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. OoA. I'd argue a lot of the added effects seem to be negative. Ive been running 5e for a little over a year. You become affected as if you just drank a philter of love. If you die within the next minute, you immediately come back to life as if by the. If you are in combat, you reroll your order in the initiative at the end of this round. You immediately gain 10 temporary hit points. All New Wild Beyond the Witchlight Magic Items. This alone mitigates the risk so that more players might be willing to accept it. You gradually return to your original height over the course of 1 day. For the next minute, you gain resistance to poison and psychic damage. You are instantly resurrected if you are killed within 24 hours of drinking this potion. Some may even have the necessary intelligence to question their existence, making for an interesting philosophical experience at the game table. The one exception was at a convention session where one of the characters I provided was a wild-magic sorcerer. A random creature within 60 feet of you is. 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. For 1 minute, one creature of your choice within 30 feet of you gains a -1 penalty to attack rolls, damage rolls, and their AC. Essentially, these spells are infused with the raw power of a wild magic zone and function completely on their own. One creature of your choice gains a +1 bonus to attack rolls, damage rolls, and its AC for 1 minute. You cast magic missile as a 5th-level spell. It is limitless potential that can only be accessed, not controlled. 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 wild mage soaked in the process. For the next hour, any time you make an ability check, roll 1d6 and subtract the result. 0902 Caster finds a potion 90% likely to heal and 10% likely to kill . For the next minute, you regain 5 hit points at the start of each of your turns. All allies within 20 feet of you gain a -2 penalty to attack and damage rolls for any ranged attack they make within the next minute. When drunk, a creature gains the effect of the gaseous form spell for 1 hour (no concentration required). Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. and appear as the nearest humanoid to you you can see. Whether this means using that energy to shoot fireballs from their fingertips, read the future, bind powerful entities to their will, resurrect the dead, or any number of other feats ranging from the profound to the profane, it is up to the spellcaster and their knowledge of their craft. Perhaps you were blessed by a powrful fey . You and all creatures within 30 feet of you gain vulnerability to cold damage for 1 minute. When drunk, a creatures physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. You are under the effect of a slow fall spell until they disappear after 1d8 days. This path of barbarians is all about using strong emotions as a way to access rampant magic throughout the multiverse. No. 13) The potion causes your body to become covered in thick, black fur. 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. Unless otherwise stated, the effects of wild magic that arent instantaneous (such as a peal of bells or the detonation of a fireball) are assumed to be permanent until removed by a spell such as Greater Restoration. Oil of Sharpness. All allies within 20 feet of you gain a +2 bonus to attack and damage rolls on any ranged weapon attack they make within the next minute. For the next hour, you appear to others to be the opposite gender. 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. First, they have unpredictable effects on spells cast within them. You then regain the use of this feature. Unless a player just likes randomness, wild magic will rarely, if ever, be selected. 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 are confused for 1 minute, as though you were affected by the. A spell such as, You are surrounded by a faint, pleasant odor. Perhaps a backfiring healing spell actually heals an enemy. controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. All allies within 20 feet of you heal up to 3d8 hit points. 55. d100. Click here to edit contents of this page. 2. Princes of the Apocalypse. Cast time: 3 sec. Sorcerer: Wild Magic. You lose your proficiency bonus for the next minute. Please enable JavaScript to get the best experience from this site. Creature gains the effect of the etherealness spell for 1 hour. While most sources would have you believe it is restrained to specific areas plagued by magical wars, this just isnt true. Just like any NPC you could roll up, these are creatures with their own motives and goals. If you take acid, cold, fire, lightning, or thunder damage within the next minute, you gain resistance to that type of damage for 1 hour. It is up to the DM whether to implement this rule. View and manage file attachments for this page. You regain hit points equal to the sum of the necrotic damage dealt. For the next minute, you regain 5 hit points at the start of each of your turns. PoA. All spells you cast within the next minute automatically fail. A random creature within 60 feet of you becomes poisoned for 1d4 hours. When drunk, a creature takes 3d6 poison damage and must succeed on a DC 13 Constitution saving throw or be poisoned. And if you don't hit that the DC becomes 3, and so on and so forth. You are surrounded by faint, ethereal music for the next minute. You might want to proof-read your comments before posting them. You can't speak for the next minute. You gain two spell slots at your second-highest level for 1 week. You lose concentration on any spells you are concentrating on, and an. Dust of Corrosion. You teleport up to 60 feet to an unoccupied space of your choice that you can see. Top 10 highest rating potions. Potions of Healing cost half of a Magical Item of the same rarity. Nathan . Despite rolling a d100, there are actually 50 possible options on the sorcerers Wild Magic Surge table. You become invisible and silent for 1 minute. As a DM, I try to roll on random tables or create outcomes that surprise me all the time. Such creatures cannot attack you or harm you unless they succeed on a, You are protected from Celestials for 1 hour. Not tame (fireball and meteor shower decidedly arent that) but like its something thats understood. 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 take 2d10 psychic damage. 