Chaos Incarnate Image

When you roll your first Wild Magic Surge per turn, you additionally roll on the Supa Surge Table (see below). Your DM may ask you to reroll the rolled result on the Supa Surge table, by giving you or one character of your choosing a Heroic Inspiration. (Creator's Note: but like, don't overuse it, pleasies, cause otherwise what's the point of even taking Kettle on a quest).


Supa Surge Roll Supa Surge Effects
01-00 Like That Ever Gonna Happen!

Cast Meteor Shower centered on yourself and roll another d100. If you roll 49 or lower, all creatures hostile to you are immune to the damage of this spell. If you roll 51 or above, choose a number of creatures that you can see up to your spellcasting ability modifier to be imnune to all effects of this spell. On a roll of 50, all creatures other than you are immune to effects of this spell and you take all the damage all the creatures within 120 ft of you have negated as a result of this surge
03-04 Kaiju Fight in the background!

A Evangelion (Collosus Statblock) and a Godzilla (Tarrasque Statblock) appear in an unoccupied space within 300 ft of you, but no closer than 120 ft from you and immediately begin fighting each other. Both the Evangelion and a Godzilla are impartial to you, your allies and your enemies and are controlled by the DM, fighting it out in the background, but their attacks and abilities may affect and deal damage to all creatures. When either the Evangelion or a Godzilla is defeated, the effects of this surge end, both the defeated creature and its opponent dissapearing.
05-06 Discount Sorcery

The next time you cast a spell with a spell slot, you can treat your spell slot as 1 level higher than it actually is. While this surge is active, you are considered to have all sorcerer spells prepared.
07-77 Jackpot!

You roll on the Thingie Surge table 5 times and must choose 2 of the results rolled to happen. You cannot choose this roll as one of the options when making these rolls.
09-10 funniest shit I've ever seen

Cast True Polymorph onto yourself. On a failed saving throw you turn into a pickle.
11-12 Mauler twins

Your identical copy appears in a random place within 60 ft of you. This copy has the same abilities, equipment and memories as you, aside from the fact that they think YOU are the copy of theirs. Whenever you or the copy endures another Supa Surge, the one that did not surge disappears, never to be seen again.
13-14 How about Gwent?

Play a Game of Dwarven Death Die with your DM. If you win - you recharge a single charge of a feature that recharges on a long or short rest or a single spell slot. If you loose - a chosen by the DM creature under their control recharges a use of one of its abilities, a spell it can innately cast or of any spellslot it used.
15-16 Mysterious Stranger

For the next minute wherever you make an attack (DMs discretion) a Mysterious Stranger may appear with a noir tune playing in the background. The Mysterious Stranger makes an attack against the target of your attack. This attack always hits and deals the same damage your attack would deal, regardless if your attack hits or misses. Mysterious Stranger disappears immediately after he makes an attack and the effects of this Supa Surge end.
17-18 Forever Young

Roll a d3: On a roll of one, cast Doom of Summer Years on yourself, on a roll of two, cast Time Ravage on yourself, on a roll of 3, cast both spells on yourself simultaneously and you have disadvantage on saves against these spells.
19-20 I added more Dice rolling to my Dice Rolling

Select a point within 60 feet of yourself, a sphere with a radius of 20 ft is created and you roll an another d100.

* On a 1-25 all creatures in that area are healed for 5d10 hit points.

* On a 26-50 all creatures in that area must make a Charisma Saving throw against your spell save DC, on failure save they are incapacitated until the end of your next turn.

* On a 51-75 All creatures in that area must make a Wisdom Saving throw against your spell save DC, on failure they must use their reaction to move up to their movement speed and give a high five to the nearest creature to them. If they cannot high five anyone or if no one high fived them, they instead cry and are blinded by their tears until the end of their next turn.

* On a 76-100 all creatures in that area have their placement swapped with the creature most furthest from them within the sphere.
21-22 Twenty One Damage!

All combatants take 21 damage. This damage cannot be reduced or avoided in any way.
23-24 In this economy?!

For the next minute, all valuable items are considered to cost half as much as they usually do.
25-26 I dont think, therefore I am not!

You cease to exist and hence gain immunity to all damage and all conditions, as well as are unable to be targetted by any spells or effect until you take an action, bonus action, reaction or move at least 5 ft.
27-28 Switcheroo!

Roll a d10. All other players also roll a d10. If another players rolls the same number that you did, you switch control of the characters for 1 minute. (Optional Rule: Players' Consent)
29-30 Quickdraw!

