A puddle of grease appears where you are standing, with a 10-foot radius. Such creatures cannot attack you or harm you unless they succeed on a, You feel the incredible urge to relieve yourself. For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. Wild magic is any form of untamed magic. You cast disguise self and appear as the nearest humanoid to you you can see. 7. A tiny rain cloud appears above your head and rains in a 5-foot radius centered on you for the next minute. Everything made of gold on your person (including coins) turns into silver, and everything silver turns to gold. appears hovering in front of you expectantly, only visible and touchable by you. The results range in impact from harmless sensory effects, like the casters skin instantly turning blue, to high weirdness (how about summoning a random number of Flumphs?) You and all creatures within 30 feet of you gain vulnerability to piercing damage for 1 minute. Until you can change and/or clean your clothes, your. As barbarians are fueled by their intense emotions, mainly rage, they make an excellent conduit for these unchecked abilities. You are surrounded by faint, ethereal music for the next minute. A. If this height causes it to collide with a ceiling or object above you, you are restrained and take 2d6 bludgeoning damage, pinned against the object, unless you use your reaction to succeed on a DC 11 Dexterity saving throw to jump off. Randomness and uncertainty are a part of why people play D&D. Or your magic could be a fluke of your birth, with no apparent cause or reason. If they let you use Tides of Chaos to its fullest it can happen a lot. For the next minute, you gain resistance to poison and psychic damage. The randomness, the uncertainty thats the stuff that separates DnD from kinda bad improv theater. In this accursed place, you have the chance to provoke some of the following wild magic results. You can also use it to keep track of your completed quests, recipes, mounts, companion pets, and titles! When you drink this potion, you gain the "reduce" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). Well, Tashas Cauldron of Everything explains that many areas of the multiverse are full of rampant magic that has a deep connection to intense emotions. Until you trim them, your. For the next minute, you must shout when you speak. You lose your proficiency bonus for the next minute. For the next hour, you are unable to read as the letters all appeared jumbled. Sell Price: 50. I suggested that they could be intended for druids, especially the Circle of the Moon, and might boost the stats of lower-CR Wild Shapes, so that if shapeshifting to a wolf or panther is your preferred style, you're not missing out on the much better hit points and attacks of higher-CR shapes. You cast fireball as a 3rd-level spell centered on yourself. For the next hour, any time you make an ability check, roll 1d4 and add the result. If they are a blue or grey shade, they turn dark brown, or vice versa. The one exception was at a convention session where one of the characters I provided was a wild-magic sorcerer. You are instantly resurrected if you are killed within 24 hours of drinking this potion. The rules are unchanged. All spells you cast within the next minute automatically fail. When a wild magic surge occurs, you roll a d100 on the wild magic surge table and see what happens next. Anyone trying to perceive you has advantage on their. While a plant, you are incapacitated and have vulnerability to all damage. The total number of dice the pool can be increased to is still 10. SHAPECHANGE into your favorite animal but you can still talk. They make for an interesting unintended result of spellcasting, but they can also make for great random encounters. If you drop to 0 hit points, your pot breaks, and your form reverts. If the roll is odd, you shrink. You transform into an iron statue of yourself for 1 minute, during which time you are considered. This does the job but there's some . 12) The potion makes your teeth grow into sharp, jagged fangs. You take 2d10 psychic damage. 55. A spell such as. 4. During this time, casting a spell that requires a verbal component requires a, Permanently increase one ability score of your choice by 1 point. Sure, some spells have slightly randomized outcomes, but mostly you pick a thing, the thing happens, and thats it. 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. Potion of speed does little to nothing for me, but 200 crit means quicker eclipses, and 200 spell power is nothing to scoff at. Requires level 70. Spells cost additional bonus round cast time. You fall prone and drop everything you are carrying. 5. It can duplicate the effect of a spell of up to 3rd level that has a casting time of less than 1 minute. I tried to stay as close as possible to the general wackiness and power level of the one in thePlayer's Handbook. Please enable JavaScript to get the best experience from this site. Click here to edit contents of this page. Open flames in the area are extinguished. Beyond just their origins, theyre given some interesting chaos abilities centered around rerolling attacks and ability checks. Its enough to know that a to-hit roll might miss or they might fail a saving roll, but even a remote chance (5%) of something completely random happening is something they avoid. 