3. An area of wild magic, or a wild magic zone, is where the pipes rupture, allowing insane amounts of energy to pour out and some crazy things to happen. All the coins you have on your person fall to the ground at your feet. For the next minute, one creature of your choice gets a -2 penalty to its AC, attack rolls, and damage rolls. Conjuration magic creates matter or transposes energy and spirits from one part of the multiverse to another. Readying a spell. It defends itself if attacked, but it cannot speak and otherwise just looks around utterly confused. 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. Teleport up to 60 feet away to unoccupied space. Your arms stretch. 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. If you want to discuss contents of this page - this is the easiest way to do it. Mythic Odysseys of Theros. The oil can be poured on the ground covering a 10-foot square, creating the grease spell effect for 8 hours. The vial has enough oil to coat one slashing or piercing weapon or up to 5 pieces of ammunition; 1 minute to apply. Find out what you can do. This name generator will give you 10 random names for potions, elixirs and other concoctions. 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 develop an allergy to any magic near you. During this time, casting a spell that requires a verbal component requires a, Permanently increase one ability score of your choice by 1 point. Change the name (also URL address, possibly the category) of the page. You transform into an iron statue of yourself for 1 minute, during which time you are considered. SHAPECHANGE into your favorite animal but you can still talk. You can also escape with a successful DC 11 Dexterity (Acrobatics) check. Wild magic is any form of untamed magic. You have a fit of hiccups. 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). Potion of Wild Magic. Thus, the Wild Magic Surge table plays a prominent role in my campaign. The next time you cast a spell, do not roll on this chart. Download the client and get started. Potion of Superior Healing: 8d4 + 8 Healing, 2,000 gp, Rare. 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. If the roll is odd, you lose the weight. 19. Such creatures gain. 100. 904. 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'. If a spell requires concentration to maintain, it will say so in the "Duration" item of the spell description. Potions for healing. Instead, they simply talk about an ability to access the raw forces of magic. If they elect to reroll and add an extra die to the pool as described above, the die they add is also reduced. 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 become invisible for the next minute. It retains the chaotic randomness, but it tempers the serious results with adjusted probabilities. You regain 5 hit points per round for 1 minute. General Wikidot.com documentation and help section. For now, all we know is that mortal beings are capable of tapping into this well of energy with varying levels of success. The oil can be poured on the ground covering a 10-foot square, creating the grease spell effect for 8 hours. Such creatures gain. You glow with bright light in a 30-foot radius for the next minute. When a sorcerer casts a spell, after the spell is cast, roll d20. For starters, there are different grades of healing potions as presented by the Player's Handbook. When drunk, a creature gains the effect of the clairvoyance spell. If you also roll 33-34 or consume a potion of maximum power, then this surge could be the straw that breaks the boss fight's back. Crimson liquid that pulses like a heartbeat with dull light. What about the wild magic barbarian though? If you don't scratch it using a back scratcher or some similar device , you must succeed a, A loud boom emanates from you. For the next minute, the only languages you know are Deep Speech, Primordial, and Sylvan. Maximize the damage of the next damaging spell you cast within the next minute, instead of rolling. Beginning at 18th level, the harmful energy of your spells intensifies. If there is no other creature within range, you target yourself. Such ceatures cannot attack you or harm you unless they succeed on a, You are surrounded by a horrible, noxious odor for 1 minute. If your DM leans in to the Wild Magic surges then you can definitely have a lot of fun playing one of these. Click here to toggle editing of individual sections of the page (if possible). You are immune to being intoxicated by alcohol for the next 5d6 days. Something does not work as expected? View/set parent page (used for creating breadcrumbs and structured layout). In other words, these sorcerers are fueled by a connection to some form of raw, untamed magic. For 1 minute, a duplicate of yourself appears in the nearest open space which can take actions independently, and goes on the same Initiative as you. An overexcited flock of colorful birds (use the stat block of a. appears in your space and attacks you. This is a class that is perhaps best known for the fact that they dont use magic, so how do their skills even work? Sell Price: 50. You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. Such creatures cannot attack you or harm you unless they succeed on a, You have a momentary vision of your own death. During the next hour, you may re-roll any one save, attack roll, or skill check. All silver you are carrying is now copper. Out of the Abyss. Everyone remembers the moments where serendipity saved (or doomed) a D&D campaign; someone had just the right item or pulled off the most imaginative spell usage, or the wild magic sorcerer randomly poisoned the BBEG and won the party the battle. If the roll is odd, you shrink. If you cannot see a humanoid, you appear as a naked, bald, androgynous albino human with no facial features. Other events or actions may also result in rolling on the table. Potions are like spells cast upon the . You immediately gain 15 temporary hit points. While the official definition of wild magic might have to do with tears and distortions in the weave, a more broad view of it would define it simply as raw magic. You have. A column 1d10 feet high and 5 feet in diameter rises beneath your feet. Ironically, both of these gloved heroines are portrayed as loners, afraid that their violent powers could harm anyone that gets too close. For the next minute, you gain resistance to thunder and force damage. You gain truesight out to a range of 60 feet for the next minute. During this time, you must succeed on a. On a success, you vomit and the effect ends. 