The wild magic grenade is a purple crystal with a golden handle resembling a snake.
The grenade can be thrown to a point up to 150 ft from the user, shattering the crystal.
Then, roll a d 10 and determine one out of following effects:
1- nothing happens.
2- a fire elemental hostile to everything on the battlefield appears.
3- everything within 500 ft of the point can have a wild magic surge. Affect lasts for 1 hour.
4- Before the granade is thrown, the crystal shatters, unleashing wild magic. The user must succeed a dc 14 wisdom saving throw or take 1d10 force damage and become blinded for 1d4 turns.
5- Every dead creature within 60 ft of the point becomes revived with 10 hp
6- Every creature within 20 ft of the point takes 1d6 force damage
7- Every creature within 10 ft of the point is teleported to the feywild.
8- Every creature within 30 ft of the point has disadvantage on dexterity saving throws for 1d4 rounds.
9- All good or evil creatures within 10 ft from the point have their aligment changed to the opposite, for example an chaotic evil demon changes into a lawful good demon
7- Every creature within 30 ft of the point takes 1d10 force damage
8- Time freezes within 30 ft of the point
9- Every creature within 30 ft of the point takes 3d6 force damage
10- Every creature within 30 ft of the point takes 2d20 force damage
Notes: requires attunment by any class capable of using spells.
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