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. You are immune to being intoxicated by alcohol for the next 5d6 days. With a bit more experience under my belt, Id even revise something I said. Perhaps a backfiring healing spell actually heals an enemy. Unless otherwise stated, the content of this page is licensed under. This crafting method can only create the base potion for healing (2d4+2 returned hit points). You become invisible and silent for 1 minute. Areas of wild magic and characters with the ability to manipulate it are then much more similar to conduits than strange singularities. 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. The character is frightened of all creatures until the end of their next turn. Wikidot.com Terms of Service - what you can, what you should not etc. It can keep a martial level with others, without letting them dominate the game. It is up to the DM whether to implement this rule. If you don't scratch it using a back scratcher or some similar device , you must succeed a, A loud boom emanates from you. View and manage file attachments for this page. Check out my magic items! And if you don't hit that the DC becomes 3, and so on and so forth. Such creatures cannot attack you or harm you unless they succeed a, All creatures within 20 feet of you are knocked. You regain hit points equal to the sum of the necrotic damage dealt. Except the thing is so fucking chaotic and harmful that if you like your PC even in the slightest its not at all worth invoking it. You gain the ability to speak with animals for one hour. You can take one additional action immediately. Its a subclass thats all about the unexpected, and I frequently find myself working wild magic into my campaigns in one form or another. For the next day, everything you say must rhyme. I'd argue a lot of the added effects seem to be negative. Roll a d20. Simply browse for your screenshot using the form below. You and all creatures within 30 feet of you gain vulnerability to lightning damage for 1 minute. You turn into a potted plant until the start of your next turn. Chromatic Rose. While its not necessarily canon, you could say that their intense emotions give them a more natural hold over the surges, explaining why the effects are seemingly much less random than those of a sorcerer. On a result equal to or lower than the spells level (treat cantrips as 1), there is a Wild Magic Surge. You recover 1 expended spell slot of your choice. When drunk, a creature regains 4d4 + 4 HP. 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. When you speak, your voice comes from the magic mouth. The target must take 4d6 fire damage or succeed on a DC 13 Dexterity saving throw to halve the damage. Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 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. Ornithopter of Flying. Such creatures cannot attack you or harm you unless they save a, Your spell components seem to have been rearranged. /use Potion of Wild Magic /yell Sweet lemonade, mmm sweet lemonade, sweet lemonade, yeah sweet lemonade! And if you don't hit that the DC becomes 3, and so on and so forth. You are under the effect of a slow fall spell until they disappear after 1d8 days. The weave, at its core, is a way of taming the raw and chaotic nature so that we can cast spells and use precise abilities. 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. The next single target spell you cast within the next minute must target one additional target. You are protected from Beasts for 1 day. You and anyone within 10 feet of you must make a. Our Wild Beyond the Witchlight 5E Magic Items guide will go over everything that's brand new to the system. A simulacrum of yourself appears within 20 feet of you. You lose proficiency on all skill checks for 1 minute. For the next hour, any time you make an ability check, roll 1d6 and subtract the result. It has fifty possible outcomes, and while they are chaotic, some of them represent too great a risk for any player to accept. Requires Level 70. 0902 Caster finds a potion 90% likely to heal and 10% likely to kill . When drunk, a creature gains 10 temporary HP that last for 1 hour as well as the effects of the bless spell (no concentration required) for the same duration. You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. 