Nahal's Reckless Dweomer | Spell | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Nahal's Reckless Dweomer

0-level (Cantrip) Evocation

Casting Time: 1 bonus action
Range/Area: Special
Components: V, S
Duration: Special

Intentionally create a wild surge, with a slight chance of casting the intended spell.

This spell is the wild mage's ultimate last-resort spell. When cast, the mage attempts a rapid weaving of the pattern which releases a sudden flood of wild magical energy in the hope of seizing and shaping that energy into a desired spell effect. Creating the desired spell effect is highly unlikely, but something almost always occurs in the process.

Before casting the spell, the sorcerer announces the spell effect they are trying to create. The mage must be able to cast the spell, but not have the spell slots for the spell. After announcing the spell, along with the target and any other conditions required by the spell, the wild mage casts Nahal's reckless dweomer. A burst of magical energy is released, which the wild mage tries to manipulate into the desired form. The actual effect of the spell is rolled randomly on Wild Surge Results.

If the result indicates success, the mage has shaped the magical energy into the desired effect. If not, then the wild surge is released - The result may be beneficial to the mage (cure wounds on themselves) or it may be completely disastrous (the mage explodes this is the risk the mage takes in casting Nahal's reckless dweomer.

The higher spell slot level the spell being attempted, the more likely the resulting failure. Modify the results by reducing the resulting roll by 5 x the spell slot level used.

 
d100 | Failure/Success | Side Effect

001 | Failure | You explode, dealing (your level)d10 damage to everything within 30ft of you. You immediately drop to 0 hp. Roll your death saves with disadvantage until you are stable again.

002 | Failure | You create an implosion around yourself. It functions like the fireball spell except it also targets you and damage is 4d4 piercing and 4d4 slashing damage.

003 | Failure | You cast

fireball

, centred on you.

004 | Failure | You lose (your level)d4 maximum hit points until you complete a long rest.

005 | Failure | All of your spell splots are instantly spent.

006 | Failure | Half of the total wealth of your party vanishes for 1d4 short moons.

007 | Failure | The target(s) of your desired spell effect lose the ability to cast spells or use magical items. This effect lasts for 1d4 short moons.

008 | Success | Heat metal is cast upon all metal objects in a 30ft radius.

009 | Failure | You cast true polymorph on yourself and turn into a creature of your DMs choosing. You cannot break concentration on this spell, but it also cannot be made permanent.

010 | Success | If your spell does damage, it will do the minimum amount possible. If your spell has a saving throw, the target automatically succeeds.

011 | Failure | 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.

012 | Success | All your rolls are doubled until you complete a long rest. However, you may not gain any advantage on the next roll that you make.

013 | Failure | Your spell succeeds, but an antimagic field appears, centred on you, for 1 round, causing your spell to have no effect. This field also dispels all magic that is centred on you, including your own spells.

014 | Failure | You take 2d8 radiant damage and the ally closest to you regains hit points equal to the damage you took.

015 | Failure | If your desired spell has a saving throw, you must make this saving throw instead. If you fail, you become blinded and deafened. You may attempt to make a new saving throw at thr beginning of each of your turns. The effects of this spell end upon a successful saving throw.

016 | Failure | You create a portal between you and your target, causing you to switch places.

017 | Failure | Everyone within 30ft of you suffers from the effects of the inflict wounds spell, as if it was cast with a spell slot of the same level as the spell that you were attempting to cast.

018 | Failure | You are held in place, as if under the effect of the hold person spell.

019 | Failure | You become allergic to magic items until dispel magic or lesser restoration is cast upon you. Everytime you have a magic item on you, you are overcome by fits of sneezes and intense itching. You automatically fail on all Stealth (Dexterity) checks and cannot maintain concentration on spells.

020 | Failure | For the next minute, you must move your maximum walking distance away from your current position each turn. This path must be as straight as possible. If you hit a wall, you take 1d6 bludgeoning damage and stop. Make a DC 10 Dexterity saving throw or fall prone.

021 | Success | Your clothes become itchy. Your initiative is reduced by 4 until either your outfit is changed or the spell is ended by the likes of a dispel magic spell.

022 | Failure | You become encumbered. You can only move half of your total speed for 1 minute.

023 | Failure | You become frightened of your target and must move your next movement to move as far away from your target as physically possible.

024 | Failure | You are enraged. The next time your spell fails or your attack misses during the same encounter, you must take a bonus action to attack the closest target to you.

025 | Failure | No effect.

026 | Failure | You are the target of a charm person spell. If you fail your saving throw, you are charmed by the target of your spell.

027 | Success | A magical flame spreads outwardly from you and returns nature to the area. All vegetation in a 20 foot radius, centred on you, grows exponentially to 10x normal size.

028 | Failure | You smell like a skunk for 1d4 short moons. You gain disadvantage on all Charisma rolls. People with a Constitution score of 12 or less must flee if within 3 feet of you.

029 | Failure | You become mute for the next minute.

