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Wilder Surges

scholz

First Post
I have a player interested in playing a Sorcerer Wild Mage. We both are fine with the Wild Surge chart, but a little underwhelmed. What we'd both like would be something that has more to do with spells actually cast. In other words, we'd like his spells themselves to be affected.
I was working on a table of my own Ideas. But thought I would ask the collective intelligence what y'all think..

Wild Surge
When casting any spell or cantrip the DM can have you roll a D20.
On a Roll of 1 (roll on PHB table)
On a Roll of 2 or 3 (roll on this table 1-100 )

1-2 Spell has no visual or audial components, the effect happens without anyone knowing except those affected.
3-4 Spell makes a loud boom. All creatures in a 40ft radius make a DC8 Con save or be deafened for 1 round.
5-6 Spell creates an enormous special effect of lights, smells and sounds related to the spell (A dragon breathing fire). The size is roughly a cube 10ft per spell level on a side. It lasts for only the duration of the spell, but may disorient and confuse people.
7-8 Spell cast creates a loud bang and puff of smoke. Caster loses any remaining Movement, Actions, Reactions, or Bonus Actions that remain in her turn.
9-10 Spell creates a swirling thick cloud of brimstone smoke along its line to the target 10ft wide (or 10ft radius at target if not ranged). This area is Lightly Obscured.
11-12 Both caster and target are bathed in light as per Faerie Fire for 1 minute.
13-14 Spell spreads out in a billowing cloud, getting a 10ft radius or doubling its normal radius. Instead of an attack roll, targets get a Dex Save and the Save is made at an Advantage.
15-16 Spell contracts. If it was an area affect spell its area shrinks to half its normal size, but Saves are made at a Disadvantage. It it was individually targeted, the caster attacks at a Disadvantage, but doubles the Damage dice (or duration/effect/etc).
17-18 Spell is maximized, caster takes on a level of exhaustion.
19-20 Your spell adds 1d4 flame damage to its effect. You also take that damage.
21-22 If spell has a target, it must make a STR10 check or be knocked back 5ft. Spells without targets cause Caster to make the check (make prone if spell cast on self).
23-24 Spell creates a bond of shimmering energy between caster and target, they are effectively grappled with each other for 1 minute. If no target the caster is grappled to himself.
25-26 Spell creates a barrier of shimmering energy between caster and target, they each have 3/4 cover to each other (both have 1/2 cover to all others), if no target Caster is surrounded by the barrier 3/4 cover to everyone else, 1/2 from everyone else.
27-28 Caster is hit by a bolt of mystic energy. She takes 1d6 psychic damage AND gets +1 sorcery point (lasts until used or next long or short rest).
29-30 Caster loses the ability to concentrate on any spell (or anything else) for 1 minute, as mystic motes harass her, but spells requiring concentration last 1d6 rounds without concentration.
31-32 Caster is affected by swirling images and double vision for one minute. Attacks she makes are at a disadvantage. And, the caster is affected by a Blur spell for one minute.
33-34 Spell summons a Harrier that harasses a random creature within 60ft for the next minute. (The Harrier is an AC10 magic creature that can move 60ft per round and only perform the Help action. If stuck or effect by area damage it is dispelled).
35-36 Spell generates motes of scintillating light (as per Dancing Lights). One hovers over the Caster, the others move randomly (1d8 direction, 1d10x5 feet) for one minute.
37-38 Your spell warps reality. Smooth ground in in a 10ft wide line between caster and target (or 10ft radius of caster) becomes difficult. Difficult becomes either smooth or impassable.
39-40 Energy type of your spell changes randomly.
  1. Slashing
  2. Bludgeoning
  3. Piercing
  4. Fire
  5. Cold
  6. Electricity
  7. Thunder
  8. Poison
  9. Necrotic
  10. Radiant
  11. Psychic
  12. Force
  13. Acid
41-42 Caster begins to glow with mystic energy for one minute. As a bonus action the caster can make an Int Save DC10 to attempt to channel this energy into 1 sorcery point she must use that turn. If she fails or chooses not to, she takes 1d4 electrical damage.
43-44 The spell cast targets a random person or space within 60ft of its intent (even if the spell does not normally have range).
45-46 Spell has the opposite effect if possible (damaging spells heal, weakness -strengthened, blindness causes enhanced perception.)
47-48 In addition to any normal effects, the spell swaps the location of the caster and target. If there is no target, the caster flickers in and out of space briefly and changes facing.
