It is limitless potential that can only be accessed, not controlled. Spells. Such creatures gain. Your age changes by a number of years equal to the roll. However, most of the results are new and this table has undergone moderate playtesting in my groups. Your feet sink into the ground, making you completely immobile for one minute. I am DMing a Wild Magic Sorcerer right now (just had the first game this evening) and I intend to have her get back Tides of Chaos every single time she casts a spell and has the opportunity to get it back. Philter of Love. When drunk, a creatures Strength score is increased to 23 for 1 hour. Change the name (also URL address, possibly the category) of the page. 1 Charges. But overall I think this is an awesome list. For 1 minute, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage. You teleport to an alternate plane, then return to the location where you started after 1 minute. Find out what you can do. Because of this, these subclasses actually tell us a lot. 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. The options largely fall into four categories: harmless sensory effects that present an interesting roleplaying opportunity or maybe a small inconvenience, a sizable mechanical benefit, a serious mechanical drawback, and something that could be good or bad depending on where youre standing or who the effect targets. You gain a +2 bonus to your AC for 1 minute. You transform into a medium-sized potted plant for 1 minute, during which time you are considered. This actually tells us something pretty interesting about wild magic. Wild Magic Table: Your innate magic comes from the Wild Forces of chaos that underlie the order of creation. However if you go by the Potion of Healing Crafting tables in Xanathar's, Potions of Healing . Wikidot.com Terms of Service - what you can, what you should not etc. Conjuration magic creates matter or transposes energy and spirits from one part of the multiverse to another. The creature that drinks this potion will become charmed by the next creature it sees within 10 minutes for a duration of 1 hour. 2. The power of your magic is strong! In contrast, we have the characters who are as chaotic, if not more chaotic, than the powers that they wield. Summoning can be problematic in 5E D&D and I think there's a better way of handling it but overall this is nicely done. When drunk, a creature regains 8d4 + 8 HP. 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.. 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. Dust of Corrosion. Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. You gain the ability to speak one additional language of your choice for 1 hour. The main way we interact with any form of wild magic is through the abilities given to us by a select few subclasses. You are protected from Beasts for 1 hour. How To Make Custom & Homebrew Character Backgrounds for DnD 5e, Everything You Need to Know About Difficult Terrain in DnD 5e, A Complete Guide to the Monk's Flurry of Blows in DnD 5e, Giff 5e: Guide to the Culture, Appearance & Traits of Hippo-Folk, The 8 Best Cantrips in DnD 5e for the Bard Class. Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. Every creature within 15 feet of you takes 1 necrotic damage. A remove curse spell can end this effect. Ornithopter of Flying. When drunk, a creature regains 10d4 + 20 HP. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. So the next roll is a 1 or a 2. Potion of speed does little to nothing for me, but 200 crit means quicker eclipses, and 200 spell power is nothing to scoff at. You immediately lose one unspent sorcery point. The invisibility ends on a creature when it attacks or casts a spell. Its easy to imagine the weave as an exceedingly complex system of pipes. Surely they must give us some idea of how wild magic really works, right? Good or bad (or just plain weird), Wild Magic surges are memorable. I copy and pasted it and just made a few tweaks to fit my style, but overall it is a fantastic list, thank you! It switches the ratio of good to neutral to bad effects on the table by quite a bit in favor of more negative effects. until 1d4 rounds later. When drunk, a creatures Strength score is increased to 21 for 1 hour. However, what it does do is expand the usability and opportunity to use Wild Magic in your campaign setting. These options are significantly weirder and more dangerous than those found on the standard wild magic table. You fall victim to a horrible cramp in both legs, reducing your speed by 10 feet for 1 hour. How can you be under the effect of that for days? Make a, You are protected from Elementals for 1 hour. Youre probably most familiar with the concept as part of the Wild Magic Sorcerer subclass, which has a chance to roll on the table whenever they use magic. 0906 Caster finds a potion that induces permanent . Then, we have the characters who are deeply curious about their abilities, wishing to study themselves and learn to control the powers they wield. The Wild Magic Sorcerer is a prime example of that with a random, wild surge of magic that happens after a spell is cast. Wild magic is any form of untamed magic. For the next minute, you are unable to cast any spell that causes damage of any type. On a result equal to or lower than the spells level (treat cantrips as 1), there is a Wild Magic Surge. If you die within the next minute, you immediately come back to life as if by the reincarnate spell. Your body and all your gear take on a glassy appearance for the next minute. The one exception was at a convention session where one of the characters I provided was a wild-magic sorcerer. For the next day, any time you make an ability check, roll 1d6 and add the result. You regain all expended sorcery points. Such creatures gain. All the coins you have on your person fall to the ground at your feet. Going by the rule that an item costs half of the total item value, Potions of Healing seem way overpriced for consumable items if you go by the non-consumable Magical Item value chart. In fact, the Wild Magic Surge table, which well cover in a bit, comes from one of these subclasses. Such creatures cannot attack you or harm you unless they succeed on a, For the next minute, you have double vision. You cast blindness/deafness on yourself with both effects, rolling your saving throw separately for each. Instead, they simply talk about an ability to access the raw forces of magic. These characters can be dangerous because theyll probably seek to invite randomness into any situation, be that with their magic or not. When drunk, a creature regains 4d4 + 4 HP. 2023 Wizards. You gain a -2 penalty to your AC for 1 minute. You are resistant to all damage types for 1 minute. You are protected from Fiends for one hour. Such creatures gain. When drunk, a creature regains 2d4 + 2 HP. Your skin turns a vibrant shade of blue. Wild Magic Surge table. You become extremely physically ugly for 1d4 hours, losing 2 points of CHA. You immediately gain 10 temporary hit points. You can also use it to keep track of your completed quests, recipes, mounts, companion pets, and titles! 