document

Part of Wild Magic Rules in the Wilder Magic book

Wild Magic Surge

300 possible outcomes

Rolling a Wild Magic Surge

First roll a d20 to determine which of the 3 extremity columns apply, then roll a d100 on the surge table to determine the result of the surge.

d20 Extremity
1‑4 Extreme
5‑10 Moderate
11‑20 Nuisance

Wild Magic Surge table

d100 Extreme (1‑4) Moderate (5‑10) Nuisance (11‑20)
1 A fireball spell takes effect with you at the center. When calculating damage, roll a number of d6 equal to your character level up to a maximum of 10. A faerie fire spell takes effect with you at the center. A grease spell takes effect with you at the center
2 A confusion spell takes effect with you at the center. 2d4 darts from the magic missile spell orbit your head until the end of your next long rest. You can attack with any number of these darts as a bonus action until they are all gone. All light sources within 120 feet are extinguished.
3 You gain the effect of the invulnerability spell. You gain the effect of the shield spell for 1 hour. You gain the effect of the mirror image spell.
4 You gain the effect of the fly spell. You gain the effect of the levitate spell. You levitate 6 inches off the ground for 1 minute. You can move in the same way as with the levitate spell.
5 You gain the effects of the greater invisibility spell until your next long rest. You slightly fade out of existence until your next long rest and you gain advantage on any stealth checks for the duration. Your legs and anything you are wearing below your waist becomes invisible for 1 hour.
6 You gain the effects of the arcane eye spell until your next long rest. A third eye appears in your forehead, giving you advantage on sight-based perception checks until your next long rest at which point the third eye disappears. Your eyes glow red until your next long rest.
7 Your muscles tense up, electricity flickers over your skin, and wisps of smoke rise from your ears and mouth. You suffer the effects of the slow spell for 1 minute. The next time you deal damage with an attack or spell, the damage is maximized. Your hands tingle with static electricity until you do so. The next time you deal damage with an attack or spell, the damage is minimized. Your hands feel slightly numb until you do so.
8 You and all creatures within 30 feet of you gain the effect of the greater invisibility spell for 1 minute. You and all creatures within 30 feet of you gain the effect of the invisibility spell. You gain the effect of the invisibility spell.
9 You cast the Thunderous smite spell on yourself and all player characters within a radius of 120 feet. You cast the thunderwave spell which has a 20ft spherical area of effect centered on you. You cast the thunderclap spell.
10 Bone wings rapidly grow from your back, causing you great pain. You take 1d6 piercing damage. You also gain 1 AC and the ability to fly at your walking speed for 1 hour. At the end of the duration, the wings rapidly wither and fall off, causing 2d6 necrotic damage. Tendrils of dark energy reach out from your character to every creature within 30 feet of you. Those creatures take 2d6 necrotic damage. If you are wounded, you regain hit points up to the amount of damage dealt. If you are not wounded, you gain this amount of temporary hit points. If there are no targets within range you take 2d6 necrotic damage. Tendrils of dark energy reach out from your character to every creature within 30 feet of you. Those creatures take 1 necrotic damage. If you are wounded, you regain hit points up to the amount of damage dealt. If you are not wounded, you gain this amount of temporary hit points. If there are no targets within range you take 1 necrotic damage.
11 Your eyes turn white until your next long rest. You have the blinded condition and gain tremorsense with a radius of 60 feet for the duration. Your eyes turn black until your next long rest. You have the blinded condition and gain blindsight with a radius of 60 feet for the duration. You gain darkvision with a range of 60 feet until your next long rest. If you already have darkvision, you lose it for the same duration.
12 You instantly fall asleep for 1 minute. All creatures within 30 feet of you must make a Wisdom saving throw at 15 DC. Any creature immune to magical sleep automatically succeeds on its saving throw. Those that fail fall asleep for 1 minute. You become drunk for 1 hour. You are considered to have the poisoned effect for the duration. You are briefly paralyzed and fall backwards in a prone position. You take 1 bludgeoning damage from the fall and gain the prone condition.
13 You gain the effects of the Ashardalon’s stride spell for 10 minutes. Your shoes disappear and Boots of Speed appear on your feet, already attuned and activated. When the boots run out of activation time, they disappear. Your shoes do not return however. Your shoes disappear forever. If you are not wearing shoes, or cannot wear shoes due to having unsuitable feet, you instead become incredibly interested in the concept of shoes for 1 minute.
