Guys I'm looking for some wild magic surge ideas for my player. They let me know that they are okay with homebrew surges, because we dislike some that are in the original table. Go crazy with ideas guys. So far I have maybe turning magnetic (not too strong) for thirty seconds. The more ideas the merrier.
Your characters hair immediately grows 4 feet long. If you are a race that does not normally have hair, this hair falls out after 10 minutes.
Your voice becomes extremely high pitched for one hour.
The next spell you cast which targets a single creature splits, targeting the nearest creature to the intended target. If more than one target is equidistant from the target creature, determine the new target randomly.
You immediately cast disguise self on yourself, with your disguise matching the last humanoid creature you saw.
A white rabbit manifests and climbs out of your clothes, and will always climb out of your hat if you're wearing one. This rabbit is friendly to you but is otherwise mundane.
A pixie appears in the nearest unoccupied space. The pixie is psychic and reads your surface level thoughts, screaming them out loud for everyone to hear.
The only thing you'll want to change is #100, which is a draw from the Deck of Many Things. You'll notice there's even some wording there specifically for the charity game I ran.
ROLL D100 - Adapted from Tome of Magic 01Wall of force appears in front of caster.
02 Caster smells like a skunk for 10min 03 Caster shoots forth eight non-poisonous snakes from fingertips. Snakes do not attack. 04 Caster's clothes itch (Disadvantage on concentration checks for 1 min)
05 Caster glows as per a light spell 06 Every creature within 60’ of the caster is subject to the magic missile spell (level 1) 07 Next phrase spoken by caster becomes true, lasting for 1 turn 08 Caster's hair grows one foot in length and when cut the hair becomes whatever material was used to cut it.
09 Caster pivots 180 degrees 10 Caster's face is blackened by small explosion 11 Caster develops allergy to their magical items (if they have any). Character cannot control its sneezing And is Incapacitated until all magical items are removed. Allergy lasts until the end of the casters next turn. 12 Caster's head enlarges for 1 min. Enemies score a critical hit on the caster on the roll of 19 or 20 on a d20.
13 Caster reduces (reversed enlarge) for 1 min. 14 Caster falls madly in love with target until a remove curse is cast 15 Spell cannot be canceled at will by caster 16 Caster polymorphs randomly 17 Colorful bubbles come out of caster's mouth instead of words. Words are released when bubbles pop. Spells with verbal components take effect on the casters next turn. 18 tongues spell on all within 60 feet of caster 19 Wall of fire encircles caster 20 Caster's feet enlarge, reducing movement to half normal. 21 Caster suffers same spell effect as target 22 Caster levitates 20' for Id4 turns 23 Cause fear with 60' radius centered on caster. All within radius except the caster must make a saving throw. 24 Caster speaks in a squeaky voice for Id6 days 25 Caster gains X-ray vision for Id6 rounds 26 Caster ages 10 years 27 Silence, 15' radius centers on caster 28 10' x 10' pit appears immediately in front of caster, 5' deep per level of the caster 29 Caster no longer has a reflection nor a shadow. Lasts for 1 day. 30 Colored streamers pour from caster's fingertips 31 Spell effect rebounds onto the caster 32 Caster becomes invisible (as greater invisibility spell) 33 Color spray and confetti shoo from caster's hands. 34 Stream of butterflies pours from caster's mouth 35 Caster leaves monster-shaped foot-prints instead of his own until a dispel magic is cast 36 3d10gems shoot from caster's fingertips. Each gem is worth Id6 x 10 gp. 37 Music fills the air 38 Create food and water 39 All normal fires within 60' of caster are extinguished 40 One magical item within 30' of caster (randomly chosen) is drained of all it’s charges 41 One normal item within 30' of caster (randomly chosen) becomes permanently magical gaining a magical quirk. 42 Caster’s and targets eyecolor swap. 43 Smoke trickles from the ears of all creatures within 60' of caster for 1 turn. Creatures are deafened. 44 Caster regains all lost hit points up to their maximum. 45 All creatures within 30' of caster begin to hiccup (Like tashas hideous laughter but hiccups) 46 All normal doors, secret doors, portcullises, etc. (including those locked or barred) within 60' of caster swing open as the knock spell.
