************************************** DUNGEONS & DRAGONS 5e CHAOS MAGIC ************************************** ~~~~~~~~~~~~~~~~~~~~~~~~~~ SORCERER WILD MAGIC SURGE TABLE (PHB p. 104) Side-effects of magic spells tainted by pure chaos. Roll d100. * 01 to 02 ... Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. * 03 to 04 ... For the next minute, you can see any invisible creature if you have line of sight to it. * 05 to 06 ... A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. * 07 to 08 ... You cast Fireball as a 3rd-level spell centered on yourself. * 09 to 10 ... You cast Magic Missile as a 5th-level spell. * 11 to 12 ... Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. * 13 to 14 ... You cast Confusion centered on yourself. * 15 to 16 ... For the next minute, you regain 5 hit points at the start of each of your turns. * 17 to 18 ... You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. * 19 to 20 ... You cast Grease centered on yourself. * 21 to 22 ... Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. * 23 to 24 ... Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect. * 25 to 26 ... An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. * 27 to 28 ... For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. * 29 to 30 ... You teleport up to 60 feet to an unoccupied space of your choice that you can see. * 31 to 32 ... You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. * 33 to 34 ... Maximize the damage of the next damaging spell you cast within the next minute. * 35 to 36 ... Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. * 37 to 38 ... 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. * 39 to 40 ... You regain 2d10 hit points. * 41 to 42 ... You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. * 43 to 44 ... For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. * 45 to 46 ... You cast Levitate on yourself. * 47 to 48 ... A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. * 49 to 50 ... You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth. * 51 to 52 ... A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile. * 53 to 54 ... You are immune to being intoxicated by alcohol for the next 5d6 days. * 55 to 56 ... Your hair falls out but grows back within 24 hours. * 57 to 58 ... For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame. * 59 to 60 ... You regain your lowest-level expended spell slot. * 61 to 62 ... For the next minute, you must shout when you speak. * 63 to 64 ... You cast Fog Cloud centered on yourself. * 65 to 66 ... Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. * 67 to 68 ... You are frightened by the nearest creature until the end of your next turn. * 69 to 70 ... 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. * 71 to 72 ... You gain resistance to all damage for the next minute. * 73 to 74 ... A random creature within 60 feet of you becomes poisoned for 1d4 hours. * 75 to 76 ... You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. * 77 to 78 ... You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration. * 79 to 80 ... Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. * 81 to 82 ... You can take one additional action immediately. * 83 to 84 ... Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. * 85 to 86 ... You cast Mirror Image. * 87 to 88 ... You cast Fly on a random creature within 60 feet of you. * 89 to 90 ... You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell. * 91 to 92 ... If you die within the next minute, you immediately come back to life as if by the Reincarnate spell. * 93 to 94 ... Your size increases by one size category for the next minute. * 95 to 96 ... You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. * 97 to 98 ... You are surrounded by faint, ethereal music for the next minute. * 99 to 00 ... You regain all expended sorcery points. ~~~~~~~~~~~~~~~~~~~~~~~~~~ WAND OF WONDER EFFECTS TABLE Focused magical effects of magical chaos. Roll d100. * 01 to 05 ... You cast slow. * 06 to 10 ... You cast faerie fire. * 11 to 15 ... You are stunned until the start of your next turn, believing something awesome just happened. * 16 to 20 ... You cast gust of wind. * 21 to 25 ... You cast detect thoughts on the target you chose. If you didn 't target a creature, you instead take ld6 psychic damage. * 26 to 30 ... You cast stinking cloud. * 31 to 33 ... Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured . The rain falls until the start of your next turn . * 34 to 36 ... An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d10 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears. See the Monster Manual for the animal's statistics. * 37 to 46 ... You cast lightning bolt. * 47 to 49 ... A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured . The butterflies remain for 10 minutes. * 50 to 53 ... You enlarge the target as if you had cast enlarge/reduce. If the target can 't be affected by that spe or if you didn 't target a creature, you become the target. * 54 to 58 ... You cast darkness. * 59 to 62 ... Grass grows on the ground in a 60-foot radius centered on the target . If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute . * 63 to 65 ... An object of the DM 's choice disappea rs into the Ethereal Plane. The object must be ne ither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension. * 66 to 69 ... You shrink yourself as if you had cast enlarge/ reduce on yourself. * 70 to 79 ... You cast fireball. * 80 to 84 ... You cast invisibility on yourse lf. * 85 to 87 ... Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours . * 88 to 90 ... A stream of 1 d4 x 10 gems, each worth 1 gp, shoots from the wand 's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 blud geoning damage, and the total damage of the gems is divided equally among all creatures in the line . * 91 to 95 ... A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. * 96 to 97 ... The target's skin turns bright blue fo r 1d10 days. If you chose a point in space, the creature nearest to that point is affected . * 98 to 00 ... If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic. ~~~~~~~~~~~~~~~~~~~~~~~~~~ ROBE OF USEFUL ITEMS TABLE Material objects trapped within chaos magic. Roll d100. * 01 to 08 ... Bag of 100 gp * 09 to 15 ... Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp * 16 to 22 ... Iron doo r (up to 10 feet wide and 10 feet high, barred on one side of your choice), wh ich you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself * 23 to 30 ... 10 gems worth 100 gp each * 31 to 44 ... Wooden ladder (24 feet long) * 45 to 51 ... A riding horse with saddle bags (see the Monster Manual for statistics) * 52 to 59 ... Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you * 60 to 68 ... 4 potions of healing * 69 to 75 ... Rowboat (12 feet long) * 76 to 83 ... Spell scroll contaning one spell of 1st to 3rd level * 84 to 90 ... 2 mastiffs (see the Monster Manual for statistics) * 91 to 96 ... Window (2 feet by 4 feet , up to 2 feet deep), which you can place on a vertical surface you can reach * 97 to 00 ... Portable ram ~~~~~~~~~~~~~~~~~~~~~~~~~~ IRON FLASK TABLE Creature snatched from other planes by chaos magic. Roll d100. * 01 to 50 ... None * 51 ... Arcanaloth * 52 ... Cambion * 53 to 54 ... Dao * 55 to 57 ... Demon (type 1) (barlgura, shadow demon, vrock) * 58 to 60 ... Demon (type 2) (chasme, hezrou) * 61 to 62 ... Demon (type 3) (glabrezu, yochlol) * 63 to 64 ... Demon (type 4) (nalfeshnee) * 65 ... Demon (type 5) (marilith) * 66 ... Demon (type 6) (balor, goristro) * 67 ... Deva * 68 to 69 ... Devil (greater) (horned devil, erinyes, ice devil, pit fiend) * 70 to 72 ... Devil (lesser) (imp, spined devil, bearded devil, barbed devil, chain devil, bone devil) * 73 to 74 ... Djinni * 75 to 76 ... Efreeti * 77 to 78 ... Elemental (any) (air, earth, fire, water) * 79 ... Githyanki knight * 80 ... Githzerai zerth * 81 to 82 ... Invisible stalker * 83 to 84 ... Marid * 85 to 86 ... Mezzoloth * 87 to 88 ... Night hag * 89 to 90 ... Nycaloth * 91 ... Planetar * 92 to 93 ... Salamander * 94 to 95 ... Slaad (any) (blue, green, red) * 96 ... Solar * 97 to 98 ... Succubus/incubus * 99 ... Ultroloth * 00 ... Xorn ~~~~~~~~~~~~~~~~~~~~~~~~~~ MULTIVERSE PLANES OF EXISTENCE Places random portals may lead to. (Dominant local alignment noted.) Roll d100. * 1 to 12 ... Another continent, planet or moon on same plane (Prime Material Plane) (all) * 13 to 14 ... Alternate universe mortal world (Prime Material Plane) (all) * 15 to 20 ... The Feywild (Realm of Faerie) (varies) * 21 to 26 ... The Shadowfell (Realm of Shadow) (varies) * 27 to 28 ... The Border Ethereal Plane (varies) * 29 to 30 ... The Deep Ethereal Plane * 31 to 33 ... Elemental Plane of Air (Elemental Chaos) (varies) * 34 to 36 ... Elemental Plane of Earth (Elemental Chaos) (varies) * 37 to 39 ... Elemental Plane of Fire (Elemental Chaos) (varies) * 40 to 42 ... Elemental Plane of Water (Elemental Chaos) (varies) * 43 to 52 ... The Astal Plane (varies) * 53 to 67 ... The Outlands, the Concordant Domain of (aka Concordant Opposition) (N) * 68 to 69 ... Mount Celestia, the Seven Heavens of (LG) * 70 to 71 ... Bytopia, the Twin Paradises of (NG, LG) * 72 to 73 ... Elysium, the Blessed Fields of (NG) * 74 to 75 ... The Beastlands, the Wilderness of (NG, CG) * 76 to 77 ... Arborea, the Olympian Glades of (CG) * 78 to 79 ... Ysgard, the Heroic Domains of (CN, CG) * 80 to 81 ... Limbo, the Ever-Changing Chaos of (CN) * 82 to 83 ... Pandemonium, the Windswept Depths of (CN, CE) * 84 to 85 ... The Abyss, the Infinite Layers of (CE) * 86 to 87 ... Carceri, the Tarterian Depths of (NE, CE) * 88 to 89 ... Hades, the Gray Waste of (NE) * 90 to 91 ... Gehenna, the Bleak Eternity of (NE, LE) * 92 to 93 ... The Nine Hells (of Baator) (LE) * 94 to 95 ... Acheron, the Infinite Battlefield of (LN, LE) * 96 to 97 ... Mechanus, the Clockwork Nirvana of (LN) * 98 to 99 ... Arcadia, the Peaceable Kingdoms of (LN, LG) * 100 ... The Far Realm (alien multiverse) {"mode":"full","isActive":false}