experience another whimsical effect of the GMs invention which is an important precedent) than the one in Hazlan, the magically misaligned domain of dread in Ravenloft. You become colorblind until your next long rest. For the next day, each time you say a word with the "s" sound, it sounds like a hissing snake. You gain resistance to all damage for the next minute. Sure, some spells have slightly randomized outcomes, but mostly you pick a thing, the thing happens, and thats it. You may notice that some effects dont 100% align with every spell in 5e. 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. 13) The potion causes your body to become covered in thick, black fur. 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?". 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. For the next day, your skin tone changes color every 30 minutes, cycling through the colors of the rainbow. That's very odd. Places where the Weave is torn become conduits for wild magic in their own right. 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. For 2d6 days, you glow bright yellow. Your pants fall down. For the next day, you are in the Border Ethereal near the location you were last in. Notify administrators if there is objectionable content in this page. Watch headings for an "edit" link when available. When drunk, a creatures Strength score is increased to 21 for 1 hour. You are vulnerable to Elementals for 1 hour. Starting at 6th level, you have the ability to twist fate using your wild magic. Its enough to know that a to-hit roll might miss or they might fail a saving roll, but even a remote chance (5%) of something completely random happening is something they avoid. If the roll is even, you get older. ListFist.com - All Rights Reserved, List of Demon Slayer: Kimetsu no Yaiba Manga Chapters, List of Causes of Death Compared to Coronavirus (COVID-19). This actually tells us something pretty interesting about wild magic. For 1 minute, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage. Approximately 100 gallons of water appear over your head and those within 10 feet of you, evenly distributed above everybody within the radius. Oil of Sharpness. You cast disguise self and appear as the nearest humanoid to you you can see. Beginning at 18th level, the harmful energy of your spells intensifies. An herbalist can create potions for healing that are identical to the magical potions of health listed in the Dungeon Masters Guide. If you are in combat, you reroll your order in the initiative at the end of this round. When you try, pink bubbles float out of your mouth. You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. Wild Magic. Append content without editing the whole page source. on the nearest creature to you. For the next minute, you gain resistance to necrotic and radiant damage. You become extremely physically ugly for 1d4 hours, losing 2 points of CHA. You must make a. They might take diligent notes or become fully engrossed whenever they conjure up a power they havent experienced before. From the perspective of everyone else, you cease to exist during that time. You and all creatures within 30 feet of you gain vulnerability to slashing damage for 1 minute. Please keep the following in mind when posting a comment: Your comment must be in English or it will be removed. You sprout tiny fairy wings from your shoulders. the wild mage soaked in the process. You are immune to being intoxicated by alcohol for the next 5d6 days. However if you go by the Potion of Healing Crafting tables in Xanathar's, Potions of Healing . It turns to snow 1 minute later. Like, what is a slow fall spell? Such creatures cannot attack you or harm you unless they succeed on a. A random creature within 60 feet of you becomes poisoned for 1d4 hours. If you die within the next minute, you immediately come back to life as if by the. This gives you disadvantage on ranged attacks (including spell attacks) and, A 30-foot cube hypnotic pattern appears with you at the center. Perhaps you were blessed by a powerful fey creature or marked by a demon. You lose your proficiency bonus for the next minute. It is limitless potential that can only be accessed, not controlled. Ingredients: Cat's tongue, Quipper Scale. Well, there is actually some huge precedence laid out for Living Spells in 5e. See pages that link to and include this page. For the next minute, you must shout when you speak. You cast faerie fire centered on yourself. An overexcited flock of colorful birds (use the stat block of a. appears in your space and attacks you. More so, it just means that these characters fully embrace their powers with almost giddiness. The official wild magic surge table is found in the Player's Handbook. The total number of dice the pool can be increased to is still 10. All allies within 30 feet of you gain a -2 penalty to their AC for 1 minute. The next time you fall below 0 hit points within the next month, you automatically fail your first death saving throw. If they let you use Tides of Chaos to its fullest it can happen a lot. A deck of many things appears hovering in front of you expectantly, only visible and touchable by you. Your age changes by a number of years equal to the roll. Maybe a divination spell can be overcharged in a different way, allowing the caster to obtain answers far easier or to obtain more knowledge than normal. Of course, the main draw is that they have a chance of rolling a magical effect whenever they cast a spell. You transform into an iron statue of yourself for 1 minute, during which time you are considered. Your hair falls out but grows back within 1 day. Until you use a bonus action or action to raise them up again, your walking speed is reduced to 10 feet and you have disadvantage on Strength and Dexterity saving throws. For the next minute, you regain 5 hit points at the start of each of your turns. OoA. When drunk, a creature gains resistance to all damage for 1 minute. Potions for healing. For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. On a result equal to or lower than the spells level (treat cantrips as 1), there is a Wild Magic Surge. You regain hit points equal to the sum of the necrotic damage dealt. Your size increases by one size category for the next minute. Applying the oil takes 1 minute. You have the irresistible urge to scratch an itch in the middle your back, just out of reach, for 1 minute. You transform into a large empty barrel for 1 minute, during which time you considered. until 1d4 rounds later. Save