All spells you cast within the next minute automatically fail. A caster teleports 25 ft. to the left of their location. Potions are like spells cast upon the . While a plant, you are incapacitated and have vulnerability to all damage. They also get to have that amazing moment where they unleash their full power and really embrace it, taking them down a path of isolation, power hunger, or acceptance its kind of dealers choice at that point. You cast magic missile as a 5th-level spell. During this time, you must succeed on a. A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. 12) The potion makes your teeth grow into sharp, jagged fangs. When a sorcerer casts a spell, after the spell is cast, roll d20. Not the biggest part, but from the most committed roleplayer to the most meticulous power gamer, everyone holds their breath when the time arrives for a big dice roll. You can take one additional action immediately. If the roll is odd, you get younger (minimum 1 year old). For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. For the next hour, any spell you cast does not require a somatic component. Two full moons. Gnats buzz around your head for 1 minute, distracting you. If the roll is odd, you lose the weight. The next spell you cast within the next hour uses a spell slot of one level lower than what it normally requires. You are protected from Plants for 1 day. You go back to your regular bodies at the end of your next turn, if the body is still alive. You gain a +2 bonus to your AC for 1 minute. It keeps the game fresh and exciting, and it helps lessen the insidious idea that Im here solely to curate an experience for my players. The target must take 4d6 fire damage or succeed on a DC 13 Dexterity saving throw to halve the damage. Sure, in the past, there may have been wizards who studied the ways of wild magic and learned true mastery over its chaotic nature, but those wizards seemed to have vanished with the spellplague. You are surrounded by a faint, offensive odor for 1 minute. Your size decreases by one size category for the next minute. All your allies within 20 feet of you gain a +2 bonus to their AC for 1 minute. By magical, I mean weird, otherworldly, and fundamentally out of (or beyond) our control. Roll a d10. It is limitless potential that can only be accessed, not controlled. Teleport up to 60 feet away to unoccupied space. School of Chaos (Wild Magic Wizard). 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.. You then regain the use of this feature. PASSWALL randomly appears until the first, RESURRECT the last creature that died within 30ft, MAGICAL DISRUPTION Dispel Magic AOE within 30ft, EMPOWERED MAGIC all magic within 30ft work with advantage/disadvantage benefiting the spell effects within 30ft, ELEMENTAL POOL 10ft radius appears within 30ft, FLASH of LIGHT and a colorful puff of smoke. This is, of course, a house rule, but again, it comes down to the DM. This existential crisis lasts until the start of your next turn, after which you shake it off as nonsense. 0905 Caster finds a potion that can turn him into an invisible cat . The names are all in the styles of how you'd find them in many popular games, for example 'Elixir of Lucid Dreams' or 'Flask of Ancient Wisdom'. The different grades of healing potions heal for . The cats vanish after the characters next long rest. 77-78. Reddit and its partners use cookies and similar technologies to provide you with a better experience. Potions of Healing cost half of a Magical Item of the same rarity. You teleport up to 60 feet to an unoccupied space that you can see. Areas of wild magic and characters with the ability to manipulate it are then much more similar to conduits than strange singularities. You become affected as if you just drank a philter of love. You lose concentration on any spells you are concentrating on, and an. It turns to snow 1 minute later. 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. Ingredients: Cat's tongue, Quipper Scale. For one minute you have resistance to all damage. View wiki source for this page without editing. You become colorblind until your next long rest. When you drink this potion, you gain the "reduce" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). However, its important to remember that the sorcerers Wild Magic Surge table isnt the be-all and end-all of wild magic mishaps. This represents the Wild Magic building inside you. You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. As a sorcerer, they have an innate connection to some form of magic. Such creatures cannot attack you or harm you unless they save a, Your spell components seem to have been rearranged. The effects of the potion occur immediately. All allies within 20 feet of you gain a +2 bonus to attack and damage rolls on any melee weapon attack they make within the next minute. Your innate magic comes from the wild forces of chaos that underlie the order of creation. Potion of Superior Healing: 8d4 + 8 Healing, 2,000 gp, Rare. A spell such as. All of your hair permanently falls out. You lose proficiency in one randomly chosen