The mighty power of your rootin', tootin' soul summons forth the strength of one of your ancestors, who decided to take up a life as a gun-totin' outlaw cowboy! Choose two creatures within 120 ft of you that you can see. You and these creatures immediately cast the "Fingerguns" cantrip and roll an attack roll with this cantrip at each other. A creature that takes the most damage as a result of this standoff drops prone, as if hit by an imaginary bullet. Use your Spellcasting Ability and level to determine the attack and damage rolls of this cantrip. If there are no two creatures within 120 ft of you when this thingie surge is rolled, you instead attack yourself thrice with the casting of the Fingerguns cantrip and drop prone.
31-32 2D>3D

For the next minute you lose a dimension and become flat. You gain immunity to bludgeoning, resistance to piercing and vulnerability to slashing damage types. Creatures in front of you and behind you can perceive you but any creature standing aside of you can't see you. Furthermore you may be rolled up and squeezed through a space as small as 1 inch wide.
33-34 Shaq-Fu

For the next minute, your Size Changes to large and when you take an attack action, you can attack four times using your unarmed strikes. Your Unarmed strikes deal 1d10 Force damage and you can use your Charisma in place of Strength or Dexterity for making attacks with your unarmed strikes. (Editor's Note: You also become Lewd)
35-36 We're being delayed

A White Rabbit, that has a statblock of a Chwinga, but can innately cast the Delay spell any amount of times, holding a Chronolometer appears in an unoccupied spot within 60 ft of you and remains for 1 minute or until it is reduced to 0 hp. At the end of every creature's turn, the White Rabbit casts the Delay spell on the next creature in the initiative. Use your spellcasting DC to determine the save for this spell. The creature that reduces the White Rabbit to 0 hp gains the effects as if they were attuned to a Chronolometer until the end of their next turn.
37-38 I feel like a monster

You gain all four stages of the transformation from Grim Hollow Player's Option Book and a Corresponding Epic Boon from the Grim Hollow Player's Book, if the transformation has one. To determine your transformation, roll a d12

1 - Lycan
2 - Lich
3 - Seraph
3 - Ooze
4 - Aberration
5 - Fiend
6 - Spectre
7 - Fey
8 - Hag
9 - Primordial
10 - Shadowsteel Ghoul
11 - Vampire
12 - Roll on this table twice, ignoring this result on subsequent rolls

The Transformation Boons and Flaws persist until you finish a long rest or until you roll this Supa Surge again.
39-40 Prevailing trade winds

Roll a d4, you are immediately blown 20 feet in the rolled direction. Moving this way doesn't provoke opportunity attacks.

1 - North

2 - East

3 - South

4 - West
41-42 I refuse to make this a 42 joke

500 cigarretes materialize in an unoccupied space within 5 ft of you. If there is no unoccupied space within 5 ft of you, they all spawn in your mouth, already lit.
43-44 In the world of Grim Dark Future...

For the next minute, your size increases to Large, your strength score becomes 24 (unless it is already higher) and you gain an Antimatter Rifle, with 20 pieces of ammunition for it, as well as a Plate Armor, +3, already equipped on your person, which looks like the Space Marine armor. You gain proficiency with both Heavy Armor and Martial Weapons for the duration of this Supa Surge. Additionally, you gain advantage on attacks against all non humanoid creatures while this Supa Surge is active. Finally, while this Supa Surge is active, you can take a magic action to pray to God-Emperor of Mankind to aid you in battle, which has the effects of 2014 Divine Intervention and for the purposes of which you are considered a level 20 Cleric.
45-46 Absolute Cinema!

For the next minute, when any creature attempts to make an attack roll or an ability check, before rolling the d20, the player that controls them may vividly describe how success on the ability check or the attack roll will look like, declaring the success to be "Absolute Cinema". If all other players and the GM agree that the success would be an "Absolute Cinema", treat the check or attack as a critical success (a nat 20 on a d20). After one ability check or attack roll was made a critical success as a result of this Supa Surge, it ends.
47-48 Fool! This isnt even my final form!

For the next minute, when you are reduced to 0 hp for the first time, but not killed outright, you are instead reduced to 1 hp and you immediately cast True Polymorph on yourself, automatically failing the Saving throw against this spell. You can choose the form you assume as a result of using this spell, but you cannot willingly end your Concentration on this spell. All creatures who have seen you switch your form must suceed on a Wisdom (Insight) check against your Spell save DC or beleive that the form you assumed is your true form.
49-50 Ain't that shit banned?