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. However, instead of rolling d100 and going straight in, you must first roll d20 to determine which of the three columns youre going to use. Also, you may be wondering just what the hell a sentient spell even is. Your hair falls out but grows back within 24 hours. For the next minute, you regain 5 hit points at the start of each of your turns. It retains the chaotic randomness, but it tempers the serious results with adjusted probabilities. Below is a small table to determine which effects might happen. Ironically, both of these gloved heroines are portrayed as loners, afraid that their violent powers could harm anyone that gets too close. If poisoned, the creature takes 3d6 poison damage at the start of each of its turns until the effect is ended. You transform into a medium-sized potted plant for 1 minute, during which time you are considered. Roll a d10. The effects of the potion occur immediately. If you fall within the next day, you automatically have the benefit of the. For the next minute, you are in the Border Ethereal near the location you were last in. Use: Increases critical rating by 200 and spell power by 200 for 15 sec. You cast Tashas hideous laughter on the nearest creature to you. Target is not affected, TEMPORAL HICCUP take an additional action immediately, TEMPORAL SKIP lose next action, bonus, and reaction, GRAVITY WELL Encumbrance triples for 1d6rds within 30ft, MAGIC SURGE AOE creatures within 30ft take, LIFEFORCE ABSORPTION each creature within 30ft takes 1d10necrotic and caster gains temp hp equal to total damage dealt, TIME SLOW FIELD 30ft AOE to everyone but caster, WEAPONS BECOME ETHEREAL AOE 30ft for 1d10rds, MAGICAL STASIS incapacitated and immune for 1d10rds, DISARM all creatures within 30ft with STR contest vs DC 12, LUCKY next ability/attack is a Natural 20 or an Advantage, UNLUCKY next ability/attack is a Natural 1 or at Disadvantage, TRANSPOSITION everyone within 60ft random switches position with each other, TEMPORAL REWIND all actions this round by anyone acting after the caster within 120ft must be rerolled and second roll must be taken, FACE OTHER DIRECTION AOE affects all creatures within 30ft, RETCHING VOMIT, lose all actions until end of round, DISENTEGRATING ITEM random non-magical item, ECTOPLASMIC GOO spontaneously appears on things within 10ft. Bobbing Lily Pad. A column 1d10 feet high and 5 feet in diameter rises beneath your feet. You grow a beard made of feathers, which remains until you sneeze. If you cannot see a humanoid, you appear as a naked, bald, androgynous albino human with no facial features. You suddenly realize that you are nothing more than a fictional character in a game played by other creatures in another plane of existence, which causes you to be stunned. 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. I really like this, but some of the things are a little weird. Watch headings for an "edit" link when available. A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. This increases 1st level spells from 5% to 10%, increasing the odds by 5% each level. Second, they can produce unpredictable magical effects all on their own. Mixing potions has a 1% chance of making one of the potion effects permanent (DMG, p. 140). You regain, A third eye appears in your forehead, giving you, You make no sounds for 1 minute and you gain. Your innate magic comes from the wild forces of chaos that underlie the order of creation. One random gem worth 100gp appears near you. For the next minute, you must shout when you speak. It makes sense if you think about it. Approximately 100 gallons of water appear over your head and those within 10 feet of you, evenly distributed above everybody within the radius. The spell fails to take effect. View wiki source for this page without editing. All your allies within 20 feet of you gain a +2 bonus to their AC for 1 minute. 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. View and manage file attachments for this page. Choosing a monster affiliated with your deity and gaining one of its abilities. 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. You gain proficiency in one skill of your choice that you're not already proficient in for one hour. Watch headings for an "edit" link when available. 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. Screenshots containing UI elements are generally declined on sight, the same goes for screenshots from the modelviewer or character selection screen. Everyone remembers the moments where serendipity saved (or doomed) a D&D campaign; someone had just the right item or pulled off the most imaginative spell usage, or the wild magic sorcerer randomly poisoned the BBEG and won the party the battle. A coil of 50 feet of hempen rope immediately appears and ties you up. If the roll is odd, you shrink. For longer fights, keep Potions of Speed handy to use outside of Bloodlust. Anyone within 10 feet of you must make a. Such creatures gain. Sure, you could play them like any other character, but much like a warlock or a paladin, this particular brand of abilities and origins lends itself to some really interesting character development. Such creatures cannot attack you or harm you unless they succeed on a, You are protected from Fey for one hour. For the next day, you are in the Border Ethereal near the location you were last in. If not, the result is a Chaos Burst. You hear a ringing in your ears for 1 minute. 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. For one minute, any spell with a casting time of 1 action can be cast as a bonus action. You can picture this as a blast of arcane energy pouring out of these warriors hearts and unleashing a particularly nasty brand of chaos on the battlefield. For the next spell you cast within 1 minute that does damage, the damage is minimized. Foundry is a modernized, better-than replacement for Roll20, which prioritizes modding support. 