100. 5-6. A divination spell, for example, probably has higher intelligence or wisdom, while something like Bigbys Hand or Lightning Bolt would have higher physical stats. You gain a reach of 15 feet with them for the next minute. Potion of Wild Magic. A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to the magic missile spell. 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. This alone mitigates the risk so that more players might be willing to accept it. If they are a blue or grey shade, they turn dark brown, or vice versa. They can continue doing this until they are happy with the result or they roll 10d10. Potions for healing. Your speed is reduced by 10 feet. Thus, the Wild Magic Surge table plays a prominent role in my campaign. Once you do so, you must finish a long rest before you can use this feature again. You are vulnerable to Fey for 1 hour. 1-2. Screenshots containing UI elements are generally declined on sight, the same goes for screenshots from the modelviewer or character selection screen. You grow a beard made of feathers, which remains until you sneeze. You recover all your expended spell slots. All creatures within 30 feet of you must make a. 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. Such creatures cannot attack you or harm you unless they succeed on a, You are protected from Aberrations for 1 hour. on a random creature within 60 feet of you. You develop an allergy to any magic near you. It defends itself if attacked, but it cannot speak and otherwise just looks around utterly confused. You gain proficiency in one skill of your choice that you're not already proficient in for one hour. If the roll is odd, you get younger (minimum 1 year old). 218 spells in DnD 5e require concentration; thats 46% of the spells in the game. 5. You cant speak for the next minute. Wild Magic Surge is probably one of the most fun mechanics in D&D 5e. If the roll is odd, you get younger (minimum 1 year old). A spell such as, You are surrounded by a faint, pleasant odor. All allies within 30 feet of you gain a -2 penalty to their AC for 1 minute. You gain the ability to speak one new language of your choice. However, because we wanted some really genuinely bonkers options in here and because summoning cthulhu as the result of a botched Detect Thoughts spell kinda feels silly were also doing our own version of how to roll for a Wild Magic Surge. Permanently decrease a different ability score of your choice by 1 point. If the roll is even, you gain it. Anyone within 10 feet of you must make a. Wild Magic. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. Actually, its probably a bit more accurate to say that these are wells. You become colorblind until your next long rest. The vial has enough oil to cover a medium or smaller creature; 10 minutes to apply. A trail of fire appears from their starting position to their teleported position. You and each creature within 20 feet of you who must make a. Your skin turns a vibrant shade of blue. 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. 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. You immediately make an unarmed strike against a random creature within 5 feet of you. Such creatures gain, You can hear exceptionally well for 1 minute, gaining, You permanently lose the ability to smell. 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. 20. Expired Healing Potion. If just about any magical, or even nonmagical, event can spawn the existence of a magic user with a connection to wild magic, then wild magic is something far more universally present than previously thought. That doesn't exist. At 14th level, you gain a modicum of control over the surges of your wild magic. Theres a small callout in the PHB that talks about The Weave of Magic. At the very end, theres a single dismissable sentence that states in places where the Weave is damaged or torn, magic works in unpredictable ways or not at all. This little tidbit is our first 5e hint at the root of wild magic. You automatically succeed on the next saving throw you make within the next minute. The total number of dice the pool can be increased to is still 10. You are vulnerable to Aberrations for 1 hour. If the result is 1, roll on the Wild Magic Surge table. View wiki source for this page without editing. View wiki source for this page without editing. Like I'm playing a wizard, the effect of 1d4 of my fingers migrating from one hand to another disables being able to use somatic spell . d100. You fall asleep and have extremely happy dreams for the next minute, or until you take damage or a creature uses its action to shake you awake. If the roll is odd, you shrink. Of course, it mightve just had something to do with barbarians being known for easier gameplay, and making another d100 table couldve been a bit over the top. Such creatures cannot attack you or harm you unless they succeed on a, You have a momentary vision of your own death. Table: Revised Wild Magic Surge d20/d100 1-3/Extreme 4-9/Moderate 10-20/Nuisance 1: A fireball explodes with you at the center. Notify administrators if there is objectionable content in this page. When drunk, a creature gains the reduce effect of the enlarge/reduce spell for 1d4 hours (no concentration required). Think of Rogue from X-Men or Elsa from Frozen. During the next hour, you may re-roll any one save, attack roll, or skill check. Your height changes by a number of inches equal to the roll. Roll a d10. 