47 Caster and target exchange places 48 Spell affects random target within 60' of the caster 49 Spell fails but is not wiped from caster's mind 50 cast Bigby’s Hand under casters control. The hand is shaped like a cats paw. 51 Sudden change in weather (temperature rise, snow, rain, etc.) lasting Id6 turns 52 Deafening bang affects everyone within 60'. All those who can hear must save vs. spell or be stunned for Id3 rounds. 53 Caster and target exchange voices for 1 day
54 extra-planar creature appears: 25% Celestial, 25% Fey, 25% Fiendish, 25% Elemental 55 cast Thunderwave 56 Spell effectiveness (range, duration, area of effect, damage, etc.) decreases 50% 57 Spell is cast twice effecting the same targets. 58 Conjure a random genie not under the casters control. The Elemental remains for 10 min and has a 01% chance of granting 1 wish to the caster. 59 All weapons within 60' of caster glow for Id4 rounds 60 Creature automatically fails its saving throw for the spell and suffers the spells maximum effect. 61 Spell appears to fail when cast, but occurs 1-4 rounds later 62 All magical items within 60' of caster glow for 2d8 days 63 Caster and target each switch to their opposite alignments (ie chaotic good to lawful evil) 64 cast Slow spell 65 Target grows a tail that lasts until remove curse. 66 Lightning bolt shoots toward target 67 Target gains a random form of permanent madness. 68 Darkness centered on target that the caster can see through. 69 Plant growth centered on target 70 1,000 lbs. of non-living matter within 10' of target vanishes 71 A Stench Kow falls from a portal in the sky and lands on the target and explodes (Functions like a Fireball centered on target) 72 Target turns to solid gold (like the flesh to stone spell) 73 Spell is cast; material components and spell slots are retained 74 Everyone within 10' of caster receives the benefits of a heal spell 75 Target becomes dizzy (- 4 AC and Attacks, cannot cast spells) for 2d4 rounds 76 Wall of green fire encircles target 77 Target levitates 20' for Id3 turns 78 The day resets. All player character are sent back in time to sunrise on the current day and retain all memories of what happened. 79 Target is charmed as per charm monster 80 Target forgets why it was fighting and leaves combat if able. 81 Target's feet enlarge, reducing movement to half normal. 82 Caster is infused with energy from one of the outer planes. Caster becomes either an aasimar, genasi or tiefling for 1 month as they are infused with the energy. 83 Target polymorphs randomly into a bunny or a tyrannosaurus (50/50) 84 Target falls madly in love with caster until a dispel magic is cast. 85 Caster changes gender until dispel magic is cast on them. 86 Small, black raincloud forms over target until the target laughs. 87 Stinking cloud centers on target as they let out a loud fart. 88 Heavy object (boulder, anvil, safe, etc.) and a coyote appears over target and falls for 2d20 points of bludgeoning damage 89 Target begins sneezing. Targent is incapacitated (Id6 rounds). 90 Spell effect has 60' radius centered on target (all within radius suffer the spell’s effect) 91 Target's clothes itch ( + 2 to initiative for 1d20rounds) 92 Target's race randomly changes to a different humanoid type 93 Target turns ethereal for 2d4 rounds 94 Caster contracts lycanthropy (DM decides what kind) 95 All cloth on target crumbles to dust 96 Target sprouts leaves instead of hair (no damage caused, can be pruned without harm) 97 Target sprouts new useless appendage (wings, arm, ear, etc.) which remains until remove curse is cast 98 Target clothing changes into jester’s motley or a giant chicken suit. 99 Spell has a minimum duration of 1 turn (i.e., a fireball creates a ball of flame that remains for 1 turn, a lightning bolt bounces and continues, possibly rebounding, for 1 turn, etc.) 100 Spell effectiveness (range, duration, area of effect, damage, etc.) increases 200%
Check out my Disabled & Dragons Youtube Channel for 5e Monster and Player Tactics. Helping the Disabled Community and Players and DM’s (both new and experienced) get into D&D. Plus there is a talking Dragon named Quill.
