This crafting method can only create the base potion for healing (2d4+2 returned hit points). When drunk, a creature gains the effect of the detect thoughts spell (save DC 13). You can detect the thoughts of 1 creature you can see within 30 feet of you for 1 minute. Or your magic could be a fluke of your birth, with no apparent cause or reason. Particularly, the path of wild magic is taken by barbarians of magical heritage, such as elves, tieflings, or genasi. When drunk, a creatures Strength score is increased to 21 for 1 hour. For the next minute, you can see any invisible creature if you have line of sight to it. Use: Increases critical rating by 200 and spell power by 200 for 15 sec. You gain the ability to speak one new language of your choice. Sight-based creatures gain a -1 penalty on attack rolls against you and, Mushrooms sprout around you in a 5-foot radius and vanish after 1 minute. You are vulnerable to Beasts for 1 hour. The Chromatic Rose comes in five different colors: Black, Blue, Green, Red, and White. Essentially, these spells are infused with the raw power of a wild magic zone and function completely on their own. A remove curse spell can end this effect. You can't cast a spell from an item in beast form, nor use anything that requires speech or a body part that your beast form doesn't have. In this instance, you guessed it, its the wild forces of chaos that underlie the order of creation.. You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. Wild shape says: You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. When drunk, a creature gains a flying speed equal to its walking speed for 1 hour. All allies within 30 feet of you gain a -2 penalty to their AC for 1 minute. This gives you disadvantage on ranged attacks (including spell attacks) and, A 30-foot cube hypnotic pattern appears with you at the center. Nathan . You regain 5 hit points per round for 1 minute. And if you don't hit that the DC becomes 3, and so on and so forth. In fact, as mentioned above, both the nature of the spellcaster and the place in which the surge is occurring can have an effect on the results of a wild magic surge. Screenshots containing UI elements are generally declined on sight, the same goes for screenshots from the modelviewer or character selection screen. Necromancy plays with the delicate balance between life and death. While this table works fine, some players find 50 options to be inadequate. 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. Notify administrators if there is objectionable content in this page. 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. On a 1, roll on the Wild Magic Surge table which can be found below or on page 104 of the PHB. You grow a third eye in the center of your forehead, increasing your perception skill by 2. All creatures that can perceive you must make a. Lets dive a bit deeper into the wild magic subclasses of sorcerer and barbarian to learn more about this fantastical phenomenon. When you drink this potion, you can cast the Animal Friendship spell (DC 13 Wisdom saving throw) for 1 hour at will. 4. PoA. Click here to toggle editing of individual sections of the page (if possible). Until you can change and/or clean your clothes, your. You turn into a potted plant until the start of your next turn. When drunk, a creature regains 8d4 + 8 HP. However, any damage it takes as well as any spell slots or sorcery point it uses applies to you as well. You levitate 6 inches off the ground for 1 minute. Your hair grows to double its current length over the next minute. I'd argue a lot of the added effects seem to be negative. You and all creatures within 30 feet of you gain vulnerability to acid damage for 1 minute. You are resistant to all damage types for 1 minute. So the next roll is a 1 or a 2. When drunk, a creature can breathe underwater for 1 hour. It would seem that it exists as almost a back current to all magic in the multiverse. If you cannot see a humanoid, you appear as a naked, bald, androgynous albino human with no facial features. You gain the ability to breath water for 1 day. You and all creatures within 30 feet of you gain vulnerability to thunder damage for 1 minute. Unless otherwise stated, the effects of wild magic that arent instantaneous (such as a peal of bells or the detonation of a fireball) are assumed to be permanent until removed by a spell such as Greater Restoration. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. Under the light of the day, you appear normal; by firelight or the light of the moon, you appear hideous (the other players decide how). 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. Such creatures cannot attack you or harm you unless they save a, Your spell components seem to have been rearranged. Watch headings for an "edit" link when available. If he can reseal the hole, great. Wikidot.com Terms of Service - what you can, what you should not etc. Do you mean feather fall? You gain truesight out to a range of 60 feet for the next minute. Enshrouded objects are considered, You are protected from Undead for 1 day. This has no effect if you were not standing on the ground when the spell was cast. appears hovering in front of you expectantly, only visible and touchable by you. Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. It is hostile to them, vanishing after 1 minute. 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 looking at the Sorcerer class as written, the dragon-blood origin far outweighs the wild-magic origin in abilities and benefits. The invisibility ends on a creature when it attacks or casts a spell. You transform into an iron statue of yourself for 1 minute, during which time you are considered. For starters, there are different grades of healing potions as presented by the Player's Handbook. A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to the. Something Fishy: the caster is left smelling of fish. 