Quickleaf
Legend
Here's my rough re-write of the Wise Lineage wild surge table [MENTION=8058]Queenie[/MENTION]. If you get a chance [MENTION=4936]Shayuri[/MENTION] maybe you can weight in with your criticism? Also, I'm still missing one option on the table if anyone has ideas.
Wise Lineage Wild Surge Table
1. The Witching Hour: Any remaining daylight fades into the late hours of night rapidly, until it’s about 3:00 am. Witches, demons, and specters gain advantage on their spell attacks and saving throws against their spells are disadvantaged for the next hour. In addition, a witch or monster is drawn to you during this time.
2. Beneficium: A possessing spirit, specter, or curse haunting the area is drawn into your body and mind until exorcised, dispelled, or put to rest. If you personally know someone who is cursed or haunted, their burden is preferentially made your own.
3. Maleficium: Someone your hold ill feelings toward suffers disease, poisoning, an extremely unlikely accident, or other misfortune as your subconscious exerts itself. This “maleficium” leaves behind magical traces of the Source at the scene.
4. Wyrd: All humanoids within 100 feet per Source level are confronted by illusions of one possible destiny they may face, usually something grim or tragic. Humanoids must make a Charisma saving throw against your spellcasting DC or be frightened for 1 minute and suffer long-term madness (see DMG) for the next 24 hours.
5. Out of Body Experience: You collapse and are stunned for 1d6 rounds, but while stunned you benefit from a scrying spell revealing a place that relates to your present quest.
6. Hag’s Eye: You are stunned for 1 round and benefit from a vision of the future at the DM’s discretion. During this round, a hag can see thru your eyes. Afterward you suffer short-term madness (see DMG) for 1 minute deriving from these ominous visions and a feeling of dread.
7. Fell Mists: Supernatural mists descend on an area within 100 feet per Source level, though they do not follow you. These mists are a mix of lightly and heavily obscured areas, all sounds within are distorted to seem they come from the wrong direction, and ghost sounds echo in the mist. Additionally, these mists exacerbate superstitions of NPCs and PCs alike, playing up their flaws. Monsters like will-o-wisps and foglets are often drawn to the mists, and sometimes ghosts of the deceased will visit those within. The mists last for 1d10 hours.
8. Something Wicked This Way Comes:
9. Anguish: A wave of mental anguish pours from you, affecting all creatures within 10 feet per Source level who suffer 1d12 psychic damage. At 5th level this increases to 2d12 damage, at 11th level 3d12 damage, and at 17th level 4d12 damage. A Wisdom saving throw against the your spellcasting DC mitigates this damage by half. However, on a failed save the creature is incapacitated until the end of its next turn.
10. Double Trouble: Roll twice and apply both effects. Reroll duplicate results.
Wise Lineage Wild Surge Table
1. The Witching Hour: Any remaining daylight fades into the late hours of night rapidly, until it’s about 3:00 am. Witches, demons, and specters gain advantage on their spell attacks and saving throws against their spells are disadvantaged for the next hour. In addition, a witch or monster is drawn to you during this time.
2. Beneficium: A possessing spirit, specter, or curse haunting the area is drawn into your body and mind until exorcised, dispelled, or put to rest. If you personally know someone who is cursed or haunted, their burden is preferentially made your own.
3. Maleficium: Someone your hold ill feelings toward suffers disease, poisoning, an extremely unlikely accident, or other misfortune as your subconscious exerts itself. This “maleficium” leaves behind magical traces of the Source at the scene.
4. Wyrd: All humanoids within 100 feet per Source level are confronted by illusions of one possible destiny they may face, usually something grim or tragic. Humanoids must make a Charisma saving throw against your spellcasting DC or be frightened for 1 minute and suffer long-term madness (see DMG) for the next 24 hours.
5. Out of Body Experience: You collapse and are stunned for 1d6 rounds, but while stunned you benefit from a scrying spell revealing a place that relates to your present quest.
6. Hag’s Eye: You are stunned for 1 round and benefit from a vision of the future at the DM’s discretion. During this round, a hag can see thru your eyes. Afterward you suffer short-term madness (see DMG) for 1 minute deriving from these ominous visions and a feeling of dread.
7. Fell Mists: Supernatural mists descend on an area within 100 feet per Source level, though they do not follow you. These mists are a mix of lightly and heavily obscured areas, all sounds within are distorted to seem they come from the wrong direction, and ghost sounds echo in the mist. Additionally, these mists exacerbate superstitions of NPCs and PCs alike, playing up their flaws. Monsters like will-o-wisps and foglets are often drawn to the mists, and sometimes ghosts of the deceased will visit those within. The mists last for 1d10 hours.
8. Something Wicked This Way Comes:
9. Anguish: A wave of mental anguish pours from you, affecting all creatures within 10 feet per Source level who suffer 1d12 psychic damage. At 5th level this increases to 2d12 damage, at 11th level 3d12 damage, and at 17th level 4d12 damage. A Wisdom saving throw against the your spellcasting DC mitigates this damage by half. However, on a failed save the creature is incapacitated until the end of its next turn.
10. Double Trouble: Roll twice and apply both effects. Reroll duplicate results.