030 | Failure | You are overwhelmed by an intense dizziness. You must make a Dexterity saving throw against your own spell save DC on the beginning of each of your turns. If you fail, you fall prone. Whenever you attempt to concentrate on a spell, you must attempt a Wisdom saving throw against your own spell save DC, or lose concentration on the spell. The effects of this spell end upon completion of a short or long rest.

031 | Failure | Instead of words, colourful bubbles come out of your mouth when you try to speak. This effect lasts for 1 round.

032 | Failure | All of your hair falls out. However, it regrows upon completion of a long rest.

033 | Failure | Roll a d20. Your age either increases or decreases by a number of long moons equal to the number rolled. An even number results in an increase, and an uneven number results in a decrease.

034 | Failure | Roll a d10. Your height either increases or decreases by a number of inches equal to the number rolled. An even number results in an increase, and an uneven number results in a decrease.

035 | Failure | A bright light flashes in the air around you. Make a Wisdom saving throw. On a failure, you are blinded for 1d6 turns.

036 | Success | Your spell succeeds, but the target becomes an ally of the DM's choosing.

037 | Success | No side effect.

038 | Success | The target(s) of your spell must make a Constitution saving throw or become petrified.

039 | Success | The spell succeeds, but you suffer the same effect as your target(s).

040 | Failure | You cast detect thoughts on the original target of your attempted spell. If the spell did not have a target, you instead take 1d6 psychic damage.

041 | Failure | For the next minute any flammable object you touch that isn't being worn or carried by a creature catches fire.

042 | Success | You also cast goodberry.

043 | Failure | Grass grows on the ground in a 60 foot radius centred on the target of your intended spell. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute.

044 | Failure | A cloud of 600 oversized butterflies fills a 30 foot radius centred on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes.

045 | Failure | Heavy rain falls in a 60 foot radius centred on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.

046 | Failure | An animal appears in the unoccupied space nearest the target of your intended spell at the start of each of their rounds. The animal isn’t under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01–25, a rhinoceros appears; on a 26–50, an elephant appears; and on a 51–100, a rat appears.

047 | Failure | A scattering of petals harmlessly fall around you.

048 | Failure | A burst of colourful shimmering light extends from you in a 30 foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

049 | Failure | Hold person is cast on everyone in a 60 foot radius.

050 | Failure | You sound off a magical alarm. This alarm can be heard clearly for 60 feet and heard faintly for another 60 feet.

051 | Success | You are immune to all poisons for 5d4 short moons.

052 | Failure | Leaves grow from the original target of your desired spell. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours.

053 | Success | Your limbs and any objects you hold become invisible for 1 hour. Your first attack of each round has advantage.

054 | Success | After casting your spell, you become petrified for 1 round.

055 | Success | All doors, windows, chests and anything else with a locking mechanism within 60 feet of you instantly unlock.

056 | Success | The skin of the intended target of the original spell turns bright blue in colour for 1d4 short moons. If you chose a point in space, the creature nearest to that point is affected.

057 | Failure | All members of your party swap places with one another at random.

058 | Failure | Sparkling motes dance about the caster's head until the completion of a long rest.

059 | Failure | You glow with a bright light. Any creatures ending their turn within 5ft of you are blinded until the end of their next turn.

060 | Success | You are overcome with an intense alertness. Gain a +4 bonus to all initiative rolls. This effect lasts for 1 short moon.

061 | Success | You grow an eye in the middle of your forehead. For the next minute you can see as if with true seeing, but you must make all Charisma checks with disadvantage.

062 | Failure | Your size is halved in all dimensions, and your weight is reduced to one-eighth of normal. This reduction decreases your size by one category - from Medium to Small, for example. Until the spell ends, you also have disadvantage on Strength checks and Strength saving throws. Your weapons also shrink to match your new size. While these weapons are reduced, your attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

063 | Failure | A Modron chosen and controlled by the DM appears in an unoccupied space.

064 | Failure | Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category - from Medium to Large, for example. If there isn't enough room for you to double your size, you attain the maximum possible size in the space available. Until the spell ends, you also have advantage on Strength checks and Strength saving throws. Your weapons also grow to match your new size. While these weapons are enlarged, your attacks with them deal 1d4 extra damage.

065 | Success | 5d20 gold pieces materialise on your person.

066 | Failure | A random item or treasure is created on the original target of the intended spell's person.

067 | Success | A stream of 1d4 × 10 gems, each worth 1 gp, shoots from your finger's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line.

068 | Failure | You cast bless on yourself. This spell does not require concentration and therefore lasts for 1 minute.

069 | Success | You cast sanctuary on yourself, without expending a spell slot.

070 | Success | The next creature to die will automatically be brought back to full hit points and lose all status effects/conditions.

071 | Failure | The original target of your intended spell gains the benefits of the mirror image spell.

072 | Failure | You teleport to random place up to 60 feet away from your current position.

073 | Success | The original target of your intended spell is knocked prone. If there is not a target, you are immediately knocked prone.

074 | Success | The original target of your intended spell becomes encumbered for 1 minute. Their movement is cut in half.

