Wild Magic Surge - Water | Random Table | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Wild Magic Surge - Water

Roll the Dice
d20%Spell Effect
01-Magiapere eruption. You and your target(s) take maximum damage from the spell cast if damage is included in the spell, if a saving throw is required both you and the target(s) automatically fail. Roll a d20, if your result is less than 10, roll on the Magiapere table.
02-03-Magiapere eruption, roll on the Magiapere table.
04-05-1%Roll on this table again, take the new roll. Reduce Magiapere by 1%
06-07+1%Your spell is up cast by 1 spell slot level, maximum of 9. Increase Magiapere by 1%.
08-09-2%Your spell is down cast by 2 spell slot levels, minimum of 1. Reduce Magiapere by 2%.
10-11-You soak the target in magical water, you have advantage on your next spell attack against them and the spell will not consume a spell slot (must have at least 1 spell slot of the chosen level remaining to benefit).
12-13-Your body becomes coated in magical water, you have advantage on all dexterity saves and no longer provoke attacks of opportunity for 1 minute.
14-15-You create a flow of water in a 20ft line of your choice for 1d4 turns. Hostile projectiles that pass through have their damage reduced by 1d10 + your spell casting modifier + your current level. Friendly projectiles that pass through deal an additional 1d6 cold damage.
16+2%All of your spells are now melee spell attacks for 1 minute and now heal allies for the damage dealt. Increase Magiapere by 1%.
17-Your target must make a constitution saving throw or be begins to drown, suffering 1d6 + spell casting modifier cold damage per turn until they save. If they save, they take no damage.
18-19-2%Reduce Magiapere by 2%.
20-Your spell splatters magical water across the battlefield, select one unoccupied space within 30ft of the target and teleport them into it. The target is considered prone and has half movement until the end of your next turn.

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InkblotBlues.

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