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 oil can be poured on the ground covering a 10-foot square, creating the grease spell effect for 8 hours. A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears I minute later. You teleport up to 60 feet to an unoccupied space that you can see. Chromatic Rose. You gain a -2 penalty to your AC for 1 minute. Not tame (fireball and meteor shower decidedly arent that) but like its something thats understood. Every creature within 15 feet of you takes 1 necrotic damage. Check out how this page has evolved in the past. For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. /use Potion of Wild Magic /yell Sweet lemonade, mmm sweet lemonade, sweet lemonade, yeah sweet lemonade! Im here to have fun too, dammit, so maybe I want to be just as surprised by whats on the other side of the door as the adventurers. With a bit more experience under my belt, Id even revise something I said. Surely they must give us some idea of how wild magic really works, right? Ive been running 5e for a little over a year. You grow 1d6 inches in height. In these areas, spells would behave erratically, causing anything from a backfired spell to a plaque of floomphs. This is honestly a pretty fun spread of options that plays around in interesting ways with the sorcerer spell list. 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. You and all creatures within 30 feet of you gain vulnerability to fire damage for 1 minute. A tiny rain cloud appears above your head and rains in a 5-foot radius centered on you for the next minute. Maximum Power. As barbarians are fueled by their intense emotions, mainly rage, they make an excellent conduit for these unchecked abilities. 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. You lose your proficiency bonus for the next minute. You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for 1 minute. A potion that when drunk, grants a creature resistance to one type of damage for 1 hour. View and manage file attachments for this page. Permanently decrease a different ability score of your choice by 1 point. This does the job but there's some . You cannot stand up or hold or manipulate objects until your appendages reappear at the start of your next turn. This damage cant reduce your hit points below 1. You must make a. That belongs in a different article. A potion or oil can be used only once. For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. It also will determine just how willing you are to unleash your powers and how often youll seek alternative solutions. You gradually return to your original height over the course of 1 day. A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to the magic missile spell. For the next hour, any time you make an ability check, roll 1d6 and add the result. 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. Interestingly enough, neither of these subclasses directly reference tears in the weave. The flock disappears 1 minute later. 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. For the next minute, you can teleport up to 20 feet as part of your movement on each of your turns. You recover 1 expended spell slot of your choice. All creatures within 30 feet of you must make a. However, most of the results are new and this table has undergone moderate playtesting in my groups. 2023 Wizards. This name generator will give you 10 random names for potions, elixirs and other concoctions. By accepting all cookies, you agree to our use of cookies to deliver and maintain our services and site, improve the quality of Reddit, personalize Reddit content and advertising, and measure the effectiveness of advertising. All creatures within the pattern must succeed on a, You permanently gain one 1st-level spell slot but forget one cantrip that you already know. Bobbing Lily Pad. You break your attunement with 1d3 of your magic items to which you are attuned. 7. But more than just the forces of chaos as described in the Players Handbook, magic also comes from nature, from life, and even from death. Your feet and hands disappear. If you drop to 0 hit points, your pot breaks, and your form reverts. When drunk, a creature regains 2d4 + 2 HP. You gradually return to your original height over the course of 1 day. You and each creature within 20 feet of you who must make a Dexterity saving throw using your spell save DC, taking 5d6 fire damage on a failed save, or half as much damage on a successful one. General Wikidot.com documentation and help section. 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. Unless a player just likes randomness, wild magic will rarely, if ever, be selected. What about the wild magic barbarian though? For the next hour, any time you make an ability check, roll 1d4 and subtract the result. 1 Charges. All creatures within 15 feet take 2d8 thunder damage and must make a, You are protected from Plants for 1 hour. More so, it just means that these characters fully embrace their powers with almost giddiness. Creative Commons Attribution-ShareAlike 3.0 License. Such creatures cannot attack you or harm you unless they succeed on a, Your skin permanently darkens as if you have a tan, or if you are already dark-skinned, your skin becomes one shade lighter. Roll a d20. A spell such as. You jump forward in time exactly 1 minute, for 1 minute. Everything made of gold on your person (including coins) turns into silver, and everything silver turns to gold. What happened to the spell I tried to cast? You have a fit of hiccups. A potion is a magic liquid that produces its effect when imbibed. During the next hour, you may re-roll any one save, attack roll, or skill check. This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. MOT. The Wild Magic Sorcerer is a prime example of that with a random, wild surge of magic that happens after a spell is cast. For the next hour, any time you make an ability check, roll 1d4 and add the result. A common curse is that whenever a caster of any type casts, they must roll on this table. My DM made contacting the chosen god of my PC the d10000 wild magic table. You are under the effect of a. spell until they disappear after 1d8 days. Teleport up to 60 feet away to unoccupied space. Your skin turns a vibrant shade of blue. