Wondrous Item, rare

Inside this heavy cloth bag are 15 green gemstones. The bag weighs 1/2 pound plus 1/4 pound for each gemstone it contains. Each gemstone contains the magical chaos akin to a sorcerer's wild magic surge.

As an action, the bearer may remove a single gemstone and either crush it or throw it at another character within 90 feet. Breaking a gemstone releases the magic inside, and the DM will roll on the modified wild magic surge table below. Effects which target one character target the closest creature/player to the gem when it breaks. Spells use the acting character's charisma for DC checks.

Gems removed from the bag retain their magical properties for one hour. After that point the magic diffuses and an imperfect malachite gem (1 gp) remains.

When the last gem is removed, roll a d20. For 2 - 20, that number of gemstones re-materializes in the bag. For 1, the bag loses all magical properties, and now contains 10d100 gold coins.

While it contains at least one gemstone, the bag may be used as a spell focus for any magic user.


(Modified) Wild Magic Surge

d100 Effect
01 Nothing extraordinary happens. The outer crust of the gem flakes off, revealing an imperfect malachite (1 gp).
02 You cast tiny servant on a random object within 30 feet of the target.
03 For the next minute, the target can see any invisible creature if they have line of sight to it.
04 The target feels ill. On their next turn, their action is used to vomit 1d4 rats into the closest empty space. A DC 10 animal handling check determines if the rats are hostile to the target.
05 A blink dog controlled by the DM appears in an unoccupied space within 5 feet of the target, then disappears 1 minute later... or does it?
06 The target is affected by speak with animals for the next 24 hours. However, being perceived as rude or mean, all beasts are hostile and the target has disadvantage on any animal handling checks for the duration.
07 You cast fireball as a 3rd-level spell centered on the target.
08 For 1d12 hours, the target is afflicted with otherworldly bad breath. They incur disadvantage on all social skill checks other than intimidation, which gains advantage.
09 You cast magic missile as a 5th-level spell (targets chosen randomly from valid hostile targets). If gemstone was thrown, all missiles are focused at your target.
10 For 24 hours, when the target hears any spoken language that they do not know, they understand it just as if it were a known language. However, roughly 50% of what is said will be interpreted incorrectly.
11 Roll a d10. The height of the target changes by a number of inches equal to the roll. If the roll is odd, they shrink. If the roll is even, they grow.
12 A 10 inch tall illusory copy of the target appears on your shoulder for 10 minutes. The illusion is only visible and audible to you. Using a language known to the target it cheers for you and gives you (possibly questionable) advice.
13 You cast confusion centered on the target.
14 All objects within 60 feet of the target which can be targeted by knock are affected as if you cast the spell.
15 For the next minute, the target regains 5 hit points at the start of each of your turns.
16 You cast sleep as a 3rd level spell centered on the target.
17 The target grows a long beard made of feathers that remains until they sneeze, at which point the feathers explode out from their face.
18 Any coins within 60 ft of the target and not already in your possession will be attracted to you as if by a powerful magnet for 1 minute.
19 You cast grease centered on the target.
20 A hostile pixie, controlled by the DM, materializes within 30 ft of the target. It is currently invisible.
21 Creatures have disadvantage on saving throws against the next spell the target casts in the next minute that involves a saving throw.
22 You cast dispel magic on the target as a 3rd level spell.
23 The target's skin turns a vibrant shade of blue. A remove curse spell can end this effect.
24 The nearest bipedal target has its right foot replaced with a second left foot for the next minute. During that time, they have disadvantage on dexterity based saving throws and skill checks, except for sleight of hand.
25 An eye appears on the target's forehead for the next minute. During that time, they have advantage on Wisdom ( perception ) checks that rely on sight.
26 For the next minute, the target is annoyed by a small buzzing insect. This is distracting, and they are unable to utilize any reactions.
27 For the next minute, all of the target's spells with a casting time of 1 action have a casting time of 1 bonus action.