14 You cast feign death on the nearest player character, regardless of range. Its duration is 1 minute. You have a momentary vision of your own death at the hands of a friend. If you fail a Wisdom saving roll at your spellcasting save DC, you are frightened of the nearest player character for 1 minute. You instantly fall asleep until the end of your next turn.
15 If you die by any means except old age or the disintegrate spell, you come back to life as if by the true resurrection spell at the start of your next turn. If you ever roll this result again before this happens, you instantly die, then come back to life at the start of your next turn as described. If this occurs you lose the ability to come back to life in future unless this result is rolled again. You cast resurrection on the next dead humanoid you touch that meets the criteria for the spell. You feel a sharp pain in your chest and lose 1d6 hp. You gain one level of exhaustion.
16 You have a sudden flash of inspiration. You gain the ability to cast a random cantrip decided by your dm. Until the start of your next turn your entire body is consumed with a trembling sensation and you are paralyzed. Your thoughts become clouded. Your Intelligence is decreased by 2 until your next long rest. This gives you a headache.
17 You teleport to the nearest unoccupied space directly 30 feet upwards. You teleport to a random unoccupied space with 60 feet. You teleport to a random unoccupied space within 10 feet.
18 For 1 hour, you become incapacitated, translucent, and unable to produce any sound. Your mind is effectively blank and you drift around like a ghost. For 1 hour, any time you make an ability check, roll 1d6 and subtract the result. You feel incredibly gloomy and pessimistic for the duration. For 1 hour, any time you make an ability check, roll 1d4 and add the result. You feel happy and enthusiastic for the duration.
19 You gain the service of a phantom steed until your next long rest. You gain the effect of the Longstrider spell until your next long rest. You fall victim to a horrible cramp in both legs, reducing your speed by 10 feet for 1 hour.
20 You stand at the center of a circular wall of water spell. A Fog cloud spell takes effect with you at the center for 1 minute. 100 gallons of water appears in a 15 foot radius circle 5 feet above your head and falls evenly on everything within the radius.
21 You gain the effect of the Circle of Power spell until your next long rest. You cast Rary’s telepathic bond on the nearest player characters. The most distant creature to your current position that you can see is hit by the attack of a fire bolt cantrip.
22 A bag of 2d6 emeralds each worth 200gp lands on your head, causing 1d6 damage. 3d20 gold pieces appear around you with a series of loud pops. A single gold piece appears on the floor at your feet with a loud pop.
23 For 1 minute, a duplicate of yourself appears in the nearest unoccupied space to you. It is friendly to you and your companions, and it obeys your commands. It takes its turn immediately after yours. For 1 hour, you have the effects of the disguise self spell on yourself in the form of the nearest player character. You truly feel like you are that character. For 1 hour you are compelled to talk like a bad impression of another player character of your choice. You truly feel like you are that character, even though your impression is bad.
24 You transform into a medium-sized potted plant for 1 minute, during which time you are considered petrified. The plant growth spell cast as an action takes effect around you with a radius of 20 feet. A small flower grows out of your left ear. If plucked it withers and dies over the course of 1 minute. If left in place, it will stay alive as long as it is watered occasionally.
25 You are restrained by a Bigby’s hand using the Grasping Hand option for 1 minute. You gain the effect of the Bigby’s hand spell for 1 hour. You lose the use of your arms for the duration. A mage hand appears and slaps you in the face, dealing 1 bludgeoning damage.
26 You gain the effect of the summon fey spell, using the Mirthful type, for 1 hour. A confused, naked gnome appears in the nearest unoccupied space to you. It returns to where it came from after 1 minute. A random tiny flying creature flies into the side of your head, dealing 1 bludgeoning damage and knocking you prone.
27 When attacked you automatically use your reaction to cast hellish rebuke until your next long rest. You gain the effect of the mislead spell for 10 minutes. For 1 hour, everything you say must rhyme. If it doesn’t, you take 1 psychic damage.
28 You and Player characters within 30 feet of you gain a +2 bonus to their AC for 1 hour. You are all surrounded by a shimmering magical force for the duration. You gain a +5 bonus to your AC for 1 hour. You are surrounded by a shimmering magical force for the duration. You gain a +2 bonus to your AC for 1 hour. You are surrounded by a shimmering magical force for the duration.