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. The main way we interact with any form of wild magic is through the abilities given to us by a select few subclasses. . Your speed is reduced by 10 feet. Magic oils are similar to potions, except that oils are applied externally rather than imbibed. Living spells gain a full stat block, taking their main abilities straight from the text of the spell itself. Potion of Supreme Healing: 10d4 + 20 Healing, 20,0000 gp, Very Rare. 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. This represents the Wild Magic building inside you. Potion of Greater Healing: 4d4 + 4 Healing, 200 gp, Uncommon. For the next hour, any spell you cast does not require a somatic component. 100. Such creatures cannot attack you or harm you unless they succeed on a, You are protected from Aberrations for 1 hour. Simply type the URL of the video in the form below. Its fun, and thats what I want when playing D&D. Everyone always thinks about the Fireball TPK thing, but its only 2% chance. It depends on your DM. Potions are like spells cast upon the . As a DM, I try to roll on random tables or create outcomes that surprise me all the time. All creatures within 40 feet of you can feel it, but it otherwise does nothing. One randomly-chosen non-magical item in your possession that weighs 1 pound or less vanishes and is forever gone. The vial has enough oil to cover a medium or smaller creature; 10 minutes to apply. The invisibility ends on a creature when it attacks or casts a spell. When drunk, a creatures Strength score is increased to 25 for 1 hour. The next spell you cast within the next hour uses a spell slot of one level lower than what it normally requires. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls. A magic mouth appears on a nearby wall or flat surface. For the next day, you gain proficiency in all skills that you are not already proficient in. 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. http://en.wikipedia.org/wiki/Client-side_prediction. Every creature within 15 feet of you takes 1 necrotic damage. Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. For the next day, any time you make an ability check, roll 1d6 and subtract the result. 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. A bad joke comes to mind and until you tell it (which takes an entire action), you suffer a, All creatures within 20 feet of you, including you, must make a. If one is harvested and eaten within this time, the creature must make a, All creatures within 20 feet of you must make a, You can smell exceptionally well for 1 minute, gaining, You are protected from Elementals for one day. You and each creature within 20 feet of you who must make a. They can continue doing this until they are happy with the result or they roll 10d10. Wild Magic Sorcerers have a special interaction with this rule. If you cannot see a humanoid, you appear as a naked, bald, androgynous albino human with no facial features. If you are not wearing pants, you instead fall prone. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. That certainly makes sense for the wild magic sorcerer. All food and drink within 30 feet of you is purified. You gain an additional spell slot of your highest level for 1 week. This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. Do you mean feather fall? You and all creatures within 30 feet of you gain vulnerability to radiant damage for 1 minute. Check out my blogfor homebrew D&D stuff and other projects! For starters, there are different grades of healing potions as presented by the Player's Handbook. 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 a on a, Your fingernails and toenails grow to an uncomfortable length. Going in order of publication, we start with the wild magic sorcerer, one of the two sorcerous origins that was released with the introduction of 5e. Top 10 highest rating potions. Magic in the world of Dungeons & Dragons takes many forms, but it almost always boils down to the ability of an individual, item, or entity to harness the ambient energy of the universe and bend it to their will. A spell such as. Make a, You are protected from Elementals for 1 hour. Unfortunately, no. A spell such as, You are surrounded by a faint, pleasant odor. 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. Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. The flock disappears 1 minute later. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration. You teleport up to 60 feet to an unoccupied space of your choice that you can see. The potion is considered as very rare, and quite valuable. You can do so after the creature rolls but before any effects of the roll occur. Despite my opinion about the inherent weakness of the Wild Magic sorcery origin, when compared to Draconic origins, this replacement of the surge table may make the Wild Magic choice more palatable to some players. Expired Healing Potion. 