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World of Shantar D&D 5e House Rules

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Wild Magic and Spellcasting

When casting a spell with wild magic, you always roll a d20 "Tides of Chaos" check. If the check is less than the spell level (or a natural 1) then your spell if changed by the Tides of Chaos. Roll a d20 and consult the following table below.

Tides of Chaos d20 Result.

Result			Table for resolution. 
------			------
Even Number		Power Surge Table
1				Severe Wild Surge Table
3, 5, 7, 9		Moderate Wild Surge Table
11, 13			Minor Wild Surge Table
15, 17, 19		Shaping Wild Surge Table

Power Surge Table
Tides of Chaos Result + Proficiency Bonus (do not roll again). Cross reference with the casters level below. The result is the amount of change.
Roll 	Caster Level
Result	1-2		3-5		5-6		7-8		9-10	11-12	13-14	15-16	17+							
< 10	Fail	-d6L	-d6L	-d6L	-d8L	-d8L	-d8L	-d10L	-d10L
10-11	Fail	-1L		-1L		-1L		-d6L	-d6L	-d6L	-d8L	-d8L
12-13	-1L		-1L		-1L		-1L		-1L		-1L		-1L		-d6L	-d4L
14-15	+1L		+1L		+1L		+1L		+1L		+1L		+1L		+1L		+1L	
16-17	+1L		+1L		+1L		+1L		+1L		+1L		+1L		+1L		+d4L
18-19	+1L		+1L		+1L		+1L		+1L		+1L		+1L		+d4L	+d4L
20-21	+1L		+1L		+1L		+1L		+1L		+1L		+d4L	+d4L	+d4L
22		+d4L	+d4L	+d4L	+d4L	+d4L	+d4L	+d4L	+d4L	+d4L
23		--		--		+d4L	+d4L	+d4L	+d4L	+d4L	+d4L	+d4L
24		--		--		--		--		+d6L	+d6L	+d6L	+d6L	+d6L
25		--		--		--		--		--		--		+d6L	+d6L	+d6L
26		--		--		--		--		--		--		--		--		+d6L

* 	means also Shaping Wild Surge
** 	means also Minor Wild Surge
** 	means also Moderate Wild Surge
+1L = Add one level to the spell. Alternatively the hit die for damage is increased by 1 step.
+/-dXL = Add or subtract 1dX levels to the spell. Alternatively the hit die for damage is increased or decreased by dX steps. If you modify the damage lower than the level of the spell, the spell fails. Otherwise a minimum of 1 point of damage per die.

Shaping Wild Surge Table
d20		Effect
1-4		DC is -2 -or- disadvantage on attack roll.
5-8		Choose one: 1/2 damage, 1/2 duration, Immediate Concentration Check, 1/2 distance, 1/2 area
9-12	Metamagic feat applied to spell for free. Choose Enlarge, Distant, Shape, Twin.
13-16	DC is +2 -or- advantage on attack roll.
17-20	Choose one: Critical, 2x duration, No need for concentration, 2x distance, 2x area

Severe Wild Surge Table
% Roll	Effect
11	Roll on the Minor Wild Surge Table. Any result is permanent until dispelled 
11	Roll on the Moderate Wild Surge Table twice. Results last a full day or until dispelled.
11	Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
27	For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
33	Maximize the damage of the next damaging spell you cast within the next minute.
100	You regain all expended sorcery points.

Moderate Wild Surge Table
% Roll	Effect
1	Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent Rolls.
2	Dispel all magical effects affecting you (including any Wild Surge effects), you are immune to magic and wild surge effects for the next d12 turns
4	You become ethereal for 1 turn, you are immune to physical attacks, but your clothes and equipment fall on the ground
5	A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.
6	The next silver object you touch turns into gold
8	You increase your Exhaustion level by one
9	If your spell deals damage, it deals the maximum possible amount
10	An ethereal imp hangs on your shoulder and whisper obscenities to you until he breaks your concentration once
12	You can speak Goblin and Orc for the next 1d6 days
14	You gain the effects of spider climb and can cast Web at will for 3d6 turns
15	For the next minute, you regain 5 hit points at the start of each of your turns.
18	You gain proficiency with all weapons and gain the Extra Attack feature until your next long rest.
20	You transfer a magical effect currently affecting you to a creature of your choice
21	Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
24	You cast Animate Objects on nearby objects made of paper, wood, bone or leather
29	You teleport up to 60 feet to an unoccupied space of your choice that you can see.
28	You can't stop tapdancing for 1d4 hours, you can move at half of your speed while doing so.
38	You gain proficiency in two random skills until your next long rest
39	You regain 2d10 hit points.
48	You have a compulsion to tell only lies for 1d4 hours
59	You regain your lowest level expended spell slot.
58	For the rest of the day, you smell like roses and are immune to disease.
87	For the next minute, you are unable to speak, only screech and howl like a monkey
81	You can take one additional action immediately.
63	You cast fog cloud centered on yourself.
43	For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
32	A random hostile creature nearby falls prone

