You unleash pure magical chaos. You roll a d4 and then consult this spells description for the details of what will happen.
Dice Group 1.
d4. The number rolled on this dice will determine how many times you need to roll on the wild magic surge table. The number rolled on this dice will also determine which dice group you will be rolling next. if you get a one then you will roll on all of them once
Dice Group 2.
d6. The number you roll on this dice will determine which ability score will be affected by the roll you get on the d8, 1 being strength and 6 being charisma.
d8. The number you roll on this dice will determine how much your selected ability score will be changed. If you roll an even number, you add the value of this dice to your ability score, if you roll an odd number, you subtract the value of this dice to your ability score.
Dice Group 3.
d10. The number you roll on this dice will determine how much your hp and sorcery points change. If you roll an even number, your current and max hp will go up by an amount equal to the value rolled times half your proficiency bonus rounded up, but your current and max amount of sorcery points will go down by an amount equal to the value rolled. If you roll an odd number, your current and max hp will go down but an amount equal to the value rolled times half your proficiency bonus rounded up, but your current and max amount of sorcery points will go up by an amount equal to the value rolled.
Dice Group 4
d12. The number you roll on this dice will determine what type of item you will receive for the spells duration. Use the value of the d20 roll to determine the rarity of the item.
d20. The number you roll on this dice will determine what rarity of item you will receive for the spells duration. Use the value of the d12 roll to determine the type of item. If you roll an odd number, you will summon a creature (with a challenge rating/level equal to or lower than the casters level plus the casters charisma) of the dungeon masters choosing in an unoccupied space within 50 feet of you. If the creature has an evil alignment, then it will be hostile towards the caster of this spell. If the value rolled is 1, then the creature that is summoned must be evil.
* - (Feywild Shard)
Comments