D&D 5E Suggest different wild surge results

Eltab

Lord of the Hidden Layer
- The spell you wanted to cast does not go off. Instead, you get ...
{The DM rolls randomly on the list of Sorcerer Nth-level spells, where N is the level of the spell the Sorcerer character wanted to cast.}
... the spell the DM tells you. You control all decisions that must be made to employ the spell.

- All creatures within your line-of-sight are Polymorphed (no save) into a potted plant. YOU are Polymorphed (no save) into a little old lady and are the target of a Geas (no save) to water and tend every potted plant you can see. For the duration, you gain proficiency with Gardening Tools and the Gardening skill. All effects end after 6 hours.
 

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I've created a Expanded Wild Surges generator with some of the suggestions from here at http://www.enworld.org/forum/dnd_view_block.php?id=2200

It's still in the test stage at the moment.

Nice work! The giant duck effect would be a hit at our table.

One nitpicky comment for the Astral Plane effect: the sorcerer’s body would not disapappear from the Material plane if this is a typical trip to the Astral Plane. So “upon return”, the sorcerer would simple regain consciousness, not really appear within 10’ of where they stood previously.
 

Fanaelialae

Legend
Here's the list of effects I use (there are 100 possibilities, sorry, the numbers didn't copy over):

Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent turns.
For the next minute, you can see any invisible creature if you have line of sight to it.
You cast magic missile as a 5th-level spell.
Roll a d10. Your height increases by a number of inches equal to the roll.
Roll a d10. Your height is reduced by a number of inches equal to the roll.
You case confusion centered on yourself.
For the next minute, you regain 5 hit points at the start of each of your turns as long as you have at least 1 hit point remaining.
You cast grease centered on yourself.
Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. Alternately, the next spell you cast in the next minute that requires an attack roll gains advantage.
Your skin turns a vibrant color. A remove curse spell can end this effect.
An eye appears on your forehead for the next minute. During that time you have advantage on Wisdom (Perception) checks that rely on sight.
For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
You teleport up to 60 feet to an unoccupied space of your choice that you can see.
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.
Maximize the damage of the next damaging spell you cast within the next minute.
Roll a d10. Your age increases by a number of years equal to the roll.
Roll a d10. Your age is reduced by a number of years equal to the roll (minimum 1 year old).
You regain 2d10 hit points.
You turn into a portrait of yourself until the start of your next turn. While a portrait, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, you fall out of the canvas and revert to your normal form.
For the next minutes, you can teleport up to 20 feet as a bonus action on each of your turns.
You cast levitate on yourself.
You can’t speak for the next minute. Whenever you try, colorful bubbles float out of your mouth. When the bubbles pop, it sounds like you speaking the word that created that bubble.
A spectral shield hovers near you for the next minute, granting you a + 2 bonus to AC and immunity to magic missile.
You are immune to being intoxicated by alcohol for the next 5d6 days.
Your hair falls out but grows back within 24 hours.
#For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.
You regain your lowest-level spell slot.
You release a thunderous belch or fart, casting thunderwave.
You cast clairvoyance, but are effectively blinded for the duration. You can only see through the sensor, not hear.
Your eyes glow with the intensity of a torch for 1d4 hours.
Your voice becomes high pitched, like a pixie, for 1d4 hours.
You become rooted to the ground, and cannot move, for 1d4 rounds unless the roots are cut. The roots have an AC of 10 and 4d6 hit points. Half the damage done to the roots is also taken by you.
1d4 skeletons rise from the ground. There is a 50% chance that they will obey you, otherwise they attack you.
For 1d4 hours, light bends around you. You are invisible, but also blinded.
You grow an extra finger.
2d4 trees spring up around you.
The land within a 2d100 foot radius of you is transformed into a desert wasteland.
This spell will never again trigger a wild magic surge on a roll of 1.
You cast fireball centered on yourself. It deals 1d6 damage per level of the spell that triggered this wild surge.
A random creature within 100 feet falls in love with you. A remove curse or dispel magic spell can end this effect.
A small eternal flame appears at your feet. It cannot be extinguished, but fires spread by it can.
Your eyes turn milky white and you gain x-ray vision for 1d10 rounds (as per Ring of X-Ray Vision).
You cast silence as a 2nd-level spell centered on yourself.
A 10′ × 10′ pit appears in front of you. It is 10’ deep per level of the spell that triggered this wild surge.
You leave monster shaped footprints instead of your own. A dispel magic spell can end this effect.
Amnesia strikes you and you cannot even remember who you are for 1d6 hours.
All normal doors, secret doors, portcullises, etc. (including those locked or barred) within 60 feet of you swing open.
You and the target swap places via teleportation.
A deafening bang affects everyone within 60 feet of you. All those who can hear must make a Constitution saving throw DC 15 or be deafened and stunned for 1 round.
