Wild Magic Surge

Magic won't always take its intended form or come without any side effects. Wild magic surges are relatively common occurrences of magic spiraling out of control during spellcasting.

## Triggers

Potential triggers for wild magic surges can be:

* casting while being affected by powers such as special abjuration magic or certain manifestations of Mormo's Corruption
* casting under the influence of mondorium radiation
* using an unstable source of magic
* using spellscrolls for spells you are unable to cast on your own
* being unable to properly voice verbal components (e.g. shouting underwater) or to move for somatic components (e.g. wearing armor you aren't proficient in)
* ...

## Surge Rules

* Casting a spell through the surge table doesn't require a spellslot, components, concentration or knowledge of the spell. They also can't be canceled at will.
* If the surge effect doesn't make sense, like needing a specific target while the actual spell doesn't, then reroll.
* If a surge mentions creatures in a certain distance from you, this excludes you, but will affect you again if no other creatures are around.
* A caster and surrounding creatures are unaware of the surge effect until it shows itself, but they can guess it with an arcana check if they witnessed the spell being cast.
* Remove Curse or in some instances Dispel Magic can end most of the surge effects early.

## Surge Table

1. (+/-) Roll on the surge table for every spell you cast until your next long rest.
2. (+/-) Roll two surges that will happen simultaneously.
3. (+) A spectral shield forms around you, granting the effects o the Shield spell for the next minute.
4. (+) For the next minute, your spelltargets have disadvantage on Saves against your magic.
5. (+) For the next minute, all your spells with a casting time of 1 action now have a casting time of 1 bonus action.
6. (+) The next spell you cast with an attack roll within the next minute automatically hits.
7. (+) The next damaging spell you cast within the next minute will deal maximum damage on a hit.
8. (+) You don't expand your spellslot.
9. (+) You can cast one additional spell during this turn.
10. (+) Your spell behaves as if it was cast one level higher.
11. (-) Your spell behaves as if it was cast one level lower.
12. (+/-) On a hit, the target of the spell is trapped in a crystal until it's broken. The crystal is broken by a single hit from outside or a Str Save against your spell DC from the creature within. If the spell has no specific target, you are entrapped instead.
13. (+/-) On a hit, one of the target's eyes turns into a jewel worth (spell level) x 50 gp. Remove Curse can turn the eye back. If the spell has no specific target, your eye is effected instead.
14. (+/-) You take no action during your next turn. Instead, you are busy coughing up shining pearls worth (spell level)d12 gp.
15. (-) The spell appears to fail when cast, but occurs 1d4 rounds delayed.
16. (-) On a hit, your spell ricochets off and hits a random creature that isn't further than 30 ft away from the original target.
17. (+/-) Every creature within 60 ft of you has to succeed Wis Save against your spell DC or drop whatever they hold.
18. (+/-) Every creature within 60 ft of you has to succeed Dex Save against your spell DC or fall prone.
19. (+/-) Every creature within 30 ft of you has to succeed a Con Save against your spell DC or fall asleep as if they were affected by the Sleep spell.
20. (-) You cast Confusion on yourself.
21. (-) You cast Grease centered on yourself.
22. (-) You cast Fireball as a 3rd-level spell centered on yourself.
23. (+/-) You cast Thunderwave as a 1st-level spell.
24. (+/-) You cast Fog Cloud as a 1st-level spell centered on yourself.
25. (+/-) You cast Silence centered on yourself.
26. (+/-) You cast Darkness centered on yourself.
27. (N) You cast Alter Self and take on the appearance of your spelltarget.
28. (+/-) You cast Enlarge Reduce on yourself. Roll a 1d2 to determine if you get (1) enlarged or (2) reduced.
29. (+/-) You cast Enlarge Reduce on every creature within 30 ft of you. Roll a 1d2 to determine if they get (1) enlarged or (2) reduced.
30. (+) You cast Levitate on yourself.
31. (+) You cast Blink.
32. (+) You cast Mirror Image.
33. (+) You cast Warding Wind.
34. (+) You cast Invisibility on yourself.
35. (+/-) You cast Invisibility on every creature within 30 ft of you.
36. (+/-) You cast Fly on every creature within 20 ft of you.
37. (+/-) You cast Haste on every creature within 40 ft of you.
38. (+/-) You cast Blur on every creature within 40 ft of you.
39. (-) You cast Polymorph on yourself. If you fail your Save, roll a 1d10 to determine what you become (1 – Sheep, 2 – Wolf, 3 – Hawk, 4 – Rat, 5 – Panther, 6 – Crab, 7 – Bat, 8 – Riding horse, 9 – Ape, 10 – Giant Badger). The spell only lasts for (spell level) minutes.
40. (+) You regain (spell level) HP per round for 1 minute.
41. (+) You gain (spell level x 5) temporary HP.
42. (+) You regain (spell level) hit dice.
43. (+/-) Every creature within 60 ft of you regains (spell level)d8 HP.
44. (+/-) Roll a 1d2. You gain (1) vulnerability or (2) resistance to all damage for the next minute.
45. (+/-) Roll a 1d2. All creatures within 30 ft of you gain (1) vulnerability or (2) resistance to acid and poison damage for the next minute.
46. (+/-) Roll a 1d2. All creatures within 30 ft of you gain (1) vulnerability or (2) resistance to bludgeoning, slashing and piercing damage for the next minute.
47. (+/-) Roll a 1d2. All creatures within 30 ft of you gain (1) vulnerability or (2) resistance to cold and fire damage for the next minute.
