arcaine is a very brittle purple crystal, when ingested you must roll on the arcaine surge table. you may also infuse a weapon with arcaine, any creature hit with an arcaine infused weapon must make a Constitution saving throw equal to five plus the damage inflicted to them on the initial hit
Notes: Arcaine magic surge table 1 - you overdose on arcaine and must make death saving throws 2 - you are shot 10 feet into the air and must make a dc 12 acrobatics check if failed take 3d8 bludgeoning damage 3 - a swarm of 3d20 rats begins following you around for 2 hours 4 - you begin hearing voices that tell you to take more arcaine this persists for 6 hours and gives you disadvantage on perception checks that rely on hearing 5 - you and any creatures within 20 feet of you are healed for 10d4 health 6 - your arcaine was actually a mimic, it triest o bite you 7 - you begin to reek of fish for 1d10 hours 8 - a sword falls from the sky aimed right at your head dodging this take a dc15 athletics check 9 - you become charmed by the nearest creature for the next minute 10 - you cough up 1 item from the trinket table 11 - one creature you can see within 60 feet of you takes 2d4 poison damage 12 - you cast gaseous form targeting yourself 13 - until your next long rest animals that come within 10 feet of you become scared of you and gain the fear condition (jellymelon is somehow not affected by this) 14 - you begin sweating profusely, this lasts for 1d10 hours 15 - you are attacked by an invisible stalker 16 - any weapon you have equipped has the same consistency and texture as rubber 17 - the next time a creature would deal damage to you, instead of taking that damage deal 1d12 force damage to the creature that would have dealt damage to you 18 - for the next minute you must shout when you speak 19 - all of your spell slots are refilled (if the character has no spells re-roll) 20 - you grow a long beard made of feathers until you sneeze, at which point, they explode from your face 21 - for the next minute your intelligence increases by 1d6 22 - your hands and feet grow to 2 times their original size, this gives you disadvantage on any dex related checks you make this lasts for 5 minutes 23 - you cast weird targeting only yourself 24 - all of your hair falls out but grows back to its original length within 24 hours 25 - you gain resistance to all forms of damage for the next minute 26 - for the next minute you are sent to the astral plane 27 - you can’t speak for the next minute, instead when you open your mouth only pink soap bubbles float out 28 - you are turned into a potted plant for 1 minute until your pot breaks 29 - for the next minute you can't help but dance, you may not make attacks or cast spells while dancing 30 - you emit a bright light from your eyes for the next 5 minutes 31 - the next time you lie your pants catch fire and you take 1d12 fire damage 32 - for the next minute you can only speak and understand deep speech 33 - water fills your lungs and you begin to drown, con save dc13 or take 2d6 damage 34 - you cast create food and water 35 - for the next minute you and one target creature you can see may communicate telepathically regardless of languages you both understand each other 36 - a small goblin masseuse approaches you and offers you a massage for 3 gold 37 - you may learn one language of your choice but you are forced to speak it for the next 1d12 minutes 38 - two small purple crystals appear in each of your hands one is pure arcaine and the other is tainted arcaine, a dc15 investigation or arcana check reveals which is which 39 - you grow cat ears and a tail and must add “nya” to the end of any sentences you speak for the next 5 minutes 40 - you cast enhance ability targeting yourself 41 - you cast insect plague 42 - roll a d20, you may use this outcome in place of any other roll including someone else’s 43 - any liquids you drink for the next minute become sprite as they enter your mouth, this nullifies any poisons in said liquid 44 - you instantly heal 7d4 45 - you begin to float off the ground, you gain 15 feet of flying speed for 5 minutes 46 - you are invisible for the next minute 47 - you may cast 2 spells instantly without using any spell slots 48 - you have a momentary vision of your death, you must succeed on a dc12 wisdom saving throw or be frightened for the next minute 49 - a strange ethereal magician appears in front of you, he pulls 3d6 gold coins from behind your ear and gives them to you then disappears 50 - you become extremely angry and may cast vicious mockery as a 7th level spell 51 - you gain proficiency in all con checks for the next hour 52 - you cast heroism targeting yourself (if the player does not have a spellcasting modifier then use 15 as their spellcasting modifier) 53 - you cast arcane eye 54 - you gain 1d6x10 pounds, you revert to your normal weight after 24 hours 55 - you cast blink targeting yourself 56 - dragonflies swarm around you, you gain advantage on animal handling checks for the next hour 57 - you let out a horrific roar and your mind goes entirely blank for a second. you feel different (jellymelon is now friendlier towards you) 58 - sweet-smelling flowers bloom from your head where your hair is, these flowers wilt and fall off after an hour. Smelling a flower directly makes you feel like you've taken arcaine