Level
5th
Casting Time
1 Action
Range/Area
120 ft. (40 ft. *)
Components
V, S
Duration
Concentration 1 Minute
School
Conjuration
Attack/Save
None
Damage/Effect

You channel the surging wild magic that runs through your veins, guiding its fury to shape a bit of the world before you. Although you have willfully evoked the magic of chaos, you cannot control it completely.

Choose a 40 foot cube within range and roll 3d10. If more than one of the d10s show the same number, reroll them until they are all unique. When you cast this spell at 6th level or higher, roll one additional d10 for every spell level. The area within the cube manifests multiple of the following effects, as determined by the rolls of each of the d10s:

Dice Result

Effect

1

The cube is filled with magical darkness. Any light source created by a spell of 5th level or lower is dispelled. A number of creatures of your choice equal to your Charisma modifier can see through this darkness.

2

All sound within the cube is suppressed, as if by the effects of the Silence spell. A number of creatures of your choice equal to your Charisma modifier are unaffected by this.

3

Choose one ability. Creatures in the cube have disadvantage on ability checks and saving throws with the chosen ability. A number of creatures of your choice equal to your Charisma modifier are unaffected by this.

4

Creatures within the cube must spend four feet of movement for every one foot they move. A number of creatures of your choice equal to your Charisma modifier are unaffected by this.

5

The weight of creatures within the cube is halved. Their speed increases by 10 feet, and they can jump twice as far as normal. They have disadvantage on Strength checks and Strength saving throws, and do half damage with melee weapons. A number of creatures of your choice equal to your Charisma modifier are unaffected by this.

6

The weight of creatures within the cube is doubled. Their speed decreases by 10 feet, and they cannot jump or fly. They have advantage on Strength checks and Strength saving throws, but cannot make attacks with ranged weapons. A number of creatures of your choice equal to your Charisma modifier are unaffected by this.

7

Creatures in the cube lose resistance to one damage type of your choice.

8

Creatures in the cube lose immunity to one damage type of your choice.

9

Creatures in the cube gain vulnerability to one damage type of your choice

10

When a creature attempts to leave the cube by any means (including teleportation or interplanar travel), it must make a Charisma saving throw. On a failed save, the creature cannot exit the cube. 

 

 

 

Available For: Sorcerer (Legacy) - Wild Magic (Legacy)

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