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Wild Magic (passive feature): Difference between revisions
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{{ActionPage | {{ActionPage | ||
|image = Wild Magic Turn Magic.webp | |image = Wild Magic Turn Magic.webp | ||
|summary = '''Wild Magic''' is a | |summary = '''Wild Magic''' is a passive feature that triggers a random magical effect sometimes when you cast a Level 1 or higher Spell. To trigger the effect, a 20 needs to be rolled on a {{D20}} (i.e., 5% chance). | ||
|description = Unruly magic sparks and fizzes through your veins. Each time you cast a spell of Level 1 or higher, your magic might surge and trigger a random magic effect. | |description = Unruly magic sparks and fizzes through your veins. Each time you cast a spell of Level 1 or higher, your magic might surge and trigger a random magic effect. | ||
{{:Wild Magic table (Sorcerer)}} | {{:Wild Magic table (Sorcerer)}} | ||
|notes = *A | |notes = *A {{D20}} is rolled each time you cast a leveled spell. If the result is 20, then a Wild Magic Surge is triggered (i.e., 5% chance). | ||
|class learns at level 1 = Wild Magic | |class learns at level 1 = {{IconLink|Wild Magic Subclass Icon.png|Wild Magic (Sorcerer Subclass)|Wild Magic Sorcerer}} | ||
}} | }} |
Revision as of 23:29, 7 November 2023
Wild Magic is a passive feature that triggers a random magical effect sometimes when you cast a Level 1 or higher Spell. To trigger the effect, a 20 needs to be rolled on a d20 (i.e., 5% chance).
Description
Unruly magic sparks and fizzes through your veins. Each time you cast a spell of Level 1 or higher, your magic might surge and trigger a random magic effect.
Effect | Description |
---|---|
At the start of each turn, trigger a random magical effect. | |
Each creature and item within 6 m / 20 ft starts burning and takes 1d6Fire per turn. | |
Until the end of your next turn, you can use a bonus action to teleport up to 9 m / 30 ft | |
Enchant the weapon of each creature within 6 m / 20 ft. Their next attack is a Critical Hit and deals an additional 1d4Force. | |
Until the end of your next turn, each spell you cast restores Sorcery Points equal to its Spell Slot level. | |
Create a cloud of fog around yourself. Creatures within are Heavily Obscured and . | |
Each creature within 9 m / 30 ft becomes . | |
When you hit a target with a spell, heal all creatures within 3 m / 10 ft for 1d4hit points per Spell Slot level used. | |
Summon a hostile mephit. | |
Swap positions with a target each time you cast a spell or cantrip. | |
You gain an additional action this turn. | |
You can | until the end of the turn.|
Armour Class is increased by 5 and you are immune to the effects of | |
Able to lift and throw objects and creatures with your mind until the end of your turn. | |
Enclose yourself in an arcane sphere. You cannot be damaged by attacks or effects from outside the sphere, nor can you damage anything outside the sphere. Movement Speed is halved. | |
Each creature within 9 m / 30 ft is randomly or . | |
You are transformed into a beast. | |
Summon a cambion from the fiery nexus of the Nine Hells. It is hostile to everyone. | |
You are . | |
Shape a piece of ground around yourself into hard spikes. A creature walking on the spikes takes 2d4Piercing for every 1.5 m / 5 ft it moves. | |
Create a vine surface around yourself, slowing down creatures, possibly | them.|
Gain the ability to comprehend and communicate with beasts. | |
Each creature within 9 m / 30 ft is randomly transformed into either a cat or a dog. |
How to learn
Classes:
- Class level 1: [[ | ]]
Notes
- A d20 is rolled each time you cast a leveled spell. If the result is 20, then a Wild Magic Surge is triggered (i.e., 5% chance).