skill, tool, or weapon type for 2d6 days. You sprout tiny fairy wings from your shoulders. Requires level 70. For the next minute, you gain resistance to fire and cold damage. Applying the oil takes 1 minute. A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. Perhaps you were blessed by a powerful fey creature or marked by a demon. Thus, the Wild Magic Surge table plays a prominent role in my campaign. They might take diligent notes or become fully engrossed whenever they conjure up a power they havent experienced before. You immediately gain 10 temporary hit points. Your innate magic comes from the wild forces of chaos that underlie the order of creation. For the next day, your skin tone changes color every 30 minutes, cycling through the colors of the rainbow. Best Dungeons & Dragons One-Shots For People New To D&D 5e. You shrink 1d6 inches in height. Such creatures cannot attack you or harm you unless they succeed on a, You are protected from Celestials for 1 hour. You cast Tashas hideous laughter on the nearest creature to you. Your speed is increased by 10 feet for 1 day. You gain proficiency in one tool or weapon type you dont already have for 1 day. You cast blindness/deafness on yourself with both effects, rolling your saving throw separately for each. Dust of Corrosion. Your weight changes by a number of pounds equal to the roll. A spell such as. Pixie Dust. 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. Particularly, the path of wild magic is taken by barbarians of magical heritage, such as elves, tieflings, or genasi. The flock disappears 1 minute later. and appear as the nearest humanoid to you you can see. It is up to the DM whether to implement this rule. The Wild Magic Sorcerer feeds off that love of the uncertain and unknown. All silver you are carrying is now copper. When drunk, a creature gains the effect of the haste spell for 1 minute (no concentration required). Next turn caster takes no action, vomits 1d100 SP. The next time you cast a spell, do not roll on this chart. ListFist.com - All Rights Reserved, List of Demon Slayer: Kimetsu no Yaiba Manga Chapters, List of Causes of Death Compared to Coronavirus (COVID-19). A random creature within 60 feet of you becomes poisoned for 1d4 hours. Below is a small table to determine which effects might happen. Not tame (fireball and meteor shower decidedly arent that) but like its something thats understood. A shrieking, skinless, many-limbed horror that has the statistics of (and vaguely resembles) a unicorn appears within 30 feet of the character. For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. If there is no creature within range, you target yourself. You have. Youre feeling lucky. Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. You can read our full breakdown of the schools of magic, as well as the history of magic in Dungeons & Dragons here. SHAPECHANGE into your favorite animal but you can still talk. Here's a list of d100 random magical effects you can use in your fantasy tabletop campaign. If you are not wearing pants, you instead fall prone. Your size increases by one size category for the next minute. I currently copy-and-paste line by line to make my own rollable macro in Roll20 (but it's such a pain)Here's my extended Wild Magic Table but I think I'll be incorporating some of the original poster's material :) I didn't think about balancing which was a good comment above but I did try to think of neutral magical effects that could happen but kept it slightly more generic to allow the DM to improvise. The invisibility ends on a creature when it attacks or casts a spell. An eye appears on your forehead for the next minute. You are vulnerable to Celestials for 1 hour. Despite rolling a d100, there are actually 50 possible options on the sorcerers Wild Magic Surge table. This crafting method can only create the base potion for healing (2d4+2 returned hit points). Change the name (also URL address, possibly the category) of the page. http://en.wikipedia.org/wiki/Client-side_prediction. If you also roll 33-34 or consume a potion of maximum power, then this surge could be the straw that breaks the boss fight's back. Roll a d10. From a mechanical standpoint, this means that wild magic barbarians roll on a smaller wild surge table to produce an effect whenever they enter their rage. 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. Something does not work as expected? For one minute, you glow with bright light in a 30-foot radius. When drunk, a creature gains resistance to all damage for 1 minute. You immediately take 2d10 psychic damage. You are restrained. 3. The one that moves you somewhere naked is strange - I would certainly say you keep your clothes. You glow with bright light in a 30-foot radius for the next minute. The next time a creature makes an ability check, attack roll, or saving throw, the number rolled will be replaced by what you rolled. Such creatures cannot attack you or harm you unless they succeed on a, You are protected from Undead for one hour. You are protected from Celestials for 1 day. Likewise, different areas have different wild magic tables. For 1 minute, one creature of your choice within 30 feet of you gains a -1 penalty to attack rolls, damage rolls, and their AC. In this instance, you guessed it, its the wild forces of chaos that underlie the order of creation.. 