29 All of your hair permanently falls out and does not grow back. A spell such as remove curse can end this effect All your hair falls out but grows back the next time you take a long rest. Your hair grows to double its current length over 1 minute.
30 You are transformed into a giant spider for 1 hour, as if by the polymorph spell. The palms of your hands grow a series of tiny hooks. You gain the effect of the Spider Climb spell for 1 hour. Small insects flutter and buzz in your vicinity for 1 minute. You cannot maintain concentration for the duration, and any concentration you currently hold is broken.
31 Gain the reduce effects of the enlarge/reduce spell for 2d6 days. You feel drained. Your Constitution is decreased by 2 for 1 hour. You shrink 1d6+2 inches in height. You gradually return to your original height over the course of 1 day.
32 Gain the enlarge effects of the enlarge/reduce spell for 2d6 days. You feel full of energy and vitality. Your Constitution is increased by 2 for 1 hour. You grow 1d6+2 inches in height. You gradually return to your original height over the course of 1 day.
33 A quarter of all the gold you are carrying disappears. If you are carrying no gold, 1 gold piece appears at your feet with a loud pop. All silver you are carrying is now copper. If you have no silver, 1 silver piece appears at your feet with a loud pop. All copper you are carrying disappears. If you have no copper, 1 copper piece appears at your feet with a loud pop.
34 You cast Magic Jar on the next tiny or small object you touch. You cast identify on the next unidentified magic item you touch. One randomly-chosen non-magical item in your possession that weighs 1 pound or less is duplicated.
35 A random demon whose CR is no more than half your level appears near you. Make a Charisma saving throw at 15 DC. If you succeed, the demon is subservient and follows your commands, otherwise, it is hostile. The demon, if not banished or defeated, vanishes after 1 day. An imp appears within 30 feet of you. Make a Charisma saving throw at 15 DC. If you succeed, the imp is subservient and follows your commands, otherwise, it is hostile. The imp, if not banished or defeated, vanishes after 1 day. For 1 hour, everything you say must be a question. If it’s not a question, you take 1 psychic damage.
36 You gain the effects of the Otto’s Irresistible dance spell. You radiate a dim pink light in a 10 foot radius until your next long rest. Any creature using sight to perceive you has advantage on their Perception check. A bad joke comes to mind and until you tell it (which takes an entire action), you suffer a Wisdom penalty of 2.
37 You cast the time stop spell. You gain the effects of the Etherealness spell for 1 minute. You gain the effects of the blur spell.
38 You are transformed into a dire wolf for 1 minute, as if by the polymorph spell. You gain the effects of the natural weapons spell (claws choice) as described in the Alter self spell. Your fingernails and toenails grow to an uncomfortable length. Until you trim them, your Dexterity is reduced by 2 and your speed is reduced by 5 feet.
39 You suddenly become extremely thirsty and suffer from one level of exhaustion until you drink. You feel the incredible urge to relieve yourself. Until you do, your Strength and Intelligence are reduced by 2. If you don’t relieve yourself (which takes an entire turn) in 1 minute, the above effects are removed, but your Charisma score is reduced by 4 for 1 hour or until you change your trousers or otherwise clean yourself. You are compelled to reveal an embarrassing secret and until you tell somebody (which takes an entire action), you suffer a Wisdom penalty of 2.
40 A random creature within 30 feet of you is poisoned for 1 hour. If there are no targets in range, this effect targets you. All food and drink within 30 feet of you becomes putrid, spoiled, or rotten as a foul green gas surrounds it momentarily. Consuming this food deals 1d6 poison damage and causes the poisoned condition for 1 hour. You lose 1d6x5 pounds. You gradually return to your original weight over the course of 1 day.
41 You travel back in time to the location where you began your turn. This immediately ends your current turn, but you take an additional turn. Your prior actions still stand. If you are not in combat or it is not your turn, you experience a nagging feeling that you really missed out on something special. You gain the effect of the haste spell. You travel forward in time, disappearing completely from the world until the end of your next turn.
