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Wild Magic Surge

Some would suggest that casting a spell is analogous to going to a faucet for a drink of water. A conventional mage is like a normal person. He holds his glass beneath the spigot, turns on the tap, fills his glass to the desired level, and turns off the tap. Simple, efficient, and orderly. However, Chaos Magic doesn’t work that way. Instead, he smashes the spigot with a hammer, tries to catch as much water as he wants in his glass, and then tries to reseal the ruptured faucet. Complicated, inefficient, and chaotic. And very likely to get the mage soaked in the process. So it is with magic. Instead of opening a precise channel for magical energy, chaos tears at the fabric of reality itself, pulling the effect desired and hopefully not leaving a gaping hole in their wake.
 
This is a collection of all the Wild Magic Surge effects. Roll a d100 to determine with event happens:
 
00: Transforms your and the target’s hair into feathers for the next minute (or until death, which one is first).
01: You become intensively magnetic to tiny metal objects.
02: A random creature within 60 feet of you must make a Constitution DC 15 or become Poisoned for 1d4 hours.
03: You gain a third vestigial eye somewhere on your head for the next hour.
04: A tiny bird is conjured 20ft above you. It is native to the area.
05: Magically braids you and your target's hair into a beautiful but complex pattern.
06: Flowers and vines are woven into your hair, of local and in-season varieties.
07: Subtle ethereal music starts to play, only you can hear it.
08: Sinister yet quiet music starts to play, only your target can hear it.
09: You teleport 1d4 x 5 ft in a random direction.
 
10: You and the target grow 1d4 inches of facial hair that is a colour not natural to you. This extra hair can be pulled out at the end of the day.
11: You sprout a fungus growth from somewhere on your body that puffs a spore cloud. When plucked the skin remains unharmed.
12: The next person to speak within 60ft of you will vomit a slug instead.
13: You gain an extra finger on one of your hands for the next minute.
14: Several hostile frogs crawl out of the ground around you. They cannot hurt you, but are annoying.
15: You conjure 10ft of light fog only a foot above the ground that drifts southwest of you, ignoring wind.
16: You feel like you really need to sneeze versus a Constitution DC 10.
17: Half of your body and the targets body become Invisible, showing internal organs and structures at the visible portions.
18: You spell produces 1d4 cabbages in excess to the normal magical affects.
19: You and your target are dealt 1d4 force damage.
 
20: You and the target see each other as rotting corpses. Make a Wisdom save versus DC 15 or become Frightened of each other for the next minute.
21: Your eyes begin to leak fresh drinkable water for the next 10 minutes.
22: A creature within 60ft of you is uncontrollably dances, but can still use their movement.
23: You gain an extra toe on one of your feet for the next minute.
24: Several neutral rats start to appear in food storage within 1 mile.
25: You and your target are healed 1d4 damage.
26: You are healed 2d4 damage.
27: Your target is healed 2d4 damage.
28: You and your target are healed 2d4 damage.
29: You are healed 3d4 damage.
 
30: You and the target get the hiccups, which last for 1d6 minutes.
31: Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
32: A small object within 60ft of you goes up in flames.
33: Your blood becomes violently combustible. When you become bloodied or receive a critical hit, your blood sparks with green flames outside of your body.
34: Several parasitic plants take root in the closest foliage near you.
35: You and your target are Deafened for 1 round.
36: You cannot speak lies for the next minute.
37: Your target takes 1d4 lightning damage, -1 damage to a target within 10ft, repeat until 0 damage.
38: You and your target are dealt 1d4 lightning damage.
39: The target smells lightly of fish, and is attractive to nearby cats.
 