Roll a 1d4. Depending on the roll, gain access to the following feat for the next minute:
1. Spelldriver
2. Mystic Conflux – you also immediately attune to a magic item from your equipment.
3. Cartomancer – the Spell hidden in the card is Invoke the Amaranthine
4. Cartomancer (again) – The Spell hidden in the card is Conjure Minor Elementals at 9th level.

If you roll this Supa Surge again while you still have access to this effect, you are banished until the end of your next turn, locked in a jail cell until you stop breaking the rules and the effects of this Supa Surge end.
51-52 It's in the game

An evil representative of a greedy game developer appears within 10 ft of you and asks you for money for a DLC to the current quest, where everything will be explained and you even get a cool armor. Spend 1d20*1000 gold to obtain +3 AC and +3 to hit bonus for the next minute. If you don't have enough money or refuse to spend it you get no benefits and spend your next turn reading the long ass user policy document.
53-54 Rapid Round

All Players receive a curse by rolling a !666.
55-56 Trusht me, itsh not dangeroush!

A Loaded B&B Robotics' Big Boom Shtick Appears in your hands and you must immediately use your bonus action to fire it. If you do not have a bonus action to do so, you gain it. The Big Boom Shtick remains with you until you succesfully recharge it and dissapears when you do. If for some reason you do not attempt to recharge it at the start of your turn, it fires a rocket directly at you and dissapears afterwards. While this Supa Surge is active, you cannot benefit from the "evasion" feature
57-58 Victoria's Secret

Secretly Roll a 1d4. Depending on the roll, gain access to the following effects for the next minute:
1. Counterspell: Next time any other creature other than you casts a spell within 60 ft of you, you cast Counterspell against them, without using the spell slot or reaction usually required to do so.
2. Ice Barrier: next time a creature within 60 ft of you gets hit with an attack roll, before the damage is dealt, the creature receives the effects of "rmor of Agathys spell cast at level 5
3. Iceblock: next time a creature within 60 ft of you would be reduced to 0 hp, the damage that would reduce it to 0 hp gets negated and it gains immunity to all damage until the start of their next turn.
4. Explosive Runes: Next time a creatures gets within 5 ft of you, cast Immolation on this creature.
After your secret effect is resolved, this Supa Surge ends.
59-60 Stressing out!

After you cast the next spell within the next minute, roll a d100. On a roll of 33 or lower, you no longer can cast this spell. Effects of this Supa Surge can only be reversed with a wish spell.
61-62 I'm on the next level!

Gain another level in your class. If you have several classes roll a die with an amount of sides equal to amount of classes you have to determine a class in which you gain a level. Your total levels can exceed 20 as a result of this effect. This effect lasts until you finish a short or long rest.
63-64 Bottoms up!

For the next minute, whenever any creature within 120 ft of you drinks a potion, roll a d2: on a one, the potion instead becomes a potion of poison, on a two nothing out of the ordinary happens.
65-66 Balance Patch

Remove all current effects of the Supa Surges. If there are no current Supa Surge effects - reroll this roll.
67-68 SIX SEVEEEEEN!

If you rolled a 67, your height changes to Six feet Seven Inches and you gain advantage on Dexterity (Sleigh of Hand) checks until you finish a long rest. If you rolled a 68, you cast Chorus of the Lost centered on yourself, as hundreds of ghostly millenials and gen alphas weep on you landing right next to the funny number but just missing it.
69-70 Well well, how the turntables

All your character features, spells and effects are forcibly updated to their 5.5e counterparts and remain in their new version for 1 minute. If one or several of your features do not have a 5.5e counterpart, you may keep using them as normal.
71-72 Swanjoke

For the next minute, if you are reduced to 0 hp but not killed outright, you can cast a spell with a casting time of 1 action, 1 bonus action or 1 reaction before going unconscious. Alternatively, you can first tell a joke before going unconscious. If your DM likes your joke, the effect that reduced you to 0 hp does not happen. Regardless, the effects of this surge end when you either cast a spell or tell a joke.
73-74 State Mandated Depression Roll

You are considered as not having this epic boon for 1d4 turns.
08-76 Duolingo

Roll a 1d4 On a roll of 1 - Change your Discord Language settings to Russian, Spanish on a roll of 2, Korean on a roll of 3 and Mongolian on a roll of 4. Afterwards, roll a d2. On a roll of 1 - change your Discord theme to Light. You can only change the settings back after the quest you are currently in has completed.
77-78 Hey, thats Metagaming!

