More actions
35s have a chance to unleash one of the listed effects after any spell of first level or higher the is cast:
Effect | Description |
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File:Wild Magic Blur Icon.png Wild Magic: Blur | |
File:Wild Magic Enchant Weapons Icon.png Wild Magic: Enchant Weapons | |
File:Wild Magic Explosive Healing Icon.png Wild Magic: Explosive Healing | |
File:Wild Magic Fog Icon.png Wild Magic: Fog | |
File:Wild Magic Summon Mephit Icon.png Wild Magic: Summon Mephit | |
File:Wild Magic Swap Icon.png Wild Magic: Swap | |
File:Wild Magic Teleport Icon.png Wild Magic: Teleport | |
Wild Magic: Turn Magic | At the start of each turn, for 5 turns, trigger a random magical effect (from the list of Wild Magic Surge Effects). |
Wild Magic: Burning | Each creature and item within 6m / 20ft of the caster starts Burning and takes 1d6Fire damage per turn for 5 turns.
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Wild Magic: Cats and Dogs | Each creature within 9m is randomly transformed into either a cat or a dog. |
Wild Magic: Enlarge/Reduce | Each creature within 9m is randomly Enlarged or Reduced. |
Wild Magic: Entangle | Create a vine surface around yourself, slowing down creatures, possibly Entangling them. |
Wild Magic: Resilient Sphere | Enclosed in an arcane sphere. Affected entity can't be damaged by attacks or effects from outside the sphere, nor can it damage anything outside the sphere. Movement speed halved. |
Wild Magic: Slow | You are Slowed. |
Wild Magic: Sorcery Points | Until the end of your next turn, each spell you cast restores Sorcery Points equal to its Spell Slot level. |
Wild Magic: Telekinesis | Able to lift and throw objects and creatures with your mind until the end of your turn. |
Wild Magic: Water | Spawn a water puddle around caster. |
Wild Magic: Shield | Increase your Armour Class by 5. You take no damage from Magic Missile. |