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General Tabletop Discussion
*Dungeons & Dragons
Alternate Wild Magic Surge Tables
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<blockquote data-quote="RSKennan" data-source="post: 6380294" data-attributes="member: 8256"><p>Some of the results on the default table are silly, and not suitable for games with a more serious tone. It also seems like custom Wild Magic Surge tables would be an interesting way to reinforce a setting's themes. </p><p></p><p>I plan to make my own, but has anyone come up with their own alternate Wild Magic Surge tables for the Sorcerer? If not, do you want to start here? We could simply list effects and individuals in the thread can collate them along thematic lines, such as "Elemental Magic Surge table" or "Ravenloft Magic Surge table".</p><p></p><p>I'll start: </p><p></p><p>-For the next 1d6 rounds, all damaging spells cast within 10d10 feet of this area deal half damage. </p><p></p><p>-For the next 1d6 rounds, all damaging spells cast within 10d10 feet of this area deal double damage. </p><p></p><p>-for the next 1d20 rounds, any spells cast within 1 mile of this area that use fire in their effects instead use cold. </p><p></p><p>-A dead enemy is resurrected as per True Resurrection wherever they died. You are aware of their current location from now on.</p><p> </p><p>-Everyone in a 120 foot radius takes 1d6 thunder damage and must make a Dexterity save or be knocked prone.</p><p></p><p>- Food tastes of ashes (or another disgusting substance) to you for the next 1d4 weeks. Each week, you must make a Con save (vs. your own spell DC) to keep food down or gain a level of exhaustion from slow starvation. </p><p> </p><p>-You gain the ability to chew, eat and receive proper nourishment from any non-toxic substance for the next month. </p><p></p><p>-For the next 1d4 days, all intoxicating drinks function as healing potions to you. They still have their other effects.</p></blockquote><p></p>
[QUOTE="RSKennan, post: 6380294, member: 8256"] Some of the results on the default table are silly, and not suitable for games with a more serious tone. It also seems like custom Wild Magic Surge tables would be an interesting way to reinforce a setting's themes. I plan to make my own, but has anyone come up with their own alternate Wild Magic Surge tables for the Sorcerer? If not, do you want to start here? We could simply list effects and individuals in the thread can collate them along thematic lines, such as "Elemental Magic Surge table" or "Ravenloft Magic Surge table". I'll start: -For the next 1d6 rounds, all damaging spells cast within 10d10 feet of this area deal half damage. -For the next 1d6 rounds, all damaging spells cast within 10d10 feet of this area deal double damage. -for the next 1d20 rounds, any spells cast within 1 mile of this area that use fire in their effects instead use cold. -A dead enemy is resurrected as per True Resurrection wherever they died. You are aware of their current location from now on. -Everyone in a 120 foot radius takes 1d6 thunder damage and must make a Dexterity save or be knocked prone. - Food tastes of ashes (or another disgusting substance) to you for the next 1d4 weeks. Each week, you must make a Con save (vs. your own spell DC) to keep food down or gain a level of exhaustion from slow starvation. -You gain the ability to chew, eat and receive proper nourishment from any non-toxic substance for the next month. -For the next 1d4 days, all intoxicating drinks function as healing potions to you. They still have their other effects. [/QUOTE]
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