I've been working on something similar for a campaign world I'm building. Basically there are certain areas that are Wild Magic Zones. There's a long story for why they exist, but they do. Whenever anyone casts a spell in a Wild Magic Zone there's a chance something.... unexpected... might happen. So whenever you cast a spell in a Zone, you also have to roll a d20. If you roll a number equal to or lower than the level of the spell you cast, a random effect happens. So then I figured the more powerful the spell they try to cast, the more severe the potential surge might be. Which led me to have to start drafting nine lists of side effects. If they cast a 1st lvl spell, they roll on the Lvl 1 table. If they cast a 9th lvl spell, they roll on the Lvl 9 table, and so forth. But I've only finished writing the random effect tables for spell levels 1, 2, and 9. I'm starting to think it may be unnecessarily complicated. Anyhow, here's the three tables I have so far:
Level 1:
harmless tiny colorful fireworks accompany the spell
a random smell permeates a 15 foot radius for one round
caster adds their ability modifier to one damage roll against one target
a random sound is heard in a random spot within 20 feet
caster heals HP equal to the spell level
spell does a random form of damage (ignore result if not a damage spell)
caster glows with dim light in a 10 foot radius for two rounds
a random creature within 10 feet of the caster turns a random color for one minute
caster blinks 10 feet in a random direction
harmless rain, snow, or leaves fall within a 10 foot radius of the caster for 2 rounds
Level 2:
caster blinks 20 feet in a random direction
a random creature within 10 feet of the caster is poisoned for 1 round
caster gains 1 point to a random ability score for 1 minute
spell does a random form of damage
caster glows with dim light in a 10 foot radius for 1 minute
medium harmless colorful fireworks accompany the spell
one random creature within 10 feet of the caster is healed for 1d10 hp
loud random noise occurs which is audible to at least 50 feet
spell does +1d6 damage (ignore if it's not a damage spell)
caster looks like a random PC race version of themself for 1 minute
Level 9:
all of the caster's remaining spell slots (and sorcery points, if applicable) are now used up.
bolts of random energy strike out at all targets within 30 feet of the caster doing 10d10 damage to each (dex save for half).
all targets within 60 feet of the caster must make a Wisdom save or be teleported to a random spot on a random plane.
all creatures within 60 feet of the caster (but not the caster) must make a Con save or drop to zero hp.
all creatures within 30 feet of the caster are healed to full hp. Creatures at zero hp, but not yet dead, wake up with 1 hp.
in addition to the cast spell, another random spell of level 1 thru 8 (of the same class) is launched at a random spot within range.
an earthquake (as per the spell) occurs centered on the caster, but not under the caster's control.
all creatures within 60 feet of the caster must make a Str save or be thrown straight upwards 20 to 80 feet (2d4x10), and take 1d6 bludgeoning damage per 10 fallen when they land.
all creatures within 30 feet of the caster must make a Wis save or gain a random permanent insanity.
a random creature of CR 18 to 25 (1d8+17) appears at a random spot within 60 feet of the caster.
the caster's body explodes, killing the caster and causing 10d10 force damage to all creatures within 60 feet (Dex save for half).
the spell takes effect and then the caster is shunted to a demi-plane where they must defeat a challenge to return. (defeat a creature, solve a puzzle, persuade an antagonist, climb a mountain, eat 100 pizzas, etc...)
So yeah, it's probably more complicated than it needs to be, but there's maybe a few ideas in there somewhere at least. I hope that helps.
Rollback Post to RevisionRollBack
Tayn of Darkwood. Lvl 10 human Life Cleric of Lathander. Retired.
Ikram Sahir ibn Malik al-Sayyid Ra'ad, Second Son of the House of Ra'ad, Defender of the Burning Sands. Lvl 9 Brass Dragonborn Sorcerer + Greater Fire Elemental Devil.
Viktor Gavriil. Lvl 20 White Dragonborn Grave Cleric, of Kurgan the God of Death.
Anzio Faro. Lvl 5 Prot. Aasimar Light Cleric.
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Guys I'm looking for some wild magic surge ideas for my player. They let me know that they are okay with homebrew surges, because we dislike some that are in the original table. Go crazy with ideas guys. So far I have maybe turning magnetic (not too strong) for thirty seconds. The more ideas the merrier.
Your characters hair immediately grows 4 feet long. If you are a race that does not normally have hair, this hair falls out after 10 minutes.
Your voice becomes extremely high pitched for one hour.
The next spell you cast which targets a single creature splits, targeting the nearest creature to the intended target. If more than one target is equidistant from the target creature, determine the new target randomly.
You immediately cast disguise self on yourself, with your disguise matching the last humanoid creature you saw.
A white rabbit manifests and climbs out of your clothes, and will always climb out of your hat if you're wearing one. This rabbit is friendly to you but is otherwise mundane.
A pixie appears in the nearest unoccupied space. The pixie is psychic and reads your surface level thoughts, screaming them out loud for everyone to hear.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
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I created a custom "Divine Intervention" table for a one shot charity game I ran a little while ago. It borrows a bunch from a few different sources, plus a bunch of my own creations, and is mostly things that won't destroy the game or your players immediately. You're welcome to steal some or all: https://docs.google.com/spreadsheets/d/1pVIrKOHUeue5YuxAjgsgQeSugDIAcF3mQ0TNlQNzBEM/edit?usp=sharing
The only thing you'll want to change is #100, which is a draw from the Deck of Many Things. You'll notice there's even some wording there specifically for the charity game I ran.