49-50 Casting becomes a challenge as the mystic energies require wrestling. No further movement, or bonus actions are possible that turn.
51-52 Spell energies weave and dodge obstacles. Ignore cover for targeted spells, cause targets disadvantage on Saves. However cause caster to get disadvantage on touch spells, and require Spell Attack vs AC10 to affect self.
53-54 Reckless energy. Spell causes target to save at disadvantage OR caster given advantage on Spell Attack roll. However, caster is disoriented herself, and makes her own saves at disadvantage and is attacked at advantage by others for that round.
55-56 Energy Shield. Some of the spell energy is siphoned off the spell. Caster gains advantage on saves, and attackers get disadvantage for one round. However, targets get advantage on save, and caster gets disadvantage on spell attack rolls.
57-58 Spell creates a font of energy somewhere between caster and target. For 1d6 rounds, creatures within 5 ft of the font get 1d6 temporary hit points. These disappear after 1 minute.
59-60 Spell creates a font of energy somewhere between caster and target. For 1d6 rounds creatures ending their turn within 5ft take 1d6 electrical damage.
61-62 The area within the maximum range of the spells gets extremely cold. Everyone within that range must make a CON10 save or gain a level of exhaustion. If it is a touch spell (both caster and target must make save).
63-64 Caster casts another spell instead of the intended one. Roll randomly among Sorcerer spells of the same level. Note: Caster will be able "to know" the spell she is casting: change target, move to get closer to another target if she has movement left.
65-66 Caster casts a random spell as above 1d6 levels higher than intended and is rendered unconscious for the same number of rounds.
67-68 A luminous glowing ball of seductive emotional energy forms in the space between you and your target. You are both subject to an Enthrall Spell.
69-70 The spell uses an extra 1st level (or higher) spell slot, but it is empowered. If you have no extra spell slots or enough sorcery points, take a level of exhaustion.
71-72 After casting the spell, caster loses knowledge of that spell, and replaces it with different spell available to her, this lasts until a long rest.
73-74 After casting the spell, caster loses knowledge of that spell, she gains the number of sorcery points needed to cast it, this lasts until a long rest.
75-76 Caster loses any remaining sorcery points, she gains temporary hit points equal to 5 per sorcery point lost. This lasts until a long rest.
77-78 Caster radiates a strong magical aura. For one minute, this grants +2 AC. However, each round it does 2 hps of radiant damage to the caster.
79-80 Magical forces play havoc with probability. For the next minute whenever the caster rolls a die and gets an even number, roll again and take the best roll, whenever she rolls an odd number, roll again and take the worse roll.
81-82 All magic auras within range of the spell (you and target if touch) become visible for one minute. They burn slightly, but not enough to harm anyone.
83-84 Summons a swarm of fiendish bats midway between caster and target that attacks randomly for 1d4 rounds.
85-86 A wave of positive energy blasts in a ring from the target out to the maximum range. This restores 2 levels of exhaustion to everyone in the area.
87-88 Chain of power. If target of the spells is not hit or makes a save versus the spell, it hops to the next closest person. If the spell doesn’t require an attack roll or save, the target gets a Cha save at the normal DC. This continues until someone is affected. Creatures cannot opt to fail the save.
89-90 Spell Pingpong. If spell attack misses (or a target saves). The spell will rebound on the caster. If it is misses the caster (new roll) or the caster saves, it attacks the original target again until one is affected.
91-92 Ballistic. The spell energy launches into the sky (or sideways depending on location) and lands at the beginning of the casters next turn if there is line of sight.
93-94 Spell Ball. The spell fails to hit a target, and instead is incorporated into a tiny glowing ball the size of bowling ball 5 ft away from the target. The spell ball can be picked up and hurled at a target 20ft away (as a ranged attack).
95-96 As you cast your Touch spell gains range of 60ft, Ranged spell become touch spell. Self Spell become ranged.
97-98 Any material components are duplicated instead of consumed. If there are no consumable components, something of the caster is taken.
99-100 Spell doesn’t use a spell slot, but instead the caster gains a level of exhaustion.
 

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