42 A stinking cloud spell takes effect with you at the center. You vomit uncontrollably until the end of your next turn. You are considered to be incapacitated for the duration. You produce so much vomit that it spreads around you in a 10 foot radius. You feel extremely nauseated. You can expend an action to vomit which makes you feel better. Until you vomit your Constitution is decreased by 2.
43 A random god speaks to you telepathically and invites you to ask three yes or no questions, as if you had cast the Commune spell. The offer lasts until your next long rest. You gain the effect of the detect thoughts spell for 1 hour which triggers every time you look directly at any creature that is not a Player Character. You gain the effect of the detect magic spell until the end of your next long rest.
44 You stand at the center of a spherical wall of force spell effect. You become translucent and until your next long rest you can pass through any solid, non-magical wall that is less than 1 foot thick Every creature in a 20 foot radius sphere centered on you is pushed 10 feet away from you by a pack of mage hands.
45 You cast the gust of wind spell in the direction you are facing. You gain the effects of the warding wind spell. A gentle gust of wind blows outward from you. All creatures within 40 feet of you can feel it, but it otherwise does nothing.
46 You gain the effect of the draconic transformation spell. You gain the effect of the dragon’s breath spell with the lightning damage type. Sparks crawl over your head and neck. You cannot speak for 1 hour. When you open your mouth, smoke drifts out of it.
47 You lose the ability to see and gain the blinded condition for 1 hour. One of your eyes closes for 1 minute, giving you disadvantage on attack rolls. Your eyes become pure white until your next long rest, but you can still see normally.
48 You emanate impossibly bright white light in a 30-foot radius for 1 minute. Any creature in the area is blinded until it moves out of the area. A daylight spell takes effect, targeted at your own head. The closest creature to your current position is the target of a light spell.
49 For 1 hour, one creature of your choice that you can see is the victim of a bad luck curse. It has a -4 penalty to its AC, attack rolls, and damage rolls. You can target yourself. You cast vicious mockery as a reaction every time you are damaged by a creature until the end of your next long rest. You feel as if you have Tourettes syndrome and involuntarily curse and swear for the duration. You develop a nervous tic for 1 hour which causes you to apologize before and after everything you say.
50 Until the end of your next long rest you gain the effects of the tether essence spell and are automatically connected (no saving throw) to the nearest player character regardless of range. You automatically cast the friends spell on anybody you talk to until the end of your next long rest. You are unable to make any sounds with your voice until the end of your next long rest.
51 You switch souls with the nearest creature within 120 feet of you. You control it on its next turn, and it controls you on your next turn. You go back to your regular bodies at the end of your next turn. If no targets are within range then target the nearest object not being worn or carried. All your clothing and equipment teleports to the nearest unoccupied space at least 15 feet from you that you can see. You swap positions with the nearest Player character up to 120 feet away. If no target is available, you teleport to the nearest unoccupied space directly 5 feet upwards.
52 You gain the effects of the magnify gravity spell centered on you until the end of your next turn. All Player Characters are teleported to the nearest unoccupied space directly behind you. You gain the effects of the far step spell.
53 You cease to exist for 1 minute. At the end of this duration, you reappear in the place you started in, or the nearest unoccupied space. You have no memory of this time. You gain the effects of the Blink spell for 1 hour, which always succeeds for the duration. You gain the effect of the mage armor or barkskin spell, whichever makes your AC higher.
54 You can cast the wristpocket spell at will, with infinite duration, for the rest of your life. A spell such as remove curse can end this effect. Your pockets and carried containers overflow with sand. You cannot access any equipment until you spend 1 minute clearing all the sand out. Your hands snap open and cannot close for 1 minute. If you are holding anything, you drop it on the floor at your feet.
55 Until the end of your next long rest you gain the effect of the summon celestial spell, using the defender type. It appears in a random unoccupied space as close to you as possible. It cannot be controlled by you but does its best to defend you. It refers to you as “the chosen one.” You gain resistance to all damage until the end of your next long rest. You emit bright light up to 120 feet and dim light for a further 120 feet. Any creature using sight to perceive you has advantage on their Perception check. An intangible halo appears over your head for 1 hour. It emits bright light up to 10 feet and dim light for a further 10 feet. Any creature using sight to perceive you has advantage on their Perception check.