Minor Wild Surge Table
% Roll	Effect
3	For the next minute, you can see any invisible creature if you have line of sight to it.
7	For the rest of the day, your skin is covered with an illusory script of random nonsense
13	Unknown to you, an archery target appears on the back of your clothing
16	You cast Vicious Mockery after you take an action every turn for the next 1d6 turns
17	You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
19	The ground within 10 feet of you becomes covered in a slick of grease, and every creature standing in this area falls prone
22	A random object near you becomes a trick object, you don't know which object and what it does
23	Your skin turns a vibrant shade of a random color. A remove curse spell can end this effect.
25	An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.
26	Your upper body (torso, head and arms) become invisible and inaudible until your next long rest
30	Wherever you walk flowers and herbs grow on the ground no matter how desolate the terrain is for 3d20 minutes
31	You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
34	You gain Barkskin, you don't have to concentrate to maintain it
35	Tomatoes blast out from you and strike each creature within 10 feet
36	A raven lands on your shoulder and speaks a strange prophecy
37	1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.
40	You cast Major Image, the illusion represents your worst nightmare, you do not control the illusion and it doesn't require your concentration
41	A magical talking flower grows on the top of your head, if you pluck or destroy the flower you take 2d10 damage
42	A shower of glowing sparks explodes from your hand, with no effect
44	You cannot be knocked down, pushed or pulled in any direction for 3d6 turns
45	You become unaffected by gravity, but have no control over your movement and can be dragged by strong winds for 2d6 turns
46	You know and must tell the exact time loudly every minute for one hour
47	A random magical beast controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
49	You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
50	You gain temporary hit points equal to your sorcerer level
51	A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.
52	Other creatures see your face as a blurred mass and hear your voice in a very low pitch for 2d8 hours
53	You are immune to being intoxicated by alcohol for the next 5d6 days.
54	The next spell that would deal damage to you heals you instead.
55	Your hair falls out but grows back within 24 hours.
56	You suddenly forget the names of your companions until your next long rest
57	For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
60	For the next hour you make involuntary rude gestures, hostile creatures are more likely to attack you
61	For the next minute, you must shout when you speak.
62	You are surrounded by a flickering aura of light, and have resistance against the next damage dealt to you
64	A mage hand spell effect gropes your body for 1d12 turns, every turn you must make a DC 12 WIS check if you are concentrating on a spell, if you fail you lose concentration
65	Up to three hostile creatures within 30 feet of you take lightning damage equal to your sorcerer level.
66	The next spell you cast doesn't spend a spell slot
67	You are frightened by the nearest creature until the end of your next turn.
68	You cast Alter Self and change your own appearance to take the form of the target of your last spell, you ignore all the normal limitations of the spell
69	Each friendly creature within 30 feet of you becomes invisible for the next minute. the invisibility ends on a creature when it attacks or casts a spell.
70	You feel a huge intestinal discomfort, 3 turns later you cast Stinking Cloud centered on yourself
71	You gain resistance to all damage for the next minute.
72	Your head magically detaches from your body for 2d4 hours, decapitation does not affect you, when this effect ends your head teleports and attaches itself to your neck
73	A random hostile creature within 60 feet of you becomes poisoned for 1d4 hours.
74	You grow a second head for 1d6 hours, you can now concentrate on two spells at once, when you speak each head completes the sentence the other started
75	You glow with bright light in a 30-foot radius for the next minute. Any hostile creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
76	You shapechange into a Giant Eagle, Giant Shark or Giant Scorpion
77	You cast polymorph on yourself.
78	Your speed increases by 20 feet for 4d4 turns
79	Illusory butterflies and flower petals flutter in the air within 10 feet of you for the 1d12 minutes.
80	You cast Bigby's Hand, but you can't control it.
82	You are able to eat metal for 2d4 days, any non-magic metal object melts into your mouth, while the effect is active metal is both delicious and healthy for you
83	Each hostile creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
84	You can jump up to 30 feet high, but you still take fall damage
85	If there is corpse within 30 feet of you, it animates for a moment to speak a dire warning if it could talk while alive, it stares at you until destroyed otherwise
86	You emit a strong putrid odor for d8 hours, this horrible smell can attract undesirable creatures
88	Your tongue becomes extremely long and sticky for 3d10 hours you also crave insects
89	You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.
90	A sphere of prismatic light appears at your current position, the sphere grows every turn, after 12 turns it explodes dealing 6d10 radiant damage to all creatures 45-foot around it unless it is dispelled by Dispel Magic
91	If you die within the next minute, you immediately come back to life as if by the reincarnate spell.
92	You have advantage on all grappling attempts for 2d8 turns, you are also able to grapple creatures 2 sizes larger than you and you can drag a grappled creature without penalty no matter the creature size or weight
93	Your size increases by one size category for the next minute.
94	You suddenly know the direction and distance to the nearest tavern
95	All hostile creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
96	For the next minute, you have a single mirror image 
97	You are surrounded by faint, ethereal music for the next d20 minutes.
98	You cast Tasha's Hideous Laughter on every hostile creature in range without requiring concentration, but you feel incredibly embarrassed and awkward
99	Any water you are carrying is transmuted into a random liquid (DM choice)