my name, email, and website in this browser for the next time I comment. You gain 1d6x10 pounds. This crafting method can only create the base potion for healing (2d4+2 returned hit points). A gentle gust of wind blows outward from you. All the coins you have on your person fall to the ground at your feet. You are frightened by the nearest creature until the end of your next turn. Evocation plays with the flow of energy, healing with a tender touch one minute and harming with a wall of fire the next. When drunk, a creatures physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. You let out a loud, thunderous belch that replicates the effect of a 1st-level thunderwave spell. This has no effect if you were not standing on the ground when the spell was cast. Your non-magical items change to fit your new form. You then regain the use of this feature. You lose the ability to see for 1 day. Potion of Animal Friendship. You levitate 6 inches off the ground for 1 minute. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. That belongs in a different article. Transported to Astral Plane until end of next turn. You turn into a potted plant until the start of your next turn. If the spell is a spell of 1st level, you still must expend a spell slot to cast it. You and all creatures within 30 feet of you gain vulnerability to radiant damage for 1 minute. Spells are fickle things, so all of these effects should be used at a DMs discretion. For all the talk about wizards unraveling ineffable mysteries and warlocks treating with unknowable beings, magic in 5e is pretty much a known quantity. When magic malfunctions, when the weave unravels, and wild magic seeps into the material plane, the result is known as a wild magic surge. Living spells gain a full stat block, taking their main abilities straight from the text of the spell itself. When drunk, a creature gains a flying speed equal to its walking speed for 1 hour. Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. You cast fireball as a 3rd-level spell centered on yourself. The vial has enough oil to coat one slashing or piercing weapon or up to 5 pieces of ammunition; 1 minute to apply. View/set parent page (used for creating breadcrumbs and structured layout). You are instantly resurrected if you are killed within 24 hours of drinking this potion. 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. Your speed is increased by 10 feet for 1 day. controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. A coil of 50 feet of hempen rope immediately appears and ties you up. The point of this isnt just for your players to have fun; its for you to flex your DM muscles and experience a bit more chaos at the table than you might be used to. You gain a random form of short-term madness (see the Dungeon Masters Guide). Despite rolling a d100, there are actually 50 possible options on the sorcerers Wild Magic Surge table. Use: Increases critical rating by 200 and spell power by 200 for 15 sec. 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). on yourself. You are immune to being intoxicated by alcohol for the next 5d6 days. PoA. A random creature within 60 feet of you becomes poisoned 5e for 1d4 hours. 75-76. Make a, You are protected from Elementals for 1 hour. Even though that random occurrence may be beneficial. and the downright catastrophic. 6. Pokmon TCG's 5 Best . In contrast, we have the characters who are as chaotic, if not more chaotic, than the powers that they wield. Potion name generator . The one that moves you somewhere naked is strange - I would certainly say you keep your clothes. That doesn't exist. On a successful save, the damage on each subsequent turn is decreased by 1d6 until it hits 0. Your innate magic comes from the wild forces of chaos that underlie the order of creation. Of course, it mightve just had something to do with barbarians being known for easier gameplay, and making another d100 table couldve been a bit over the top. Readying a spell. Illusory butterflies and flower petals flutter in the air around you in a 10-foot radius for 1 minute. Please enable JavaScript to get the best experience from this site. If you want to discuss contents of this page - this is the easiest way to do it. 905. If you die within the next minute, you immediately come back to life as if by the reincarnate spell. Instead, they simply talk about an ability to access the raw forces of magic. 55. A. Wild magic is any form of untamed magic. Unless otherwise stated, the content of this page is licensed under. 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 gain proficiency in one skill of your choice that you're not already proficient in for one hour. You lose the ability to smell for 1 hour. 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. The power of your magic is strong! The Chromatic Rose is a unique magic item. For the next hour, any spell you cast does not require a somatic component. For the next minute, all spells with a casting time of 1 action or 1 bonus action require 2 consecutive actions to cast. When the fabric of the Weave is distorted, stuff starts to get really weird, really fast. The DM chooses the damage type. You regain hit points equal to the sum of the necrotic damage dealt. Nathan . Download the client and get started. As a DM, I try to roll on random tables or create outcomes that surprise me all the time. If the roll is odd, you get younger (minimum 1 year old). Magical effects from each school rewrite reality in a different way. 5. The next time you cast a spell, roll twice on this chart. 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. Wild Magic edit. An eye appears on your forehead for the next minute. You lose proficiency in one randomly chosen skill, tool, or weapon type for 2d6 days. Potions of Healing cost half of a Magical Item of the same rarity. When you cast a spell of 1st-level or higher roll a d20. and appear as the nearest humanoid to you you can see. During this time, ranged attacks that target you bounce off and target other random creatures within 30 feet of you instead. The potion is considered as very rare, and quite valuable. They vanish after 1 minute. When a wild magic surge occurs, you roll a d100 on the wild magic surge table and see what happens next. 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 immediately take 1d10 radiant damage. If you drink a Potion of Growth (DMG, p. 187) along with another potion, there is a small chance that it could become permanent. Spells cost additional bonus round cast time. For the next minute, the only languages you know are Deep Speech, Primordial, and Sylvan. You gain resistance to all damage for the next minute. 