You rally the forces off chaos to shake up a 45 foot radius sphere. Each creature in the sphere must roll a Charisma saving throw or be subject to an effect of chaos. A creature may choose to fail this save. Allies and enemies (chosen by you when you cast this spell) must each roll on their respective tables and have that effect take hold of them, happening at the start of each of their turns until they save. Each effect lasts until the start of a creature's next turn. At the end of each creature's turn, they can make a Charisma saving throw to end the effects of chaos on themselves. Creatures can also choose to fail this save.
Enemies
|
Roll |
Result |
|
1 |
The target explodes in a ball of fire, hitting targets in a 10 foot radius sphere for 4d6 fire damage (half for a dex save) |
|
2 |
Target randomly teleports up to 15 feet in any direction. |
|
3 |
Target's movement speed is halved |
|
4 |
Target gets healed 1d10 hit points |
|
5 |
Target must make a Constitution saving throw or be polymorphed into an animal from the rust bag of tricks. |
|
6 |
Target is magnetized, allowing the walk along metal walls and metal ceilings. Melee attacks against them with metal weapons have advantage. Ranged attacks with metal objects have a +3 to hit. |
|
7 |
Target sneezes out a sandstorm, blinding and dealing 2d6 slashing damage to creatures in a 15 foot cone wherever he is facing for 1 turn unless they make a constitution saving throw to resist the blindness. |
|
8 |
Target is surrounded by spectral metal plates, giving them +3 AC to the next attack that hits them. |
|
9 |
The creature randomly gives it's action, bonus action, or movement to a nearby creature within 5 feet of it. If there are no creatures within 5 feet of it, the target gains an extra of that action, bonus action, or movement this turn. |
|
10 |
The target gains 3 spectral daggers which it spends its action throwing at the 3 closest targets within 60 feet. These have the same stats as +1 daggers and count as magical piercing damage and can be thrown as three per action. If there are less then 3 targets, only one dagger is thrown per unique creature. |
|
11 |
The target's weight is quadrupled. The target cannot move. They break anything they are standing on unless it is at least as strong as 5 feet of solid rock. All melee attacks the target make deal double damage. |
|
12 |
The target is petrified for the turn, but still retain action and bonus action. They can rotate 90 degrees as a bonus action. As an action, they can shoot a laser from their eyes at a single target in 45 feet that deals 8d8 force damage on a failed dexterity save or half as much on a success. |
|
13 |
Gravity is altered for that creature so that "down" for them is changed one of 6 directions. These can be up, left, right, forward, backward, and down (normal). The target is immune to fall damage as clouds cover their body and reduce their falling speed to 100 feet per round. |
|
14 |
The creature shoots a magic grape at every creature (including itself) within 120 feet of it. The grape automatically hits, deals 2d4 force damage, and reduces the movement speed of the target by 10 feet. |
|
15 |
The target is immune to dropping below 1 hit point and instantly dying as a shiny gloss covers their body. They also deal half damage with weapon and spell attacks as the gloss covers the attack. |
|
16 |
The target has spider legs sprout form their back, giving them immunity to difficult terrain, but also giving them the poisoned condition. |
|
17 |
The target takes 2d6 necrotic damage. Each creature within 15 feet of the target regain hit points equal to double the damage that the target took. |
|
18 |
The target falls in love with the nearest creature within 120 feet of it (roll for ties). They will use their action to help protect that creature. |
|
19 |
If the target is standing on a surface that is less than or equal to 5 feet deep, then they sink through the surface. |
|
20 |
The target rolls twice on the wild magic table. Both effects happen in the order that they were rolled. If these effects have a duration, they end at the start of the target's next turn. |
Allies
|
Roll |
Result |
|
1 |
The target is teleported as close as possible to a random enemy within 120 feet of them. |
|
2 |
The target's is partially protected against attacks they receive this turn. Any odd numbered attacks against the target automatically miss. Any even numbered attacks above the target's AC hits and deal an additional 1d10. This effect does not interfere with critical hits and critical misses (nat 20 & nat 1). |
|
3 |
The target gains a mismatched pair of wings. One wing is an dragon wing and the other is a hummingbird wing. Both are appropriately sized for the creature. The target gains 20 feet of flying speed. |
|
4 |
The target is teleported 20 feet into the air and dropped onto where they just were. |
|
5 |
The target is set on fire and gains immunity to fire damage. Each creature that makes a melee attack against the target takes 2d6 fire damage per attack. |
|
6 |
The target is turned into a large red carp (the creature keeps their stats). They can spit water at creatures similar to a decanter of endless water and can attack by flopping onto enemies. Each creature within a 10 foot radius of the carp must make a dexterity saving throw or take 3d8 magical bludgeoning damage from the flop attack. The carp's movement speed is 10 feet. |
|
7 |
The target can cast 4th level magic missile as a bonus action. |
|
8 |
The target can teleport up to 15 feet to a space of their choice. |
|
9 |
The target rolls twice on the wild magic table. Both effects happen in the order that they were rolled. If these effects have a duration, they end at the start of the target's next turn. |
|
10 |
The target must succeed on a constitution saving throw or be polymorphed into a polar bear. The polar bear is wearing a Santa hat and has a flying speed of 30. |
|
11 |
The target gains the ability to understand all languages. The target loses the ability to communicate to all creatures in any intelligible way. The target can still cast spell normally. Any creature that hears the target talking must succeed on a wisdom saving throw or take 2d6 psychic damage. |
|
12 |
The target gains 120 feet of darkvision, blindsight, and truesight. The target is deafened, unable to taste anything, and unable to smell. The target's pupils dilate to an extreme amount. |
|
13 |
The target rolls a d10. On an even number, they heal what they rolled. On an odd number, they take damage equal to half of what they rolled (rounded up). |
|
14 |
Magical frogs rain from the sky in a 30 foot radius sphere around the target. The area is difficult terrain and all ranged attacks have disadvantage. |
|
15 |
A gust of glacial wind sweeps out of the target in a spiral. All creatures (excluding the target) within a 15 foot cube centered around the target take 5d4 cold damage or half on a successful constitution saving throw. |
|
16 |
The target regenerates any lost limbs (these are permanent). If the target has no limbs that needed to be regenerated they instead regain 3d8 hit points. |
|
17 |
The target can use a reaction to disappear to the ethereal plane for the duration of 1 creature's turn. When the creature returns from the ethereal plane, the target's skin changes to a random color for 1 hour. |
|
18 |
The target gains the ability to switch the initiative between 2 creatures for this turn. These initiative switch back at the start of the target's next turn. The target cannot move their own initiative. |
|
19 |
The target rolls a d20. On a 9 or lower, the target or an ally within 30 feet(chosen randomly) has their max hit points reduced by 1d6 for the next 8 hours. On a 10 or higher, the target or an ally within 30 feet(chosen randomly) gains 1d6 max hit points for 8 hours instead. |
|
20 |
The target rolls twice on the wild magic table. Both effects happen in the order that they were rolled. If these effects have a duration, they end at the start of the target's next turn. |
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