28 For the next minute, the target's strength is 10 (if it was not lower), and they have disadvantage on all strength based saving throws and ability checks.
29 The target teleports up to 60 feet to an unoccupied space of your choice that you can see.
30 You cast enemies abound on the target.
31 The target is transported to the Astral Plane until the end of your next turn, after which time they return to the space they previously occupied or the nearest unoccupied space if that space is occupied.
32 The target grows (flightless) wings which disappear after one minute. For the duration, their movement speed is increased by 5 ft, but they must move at least 5 ft per round if they are physically capable of doing so.
33 Maximize the damage of the next damaging spell cast by the target within the next minute.
34 You cast suggestion on a random creature within 30 ft of the target, without material components. If you are unable to speak, you can attempt to make the suggestion using non-verbal communication available to you, although the message may be unclear.
35 Roll a d10. The target's age changes by a number of years equal to the roll. If the roll is odd, they get younger (minimum 1 year old). If the roll is even, they get older.
36 You cast bane, targeting up to 5 creatures within 30 ft of the target.
37 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of the target and are frightened of them. They vanish after 1 minute.
38 The target's vision is altered, causing them to be unable to see skin or hair on living creatures for the next minute. If they fail a DC 13 wisdom saving throw, they become frightened of anyone they see this way.
39 The target regains 2d10 hit points.
40 A gentle rain begins to fall in an area with a 60 ft radius centered on the target. This effect can occur indoors, and will extinguish any non-magical flames.
41 The target turns into a potted plant until the start of your next turn. While a plant, they are incapacitated and have vulnerability to all damage. If they drop to 0 hit points, their pot breaks, and their form reverts.
42 A spectral visage appears close to the target and loudly announces an embarrassing secret about them.
43 For the next minute, the target can teleport up to 20 feet as a bonus action on each of their turns.
44 If the target kills a creature within one hour, it will immediately return to life and fight by your side until the first time it takes damage, or the next sunrise.
45 You cast levitate on the target.
46 All plants within 30 feet of the target grow to twice their normal size over the next 6 seconds, then wither and die after another 6 seconds.
47 A unicorn controlled by the DM appears in a space within 5 feet of the target then disappears 1 minute later.
48 Choose two of your allies. Whenever the target receives damage over the next minute, the allies are healed for 3/4 of the damage.
49 The target can’t speak for the next minute. Whenever they try, pink bubbles float out of their mouth.
50 You summon an elemental in an empty space within 30 feet of the target, as if by the conjure elemental spell. Concentration not necessary, summon is determined by d6: 
d6 Summon
1 Dust Mephit
2 Ice Mephit
3 Magma Mephit
4 Mud Mephit
5 Smoke Mephit
6 Steam Mephit
51 A spectral shield hovers near the target for the next minute, granting them a +2 bonus to AC and immunity tomagic missile .
52 The next time the target casts a spell, the DM will select a random spell of the same level (not necessarily from the same spellbook). You choose which one takes effect (intended target does not change).
53 The target is immune to being intoxicated by alcohol for the next 5d6 days.
54 For the next 24 hours, all non-living faces in the target's vicinity will turn to follow them at all times. This includes both art objects and dead bodies.
55 The target's hair falls out but grows back within 24 hours.
56 For the next minute, any liquid the target touches freezes solid.
57 For the next minute, any flammable object the target touches that isn’t being worn or carried by another creature bursts into flame.
58 The target goes into a maddened frenzy. For the next minute, they must deal physical damage on their turn or take 1d4 psychic damage at the end of their turn.
59 The target regains their lowest-level expended spell slot.
60 The next attack made by the target within the next minute will do critical damage if it hits.
61 For the next minute, the target must shout when they speak.
62 The next attack made by the target within the next minute will do minimum damage if it hits.
63 You cast fog cloud centered on the target.
64 For the next minute, you cannot be the direct subject of attacks or spells made by the target. If you are the target, you cannot take actions which would be considered to target yourself in any way.