Cast Dire Warning.
79-80 Words of Power

Roll a d6: On a roll of one, cast Power Word Heal, on a roll of two, cast Power Word Fortify, on a roll of three, cast Power Word Pain, on a roll of four, cast Power Word Stun, on a roll of five, cast Power Word Kill and on a roll of 6, cast Power Word Scrunch on a creature of your choosing within range.
81-82 Identity Crysis

Swap the amount of levels you have in each class places. Additionally, swap your Class Boons for Class Boons of another class in which you have levels. The Class Boons swap remains in effect for 1 minute. (E.G. If you were 3 Wizard 17 Rogue you instead become 17 Rogue 3 Wizard) ((I know that you are a 10/10, baby))
83-84 Edgerunner

For the next minute, you gain an extra action each turn and your speed is doubled. After each time you take this extra action you take 10d6 psychic damage, which cannot be negated or reduced in any way, after which you must succeed on a Charisma saving throw with the DC equal to the amount of psychic damage you took, halved. For each time you have taken this extra action on your turn, increase the amount of damage you take by 10d6. If you fail the Charisma saving throw, you become a cyberpsycho - on your turns you must use your movement and both actions to attack the creature closest to you, if there are several creatures within the same range to you at the start of your turn, you must give preference to creatures that have the lowest amount of hp (or look the most beaten). You still keep taking psychic damage as a result of using your second action during cyberpsychosys. The effects of this Supa Surge end when you drop unconscious or evade going unconscious as a result of any other Supa Surges, Wild Magic Surges, spells or your feats and boons.
85-86 What is this, some kind of League... of Legends?

When this Supa Surge is rolled, choose a person currenly online that has a Legend level Character and that has agreed to be summoned as a result of this roll prior. If they respond to your summons (ping) within 5 minutes, the Legend of your choosing appears in an unoccupied space within 30 ft of you, They remain present until the end of your next turn or until they receive any damage - at which point they get teleported back from the location they were brought here. The summoned Legend shares your initiative.
87-88 Suicidal Santa!

A robot (Animated Armor statblock that is vulnerable to bludgeoning damage) dressed as Santa Claus appears in a random spot within 30 ft of you. On its turn, the Robosanta eats a cookie, drinks a glass of milk and proceeds to wrap his arms around himself as he obliterates himself with a SUPLEX THROW!! Dealing 120 (20d20) bludgeoning damage to his own back! All creatures within 60 ft of Santa Commiting Suicide that could see him doing that must succeed on a DC 21 Wisdom Saving throw or be under the effects of "Tasha's Hideous Laughter" spell until the start of their next turn.
89-90 Just Beat It!

All creatures within 60 ft of you (including yourself) gain a d12 bardic inspiration. To use it they must vocalize "HEE-HEE" and do a swift dance move and while they have it their movement speed is halved, as they can only move by doing the moonwalk dance.
91-92 Russel's Teapot

If Pot is within 1 mile of Kettle when this Supa Surge is triggered, they are teleported to a random spot in Astral space. If Pot is not within 1 mile of Kettle when this Supa Surge is triggered, they may or may not be teleported to a random spot in Astral space, nobody can prove it anyway. Regardless, after 1 minute or when Pot goes unconscious whichever happens first, they are teleported back to a location where they were prior to this Supa Surge being triggered and this Supa Surge ends.
93-94 Driving in my truck

A 10x10 spectral Bergen Truck appears below you and drives in a 60 ft straight line in a direction of your choosing. If any creature collides with the Bergen Truck during its drive, it must succeed on a DC 20 Dexterity saving throw, taking 10d10 bludgeoning damage, or half as much on a success. If the Bergen Truck does not hit a single creature during its drive, its ruthless spirit angers, the car kicking you down and running over you, before dissapearing into the nothinghness it came from.
95-96 Sidequest Hustle

Your DM assigns the entire party a sidequest: a small goal to complete during this quest. The sidequest goals can wary, from "Cumulatively make 5 critical successes or failures" to "Defeat X without using a single leveled spell", the sidequest must be completable and possible to be completed during the completion of the main quest, however. On completion of the sidequest, all players gain a Heroic Inspiration, or, if they already have it, gain Temporary Hp equal to their level, twice.
97-98 Keter class Kettle

When this Supa Surge is rolled, all creatures within 120 ft of you that can see you must succeed on a Wisdom saving throw, DC for which equals 5*amount of Supa Surges currently in effect, including this one. On failure, they become frightened of you for 1 minute. If the creature fails the saving throw by 5 or more, they loose their immunity to the Frightened condition for the duration, if they have one. A Frightened creature may repeat the saving throw at the end of their turns, ending it on a success.
02-99 Breaking the Walls!

Send a Screenshot of your character's situation to @parovoz_zhukov (Andrey) asking for divine intervention - if they respond within 5 minutes, what they say happens as Divine Intervention.
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