56 You cast the tiny servant spell on the next tiny non-magical object you touch. A modron chosen and controlled by the DM appears in an unoccupied space as close to you as possible, tries to establish a sense of order in its environment, then disappears 1 minute later. A visibly malfunctioning homunculus servant appears in an unoccupied space as close to you as possible. It takes its turn immediately after yours and attacks you until it is either destroyed or you are knocked unconscious, at which point it disappears. It has 1 hit point.
57 A naked duplicate of yourself appears in the nearest unoccupied space to you and immediately dies of shock. Its body remains indefinitely. It cannot be resurrected by any means. An illusionary duplicate of yourself appears in the nearest unoccupied space to you and loudly criticizes your actions for 1 minute at which point it disappears. If attacked it vanishes before the attack can hit. An illusionary duplicate of yourself appears in the nearest unoccupied space to you and looks very confused. It disappears at the end of your next turn. If attacked it vanishes before the attack can hit.
58 You cast the Find Familiar spell choosing the form of a Raven. You spend your next turn involuntarily birthing a raven from your mouth. After it lands on the floor, it shakes itself off and flies away. You lose 1 hit point. A sleeping raven appears on your shoulder for 1 minute. At the end of the duration, or If it is awoken, it shrieks and vanishes.
59 All creatures that can see you must make a Wisdom saving throw at 15 DC or be frightened of you until the end of your next turn. You are frightened by the nearest creature until the end of your next turn. You can only whisper for 1 minute.
60 A cloud of Daggers spell takes effect in the same space you are currently occupying. You gain the effect of the gaseous form spell for 1 minute. You emit a trail of odorless green gas for 1 hour.
61 The next creature to attack you is automatically hit by the effect of the temporal shunt spell. The Entangle spell takes effect with you at the center. You swap positions with the target of the action that triggered the surge, after it resolves. If the target is immovable you teleport to an unoccupied space within 5 feet of it. If the target is yourself then you teleport to an unoccupied space within a 20 foot radius.
62 You gain the effect of the spiritual weapon spell cast at level 4. The weapon takes the form of a giant wooden mallet. You gain the effect of the Shadow Blade spell. A rusty sword appears in an empty hand. If you do not have an empty hand it clatters to the floor in the closest unoccupied space.
63 For a moment you are able to see all realities and timelines which is overwhelming. You are stunned until the end of your next turn and gain one level of exhaustion. For 1 hour, you are able to see 1 second into the future. For the duration you cannot be surprised and have a +5 bonus to initiative. For 1 minute, you have double vision. This gives you disadvantage on attacks and Perception checks involving sight.
64 Permanently increase one ability score of your choice by 1 point. Permanently decrease a different ability score of your choice by 1 point. A spell such as remove curse can end this effect. For 1 hour you are surrounded by a cloud of spores. Anybody who ends their turn within 5 feet of you is charmed by you for 1 minute. When charmed in this way, a creature has no memory of being charmed by you. Mushrooms sprout around you in a 5-foot radius and vanish after 1 hour. If one is harvested and eaten within this time, the creature must make a Constitution saving throw at 15 DC. On a failed save, it takes 2d6 poison damage. On a successful save, it gains 2d6 temporary hit points.
65 Cast a delayed blast fireball at your feet that explodes as soon as you leave the area of effect. You are aware this spell has been cast and that it will explode when you leave the area. When cast in this way the spell does not gain damage at the end of your turn, and cannot be triggered by interacting with the glowing bead mentioned in the spell description. Until the end of your next long rest any flammable item you touch, that you aren’t already wearing or carrying, bursts into flame Faint spectral fire surrounds you until the end of your next long rest. It does no damage and produces no heat. You gain advantage on intimidation checks.
66 You cast the astral projection spell on yourself instantly. You gain the effects of the spirit shroud spell. A tiny fairy flies around your head being very encouraging for 1 minute before disappearing.
67 You projectile vomit 2 gallons of blood and are instantly reduced to 1 hit point. You gain one level of exhaustion and your hit point maximum increases by 2. You feel a rush of energy and your hit point maximum increases by 1.
68 You gain the effects of the crown of madness spell. The DM chooses who you attack, or determines it randomly. Gnats buzz around your head for 1 minute, distracting you. You must make a Constitution saving throw at 10 DC to take any action. Until the end of your next long rest you believe with absolute certainty that you are invisible, but you are not.