075 | Failure | You create a temporary double of the original target of your intended spell. This double will follow and mimic it's original and lasts until the next round. If your inteded spell has no target, you are considered the target.

076 | Failure | You cast sleep, centred on you.

077 | Success | A small black rain cloud forms over the original target of your intended spell for 10 minutes. At the start of each of your turns, a bolt of lightning strikes 2d4 Lightning damage.

078 | Failure | The original target of your inteded spell must make a Wisdom saving throw against your spell save DC. On a failed save, they fall madly in love with you. Affected creatures can make a new save every minute.

079 | Failure | All creatures with 30 feet of you must make a Constitution saving throw against your spell save DC. On a failed save, creatures develop the hiccups for 1 hour.

080 | Failure | Each creature with 30 feet of you takes 1d6 necrotic damage. You regain hit points equal to the sum of necrotic damage dealt.

081 | Success | Everyone within 30 feet of you gains the effects of the cure wounds spell, as if it was cast with a spell slot of a level equal to that of the spell that was cast using Nahal's Reckless Dweomer.

082 | Success | 1d4 local guards emerge from nowhere and fight by your side for up to 5 turns.

083 | Failure | You are transported to the Astral Plane until the end of their next turn, reappearing in the same square or the nearest available one.

084 | Success | Your AC goes up by 4 for 1 minute, and you become immune to the magic missile spell.

085 | Success | Your maximum hit points go up by 2d10 for 1 minute.

086 | Success | All nonmagical plant life within 10 feet of you withers. You may roll a d4 and regain a spell slot of a level equal to the number that you rolled.

087 | Success | Your maximum hit points go up by 1d10 for 1 minute.

088 | Success | You cast true polymorph on yourself and turn into a creature of your choosing. You gain the form’s stats and abilities. You do not need to concentrate on this spell and it does not become permanent. Instead, you keep this form until either you complete a long rest or someone dispels its magic.

089 | Failure | At the end of every round, for 1 minute, you cast polymorph on yourself. You do not get to choose what form you polymorph into, and this form is instead chosen at random.

090 | Failure | A random creature within 60 feet of you becomes poisoned for d4 hours.

091 | Success | A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to the magic missile spell.

092 | Failure | All magic weapons within 60 feet of you disappear for 1d4 rounds.

093 | Success | You regain a number of spell slots of a summated level equal to your sorcerer level.

094 | Success | All allies in 20 foot radius of you are under the effect of a haste spell for 1 minute.

095 | Success | If you die within the next minute, you immediately come back to life as if by reincarnate spell.

096 | Failure | All creatures within 60 feet of you are under the effects fo an alter self spell and appear as the caster.

097 | Failure | Stacks of books appear in a 30 foot radius, centred on the original target of the intended spell (or you if your spell had no target). They open and begin to read themselves out loud, and loudly. Verbal communication impossible and any creature within hearing range of the books is treated as if deafened. The area is considered difficult terrain. This effect lasts 1 minute, at the end of which a book remains, offering to provide this service again for a monthly payment of 2 silver pieces.

098 | Success | If your spell does damage, it will do the minimum amount possible. If your spell has a saving throw, the target automatically succeeds.

099 | Success | You feel rejuvinated. You gain the benefits of a long rest.

100 | Success | You may choose one of the following effects: The target of your spell automatically fails any saving throws; The effectiveness (range, duration, area of effect, damage, etc.) of your spell is doubled; If your spell requires concentration, then concentration is no longer required, and the spell automatically lasts for the maximum possible duration.

101 | Success | No effect.

102 | Success | Time is stopped for a brief period of time. This allows the caster to perform 4 nonmagical actions. After your last action, you collapse and fall prone. You must spend 2 turns resting before you can recover enough energy to pick yourself up.

103 | Success | If your spell has a saving throw, the target automatically fails.

104 | Success | If your spell requires concentration, then concentration is no longer required, and the spell automatically lasts for the maximum possible duration.

105 | Success | If your spell does damage, it will do the maximum possible damage. If it does not, the next damage spell you cast does the maxium possible damage instead.

106 | Success | You gain 1 temporary hit point for each point of damage dealt by your spell.

107 | Success | Your spell takes effect again at the beginning of each round for a number of turns equal to the spell's slot level. The spell effect is created in the same area or against the same targets as in the original cast of it.

108 | Success | A charged item on, or within 30 foot of, your person regains 1d4 charges. If no charged item exists within range, a random mundane item becomes magical.

109 | Success | The effectiveness (range, duration, area of effect, damage, etc.) of your spell is doubled.

110 | Success | If your spell requires concentration, then concentration is no longer required, and the spell automatically lasts for the maximum possible duration.

111+ | Success | The effectiveness (range, duration, area of effect, damage, etc.) of your spell is doubled.

At higher levels:

When you cast this spell using a spell slot of 1st level or higher to generate a wild surge, you may add 5 x the spell slot level used to the wild surge result.


Created by

Namiridite.

Statblock Type

Spell

Link/Embed