48. (+/-) Roll a 1d2. All creatures within 30 ft of you gain (1) vulnerability or (2) resistance to force and psychic damage for the next minute.
49. (+/-) Roll a 1d2. All creatures within 30 ft of you gain (1) vulnerability or (2) resistance to lightning and thunder damage for the next minute.
50. (+/-) Roll a 1d2. All creatures within 30 ft of you gain (1) vulnerability or (2) resistance to radiant and necrotic damage for the next minute.
51. (N/-) You are surrounded by faint music until your next long rest. Perception checks relying on hearing get advantage at noticing you.
52. (N) Illusory flower petals flutter in the air within 10 ft of you until your next long rest.
53. (N) You become invisible until your next long rest, but your gear and clothes will remain visible.
54. (N) You loose your reflection. Remove Curse can end this effect.
55. (-) Your shadow detaches from you and becomes a shadow (creature). Remove Curse or killing the creature can restore your shadow.
56. (N) A swarm of rats comes out of your clothes.
57. (N) Your hair immediately grows 4 ft. If you usually can't grow hair, this hair falls out after 10 minutes.
58. (+/-) You can speak with animals and only animals until you finish a short or long rest.
59. (+/-) You breathe a 30 ft fire cone the next time you try to speak.
60. (N) For 10 minutes, your voice booms three times as loud when you speak.
61. (N) Your height changes by 1d10 in. Roll 1d2 to determine if you (1) grow or (2) shrink.
62. (-) Two of your ability scores until you finish a long rest. Roll 2d6 to determine which are swapped. Remove Curse can end this effect early.
63. (N/-) You are detected by all kinds of divination magic such as Divine Sense or Detect Evil and Good until your next long rest, even if you belong to none of those creature types. Roll a 1d4 to see if this magic recognizes you as a (1) Fey, (2) Fiend, (3) Celestial or (4) Undead.
64. (-) You are thrown 10 ft back in the opposite direction of your spellcasting. If there was no specific direction, you are thrown vertically.
65. (-) Everything within 20 ft is pulled 10 ft towards you.
66. (+/-) The next time you hit with a spell attack, you and the spelltarget switch positions afterwards.
67. (+/-) On a hit, you and the spelltarget are send to a pocket dimension for 1d4 rounds. If there is no specific target, only you are send there for one round.
68. (+) You teleport up to 60 ft in an unoccupied space that you can see.
69. (+) You can teleport up to 10 ft as a bonus action on your turn for 1 minute.
70. (-) The next time you teleport within the next hour, you'll leave your gear and clothes behind.
71. (-) You are frightened by the nearest creature until the end of your next turn.
72. (-) The next time you hear your name spoken out loud, you become paralyzed until you hear your name again.
73. (-) If you damage a creature during the next 1d4 rounds with your magic, you will suffer the same amount of damage with force as the damage type.
74. (-) If you harm a creature that possesses a free soul with your magic during the next minute and it is killed within the next 5 minutes, it's ghost is guaranteed to haunt you.
75. (+) A number of (spell level) creatures you choose within 30 ft of you take (spell level)d10 lightning damage each. If you do not choose enough, you receive (spell level)d10 lightning damage.
76. (+/-) Each creature within 30 ft of you takes (spell level)d10 necrotic damage. You regain HP equal to the sum of the necrotic damage dealt.
77. (+/-) You glow with bright light in a 50 ft radius for the next minute. Any creature within 5 ft of you is blinded, and so are you.
78. (+/-) All light sources (that are not part of a creatures body) within a 200 ft radius are extinguished.
79. (+) For the next minute, everything you touch with your hands goes up in flames and your touch causes 2d6 fire damage. Your hands are immune to fire for this duration.
80. (+/-) All doors, windows and hatches in a 100 ft radius swing open as if they were affected by the Knock spell.
81. (+/-) A fountain of water shoots up underneath you, lifting you 30 ft into the air until the start of your next turn.
82. (+/-) All grass in a 50 ft radius immediately grows 5 ft.
83. (+/-) A sinkhole, (spell level x 10) ft deep and 10 ft in diameter, appears directly in front of you.
84. (+/-) All water outside of closed containers within a 50 ft of you evaporates instantly.
85. (+/-) The weather within (spell level) miles of you instantly becomes extremely windy for 1d10 minutes. A strong wind imposes disadvantage on ranged weapon attack rolls and perception checks that rely on hearing. The wind also extinguishes open flames and disperses fog. A flying creature in the area must land at the end of its turn or fall.
86. (+/-) For the next minute, the temperature drops drastically within a radius of 50 ft of you. Every creature (including you) that ends their turn inside suffers 1d4 cold damage. The zone is static and you can try to move outside.
87. (N) A large floating eye appears that will follow and watch you until it decides that it has seen enough.
88. (N) (spell level) flumphs appear within 60 ft of you. They are harmless but panicked and confused. They vanish after 1 minute.
89. (+/-) (spell level) creatures appear within 60 ft of you. They are hostile to all creatures other than themselves. They take their turn after yours and vanish after 1 minute. Roll a 1d4 to determine what you summoned (1 – Steam Mephit, 2 – Quasit, 3 – Blink dog, 4 – Specter).
90. (+) Choose a surge you want.