69 You gain the effects of the crown of stars spell. Your hands are surrounded in a radiant glow which emits bright light up to 20 feet and dim light for a further 20 feet. Your attacks and spells do an extra 1d6 radiant damage for 1 minute. For the duration you cannot hide, your stealth rolls are made at disadvantage and any creature using sight to perceive you has advantage on their Perception check. Radiant light shines on you from above for 1 minute which emits bright light up to 20 feet and dim light for a further 20 feet. For the duration you cannot hide, your stealth rolls are made at disadvantage and any creature using sight to perceive you has advantage on their Perception check.
70 You are cocooned in a fragile crystalline formation until somebody breaks it with any attack or spell that does damage. You take no damage from the attack that breaks the crystal. You cannot move or make a sound for the duration but you can breathe. The ground in a 20 foot radius circle around you becomes covered in crystalline formations for 1 hour and is considered difficult terrain. One of your back teeth is permanently replaced with a 500gp sapphire. You feel it happen.
71 Your arms double in length and become tentacles until the end of your next long rest. You gain additional distance for making a melee attack as if you were using a weapon with the reach property. You can still use any weapons you have equipped and interact with objects. You grow a 4 foot long forked demon tail which lasts until the end of your next long rest. It greatly improves your balance and grants you advantage on dexterity saving throws for the duration The ground shakes and all unlocked doors, windows, and containers in a 60ft sphere around you fly open as if affected by the Thaumaturgy spell. All unsecured objects in a 60ft radius are pushed 5 feet in a random direction.
72 The action that triggers the surge is instantly undone as you travel back in time to just before you performed the action. The moment you perform the action that triggers the surge you forget how to perform it. You can’t perform this action again for 1 hour. Your next action automatically triggers a wild magic surge.
73 For 1 minute at the end of each of your turns you teleport to a random unoccupied space within 60 feet. You cast vortex warp on the nearest player character, targeted at an unoccupied space as close to you as possible You teleport to a random unoccupied space within 30 feet.
74 You instantly cast the spell Heroes’ feast in an unoccupied space as close to you as possible. You cast the spell create food and water in an unoccupied space on the ground as close to you as possible. You feel a tickle in your throat, then cough up 4d6 goodberries.
75 You feel as if you just woke up from a deep sleep, refreshed and invigorated for the day ahead. All relevant features and resources (such as spell slots, magic items, and hit dice) are replenished as if you had taken a long rest. You briefly close your eyes and when you reopen them moments later, you feel as if you’ve had a refreshing nap. You gain the effects of a short rest, including the use of hit dice. You immediately fall unconscious
76 Your hands disappear until the end of your next long rest. You are unable to cast spells with somatic components or make any attacks that require the use of your hands for the duration. Anything you are carrying in your hands falls to the floor. Your limbs become stiff and sore until the end of your next long rest. You must succeed on a Dexterity saving throw at 15 DC to cast a spell with a somatic component or make any attacks that require the use of your hands. Your hands double in size until the end of your next long rest. You can no longer wield weapons but your unarmed strikes deal 1d10 + your strength modifier bludgeoning damage on a hit.
77 A confused brown bear appears in an unoccupied space within 60 feet of the caster for 1 hour or until it dies. It takes its turn immediately after yours and is considered to have the effect of the confusion spell. At the end of the duration it disappears completely. You gain the ability to understand and speak with all animals and plants until the end of your next long rest but they are all incredibly rude to you. Short animal fur grows from your skin over the course of the next minute. It falls off at the end of your next long rest. If you already have fur, it falls off over the course of the next minute and grows back at the end of your next long rest.
78 You cast the alter self spell and change your appearance into a random playable race until the end of your next long rest. Your DM can choose a race for you or determine it randomly. Your body changes to be the opposite gender until the end of your next long rest. Your voice becomes an octave lower until the end of your next long rest.
79 A spectral audience of thousands appears to observe the scene. They cheer and boo depending on how well you and your allies are doing. At the end of the battle if they are happy with your performance they heal you and your allies for 3d10 hit points and 10d6 gold coins rain from the sky. The DM decides if they are satisfied or not. If you are not in combat they become bored and leave after one turn making disappointed noises. An illusionary orchestra appears around you for 1 hour. For the duration you and everybody within 60 feet of you have disadvantage on wisdom saves, cannot hide, your stealth rolls are made at disadvantage and any creature using sight or hearing to perceive you has advantage on their Perception check. You hear a ringing in your ears for until the end of your next long rest. During this time you are considered deafened and casting a spell that requires a verbal component requires a Constitution saving throw at 15 DC.
