Wild Surge Table
- Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
- For the next minute, you can see any invisible creature if you have line of sight to it.
- A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.
- You cast Fireball as a 3rd-level spell centered on yourself.
- You cast Magic Missile as a 5th-level spell.
- Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
- You cast Confusion centered on yourself.
- For the next minute, you regain 5 hit points at the start of each of your turns.
- You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
- Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
- You cast Grease centered on yourself.
- Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect.
- An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.
- For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
- You teleport up to 60 feet to an unoccupied space of your choice that you can see.
- 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.
- Maximize the damage of the next damaging spell you cast within the next minute.
- Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.
- 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.
- You regain 2d10 hit points.
- You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.
- For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
- You cast Levitate on yourself.
- A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
- You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
- A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
- The caster’s body is momentarily inhabited by the spirit of a Dwarven hero of legend. The spirit imparts a measure of dwarven fortitude to the caster who becomes immune to being intoxicated by alcohol for the next 5d6 days.
- Your hair falls out but grows back within 24 hours.
- For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
- You regain your lowest-level expended spell slot.
- For the next minute, you must shout when you speak.
- You cast Fog Cloud centered on yourself.
- Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
- You are frightened by the nearest creature until the end of your next turn.
- Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
- You gain resistance to all damage for the next minute.
- A random creature within 60 feet of you becomes poisoned for 1d4 hours.
- You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
- You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.
- Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
- You can take one additional action immediately.
- Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
- You cast Mirror Image.
- You cast Fly on a random creature within 60 feet of you.
- You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.
- If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
- Your size increases by one size category for the next minute.
- You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
- You are surrounded by faint, ethereal music for the next minute.
- You regain all expended sorcery points.
- The wild magics impregnate the very air with life as the spell’s mystical energies gives birth to a miniature tornado. The newborn whirlwind considers the caster its parent and attacks the last creature to have harmed the caster. Sadly, the elemental’s form is unstable and it dies after one minute if not slain first. The elemental acts on the turn immediately after the caster and the DM can use wolf statistics for the elemental’s equivalent statistics for hit points, attacks, size, etc if no better option is available. At higher levels of play, the statistics of a larger elemental or dire wolf can be used to keep this surge relevant.
- The caster taps into the primal, natural magic’s of creation and spontaneously generates 5d20 black rats, which burst forth from his clothing and packs. The rats have no special kinship with their creator and will attempt to flee the caster and seek food and shelter as typical rats would. Although the caster takes no damage directly, the sheer amount of unkempt wild animals on his person causes him to suffer disadvantage on rolls made to resist diseases or sickness until he is able to spend at least ten minutes bathing.
- If you drop to 0 hit points, you automatically suffer 1 failed death saving throw.
- Aberrant sorcery floods the caster’s body, spawning an unnatural mutation. The caster feels a momentary flare of agonizing pain somewhere on his person and a ten foot long tentacle bursts forth from the site, bypassing armor and clothing. The sinuous tentacle is heavily muscled like a long dry tongue covered in irregular blemishes, unnatural mottled coloring, small patches of hair and misshapen areas of perfectly smooth or heavily calloused skin. The abnormal limb is prehensile and can stretch out to ten feet allowing the caster to grab and hold (But not wield) objects, initiate grapples, shoves or other combat maneuvers and deliver touch attacks or spells that have a range of touch, all with the increased reach. The limb can even be swung with force as an unarmed attack the caster is considered proficient with that deals as much damage as a club with a reach of ten feet. The tentacle lasts for one hour before retracting back into the caster’s body.
- For the next hour you are constantly followed by 1d4 octopuses that can breathe air and water, and which have a walking speed of 30 feet. Each time combat breaks out, you must succeed on a DC 13 Wisdom (Animal Handling) check or have the octopuses panic and attack you.
- As he completes the spell the caster takes a deep breath as the rush of magical energy flows through his body. Unfortunately the caster inhales too deeply and a stray mote of magic enters his nose causing immense pain. A torrent of caustic slime spews out of the caster’s nose and he takes acid damage equivalent to a dagger and is unable to smell at all for one week.
- Ten wicked looking knives of glowing magical energy form out of thin air and hover over the caster’s fingers on both hands. Each round, the caster can point at up to two creatures he can see within 50 feet and will the spectral blades to bury themselves in those targets. This action is swift, similar to drawing an arrow from a quiver and the caster can be holding or wielding objects while doing this. The knives unerringly seek out their victims and never miss, dealing force damage equivalent to a dagger. The knives disappear after one minute or after striking a target.
