A 10-foot-radius invisible sphere of antimagic surrounds you. This area is infused by the local magic surrounding you. Within the sphere, any spell cast is infused with the chaos of wild magic. Until the spell ends, the sphere moves with you, centered on you.
When a spell of 4th level or lower is cast within the sphere, the caster suffers from the effects of the wild magic table, as seen on page 104 in the PHB. If the caster is a sorcerer, they must roll twice on the wild magic table. Spells cast by reading scrolls are immune to this.
If a creature made of magic, or is inherently magic (a homunculus and a beholder, for respective examples), they suffer from an effect from the wild magic table as long as they are in the sphere. The effect will fade after 1d6 turns.
At Higher Levels. For each slot above 4th, the level of spell that can be affected by Wild Magic Field increases accordingly.
* - (A pinch of various powdered metals (at least 3 different types))Previous Versions
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