80 Your highest stat becomes 6 until the end of your next long rest. Your lowest stat becomes 18 until the end of your next long rest. You are surrounded by a faint, pleasant odor until your next long rest. You gain advantage on all Charisma checks you make for the duration.
81 An intangible pixie appears within 5 feet of you. At the end of your turn, the pixie explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw at 10 DC or take 1d6 force damage. Pixies appear like this at the start of your turn for 1 minute. They also explode if attacked. You gain the effect of the Gift of Alacrity spell until the end of your next long rest. You retreat into your mind and become paralyzed for 1 minute. The effect ends if you take any damage or are shaken.
82 You are at the center of a darkness spell for 1 hour. You cast the Calm Emotions Spell in a 120 foot radius around you. It only targets hostile creatures, attempting to make them indifferent to you and your allies. If there are no suitable targets in range, you are affected by indifference yourself and are incapacitated until the end of your next turn. Your skin permanently darkens as if you have a tan. If you already have dark skin it becomes completely black. A spell such as remove curse can end this effect.
83 You become a skeleton for 1d4 days. Your abilities change as follows: -2 Str, -4 Con, +4 Dex. Somehow, you can still talk and your mind is intact. A Skeleton rises from the ground nearby and follows you for 1 hour, or until it is destroyed. It is completely passive and just wants to be near you. You become incapacitated for 1 minute and spend the duration weeping. The effect ends if you take any damage or are shaken.
84 A huge oak tree grows out of the ground directly beneath your feet. You and any creature or object within a 15 foot radius are lifted up with its branches to a height of 30 feet or just below the ceiling of the room you are in. Vegetables sprout abundantly from the ground within a 30 foot radius of you. They are ordinary vegetables and are fine to eat. You smell strongly of cabbages until the end of your next long rest. Nothing can remove this smell. You have disadvantage on all Charisma checks you make for the duration.
85 You transform into a stuffed toy resembling yourself for 1 hour, during which time you are considered petrified. A duplicate of you appears for 1 minute. It takes its turn immediately after yours but it only moves as close to you as possible to talk to you. It claims to be from the future and asks for money to fund a future adventure. If attacked it vanishes before the attack can hit. At the end of the duration it vanishes. One randomly-chosen non-magical item in your possession that weighs 1 pound or less vanishes and is forever gone. A note is left in its place (with your signature) saying thanks and naming the item that was taken.
86 You and Player characters within 120 feet of you gain the effects of the Stoneskin spell. You gain the effects of the Stoneskin spell. Your skin becomes rough and textured like stone for 1 minute. Your movement speed is halved for the duration.
87 A wall of sand spell effect of maximum size appears directly behind you, pointing away from you. You cast earth tremor. You instantly soil yourself. Until you can change your clothes or clean them, your Charisma is reduced by 4.
88 A 10 foot radius sphere of dark energy appears with you in the center. When a creature enters the area for the first time on a turn or starts its turn there, its maximum hp is permanently reduced by 1d4. A spell such as remove curse can end this effect. A life-size marble statue of you and another random player character passionately kissing erupts from the ground in the nearest unoccupied space to you. You are suddenly covered in weeping sores, taking 1d6 necrotic damage at the end of every long rest. This is considered to be a disease that lasts 2d4 days.
89 You cast the life transference spell on the nearest player character within 60 feet. If that character is healed above its maximum hp, it gains the excess as temporary hp. If there are no targets within range you still take the damage from the spell but cannot be killed by it. You cast the regenerate spell on yourself. If you are healed above your maximum hp by the initial healing effect of the spell, you gain the excess as temporary hp. You are the target of a vicious mockery spell which automatically hits you (no saving throw). The insult is well-crafted and designed to make the character feel bad about themselves.
90 Your thoughts feel erratic and your hands feel shaky. You lose all of your skill proficiencies until the end of your next long rest. You gain the effects of the shield of faith spell until the end of your next long rest. The next word you speak is the verbal component of a command spell to all creatures that can hear you.
