Wilder Magic Surge
Wheel entries:
- 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.
- You cast grease centered on yourself.
- Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
- 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 decreases by a number of years equal to the roll (minimum 1 year old).
- 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. You also cannot cast spells requiring verbal components.
- A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.
- You are 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 8 hours, you immediately come back to life as if by the reincarnate spell.
- Your size increases by one size category for the next minute. For this period, your Strength score is doubled.
- 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.
- Roll on this table at the end of each of your turns for the next minute, ignoring this result on subsequent rolls.
- For the next minute, you gain truesight out to 60 feet. This version of truesight does not make invisible creatures visible to you.
- A faerie dragon of random color (D8- 1-2: Red, 3: Orange, 4: Yellow, 5: Green, 6: Blue, 7: Indigo, 8: Violet) appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.
- You cast hypnotic pattern as a 3rd-level spell centered on yourself.
- You cast legend lore as an action, requiring no material components.
- Your hair and eyes change color, roll 1d8 for each- 1: Monochrome, 2: Red, 3: Orange, 4: Yellow, 5: Green, 6: Blue, 7: Indigo, 8: Violet.
- You cast slow centered on yourself.
- For the next minute, you gain 2d12 temporary hit points at the start of each of your turns.
- For the next 10 minutes, you gain the benefits of the speak with animals and speak with plants spells, but forget all languages.
- You cast entangle centered on yourself.
- You gain advantage on the next saving throw you make within the next minute.
- Your skin turns a pale green and glows faintly in the dark. A darkness spell can end this effect.
- A random creature within 60 ft of you rolls on the wild magic surge table (rerolling if N/A)
- For the next minute, all metamagic costs are halved (to a minimum of 1).
- Cast time stop. At the end of each turn stopped in time, roll on the wild magic surge table, ignoring this result. After time stop ends, gain 1 exhaustion level per turn spent in stopped time.
- You are afflicted with hiccups. For the next minute, roll a die at the beginning of your turn. On an odd result, you must use your action to cast thunderwave at 3rd level.
- For the next minute, your spell damage explodes on max damage rolls.
- Roll a d10. Your age increases by a number of years equal to the roll.
- A pixie appears. The creature arrives invisibly somewhere within 120 ft of you and tries to cause mischief. It can choose to dissapear at any time but not reappear.
- Gain 20 temporary hit points. While these remain, you shed bright light in a 20-foot radius and dim light for an additional 20 feet.
- You polymorph into a sperm whale for 1d6 rounds. If you drop to 0 hit points, your form reverts.
- For the next minute, your cantrips have a casting time of 1 bonus action.
- You cast immovable object as a 6th-level spell on an object within the spell's range.
- 1d4 magmins controlled by the DM appear in spaces within 15 feet of you, then disappear 1 minute later.
- You are surrounded by loud sounds or music (your choice) for the next minute, deafening those within 60 feet of you. The sound can be heard from 300 feet away.
- A consumable (d4- 1: fruit, 2: organ, 3: baked good, 4: worm/grub) with the effects of a potion of (d6- 1-2: heroism, 2: speed, 3: greater healing, 4: invulnerability, 5: diminution, 6: giant size) appears in a puff of smoke and floats 1 foot above your head until touched (it then falls).
- A portal to a dark void appears briefly, allowing a giant blue monster hand to dispose of 1d4 bottles of unlabelled bottles of dark blue fluid. They land nearby.
- Your hair grows at a rate of 1 foot per hour for the next 1d4 days.
- Within the next minute, the first Huge or smaller plant or creature with an intelligence score of 3 or less (or no intelligence score) gains the benefits of an Awaken spell. The awakened creature does not become charmed by you as normal for this spell.
- For the next minute, 1st level spells are upcasted 1d4 levels (reroll for each new spell) and consume no spell slots. These spells have 50% wild magic surge chance.
- For the next minute, everyone within 60 feet of you can speak only in whispers.
- Your personality and alignment are reversed for 10 minutes.
- You and creatures within 30 feet of you are afflicted with short-term madness (DMG 259)
- You cast Galder's Tower, then roll a d6. On an even number, the construction is permanent rather than lasting 24 hours.
- A burning, blackened corpse crashes into the ground from the sky. If searched, the only equipment left intact is (1d4) 1: 1d6 frag grenades, 2: random renaissance firearm and 3d12 bullets, 3: random modern firearm, 4: random futuristic firearm. Any weapon with the loading property is fully loaded.
- Summon a random Trick Object (DMG 298). It appears in a space of your choice within 30 ft of you.
- A beast or plant on the same plane of existence as you gains the benefits of an awaken spell, 1d6 levels of wild magic sorcerer, and 1d12 points added to their Charisma score. You gain no knowledge of which creature was affected, but they know you caused the effect.
- All rations and food items within 120 feet of you begin glowing, exit any containers they are stored in, and levitate to form a single glowing shape. The shape forms into an ornate dining table with a full banquet atop it which functions as a Heroes' Feast spell.
- You polymorph into a dire wolf or giant spider for 1 minute. Whenever you reduce a living creature to 0 hp, it becomes a wolf (if dire wolf) or giant wolf spider (if giant spider) under your control. The wolves/ wolf spiders remain even once you return to your true form.
- Roll 1d6 1: Crabs, 2: Frogs, 3: Goats, 4: Lizards, 5: Wasps, 6: Weasels. 1d4 Giant versions of these creatures appear within 30 feet of you, and obey your commands. They are formed from a blue clay-like substance, are constructs, and cannot be healed. If they take damage, you gain an equal amount of temporary hp.
- You polymorph into a (d4) 1: Aurochs, 2: Giant Boar, 3: Giant Elk, 4: Rhinoceros for 1 minute. Any time you make a successful Charge attack, you can use a bonus action to cast a spell that normally has a casting time of 1 action. Casting the spell requires spell slots but no components, and is upcast 1 level for free.
- A random creature within 60 feet of you benefits from the detect thoughts spell.
- A giant space hamster appears in a space adjacent to a random creature within 80 feet of you. It understands the adjacent creature's speech and is loyal to them.
- A random creature within 60 feet of you is afflicted with an imaginary friend only they can see or hear. A greater restoration or modify memory spell cures them of this friend.
- Whenever you cast a spell as an action for the next minute, roll a d6. On an odd number, you instead cast a random spell available to you, rerolling if you get the same spell or if the new spell is not cast as an action. The spell is upcast by a number of spell levels equal to the d6 roll.
- A random creature within 60 feet of you becomes equipped with a magic greatclub, with any items they previously held being stowed safely on their person. The greatclub has a +10 to attack and damage rolls and, on a successful hit, knocks a creature 20 feet in a direction of the wielder's choice. A critical hit from this weapon inflicts a random lingering injury. The weapon vanishes after 1 minute.
- You vomit a swarm of wasps (MM 338) into an adjacent space. You control the swarm, which takes its turn immediately after yours. Whenever you take damage, you vomit more wasps, which immediately join the swarm. This heals the swarm by an equal amount to the damage taken, or gives the same amount of temp hp (your choice when you take the damage).
- You and all creatures within 30 feet of you gain vulnerability to either bludgeoning or slashing damage for the next minute (determined randomly).
- Choose a spell you know which deals one of the following damage types: acid, cold, fire, lightning, poison, or thunder. Change the spell's damage type to another from this list permanently, and change the spell's name to reflect this.
- You regain all expended spell slots.
raffle
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A3