Find me on Twitter: @OboeLauren
Does this include body hair?
ROLL D100 - Adapted from Tome of Magic
01Wall of force appears in front of caster.
02 Caster smells like a skunk for 10min
03 Caster shoots forth eight non-poisonous snakes from fingertips. Snakes do not attack.
04 Caster's clothes itch (Disadvantage on concentration checks for 1 min)
05 Caster glows as per a light spell
06 Every creature within 60’ of the caster is subject to the magic missile spell (level 1)
07 Next phrase spoken by caster becomes true, lasting for 1 turn
08 Caster's hair grows one foot in length and when cut the hair becomes whatever material was used to cut it.
09 Caster pivots 180 degrees
10 Caster's face is blackened by small explosion
11 Caster develops allergy to their magical items (if they have any). Character cannot control its sneezing And is Incapacitated until all magical items are removed. Allergy lasts until the end of the casters next turn.
12 Caster's head enlarges for 1 min. Enemies score a critical hit on the caster on the roll of 19 or 20 on a d20.
13 Caster reduces (reversed enlarge) for 1 min.
14 Caster falls madly in love with target until a remove curse is cast
15 Spell cannot be canceled at will by caster
16 Caster polymorphs randomly
17 Colorful bubbles come out of caster's mouth instead of words. Words are released when bubbles pop. Spells with verbal components take effect on the casters next turn.
18 tongues spell on all within 60 feet of caster
19 Wall of fire encircles caster
20 Caster's feet enlarge, reducing movement to half normal.
21 Caster suffers same spell effect as target
22 Caster levitates 20' for Id4 turns
23 Cause fear with 60' radius centered on caster. All within radius except the caster must make a saving throw.
24 Caster speaks in a squeaky voice for Id6 days
25 Caster gains X-ray vision for Id6 rounds
26 Caster ages 10 years
27 Silence, 15' radius centers on caster
28 10' x 10' pit appears immediately in front of caster, 5' deep per level of the caster
29 Caster no longer has a reflection nor a shadow. Lasts for 1 day.
30 Colored streamers pour from caster's fingertips
31 Spell effect rebounds onto the caster
32 Caster becomes invisible (as greater invisibility spell)
33 Color spray and confetti shoo from caster's hands.
34 Stream of butterflies pours from caster's mouth
35 Caster leaves monster-shaped foot-prints instead of his own until a dispel magic is cast
36 3d10gems shoot from caster's fingertips. Each gem is worth Id6 x 10 gp.
37 Music fills the air
38 Create food and water
39 All normal fires within 60' of caster are extinguished
40 One magical item within 30' of caster (randomly chosen) is drained of all it’s charges
41 One normal item within 30' of caster (randomly chosen) becomes permanently magical gaining a magical quirk.
42 Caster’s and targets eyecolor swap.
43 Smoke trickles from the ears of all creatures within 60' of caster for 1 turn. Creatures are deafened.
44 Caster regains all lost hit points up to their maximum.
45 All creatures within 30' of caster begin to hiccup (Like tashas hideous laughter but hiccups)
46 All normal doors, secret doors, portcullises, etc. (including those locked or barred) within 60' of caster swing open as the knock spell.
47 Caster and target exchange places
48 Spell affects random target within 60' of the caster
49 Spell fails but is not wiped from caster's mind
50 cast Bigby’s Hand under casters control. The hand is shaped like a cats paw.
51 Sudden change in weather (temperature rise, snow, rain, etc.) lasting Id6 turns
52 Deafening bang affects everyone within 60'. All those who can hear must save vs. spell or be stunned for Id3 rounds.
53 Caster and target exchange voices for 1 day
54 extra-planar creature appears: 25% Celestial, 25% Fey, 25% Fiendish, 25% Elemental
55 cast Thunderwave
56 Spell effectiveness (range, duration, area of effect, damage, etc.) decreases 50%
57 Spell is cast twice effecting the same targets.
58 Conjure a random genie not under the casters control. The Elemental remains for 10 min and has a 01% chance of granting 1 wish to the caster.