91 Three lightning bolts hit creatures of your choice within 60 feet of you. Targets take 2d10 lightning damage. If you don’t have any targets available, or refuse to choose targets, they all hit you. Sparks crawl over your body for 1 hour. For the duration any creature you hit with a melee attack takes an extra 1d6 lightning damage Sparks crawl over your body. The next creature you hit with a melee attack takes 1d6 lightning damage and this effect ends.
92 You are instantly teleported to a demiplane that appears to be an empty stone room 30 feet in each dimension with no exits. You return to the place you left after 1 minute. For 1 minute, your skin turns blue and is covered in frost. For the duration you automatically cast the ray of frost spell at the nearest creature in range at the start of each of your turns. For 1 minute you are surrounded by a cloud of insects. For the duration you move 10 feet in a random direction at the start of each of your turns.
93 A zone of truth appears centered on you until the end of your next long rest. You become very empathic. You gain advantage on all insight checks until the end of your next long rest. You experience a random hallucination and are distracted by it for 1 minute. Any attack rolls, ability checks, or saving throws are made with disadvantage for the duration.
94 You are incapacitated and can do nothing but laugh uncontrollably for 1 minute. At the end of the duration all of your lost hit points are restored. Until the end of your next turn, you are unable to take any action that causes damage of any type. You feel extremely peaceful and content. You feel very relaxed and make no attempt to dodge until the end of your next turn. Any attacks made against you have advantage.
95 A random god speaks to you telepathically and invites you to ask a question, as if you had cast the Divination spell. The offer lasts until your next long rest. You can cast the command spell as a bonus action for 1 minute. You feel dominant and belligerent for the duration. You feel heroic for 1 minute and are compelled to stand upright with your fists in the air when not taking any other action. You are unable to gain benefit from half or ¾ cover for the duration.
96 A rather large lump grows on your chest. A Medicine check of 18 or higher will successfully extract a Gemstone worth 250gp from your chest cavity close to your heart, dealing only 5 slashing damage to you. A medicine check of 5-17 will extract it dealing 10 slashing damage, and 1-5 will hack it out dealing 20 slashing damage. Until the start of your next turn a column of radiant light with a 60 foot radius appears above you. When a creature enters the area for the first time on a turn or starts its turn there the light invigorates them and they can take an extra action on their turn. Smoke starts billowing out of your mouth, nose and ears for 1 minute. You gain ¾ cover for the duration.
97 You are permanently transformed into an animated metal construct that looks like you. Your statistics are the same, but you are classed as a Construct and you don’t require air, food, or drink. Items worn or carried by you are unaffected. A spell such as remove curse can end this effect. Irresistible Fey music starts emanating from you until the start of your next turn. Any creature in a 30 foot radius of you that can hear must succeed on a wisdom saving roll at 15 DC, or spend their entire turn dancing. Over 1 minute you grow a huge set of antlers that shed the next time you take a long rest. Hats or helmets are knocked off your head as they grow.
98 Your flesh turns into a mirrored metal for 1 minute. For the duration any damage you suffer from an attack or spell will not affect you, but is reflected to your attacker(s). Your flesh turns to gleaming adamantine for 1 minute. For the duration any damage you suffer from an attack or spell does no damage. You feel compelled to pay a heartfelt compliment to another Player character and until you do so (which takes an entire action), you suffer a Charisma penalty of 2.
99 Your thoughts feel unnaturally crisp and your body feels lighter and stronger. You gain +2 to every stat for 1d4 days. 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 incapacitated until the end of your next turn. This existential crisis lasts until the start of your next turn, after which you shake it off as nonsense. Nothing happens. The DM is welcome to roll many dice and chuckle a bit.
100 The next creature you kill explodes, showering any creatures around it with gore, and dealing 2d6 damage to any creature in a 10 feet radius. Your hands tremble until this occurs, giving you disadvantage on any ability check or attack roll that requires the use of your hands You gain the effects of the Armor of Agathys spell cast at 5th level. You feel invincible and full of rage. You immediately walk your full speed towards the nearest hostile creature. If there are no hostile creatures that you can see, you are instead compelled to shout a challenge inviting any of the bastards to come and fight you, directed at nobody in particular.

Last updated Oct 14 2024 @ 17:43

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