65 Up to three creatures you choose within 30 feet of the target take 4d10 lightning damage.
66 Within the next minute, you can use your reaction to cause the target to re-roll an attack, damage, or saving throw roll.
67 The target is frightened by the nearest creature until the end of your next turn.
68 You become cosmically linked to the exact current physical location of the target. Within the next minute, you may use a bonus action to place yourself at that location. If there is another creature or item in that space which would prevent you doing so, it switches places with you. This effect can be triggered from up to 500 ft away.
69 Each creature within 30 feet of the target becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
70 The target gains vulnerability to all damage for the next minute.
71 The target gains resistance to all damage for the next minute.
72 A creature of 1/2 CR or less, of the DM's choosing, and loyal to you, appears in the nearest available space to you. After one minute, or when killed, the creature disintegrates into dust.
73 A random creature within 60 feet of the target becomes poisoned for 1d4 hours.
74 If thrown at an enemy, the gem explodes doing 2d10 damage in a 5 foot radius of the target. If not thrown, you can take a bonus action to throw the gem before the explosion occurs.
75 The target glows with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of the target is blinded until the end of its next turn.
76 The next time the target casts a spell, you cause the spell to be cast a second time, with a target of your choosing.
77 You cast polymorph on the target. If they fail the saving throw, they turn into a sheep for the spell’s duration.
78 You cast detect thoughts on a random creature within 30 ft of the target. You are unaware of exactly whose thoughts you are detecting.
79 Illusory butterflies and flower petals flutter in the air within 10 ft of the target for the next minute.
80 The nearest corpse to the target (maximum 50 ft) is affected by the speak with dead spell.
81 The target can use a reaction take one additional action immediately.
82 All creatures within 10 ft of the target immediately re-roll their combat initiative. Roll on this table again if not in combat.
83 Each creature within 30 feet of the target takes 1d10 necrotic damage. The target regains hit points equal to the sum of the necrotic damage dealt.
84 A zone of truth is created with a 60 ft radius centered on the target.
85 The target casts mirror image.
86 You cast spider climb on a random creature within 60 feet of the target.
87 You cast fly on a random creature within 60 feet of the target.
88 You create a tear in the fabric of time within 10 ft of the target, and a copy of yourself from an alternate timeline emerges from the tear. You are exactly alike in every way, except for one minor difference (cosmetic or otherwise, as determined by the DM). They take a turn just prior to your next turn before being sucked back to their own timeline.
89 The target becomes invisible for the next minute. During that time, other creatures can’t hear them. The invisibility ends if they attack or cast a spell.
90 The target is surrounded by faint, ethereal music for the next minute.
91 If the target dies within the next minute, they immediately come back to life as if by the reincarnate spell.
92 All creatures within 30 ft of the target gain darkvision out to 60 ft for 8 hours. Creatures who are naturally blind are unaffected.
93 The target's size increases by one size category for the next minute, as if targeted by the enlarge/reduce spell.
94 For one minute, you sense magic within 30 feet of the target, as if by the detect magic spell.
95 All creatures within 30 feet of the target gain vulnerability to piercing damage for the next minute.
96 The target regains all expended sorcery points. Non-sorcerers regain a random limited use racial or class ability.
97 Roll on this table two more times (ignoring this result) and the DM chooses the event which effects the target positively.
98 Roll on this table two more times (ignoring this result) and the DM chooses the event which effects the target negatively.
99 Roll on this table two more times (ignoring this result) and both events occur simultaneously.
00 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.

Notes: Utility, Focus

Previous Versions

Name Date Modified Views Adds Version Actions
8/13/2019 4:59:02 AM
260
3
.75
Coming Soon
8/13/2019 5:03:21 AM
179
1
.85
Coming Soon

Item Tags: Utility Focus

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