An uncontrollable power surges through you. You walk a fine line between control and chaos and should you cross it, the effects can be disastrous. Possibly some past event has left you mentally scarred due to your dealings with the power within you. perhaps you wish to be rid of your power or have a fear of it. Whatever it may be, your lack of control has lead to deadly consequences.
When you choose this feat, choose one of Fire, Lightning , Cold or Thunder. Whenever you cast a spell that deals damage of the chosen type, make a Wisdom saving throw equal to 10 + the level of the spell. On a fail, you must roll on the Mental Effects table to determine your actions and are unable to cast spells until you finish a long rest. On a success, you do not roll of the table but are still unable to cast spells that deal the chosen damage type until you finish a long rest. You immediately fail the Wisdom save if you trigger a magic surge.
Additionally on a fail, the following effects occur.
- if the spell was a single target spell of at least 1st level, every creature within a 5 * spell level foot circle centered on the target must make a Dexterity saving throw or take damage equal to half the damage dealt to the target, taking no damage on a success.
- If the spell could target multiple enemies with a spell attack, it becomes a single target spell.
- If the spell has a size and requires creatures to make a Dexterity or Constitution Saving throw, they do so at disadvantage.
- When you roll the maximum number on a damage dice of the chosen type, you can "explode" it. When you explode a dice, you roll another of that dice and add it to your total. This can lead to "explosion chains" where dice continue to roll max and explode further. However, there is a maximum amount of times you can explode per turn, equal to your charisma modifier.
- The range of area of effect spells is doubled, but creatures outside the original range take half damage and make their save without disadvantage, taking no damage on a success.
- You trigger a critical hit on a 19 and 20.
Mental Effects
Certain events can trigger a surge of emotional memories and force a character to remember past events, these moments can cause great trauma on their psyche and may lead to strange or irrational behavior. When you fail the wisdom saving throw, roll 1d100 to determine your action. All effects last fot 1 minute unless stated otherwise. The character may make another wisdom saving throw at the end of each of their turns to end these effects.
| Action | D100 |
| The character begins shaking violently and has disadvantage on Dexterity checks and attack rolls | 1-20 |
| The character starts weeping or wailing and is incapacitated | 21-40 |
| The character becomes frightened of every creature | 41-60 |
| The character experiences vivid flashbacks and has disadvantage on all ability checks | 61-70 |
| The character retreats into his or her mind and becomes paralyzed | 71-80 |
| The character becomes stunned and is deafened | 81-90 |
| The character falls unconscious but awakens if they take any damage or if a creature uses their action to shake them awake | 91-100 |
Long Term Effects
The trauma of these events doesn't stop suddenly, ir persists. After the temporary effects have ended, you must roll on the following table to determine what you do to cope with the events. They can last several hours and are generally fairly destructive while they last. Roll 1d100 and refer to the following table. The effects last for 1d10 hours.
| Post | D100 |
| The character feels compelled to repeat a certain activity over and over again, such as washing hands, touching things, praying or counting coins | 1-10 |
| The character suffers from extreme paranoia and has disadvantage on all Wisdom and Charisma checks | 11-20 |
| The character becomes confused and is only vaguely aware of their environment | 21-30 |
| The character experiences uncontrollable tremors or tics, which imposes disadvantage on attack rolls, ability checks and saving throws that involve Strength or Dexterity |
31-40 |
| The character has trouble speaking and only mumbles, they cannot take the help action or talk to others |
41-50 |
| The character locks themself in the first available location and refuses to come out |
51-70 |
| The character is racked with nightmares and must succeed on a Wisdom saving throw of 10. On a fail they gain no benefit from their next long rest | 71-85 |
| The character experiences vivid flashbacks and has disadvantage on ability checks | 86-95 |
| The character falls unconscious, no amount of shaking or damage will awaken them | 96-100 |
Previous Versions
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7/10/2020 8:24:37 PM
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7/11/2020 4:59:45 AM
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7/11/2020 5:03:25 AM
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7/11/2020 5:28:22 AM
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7/14/2020 8:25:02 PM
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7/15/2020 5:23:11 AM
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7/15/2020 5:24:04 AM
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