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 are under the effect of a. spell until they disappear after 1d8 days. Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage as magic lashes out in retribution. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. An untrained or unskilled caster who taps into these forces risks a wide variety of random or chaotic side effects. Magical effects from each school rewrite reality in a different way. A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to the. Our Wild Beyond the Witchlight 5E Magic Items guide will go over everything that's brand new to the system. Please keep the following in mind when posting a comment: Your comment must be in English or it will be removed. The Wild Magic Sorcerer feeds off that love of the uncertain and unknown. The creature can repeat the saving throw at the end of each of its turns. We trust you, as the DM, to come up with suitable solutions. 55. Such creatures cannot attack you or harm you unless they succeed on a, You are protected from Fey for one hour. It can duplicate the effect of a spell of up to 3rd level that has a casting time of less than 1 minute. This existential crisis lasts until the start of your next turn, after which you shake it off as nonsense. When drunk, a creature gains a flying speed equal to its walking speed for 1 hour. 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. MOT. . For the next minute, you regain 5 hit points at the start of each of your turns. 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. Roll on this table at the start of each of your turns for the next minute, rerolling this result on subsequent rolls. The official wild magic surge table is found in the Player's Handbook. While a plant, you are incapacitated and have vulnerability to all damage. Spells are fickle things, so all of these effects should be used at a DMs discretion. Lost Laboratory of Kwalish. It was a rocky start but I had a blast and now, the better part of a decade later, I play, write, and write about tabletop RPGs (mostly5e, but also PBtA, Forged in the Dark and OSR) games for a living, which iswild. During that time, other creatures cant hear you. School of Chaos (Wild Magic Wizard). 20% haste puts your arcane blast at a 2 sec cast, add in the 1 sec GCD, and you've got 3 seconds, exactly the cooldown of barrage. I mean, these are sorcerers that can exert some small level of control over one of the most chaotic forces of nature, and it can occur as a random side effect of being born? Out of the Abyss. A potion that when drunk, grants a creature resistance to one type of damage for 1 hour. You and all creatures within 30 feet of you gain vulnerability to piercing damage for 1 minute. The DM chooses the damage type. You levitate 6 inches off the ground for 1 minute. For optimal dps, arcane mages are effectively capped at 20% haste, possibly lower. This concept is great, but it basically just says that you have uncontrollable powers from some strange force. 77-78. Potion of Greater Healing: 4d4 + 4 Healing, 200 gp, Uncommon. Your age changes by a number of years equal to the roll. You recover your lowest-level expended spell slot. Its a subclass thats all about the unexpected, and I frequently find myself working wild magic into my campaigns in one form or another. When drunk, a creature gains the enlarge effect of the enlarge/reduce spell for 1d4 hours (no concentration required). For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. A random creature within 60 feet of you becomes poisoned for 1d4 hours. Any creature within 5 feet of you that can see is. You lose proficiency in one randomly chosen skill, tool, or weapon type for 2d6 days. Some may even have the necessary intelligence to question their existence, making for an interesting philosophical experience at the game table. If you do, you must take the new rolls result. The effect ends early if the creature makes an attack or casts a spell. You can take one additional action immediately. Then, whenever you are being deceptive, you have a mild fit of hiccups. A magic mouth appears on a nearby wall or flat surface. Notify administrators if there is objectionable content in this page. You become affected as if you just drank a philter of love. A close review of the possible results will reveal that most of the effects in the original PHB table appear in this table as well. Bobbing Lily Pad. Regardless, both of these player subclasses have an incredible tie to a force that really isnt studied much throughout the multiverse of D&D. You immediately gain 15 temporary hit points. Iggwilv's Cauldron. All allies within 20 feet of you get gain a -2 penalty on attack and damage rolls for any melee attack they make in the next minute. Potion of Superior Healing: 8d4 + 8 Healing, 2,000 gp, Rare. Your size shrinks by 1d4 feet for 1d4 hours. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. 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 hour, any spell you cast does not require a somatic component. A d10 becomes a d8, then a d6, and then a d4. If you fail the saving throw, you turn into a sheep for the spells duration. Ive been running 5e for a little over a year. You lose the ability to see for 1 day. Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. For the next hour, any time you make an ability check, roll 1d6 and subtract the result. While most wizards study for a specific school of magic, others may opt to choose to study how magic reacts when introduced to an element of chaos. Something does not work as expected? You lose proficiency on all skill checks for 1 minute. 2) For the next minute, all attacks against you have advantage but you have advantage on all attacks you make as well. Potion name generator . You immediately take 2d10 psychic damage. Your hair falls out but grows back within 1 day. Pokmon TCG's 5 Best . Comment by Coandca Being a boomkin well over the soft-haste cap (592 haste..) this potion really shines for me. You permanently gain one spell slot of one level below your highest-level spell slot, but lose one 1st-level spell slot. All this said, part of the problem with the way Wild Magic is presented in the handbook is that the Wild Magic Surge table is too small.
wild magic potion 5e