33. When drunk, it cures any disease; removed blinded, deafened, paralyzed, and poisoned conditions. You are at the center of a 10-foot radius, For the next minute, light and darkness quickly alternate around you in a 30-foot radius, creating a strobe effect. This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. Disappointing. The official wild magic surge table is found in the Player's Handbook. You gain the ability to speak with animals for 1 day. Such creatures gain, You can hear exceptionally well for 1 minute, gaining, You permanently lose the ability to smell. Your skin turns a vibrant shade of blue. If you drink a Potion of Growth (DMG, p. 187) along with another potion, there is a small chance that it could become permanent. We have to remember, subclass descriptions are often vague so that players can come up with their own unique understanding of their abilities. How about the barbarian? During this time, ranged attacks that target you bounce off and target other random creatures within 30 feet of you instead. I played my first tabletop RPG (Pathfinder 1e, specifically) in college. 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 gain a random form of short-term madness (see the Dungeon Masters Guide). 218 spells in DnD 5e require concentration; thats 46% of the spells in the game. You are vulnerable to Plants for 1 hour. You and all creatures within 30 feet of you gain vulnerability to fire damage for 1 minute. Find out what you can do. General Wikidot.com documentation and help section. Check out how this page has evolved in the past. The randomness, the uncertainty thats the stuff that separates DnD from kinda bad improv theater. When drunk, a creature regains 4d4 + 4 HP. 1) You grow an extra leg for a minute. If you fail a, All creatures within 60 feet of you regain 2d8, You transform into a marble statue of yourself for 1 minute, during which time you are considered, Over the next minute, all plants within 20 feet of you grow as if affected by the. When drunk, a creature becomes invisible for 1 hour along with anything its carrying or wearing. Maybe a divination spell can be overcharged in a different way, allowing the caster to obtain answers far easier or to obtain more knowledge than normal. When a wild magic surge occurs, you roll a d100 on the wild magic surge table and see what happens next. You gain the ability to speak with animals for one hour. Wild magic is an optional add-on to the magic system that modifies existing arcane magic in random ways. Even though that random occurrence may be beneficial. A tiny rain cloud appears above your head and rains in a 5-foot radius centered on you for the next minute. Wild Magic Sorcerers have a special interaction with this rule. If you are wounded, you regain. Such creatures gain. What about the wild magic barbarian though? It turns to snow 1 minute later. This actually tells us something pretty interesting about wild magic. Consuming this food deals 2d6 poison damage and causes the. Check out my magic items! You can take one additional action immediately. When drunk, a creature can use its bonus action to exhale fire at a target within 30 feet. For 1 minute, any flammable item you touch, that you aren't already wearing or carrying, bursts into flame. A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. If you fail the saving throw, you turn into a sheep for the spells duration. It defends itself if attacked, but it cannot speak and otherwise just looks around utterly confused. Please enable JavaScript to get the best experience from this site. on yourself. This has no effect if you were not standing on the ground when the spell was cast. A remove curse spell can end this effect. Comment by Coandca Being a boomkin well over the soft-haste cap (592 haste..) this potion really shines for me. For the next hour, any spell you cast does not require a verbal component. Any spell can gain sentience, even if its a spell as seemingly mundane as comprehend languages (I imagine it would act much like an extremely intelligent guide to the land with the obvious ability to speak any language). Change the name (also URL address, possibly the category) of the page. The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Regardless, both of these player subclasses have an incredible tie to a force that really isnt studied much throughout the multiverse of D&D. Such creatures gain. But overall I think this is an awesome list. OoA. For the next minute, you gain resistance to thunder and force damage. Something does not work as expected? Whenever you try, pink bubbles float out of your mouth. 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. Of course, the main draw is that they have a chance of rolling a magical effect whenever they cast a spell. 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.