You gain a number of Overload Charges equal to your proficiency bonus.
You may expend one Overload Charge to overpower a spell. Overpowered spell attacks are rolled using a High Variance die as a straight roll ignoring advantage/disadvantage. When casting any other overpowered spell, roll a High Variance D20. On anything besides a 1 the spell goes off as normal with the targets using High Variance dice to roll their saves.
*In the absence of High Variance dice, an 18/19/20 is a critical success, while a 3/2/1 counts as a critical failure.*
A critical hit/miss results on a roll on the wild magic surge table table below.
While overpowered, a critical failure deals damage equal to a critical success to the caster.
Wild Magic Surge
|
d12 |
Effect |
|---|---|
|
1 |
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. |
|
2 |
If you die within the next minute, you immediately come back to life as if by the reincarnate spell. |
|
3 |
Your size increases by one size category for the next minute. |
|
4 |
You cast fireball as a 3rd-level spell centered on yourself. |
|
5 |
Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |
|
6 |
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. |
|
7 |
You cast confusion centered on yourself. |
|
8 |
You cast fly on a random creature within 60 feet of you. |
|
9 |
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. |
|
10 |
You cast grease centered on yourself. |
|
11 |
A random creature within 60 feet of you becomes poisoned for 1d4 hours. |
|
12 |
You gain resistance to all damage for the next minute. |
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