- The spell’s force and potential energy builds in intensity over its casting and at the climax it misfires, creating an arcane blast of force. The spell is cast successfully but the magical explosion hits the caster unawares, pushing him 15 feet in the opposite direction of the target (Or roll a d6 for a random direction if there’s no target) and knocking him prone but leaving him otherwise unharmed.
- The caster becomes a conduit for the chaotic realm of magic and their body is enveloped with magical distortions similar to heat mirages. For the next minute, the caster’s body becomes blurred, shifting and wavering to all who can see him. For the duration, any creature has disadvantage on attack rolls against the caster. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight. The caster’s vision is not impaired as the chaotic magic flowing through him provides him the power to see through the effect.
- The spell harnesses the volatile energies of the realm of chaos to fuel its lethal potential. However, these energies are by nature unpredictable and the magic is weakened just as often as it is strengthened. The player must flip a coin. If heads, the damage is rolled normally and then increased by a factor of 50%. If tails, the damage is rolled normally then halved.
- The caster flashes with a halo of golden light that hangs in the air around him and moves with him. For the next minute, all creatures caught in this light (15 foot radius) are healed for twice as much as they normally would and are incapable of speaking a lie.
- The caster’s spell curses him with phobia-inducing hallucinations. Roll on the “hallucination table”.
- The casting of the spell creates a minor summoning glyph and the air is filled with the sounds of squawking as 4d6 live and extremely agitated chickens appear at the caster’s feet. They are perfectly ordinary chickens and will attempt to flee combat if threatened.
- The eldritch power directed by the caster becomes physically dense, creating a well of gravitational energy. All creatures within a 50 foot radius of the caster are pulled five feet closer to him.
- The primordial surging of raw magic coursing through the caster’s body forces an evolutionary surge. The caster feels a strange tingling sensation under his shoulders and a secondary pair of arms burst out of his sides, bypassing armor and clothing. The extra arms lack the refined muscle memory of the caster’s normal limbs and are considered non-dominant or off-hands which are capable of holding objects (But not wielding them) and performing very basic tasks but nothing that requires finesse or skill. The additional limbs are as well muscled their counterparts, allowing the caster to excel at tasks that simply require overwhelming strength or sheer brute force. The caster is able to give himself a couple of helping hands and gains advantage on all strength checks and any rolls made to grapple or wrestle. The arms last for one hour before retracting back into the caster’s body.
- The target is overwhelmed by the dark and twisting nature of voodoo magic and finds their physical form drastically changed. The target is transformed into the shape of a squirrel with solid black fur with the exception of a white skull shaped pattern on its head. The target retains his personality and mental faculties but is otherwise a squirrel with one single hit point. The transformation lasts until the end of the target’s next turn or until the target takes any sort of damage whereupon he reverts back and any damage exceeding one hit point is carried over to his normal form. The target’s equipment merges into his new form and becomes indestructible and unusable until he changes back at which time everything is returned to normal.
- The rush of magic penetrates the target’s mind and imparts some of that knowledge to the caster. The caster gains the ability to perfectly speak and understand any forms of written and oral communication that the target is fluent in. The caster is immediately aware that he has gained this ability and the effect ends after one hour, at which point the memories of the other languages fade away.
- The wild magic feeds on the caster’s life force to further damage the target. The caster suffers one point of hit point damage per spell level (min 1) and the target is dealt twice that amount of damage in addition to the damage they were dealt as part of the spell.
- You take no action on your next turn. Instead you vomit 1d100 gold pieces.
- Spider legs sprout from your back giving you a climbing speed of 20ft. The legs remain in place for 1 hour.
- The wild magic is spawned and grows in power but does not surge as it normally does and seems to be waiting for something. The next creature who successfully damages the caster with a spell or attack before the start of the caster’s next turn must roll on this table and the surge is treated as if they were the caster. If it should be a physical attack, change the wording of the surge from caster to wielder and spell to attack.
- The wild magic spins and twists the nature of the spell, rendering its intended purpose completely worthless. The target suffers no damage or negative effect of any sort by the spell and is instead healed for an equal amount of hit points the spell would have dealt in damage. If they would have been healed by the spell, they instead suffer the amount healed as hit point damage.
- You are entombed in crystal, which shatters at the end of your next turn. You gain 50 temporary hit points and you are considered petrified. These effects, including any remaining temporary hit points, all end when the crystal shatters.
- A random creature within 60 feet of you falls asleep for 1d4 turns or until they take damage. While asleep they are unconscious. A creature is not affected if magic cannot force them asleep.
- You cast Reverse Gravity centered on yourself.
- All weapons within 30 feet of you transform into food for the next minute.
- As a bonus action, you cause yourself and a willing ally you can see to swap positions by teleportation.