without any surge 59 - for the next minute you have advantage on intimidation checks and you appear much larger than you actually are 60 - a black hole appears in front of you and collapses after 5 minutes and any creatures within 50 feet must make a dc14 athletics check to not be sucked in if failed you are spat back out after it collapses. for each minute you spend in the black hole take 1d6 force damage 61 - for the next minute you have sunlight sensitivity but whenever you deal damage to a creature you heal for 1d8 62 - any spells you cast for the next minute may also deal 1d12 thunder damage in addition to any other effects the spell may have 63 - you and all creatures within 20 feet of you gain resistance to psychic damage for the next minute 64 - your flesh is turned into living wood for the next minute, you only take damage from fire and axes 65 - you age 1d20 years 66 - you sprout spider legs which fall off after 5 minutes, while you have these legs you may walk on walls and ignore difficult terrain 67 - your skin becomes shiny as if covered in glitter, only a remove curse spell or wish may get rid of this effect 68 - you become melded to your equipment for the next minute. You may not use your hands if they are holding something however your ac raises by 5 69 - you have a religious experience with your god where they proclaim you their champion, you gain inspiration and level up once (if this is a players second time rolling this they ignore it and re-roll) 70 - coins erupt from your pockets roll 1d20 for platinum, 1d20 for gold, 1d20 for electrum, 1d20 for silver, and 1d20 for copper 71 - a black pearl and a lobster head emerge from your forehead, a dc13 religion check reveals that it is a boon from blibdoolpoolp 72 - you are sent to a different plane of existence in a bright flash of light, this plane appears as a church and the only inhabitant is a bullywog cleric named Harold 73 - an elder brain attempts to communicate with you through telepathy. Make a dc16 wisdom saving throw or take 2d12 psychic damage 74 - a large aasimar descends from the sky to tell the character a key piece of information 75 - a portal opens above and below you, a dc12 acrobatics or athletics check will free you from this trap the portals close after 10 seconds and if you do not escape you take 5d12 bludgeoning damage 76 - a portal opens to a sprawling cityscape, a dc17 history check reveals you are now in new york. You are teleported back after 1 minute 77 - you are surrounded by faint music of your choice for the next 1d12 hours 78 - 1d4 black leeches appear on your skin and start feeding, take1d4 necrotic damage per leech. Once a leech is full it will fall off, eating this leech heals you for 1d6 health 79 - all plants within 20 feet of you shrivel and die 80 - you may either regain a spell slot or heal 2d12 health 81 - 3d10 walnut-sized lumps pop up all over your body, popping one is painful and releases purple spores. Breathing in these spores deals 1d6 poison damage unless you pass a dc13 constitution saving throw 82 - you teleport up to 30 feet in any direction you can see 83 - for the next 24 hours any liquid that touches your skin freezes and walking over water causes a thick layer of ice to form beneath you 84 - colorful spirits surround and nurture you. For the next minute, you are immune to any spells cast by non-friendly sources and you have +2 ac 85 - you burst into song, anyone who can hear you must make a dc10 charisma saving throw or they must begin singing as well 86 - an eye opens on your forehead but closes after 1d4 hours, while open it gives you advantage on wisdom and perception checks 87 - illusory butterflies and flower petals float and swirl around you for the next 2d12 days this gives you advantage on charisma checks but disadvantage on stealth checks 88 - you gain +5 permanent health 89 - you begin to sob, one creature you can see must make a dc14 plus your charisma modifier Charisma saving throw. If failed the creature must try to comfort you 90 - a pair of antlers sprout from your head, this painful process deals 1d6 damage to you but you also have advantage animal handling while you have these antlers, they can be removed painlessly with enough force 91 - a bolt of lightning strikes you, take 1d20 lightning damage 92 - you burst into flames, take 1d20 fire damage 93 - a small cloud appears above your head for 1d6 hours, depending on your mood the weather will change 94 - an avatar of death appears before you and only you can see it, it attacks you with its scythe for 1d20 slashing and 1d20 necrotic damage 95 - purple and green fire surrounds you, the next time you attack or cast a spell it deals 1d4 extra necrotic damage to you and your target, but you also heal for 1d4 health 96 - two zombies burst from the ground beneath you and attack the nearest creature they can see 97 - for the next minute you succumb to madness and are hostile to the nearest creature 98 - a beacon of bright white light emanates from you for the next 1d10 minutes, any friendly creatures within 20 feet of you gain advantage on any saving throws and skill checks 99 - for the next minute your speed is doubled 100 - roll 3 more times on this table re-roll any rolls of 100 and any duplicate rolls, Utility, Consumable
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