Skip to content

Wild Magic Surge

Paulo Monteiro edited this page Jul 26, 2024 · 2 revisions
  1. Chaos - Trigger a random Wild Surge effect (except this one) at the start of each of your turns for the next minute.
  2. Fireball - You cast a 3rd level Fireball centered on self.
  3. Healing - You regain 2d10 hit points.
  4. Burning - Each creature within 20 feet of you (including you) catches on fire.
  5. Teleport - You can teleport up to 60 feet to an unoccupied space of your choice that you can see as a free action before your turn ends.
  6. Frightened - You become frightened until the end of your next turn.
  7. Invisibility - You become invisible for the next minute. The invisibility ends if you attack or cast a spell.
  8. Random Poison - A random creature within 60 feet of you becomes poisoned for 1 hour.
  9. Spell Slot - You regain your lowest-level expended spell slot.
  10. Maximize Spell - Maximize the damage of the next damaging spell you cast within the next minute.
  11. Random Flight - A random creature within 60 feet of you can fly for a minute.
  12. Grease - You cast Grease centered on self.
  13. Mirror Image - You cast Mirror Image.
  14. Wild Healing - Each creature within 30 feet of you (other than you) takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
  15. Mass Invisibility - Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
  16. Action Surge - You can take one additional action immediately.
  17. Piercing Vulnerability - You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
  18. Resistances - You gain resistance to all damage for the next minute.
  19. Lightning Strike - Up to three creatures you choose within 30 feet of you take 4d10 lightning damage as a free action before your turn ends.
  20. Refill Sorcery - You regain all expended sorcery points.
Clone this wiki locally