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. Also, a wild magic sorcerer can spend sorcery points equal to the level of the spell that triggered the wild magic surge divided by two (minimum of one) to downgrade the size of the dice they roll on the wild magic surge table. However a mage accesses their magic, both sources (in the Forgotten Realms at least) tap into a deeper, underlying layer of energy known as The Weave. You transform into an empty wooden chest for 1 minute, during which time you are considered. Notify administrators if there is objectionable content in this page. It would seem that it exists as almost a back current to all magic in the multiverse. 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. Ingredients: Cat's tongue, Quipper Scale. An untrained or unskilled caster who taps into these forces risks a wide variety of random or chaotic side effects. A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair. The leg then falls off, causing you no damage. You jump forward in time exactly 1 minute, for 1 minute. You feel strong and powerful, like a wild beast. 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. 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. All allies within 20 feet of you heal up to 3d8 hit points. For the next minute, you must shout when you speak. When magic malfunctions, when the weave unravels, and wild magic seeps into the material plane, the result is known as a wild magic surge. When drunk, a creature gains the enlarge effect of the enlarge/reduce spell for 1d4 hours (no concentration required). Of course, in 5e, the most common examples of this concept show up in subclasses. Such creatures gain, For 2d6 hours, you have a faint pink glow. Our first exposure to this strange energy was in wild magic zones. I mean, these sorcerers can actually control and harness the un-harnessable effects of wild magic. However, they do not follow the rules of magical item creation. When drunk, a creature can use its bonus action to exhale fire at a target within 30 feet. 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? You cannot stand up or hold or manipulate objects until your appendages reappear at the start of your next turn. A number (2d4) of the Staring Cats of Uldum-dar appear within 30 feet of the character. 903. the wild mage soaked in the process. You lose the ability to smell for 1 hour. You can take one additional action immediately. You are vulnerable to Undead for 1 hour. A random creature within 30 feet of you gains a flying speed equal to its walking speed for 1 minute. The next spell you cast within the next minute that does damage, the damage is maximized. You permanently gain one spell slot of one level below your highest-level spell slot, but lose one 1st-level spell slot. For more information, please see our For the next minute, you can see any invisible creature if you have line of sight to it. Your eyes permanently change color. When magic functions as intended, spellcasters can tap into the Weave and bend it to their will. This name generator will give you 10 random names for potions, elixirs and other concoctions. You grow 1d6 inches in height. During this time, you have the. Your height changes by a number of inches equal to the roll. General Wikidot.com documentation and help section. Small birds flutter and chirp in your vicinity for 1 minute, during which time you automatically fail any, A demon whose CR is equal to your level appears near you. You go back to your regular bodies at the end of your next turn, if the body is still alive. You lose concentration on any spells you are concentrating on, and an antimagic field surrounds you for the next minute. Reddit and its partners use cookies and similar technologies to provide you with a better experience. This is a class that is perhaps best known for the fact that they dont use magic, so how do their skills even work? No. You can also escape with a successful DC 11 Dexterity (Acrobatics) check. Evocation plays with the flow of energy, healing with a tender touch one minute and harming with a wall of fire the next. 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. 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. Immediately gaining a multiclass level in cleric or warlock. You become poisoned until you use your action to make a DC 12 Constitution check. You and all creatures within 30 feet of you gain vulnerability to force damage for 1 minute. You become invisible for the next minute. You and all creatures within 30 feet of you gain vulnerability to cold damage for 1 minute. How about the barbarian? By magical, I mean weird, otherworldly, and fundamentally out of (or beyond) our control. However, a Moon-Touched Sword lacks other major combat benefits. You let out a loud, thunderous belch that replicates the effect of a 1st-level, Up to 3 corpses within 30 feet of you rise as. Wikidot.com Terms of Service - what you can, what you should not etc. When drunk, a creature becomes invisible for 1 hour along with anything its carrying or wearing. One creature of your choice gains a +1 bonus to attack rolls, damage rolls, and its AC for 1 minute.