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. It can duplicate the effect of a spell of up to 3rd level that has a casting time of less than 1 minute. It defends itself if attacked, but it cannot speak and otherwise just looks around utterly confused. Thats fine; were not in the business of over-engineering things like WotC enjoys doing. I'm giving up my day job and going into business for myself! You are vulnerable to Aberrations for 1 hour. If the roll is odd, you shrink. 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. Effect. But overall I think this is an awesome list. For the next minute, you must shout when you speak. Creative Commons Attribution-ShareAlike 3.0 License. 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. Their allegiances, motives, and the extent of their sentience are completely up to you as a DM. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. All of your hair permanently falls out. These options are significantly weirder and more dangerous than those found on the standard wild magic table. I should've checked here before making my own (see below)Does anyone know of an easy way to integrate these rolls to our DnDBeyond character sheets or VTT instance? 34. When drunk, a creature can use its bonus action to exhale fire at a target within 30 feet. Lots of rolling on the Wild Magic Surge . If your DM leans in to the Wild Magic surges then you can definitely have a lot of fun playing one of these. Your skin turns a vibrant shade of blue. View and manage file attachments for this page. . An overexcited flock of colorful birds (use the stat block of a swarm of ravens) appears in your space and attacks you. Like I'm playing a wizard, the effect of 1d4 of my fingers migrating from one hand to another disables being able to use somatic spell . 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. However, any damage it takes as well as any spell slots or sorcery point it uses applies to you as well. Affiliate Disclosure: As an Amazon Associate I earn from qualifying purchases. You can use the feature only once per turn. You grow a beard made of feathers, which remains until you sneeze. You regain 5 hit points per round for 1 minute. When drunk, a creature regains 2d4 + 2 HP. It is up to the DM whether to implement this rule. 100. Not tame (fireball and meteor shower decidedly arent that) but like its something thats understood. Caster's hands become covered in sticky goop. This represents the Wild Magic building inside you. Eldritch Staff. You gain the ability to speak one language of your choice for 1 day. The next spell you cast within the next minute that does damage, the damage is maximized. If you cannot see a humanoid, you appear as a naked, bald, androgynous albino human with no facial features. Privacy Policy. It depends on your DM. Except the thing is so fucking chaotic and harmful that if you like your PC even in the slightest its not at all worth invoking it. 1) You grow an extra leg for a minute. This is a class that is perhaps best known for the fact that they dont use magic, so how do their skills even work? Your innate magic comes from the wild forces of chaos that underlie the order of creation. Not the biggest part, but from the most committed roleplayer to the most meticulous power gamer, everyone holds their breath when the time arrives for a big dice roll. Your speed is increased by 10 feet for 1 minute. All creatures within the pattern must succeed on a, You permanently gain one 1st-level spell slot but forget one cantrip that you already know. A remove curse spell can end this effect. 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. You gain the ability to speak with animals for 1 day. Your clothes become dirty and filthy. Dust of Corrosion. If you want to discuss contents of this page - this is the easiest way to do it. 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. And if you don't hit that the DC becomes 3, and so on and so forth. For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. The Potion of Maximum Power is a spellcaster's dream, because of the massive amount of damage a PC can inflict on an opponent. If it doesnt, you take 1d6 psychic damage. When drunk, a creature regains 4d4 + 4 HP. When magic functions as intended, spellcasters can tap into the Weave and bend it to their will. A number (2d4) of the Staring Cats of Uldum-dar appear within 30 feet of the character. The randomness, the uncertainty thats the stuff that separates DnD from kinda bad improv theater. 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. In 5e, magic feels decidedly tamed. 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. When looking at the Sorcerer class as written, the dragon-blood origin far outweighs the wild-magic origin in abilities and benefits. Good or bad (or just plain weird), Wild Magic surges are memorable. However, they do not follow the rules of magical item creation. Perhaps you were blessed by a powerful fey creature or marked by a demon. You can't speak for the next minute. The effect ends early if the creature makes an attack or casts a spell. Below is a small table to determine which effects might happen. Sprouting horns, claws, or wings (gain a racial trait from a playable race that has these properties). For the next minute, one creature of your choice gets a -2 penalty to its AC, attack rolls, and damage rolls. You have. Youre feeling lucky. You regain your lowest-level expended spell slot. They also get to have that amazing moment where they unleash their full power and really embrace it, taking them down a path of isolation, power hunger, or acceptance its kind of dealers choice at that point. Magic oils are similar to potions, except that oils are applied externally rather than imbibed. 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. 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. When drunk, a creature takes 3d6 poison damage and must succeed on a DC 13 Constitution saving throw or be poisoned. So the next roll is a 1 or a 2. Cool list! 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. During the next hour, you may re-roll any one save, attack roll, or skill check. A creature can break the ropes by dealing 5 slashing or fire damage to them or by succeeding on a DC 11 (Strength) Athletics check. 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 .