59 All weapons within 60' of caster glow for Id4 rounds
60 Creature automatically fails its saving throw for the spell and suffers the spells maximum effect.
61 Spell appears to fail when cast, but occurs 1-4 rounds later
62 All magical items within 60' of caster glow for 2d8 days
63 Caster and target each switch to their opposite alignments (ie chaotic good to lawful evil)
64 cast Slow spell
65 Target grows a tail that lasts until remove curse.
66 Lightning bolt shoots toward target
67 Target gains a random form of permanent madness.
68 Darkness centered on target that the caster can see through.
69 Plant growth centered on target
70 1,000 lbs. of non-living matter within 10' of target vanishes
71 A Stench Kow falls from a portal in the sky and lands on the target and explodes (Functions like a Fireball centered on target)
72 Target turns to solid gold (like the flesh to stone spell)
73 Spell is cast; material components and spell slots are retained
74 Everyone within 10' of caster receives the benefits of a heal spell
75 Target becomes dizzy (- 4 AC and Attacks, cannot cast spells) for 2d4 rounds
76 Wall of green fire encircles target
77 Target levitates 20' for Id3 turns
78 The day resets. All player character are sent back in time to sunrise on the current day and retain all memories of what happened.
79 Target is charmed as per charm monster
80 Target forgets why it was fighting and leaves combat if able.
81 Target's feet enlarge, reducing movement to half normal.
82 Caster is infused with energy from one of the outer planes. Caster becomes either an aasimar, genasi or tiefling for 1 month as they are infused with the energy.
83 Target polymorphs randomly into a bunny or a tyrannosaurus (50/50)
84 Target falls madly in love with caster until a dispel magic is cast.
85 Caster changes gender until dispel magic is cast on them.
86 Small, black raincloud forms over target until the target laughs.
87 Stinking cloud centers on target as they let out a loud fart.
88 Heavy object (boulder, anvil, safe, etc.) and a coyote appears over target and falls for 2d20 points of bludgeoning damage
89 Target begins sneezing. Targent is incapacitated (Id6 rounds).
90 Spell effect has 60' radius centered on target (all within radius suffer the spell’s effect)
91 Target's clothes itch ( + 2 to initiative for 1d20rounds)
92 Target's race randomly changes to a different humanoid type
93 Target turns ethereal for 2d4 rounds
94 Caster contracts lycanthropy (DM decides what kind)
95 All cloth on target crumbles to dust
96 Target sprouts leaves instead of hair (no damage caused, can be pruned without harm)
97 Target sprouts new useless appendage (wings, arm, ear, etc.) which remains until remove curse is cast
98 Target clothing changes into jester’s motley or a giant chicken suit.
99 Spell has a minimum duration of 1 turn (i.e., a fireball creates a ball of flame that remains for 1 turn, a lightning bolt bounces and continues, possibly rebounding, for 1 turn, etc.)
100 Spell effectiveness (range, duration, area of effect, damage, etc.) increases 200%
Check out my Disabled & Dragons Youtube Channel for 5e Monster and Player Tactics. Helping the Disabled Community and Players and DM’s (both new and experienced) get into D&D. Plus there is a talking Dragon named Quill.
https://www.youtube.com/channel/UCPPmyTI0tZ6nM-bzY0IG3ww
I've been working on something similar for a campaign world I'm building. Basically there are certain areas that are Wild Magic Zones. There's a long story for why they exist, but they do. Whenever anyone casts a spell in a Wild Magic Zone there's a chance something.... unexpected... might happen. So whenever you cast a spell in a Zone, you also have to roll a d20. If you roll a number equal to or lower than the level of the spell you cast, a random effect happens. So then I figured the more powerful the spell they try to cast, the more severe the potential surge might be. Which led me to have to start drafting nine lists of side effects. If they cast a 1st lvl spell, they roll on the Lvl 1 table. If they cast a 9th lvl spell, they roll on the Lvl 9 table, and so forth. But I've only finished writing the random effect tables for spell levels 1, 2, and 9. I'm starting to think it may be unnecessarily complicated. Anyhow, here's the three tables I have so far:
Level 1:
Level 2:
Level 9:
So yeah, it's probably more complicated than it needs to be, but there's maybe a few ideas in there somewhere at least. I hope that helps.
Tayn of Darkwood. Lvl 10 human Life Cleric of Lathander. Retired.
Ikram Sahir ibn Malik al-Sayyid Ra'ad, Second Son of the House of Ra'ad, Defender of the Burning Sands. Lvl 9 Brass Dragonborn Sorcerer + Greater Fire Elemental Devil.
Viktor Gavriil. Lvl 20 White Dragonborn Grave Cleric, of Kurgan the God of Death.
Anzio Faro. Lvl 5 Prot. Aasimar Light Cleric.