You pull from a deck of cards and exclaim, "Wild Card!", in doing so your wild magic surges through the deck of cards conjuring out one of the following effects:
Roll a d10 , the number rolled is what effect the wild card takes
1- you can sense creatures to a range of 15ft regardless of cover until the start of your next turn
2- you gain a hover speed equal to your movement for the next minute
3- choosing yourself and two other targets you cast firebolt on each of those creatures to a range of 60ft
4- a target within 60ft of you makes a con save or is deafened until the end of your next turn
5- you make take another action after this one
6- you and two other targets gain darkvision for the next 10 minutes
7- Luck of the draw, you choose which wild card you draw
8- you draw a blue card that deals 1d6 cold damage and flip a coin, on heads you regain 1 sorcery point
9- you draw a red card that deals 1d6 fire damage on hit to target creature and each creature within 5ft of it
10- you draw a gold card that deals 1d4 force damage, if that creature is CR 1 or lower it becomes stunned until the start of your next turn
Damage dealt with Wild Card increases at 5th level, 11th level, and 17th level
* - (Deck of cards)
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