40: You and your target gain an incredible sense of kinship. Make a Wisdom save versus DC 15 or become Charmed with each other for the next minute.
41: You are surrounded by faint, ethereal music for the next minute.
42: An animal within 1 mile is gifted with sentience for the next ten minutes. It will try to seek out the caster.
43: Your genitals form an extra noticeable lump for the next 24 hours.
44: Fish fall from the sky during the next regional rainstorm.
45: You and your target are Blinded for 1 round.
46: Your face is covered in face-paint in the image of a skull.
47: You conjure a obscuring mist at the nearest doorway for 1 minute.
48: You and your target are dealt 1d4 necrotic damage.
49: The target develops severe claustrophobia for 1d4 minutes.
 
50: You and the target must speak in rhyming pairs for the next 10 minutes. (Rhyme Resource)
51: You smell strongly of cinnamon for everyone up to 30-foot radius for the next minute.
52: An object within 60ft can speak for the next 12 seconds. It is loud and knows of its impending mortality.
53: Your sweat for the next 24 hours is extremely salty, leaving crystal residue on your skin.
54: You conjure 2d4 unlit candles nearby. These candles disappear the next time you roll on the Surge Table.
55: You and your target glow with dim light for 5ft around you.
56: Your fingernails take on an unnatural colour related to your inner nature.
57: A corpse within 60ft start to sprout a Yew tree.
58: You grow a vestigal tail at the base of your spine, or if you already have a tail, it grows an additional 1d4 inches for the next 24 hours.
59: The target of your spell grows rabbit ears that give them advantage on all perception rolls for 1 hour.
 
60: You conjure several wisps of elemental energy that immediately vanish.
61: You and your target become resistant against nonmagical cold until your next short rest.
62: You begin summoning countless cabbages, pouring out in a cone in front of you.
63: You and your target are dealt 1d4 cold damage.
64: Your irises are bathed in flame but do not burn you.
65: 1d8 medium sized purple tentacles rise from the ground. They are semi-sentinel and not aligned to caster nor foe.
66: Your veins and blood become black and appear underneath your skin for the next minute.
67: You start crying blood until the end of combat.
68: An overwhelming need to urinate, but nothing is in your bladder.
69: For the next 8 hours, the caster’s nose grows outwards by 1 inch every time they knowingly tell a lie. The nose returns to it’s previous size once the duration is up.
 
70: Your and the target’s clothing become soaked with water, but it does not drip or leave the cloth for the next hour.
71: You know the exactly which direction is north for the next hour.
72: A random small or tiny object falls from the sky within 60ft.
73: You grow an extra tooth. It falls out after a long rest.
74: You conjure a living shadow from the nearest piece of shade. This creature is passive and cannot interact with anything.
75: You and your target become resistant against nonmagical fire until your next short rest.
76: You and your target are dealt 1d4 fire damage.
77: As you move, you leave a trail of fire mid-air behind you.
78: You learn a random language previously unknown until your next short rest.
79: The spell leaves a glass-blown representative piece on the battlefield for the next hour.
 
80: You and the target gain 1d4 x10 pounds until your next long rest.
81: Your dress and appearance are always immaculate for the next 24 hours.
82: A creature within 60ft has the pitch of their voice raised for the next minute.
83: Your face and palms grow a thick but short layer of fur for the next 4 hours.
84: You conjure a singular butterfly, it can phase through walls and creatures.
85: You and your target have advantage on Grappled checks on each other.
86: All uncarried objects shift 5ft towards your current location.
87: Your feet float half an inch above the ground for the next round.
88: You have advantage on all performance rolls for the next minute.
89: You have advantage on all athletic rolls for the next minute.
 
90: You and the target lose 1d4 x10 pounds until your next long rest, your skin is particularly floppy.
91: You understand the speech of small beasts and plants for the next hour.
92: A creature within 60ft is visited with a memory of an ancient ancestor.
93: You grow vestigal gills on the side of your neck for the next hour.
94: You turn nearby leaves into an interesting shade of blue for the next minute.
95: You and your target treat moving towards each other as difficult terrain.
96: All uncarried objects shift 5ft away from your current location.
97: You know what your target is planning to do the next round.
98: Your next spell will have a +1d4 to your DC.
99: Your next damaging spell will deal an extra 1d12 damage.

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Falme.

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