Potion, uncommon
Arcane
Snort the magic powder and feel the rush of magic flowing through the body.
According to the amount taken, the user will be affected in diffrent ways.VARIANT: Arcane MISHAPS
After comsumsion the creature will have to make a increasing DC 10 constitution saving throw(Increases by one for each dose consumed). A creature who tries and fails to control the magic within the powder roll on the Arcane Mishap table.
| Wild Magic Surge | ||||
|---|---|---|---|---|
| d100 | Effect | d100 | Effect | |
| 01-02 | You recieve +1 Strength permanent. | 51-52 | A spectral shield hovers near you for the next hour, granting you a +2 bonus to AC and immunity to Magic Missile. | |
| 03-04 | For the next 24 hours, you gain truesight. | 53-54 | You are immune to being poisened for the next 5d6 days. | |
| 05-06 | A mindless flesh golems appears and will follow your will until dismissed or destroyed. | 55-56 | Roll on the wild magic table to see outcome. | |
| 07-08 | You recieve +1 Dexterity permanent. | 57-58 | For the next minute, any object you touch bursts into flame. | |
| 09-10 | You cast Magic Missile as a 5th-level spell. | 59-60 | You regain your highest-level expended spell slot. | |
| 11-12 | 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. If you grow, your movement increses by 5 feet. if you shrink, your speed decreases by 5 feet. |
61-62 | For the next minute, you must shout when you speak. But each time you use an action to speak, you deal 3d6 force damage to every creature within 30 feet. | |
| 13-14 | You cast Confusion centered on the nearest enemy, if no enemy nearby then nothing happens. | 63-64 |
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| 15-16 | For the next minute, you regain 50 hit points at the start of each of your turns. | 65-66 | Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. | |
| 17-18 | You feel the power of demons and gain permanent fire resistence. | 67-68 | You recieve +1 CONSTITUTION permanent. | |
| 19-20 | You can cast Hold person/Hold monster. | 69-70 | Each creature you chose within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. | |
| 21-22 | Creatures have disadvantage on saving throws against spells you cast in the next minute that involves a saving throw. | 71-72 | You gain resistance to all damage for the next hour. | |
| 23-24 | You feels a magical shield form around you and your AC rises by 5 for 24 hours. | 73-74 | You recieve +1 CHARISMA permanent. | |
| 25-26 | An eye appears on your forehead for the next hour. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. | 75-76 | You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. | |
| 27-28 | For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. | 77-78 |
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| 29-30 | You teleport up to 60 feet to an unoccupied space of your choice that you can see. | 79-80 | You gain insight ito the fabric of the universe and can 1 question answered immediately. | |
| 31-32 | You get 2 actions per turn for the next minute. | 81-82 | You can take one additional action per turn for 1 minute. | |
| 33-34 | Maximize the damage of the next damaging spell you cast within the next minute. | 83-84 | Each creature within 30 feet of you takes 4d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. | |
| 35-36 | Roll 1d20. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. If you get older, you gain 1+ wisdom. If you get younger, you get 1+ dexterity. |
85-86 | You cast Mirror image. | |
| 37-38 | You gain 4+ temperary intelligence score for 1 hour. | 87-88 | You cast Fly on every creature you wish within 60 feet of you. | |
| 39-40 | You regain 5d20 hit points. | 89-90 | 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. | |
| 41-42 | 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. | 91-92 | If you die within the next day, you immediately come back to life as if by the Reincarnate spell. | |
| 43-44 | For the next minute, you can teleport up to 30 feet as a bonus action on each of your turns. | 93-94 | Your size increases by one size category for the next minute. | |
| 45-46 | You cast Fly on yourself. | 95-96 | You and all creatures within 30 feet of you gain vulnerability to all damage for the next minute. | |
| 47-48 | A elemental(random element) controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. | 97-98 | The eldrith gods whisper words of dread into your ears and you can cast power word kill within the next 6 seconds. | |
| 49-50 | Yoy regain all spend spell slots. | 99-00 |
You gain the benefit of a long rest immediately.
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Arcane Mishap
d6 Result 1 A surge of magical energy deals the caster 2d6 force damage per level of the creature. If this reduces the creatures hit points to 0, the creature will explode and deal all the damage within a 5 foot radius. 2 The spell affects a random target nearby, regardless if the caster was the intended target.
If there is no nearby creatures, nothing happens.3 The caster becomes very addicted to Arcane, if not cunsumed again within 24 hours, reduce maximum hitpoints by 10, until the caster is considered clean at the DM's discretion. 4 The spell’s effect is contrary to its normal one(DM's descretion). 5 The caster suffers a minor but bizarre effect related to the spell. Such effects last only as long as the original spell’s duration, or 1d10 minutes for spells that take effect instantaneously. For example, a fireball might cause smoke to billow from the caster’s ears for 1d10 minutes. 6 The spell activates after 1d12 hours. If the caster was the intended target, the spell takes effect normally. If the caster was not the intended target, the spell goes off in the general direction of the intended target, up to the spell’s maximum range, if the target has moved away.
Notes: Utility, Consumable
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