Level
4th
Casting Time
1 Action
Range/Area
Touch
Components
V, S
Duration
1 Minute
School
Evocation
Attack/Save
Melee
Damage/Effect
Petrified (...)

When two wild magic sorcerers share combat a both players can spend their actions to create a pure wild-magic force. Roll a d10 to determine the effect of the spell. 

1: The spell backfires and targets all creatures in a 30 foot radius of the sorcerers within sight. The spell causes all creatures that fail a charisma saving throw to be confused. Every creature in range uses all their Movement to dash in a random direction, roll a d8 for each creature and assign a direction to each die face. The sorcerers automatically fail the saving throw. 

2: A powerful gust swirls around a target that is visible within 120 feet of the sorcerers. The target must make an Intelligence saving throw and takes 10d6 psychic damage on a failed save or half as much on a successful save.  The target is also turned invisible for the duration. 

3: Poisonous thorny vines spring forth beneath a target that is within 60 feet of the sorcerers. The vines wrap around and constrict the target. The target takes 8d8 damage and must make a constitution saving throw. On a failed save the target is poisoned for the duration unless it passes a constitution saving throw at the end of its turn. 

4: The sorcerers cast Fly on each other and can also take another action. (The sorcerers gain a flying speed of 60 feet for the duration. When the spell ends, the sorcerers fall if they are still aloft, unless they can stop the fall)

5: The ground trembles beneath every creature within 50 feet of the sorcerers. Earthworms pour from the soil latching onto the creatures pulling them down into the soil. Levitating creatures are unaffected. Each creature must make a strength saving throw or take 1d10 necrotic damage. The two sorcerers regain hit points of an equally divided sum of the necrotic damage dealt.

6: An 8 foot tall spectral dragon appears anywhere in a 60 foot range of the spell casters and breathes fire in a 30-foot cone. Targets make a wisdom saving throw and take 10d6 fire damage and 4d4 psychic damage and are frightened on a failed save, or half as much damage on a successful one. 

7: A small force of energy the size of a firefly whizzes towards a target within 120 feet. It explodes creating a violent burst of energy that envelops the target which takes 8d8 force with 4d4 fire damage. The target also sheds bright light in a 20-foot radius and dim light for an additional 20 feet for the duration.

8: The sorcerers burst into flames. For the duration, anything flammable they touch catches fire. The sorcerers cast Heat Metal and Hellish Rebuke. (As an action the sorcerers cause an object to glow red hot. Any creature in physical contact with the object takes 4d10 fire damage. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the objects and takes damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it had disadvantage on attack rolls and ability checks until the start of your next turn.  As a reaction the sorcerers can respond to being damaged by a creature in 60 feet that can be seen. The creature must make a dexterity saving throw and takes 2d10 fire damage or half as much on a successful save)

9-0: The power of the spell causes the two sorcerers to fuse together. Each sorcerer must roll a d20+performance. 

  • On a >20 the spell is a success both sorcerers combine to a powerful sorcerer for the duration. Combine health, sorcerer points, spells, spell slots, actions, feats, and proficiencies. At the end of the spell the sorcerers, equally divide all shared stats (remaining health, sorcerer points, spells slots)
  • If either sorcerer rolls 11-19 the spell causes the sorcerer who failed to be bound inside the successful sorcerer for the duration. The bound sorcerer is only capable of reactions. The successful sorcerer’s stats are unchanged.  If both sorcerers roll 11-19 the spell cancels itself out, however both sorcerers must roll for a Wild Magic Surge and hit on a 10 or below.
  • On a 10 or less the spell fails completely and the spell casters are petrified and are immune to all damage for the duration.

If the two sorcerers are not in range of each other the spell fails. Both sorcerers must spend a spell slot or the spell fails. The spell save DC for any spell is the lower number between the two sorcerers. A  sorcerer cannot fuse consecutively.

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

Kaufmanz