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Each creature within 30 feet of you takes 1d10 necrotic damage. the wild mage soaked in the process. Spells cost additional bonus round cast time. Roll a d10. Your age changes by a number of years equal to the roll. You sprout tiny fairy wings from your shoulders. Like many sorcerous origins, this isnt nailed down to one finite cause but, in general, comes from some variety of exposure to powerful magic in its raw form. It has fifty possible outcomes, and while they are chaotic, some of them represent too great a risk for any player to accept. You cast Tashas hideous laughter on the nearest creature to you. It disappears at the end of your next turn. The bottom of the pit magically rises upward 1 minute later, leaving no trace of the pit. View and manage file attachments for this page. Their allegiances, motives, and the extent of their sentience are completely up to you as a DM. When you are in an area of wild magic (or some other circumstances create the opportunity for a wild magic surge), roll a d20 each time a spell with a level of 0-9 is cast. Change the name (also URL address, possibly the category) of the page. You gain, You are protected from Aberrations for 1 day. You control it on its next turn, and it controls you on your next turn. Sprouting horns, claws, or wings (gain a racial trait from a playable race that has these properties). It defends itself if attacked, but it cannot speak and otherwise just looks around utterly confused. To roll for a wild magic surge, roll a number of d10 equal to the spells level + 1, and compare the total result to the Weird Wild Magic Surge table below. Your weight changes by a number of pounds equal to the roll. To install the Plutonium module, and start using all of 5etools' content in your game, paste the manifest URL [ current / v10 / v9] into your Foundry server's module installer. Enjoy! If you fail the saving throw, you turn into a sheep for the spells duration. The next spell you cast within the next minute that does damage, the damage is maximized. 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. The one exception was at a convention session where one of the characters I provided was a wild-magic sorcerer. You gain the ability to speak one language of your choice for 1 day. It turns to snow 1 minute later. Potions are like spells cast upon the . Illusory butterflies and flower petals flutter in the air around you in a 10-foot radius for 1 minute. 20. Evocation plays with the flow of energy, healing with a tender touch one minute and harming with a wall of fire the next. I know, that within the context of an RPG, this might seem pretty trivial, but if you take a step back, this is akin to the power of a lesser deity. You are vulnerable to Plants for 1 hour. That's very odd. For the next minute, the only languages you know are Deep Speech, Primordial, and Sylvan. 13) The potion causes your body to become covered in thick, black fur. Cabbages sprout abundantly within a 30' radius. The power of your magic is strong! 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. You cast polymorph on yourself. You cast fireball as a 3rd-level spell centered on yourself. Requires Level 70. The Wowhead Client is a little application we use to keep our database up to date, and to provide you with some nifty extra functionality on the website! If the roll is even, you get older. You are protected from Fiends for one hour. Two full moons. The next time you cast a spell, do not roll on this chart. Make a, You are protected from Elementals for 1 hour. Your innate magic comes from the wild forces of chaos that underlie the order of creation. If the roll is odd, you shrink. . When a wild magic surge occurs, you roll a d100 on the wild magic surge table and see what happens next. Both effects will apply. Your hair falls out but grows back within 1 day. One randomly-chosen non-magical item in your possession that weighs 1 pound or less vanishes and is forever gone. Comment by Coandca Being a boomkin well over the soft-haste cap (592 haste..) this potion really shines for me. Until you do, your, For the next minute, every creature within 60 feet of you that hears you speak only hears insults as if you are casting. The potion is considered as very rare, and quite valuable. Item Level 80. If the roll is even, you grow. While the official definition of wild magic might have to do with tears and distortions in the weave, a more broad view of it would define it simply as raw magic. Potion of Greater Healing: 4d4 + 4 Healing, 200 gp, Uncommon. The one that moves you somewhere naked is strange - I would certainly say you keep your clothes. For the next minute, all spells with a casting time of 1 action or 1 bonus action require 2 consecutive actions to cast. During the next hour, you must make an, You transform into a stuffed toy resembling yourself for 1 minute, during which time you are considered. The invisibility ends if you attack or cast a spell. Consuming this food deals 2d6 poison damage and causes the. A spell such as. All New Wild Beyond the Witchlight Magic Items. You are vulnerable to Fey for 1 hour. From the perspective of everyone else, you cease to exist during that time. That means a surge for every single spell, if she has used the feature. A random creature within 60 feet of you becomes poisoned for 1d4 hours. Such creatures gain, You can hear exceptionally well for 1 minute, gaining, You permanently lose the ability to smell. Your hair falls out but grows back within 24 hours. Sell Price: 50. A deck of many things appears hovering in front of you expectantly, only visible and touchable by you. The next time you cast a spell, roll twice on this chart. You become affected as if you just drank a. as a 3rd-level spell centered on yourself. An area of wild magic, or a wild magic zone, is where the pipes rupture, allowing insane amounts of energy to pour out and some crazy things to happen. You can also use it to keep track of your completed quests, recipes, mounts, companion pets, and titles! A wild magic table is the perfect place to bring a little of the kind of magic I like to D&D 5e: magic that feels like the sweaty palms when Faust strikes his bargain, or the raw crackling power of the Warp in Warhammer 40k, or venturing into the heart of the forest to sniff the fumes from a witchs cauldron real magic, real power, real danger of everything going very, very wrong indeed. The spell fails to take effect. For now, all we know is that mortal beings are capable of tapping into this well of energy with varying levels of success. A planar portal, the chaos of the Elemental Planes, being blessed by a fey creature, marked by a demon, or just a random fluke of birth just about anything could cause this, which is pretty interesting if you think about it. Effect. Each creature within 30 feet of you becomes invisible for the next minute.