- The surging energy swirls about the caster in an ever-increasing vortex until it explodes outward leaving him untouched. All other creatures within ten feet of the caster are knocked back ten feet as a result of the blast.
- The wild magic latches onto the target and brands them with the curse of the pacifist. Any time they deal damage they take 1d4 psychic damage. This lasts for 1 minute or until a Remove Curse is used.
- The unstable magic transforms into a surge of conjuration magic. Small turtles rain down upon the target of the original spell. The target takes 2d8 bludgeoning damage as they are pelted with turtles.
- You cast Polymorph on yourself. If you fail the saving throw, you turn into a poodle with an angry disposition.
- The spell triggers a minor temporal flux, creating a slight haze around the caster that glitters with chronomatic power. The wielder does gain a fleeting moment of control over the shifting aeonic energies and can use the surge to accelerate his reactions or delay his target’s responses. The caster can harness the temporal flux in and choose one of two options to take effect: 1. The caster can hasten himself, gaining the highest initiative result and placing himself first in the initiative order out all creatures involved. 2. The caster can slow the target, causing the target to acquire the lowest initiative result, placing the target last in the initiative order out all creatures involved. Both effects begin on the next round of initiative and last until the end of the current combat. If there is no current initiative order, the wielder can instead choose to grant himself advantage, or grant the target disadvantage on initiative checks made for the next hour.
- For the next hour your eyes and veins shed bright light in a 20 foot radius and dim light for an additional 20 feet.
- You cast Healing Word as a 2nd level spell on your target.
- You cast Darkness centered on yourself.
- A brief empathic link is formed through the spell’s magic and the caster and the target both experience an intense sense of kinship and find themselves physically, mentally and emotionally unable to harm each other in any way for 1d4 rounds.
- Your size decreases by 1 size category as if by the Reduce spell for 1 minute.
- You shoot 8 non-poisonous snakes from your fingertips.
- A cloud of eldritch mist wafts down from the caster’s hands as he performs the motions of the spell and settles into a dense fog around his feet. The energy coalesces into a solid object, trapping the caster’s legs and reducing his movement speed to zero until the end of his next turn.
- A chorus of ethereal voices congratulate the caster on performing the spell and compliment the quality of the verbal intonations, somatic movements and the caster’s general appearance. For the next hour, anytime the caster performs any successful action (Such as casting a spell, landing an attack, or carrying out a feat of skill), he is met with the murmured approval and commentary of the voices.
- A miasma of necromantic energy coalesces around the nearest corpse within 100 feet. The body rises from the dead as a zombie or skeleton and immediately attacks the nearest living creature to itself. The undead will continue to be hostile to the closest living being (Whoever that happens to be at the start of its turn) until it is destroyed or after one minute passes at which time the magic animating it fails and it crumbles in a heap. Note: The DM can use a higher level undead for higher level casters.
- A seed of rejuvenating magic escapes the upper planes of the heavens and deposits itself in the caster’s body. Should the caster die within the next minute, they are immediately brought back to life at 1 hit point and suffer no ill effects from dying.
- A single drop from the river of time lands on the target, altering his personal stream of fate. The target instantly disappears and reappears in the same place exactly one minute later. The target is not automatically aware that he has been propelled into the future and as far as he is concerned no time passed from his perspective.
- A thunderous shockwave tears up the ground in a ten foot radius around the caster. The ground is left irregular, precarious and treacherous becoming difficult terrain. Creatures move at half speed in and out of this area and moving five feet in or out of the difficult terrain costs ten feet of speed.
- A wave of purifying cleansing magic washes over the caster and he is cured of one (Caster’s choice) ongoing poison, disease, curse or other negative condition or effect. If there is no such valid targets the caster is healed one hit point damage per character level (Or 10% of maximum health or other equivalent amount) as the surge mends torn flesh.
- After completing the spell, the last particles of magical power stay on the caster’s skin rather than dissipate into the air. The trace remnants multiply and spread until the caster’s body is sheathed in a thin layer of protective energy. For the next minute, the first time the caster would take any single source of damage, the protection negates it entirely leaving the caster unharmed after which the energy fades.
- They grow rabbit ears that give them advantage on all perception rolls for 1 hour.
- A weapon within 30 feet of the caster becomes sentient, it’s always grumbling about being dirty and grants disadvantage to the user if they don’t spend an hour a day cleaning it.
- Rather than being outwardly focused the wild magic alters the caster’s own body and their hair grows a foot in length and turns a fluorescent Roll on "Bright Color Table". This change is permanent until new hair grows in.
- You gain vulnerability to all damage for 1 hour.
Comments