For the next day, all magic within 60 feet of you glows softly.
Amnesia strikes your target and they cannot even remember who they are for 1d6 hours.
You grow a tail.
A tiny animal takes a sudden liking to you.
You find yourself in a black small room. You can see light peeking in from a crack in what might be a door. If you open the door you realize that a cupboard must have materialized around you. The cupboard is of good quality and has several sets of fine tailored clothes in it. Everything fits as if made for you.
You cast Otto’s irresistible dance on a random creature within range.
This was not quite what you thought should happen, but you conjure the one thing that you and your party needs most at this very moment, be it a piece of parchment with the layout of the dungeon you are trapped in or anything/anyone else. Your DM will know what you need most, and will give it to you. It disappears once it fulfills its purpose.
For 1d4 rounds you become completely weightless.
You cast earthquake centered on yourself. These tremors are not quite as violent as the 8th-level spell, however, and do not cause the effects listed under Fissures or Structures in the spell description.
You can only speak in rhyme for 1d10 rounds. Casting a spell requires you to speak a rhyme relevant to the effect, and as such all spell have a verbal component for the duration of this effect.
One of the caster’s body parts (determined at random) becomes permanently invisible. A dispel magic spell can end this effect.
You are electrified. You hair stands on end, anyone you touch suffer an unpleasant shock, and you glow softly in the dark. Additionally, you have resistance to lightning damage. This lasts for 1d4 days.
Your shadow disappears for 1d4 days.
You automatically cast an identical copy of spell that triggered this wild surge again, at the start of your next turn. It does not require any action or consume any resources.
Your teeth become unbreakable white stone. You can chew almost anything (including soft metals). If your teeth are already stone, this reverts them to bone.
You gain the ability to speak one random language of your target, if you couldn’t already. If you already could, your vocabulary with this language is expanded.
You and all creatures within 30 feet of you gain vulnerability to slashing damage for the next minute.
You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for the next minute.
You and all creatures within 30 feet of you gain vulnerability to a randomly determined type of damage for the next minute. Roll 1d10. 1 acid, 2 cold, 3 fire, 4 force, 5 lightning, 6 necrotic, 7 poison, 8 psychic, 9 radiant, 10 thunder.
You and all creatures within 30 feet of you gain resistance to piercing damage for the next minute.
You and all creatures within 30 feet of you gain resistance to slashing damage for the next minute.
You and all creatures within 30 feet of you gain resistance to bludgeoning damage for the next minute.
You and all creatures within 30 feet of you gain resistance to a randomly determined type of damage for the next minute. Roll 1d10. 1 acid, 2 cold, 3 fire, 4 force, 5 lightning, 6 necrotic, 7 poison, 8 psychic, 9 radiant, 10 thunder.
For the next minute, you must shout when you speak.
You cast fog cloud centered on yourself.
Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
You are frightened by the nearest creature until the end of your next turn.
Each 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.
You gain resistance to all damage for the next minute.
A random creature within 60 feet of you becomes poisoned for 1d4 hours.
You glow with bright light in a 30 foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
You cast polymorph on yourself. If you fail the saving throw, you turn into a small non-threatening animal for the spell’s duration.
Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
You can take one additional action immediately.
Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
You cast mirror image.
You cast fly on a random creature within 60 feet of you.
You become invisible for the next minute. During this time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell.
If you die within the next minute, you immediately come back to life as if by the reincarnate spell.
Your size increases by one size category for the next minute.
You are surrounded by faint, ethereal music for the next minute.
You are affected by the same spell effect as the one that triggered this wild surge.
The spell that triggered this wild surge also affects a random target within 60 feet of the you.
Everyone within 30 feet of you receives the benefits of a heal spell.
You cast a slow spell centered on the target.
You cast a darkness spell centered on the target.
All normal fires within 60 feet of you are extinguished.
You fall in love with a random creature within 100 feet of you. A remove curse or dispel magic spell can end this effect.
You immediately cast wish and must make a wish, but know with certainty that it will be twisted in some way.
You gain a number of sorcery points equal to the level of the spell that triggered this wild surge. These points can exceed your maximum allowed sorcery points, in which case they are lost after a long rest if they have not been expended.
Roll twice on this table and combine the effects.
You regain all expended sorcery points.
 


darjr

I crit!
Everyone everywhere vanishes, except you, for six seconds.

Everyone everywhere gets a clone, that harangues them mercilessly, for six seconds.
 



iserith

Magic Wordsmith
You instantly become a Draconic Bloodline sorcerer so that nobody in the party has deal with this silliness again.
 

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