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. Also, a wild magic sorcerer can spend sorcery points equal to the level of the spell that triggered the wild magic surge divided by two (minimum of one) to downgrade the size of the dice they roll on the wild magic surge table. You become poisoned until you use your action to make a DC 12 Constitution check. 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. It disappears at the end of your next turn. If the result is 1, roll on the Wild Magic Surge table. Your feet and hands disappear. From the perspective of everyone else, you cease to exist during that time. A remove curse spell can end this effect. You no longer need to breathe for the next 1d8 hours. According to the DMG, items activate by one of . All creatures that can perceive you must make a. The vial has enough oil to cover a medium or smaller creature; 10 minutes to apply. It can duplicate the effect of a spell of up to 3rd level that has a casting time of less than 1 minute. You grow a third eye in the center of your forehead, increasing your perception skill by 2. Currently, we have seven such living spells in the sum of the 5e bestiary, and I imagine more are on the way. The next time a creature makes an ability check, attack roll, or saving throw, the number rolled will be replaced by what you rolled. This is honestly a pretty fun spread of options that plays around in interesting ways with the sorcerer spell list. 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. For optimal dps, arcane mages are effectively capped at 20% haste, possibly lower. 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. For example: A wild magic sorcerer who triggers a wild magic surge when casting a 4th-level spell would roll 5d10 for a possible result of between 5 and 50 on the table. 31. The language needs some fixing but overall a fun twist on ubiquitous potions of healing. You turn into a potted plant until the start of your next turn. Each creature within 30 feet of you takes 1d10 necrotic damage. When drunk, a creature becomes invisible for 1 hour along with anything its carrying or wearing. For the next minute, you must shout when you speak. That certainly makes sense for the wild magic sorcerer. Enshrouded objects are considered, You are protected from Undead for 1 day. These options are significantly weirder and more dangerous than those found on the standard wild magic table. By magical, I mean weird, otherworldly, and fundamentally out of (or beyond) our control. But what happens when this process goes wrong? They vanish after 1 minute. On a result equal to or lower than the spells level (treat cantrips as 1), there is a Wild Magic Surge. During this time, you have the. Failed Concentration: When a caster fails a concentration check, and thereby loses a spell, some of the spell's energy escapes in a wild magic surge.. 0905 Caster finds a potion that can turn him into an invisible cat . Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. You regain your lowest-level expended spell slot. Potion of Wild Magic. You are protected from Celestials for 1 day. For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. This does the job but there's some . New comments cannot be posted and votes cannot be cast. So the next roll is a 1 or a 2. You feel lucky. But overall I think this is an awesome list. For the next minute, any flammable object you touch that isnt being worn or carried by another creature bursts into flame. The sorcerer, for example, says that you might have received your abilities from exposure to some form of raw magic, like a planar portal or the Elemental Chaos. Roll a d10. They might take diligent notes or become fully engrossed whenever they conjure up a power they havent experienced before. You and all creatures within 30 feet of you gain vulnerability to radiant damage for 1 minute. A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. 3-4. Roll a d10. You are vulnerable to Beasts for 1 hour. Such creatures cannot attack you or harm you unless they save a, Your spell components seem to have been rearranged. Change the name (also URL address, possibly the category) of the page. A number (2d4) of the Staring Cats of Uldum-dar appear within 30 feet of the character. Potion of Wild Magic is the alchemy ability to create [Potion of Wild Magic] . Potion of Supreme Healing: 10d4 + 20 Healing, 20,0000 gp, Very Rare. Mixing potions has a 1% chance of making one of the potion effects permanent (DMG, p. 140). When drunk, a creature gains the effect of the detect thoughts spell (save DC 13). When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. Think of Rogue from X-Men or Elsa from Frozen. You and each creature within 20 feet of you who must make a. If you cannot see a humanoid, you appear as a naked, bald, androgynous albino human with no facial features. I mean, these sorcerers can actually control and harness the un-harnessable effects of wild magic. A. The effect ends early if the creature makes an attack or casts a spell. This sense can be restored with a spell that removes curses such as. 33. Most fights are easily won with Sleep anyway. You get gain a -1 penalty to your AC for 1 minute. We have to remember, subclass descriptions are often vague so that players can come up with their own unique understanding of their abilities. Comment by RedwoodElf "Wild Magic" is probably a reference to the Wild Magic in Stephen R. Donaldson's Chronicles of Thomas Covenant the Unbeliever. 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 and all creatures within 30 feet of you gain vulnerability to psychic damage for 1 minute. If the roll is even, you grow. You gain, You are protected from Aberrations for 1 day. Pixie Dust. of yourself appears within 20 feet of you. Sell Price: 50. Wild Magic Table 5e : dnd Guide. A random creature within 60 feet of you becomes poisoned for 1d4 hours. 20. You can take one additional action immediately. When you drink this potion, you can cast the Animal Friendship spell (DC 13 Wisdom saving throw) for 1 hour at will. For 1 minute, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage. The next time you cast a spell, roll twice on this chart. These spells can be broken down into eight categories or schools: Conjuration, Necromancy, Evocation, Abjuration, Transmutation, Divination, Enchantment, and Illusion.