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The Wild Magic of Elturia

The magic within Elturia is much like the land, unknown and untamed. This region is wracked by Arcana Storms, roving wild magic zones, and dead magic zones. Wild magic zones appear randomly and infrequently, however they will sometimes last for up to several years if it is a "naturally occurring" wild magic zone. After one of these wild magic zones dissipates there will be a dead magic zone that lingers for about a month before magic begins to return to the area. Below is an option wild magic table that is specific to Elturia.   Wild Magic Surge Table
01-02 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 51-52 You really need to use the lavatory... You have disadvantage on all checks and saving throws until you relieve yourself.
03-04 You create a sphere of magical darkness with a radius of 10 feet centered on you for the next minute. 53-54 You are immune to being intoxicated by alcohol for the next 5d6 days.
05-06 You cast Fireball as a 3rd-level spell centered on yourself. 55-56 A portal to a random plane opens near you and stays open for 30 seconds.
07-08 For the next minute anything that is not being worn or carried turns to gold for 1 hour. 57-58 All hair above the shoulders grows by 6 inches.
09-10 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. 59-60 You cast Fog Cloud centered on yourself.
11- 12 You cast Magic Missile as a 5th-level spell. 61-62 For the next minute, you must shout when you speak.
13-14 Up to three creatures you choose within 30 feet of you take 4d10 cold damage. 63-64 Your skin hardens giving you advantage on nonmagical bludgeoning, piercing, and slashing damage.
15-16 For the next minute, you regain 5 hit points at the start of each of your turns. 65-66 A blue glowing hammer is summoned near you, you can use your bonus action to command it to attack a creature. Add your spell attack modifier to the roll, it deals 1d8 force damage.
17-18 A lesser devil chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears I minute later. 67-68 You gain resistance to fire, cold, thunder, and lightning damage.
19-20 Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. 69-70 You start to glitter reflecting all light, giving creatures advantage on attack roles against you. But you also have advantage on skill based charisma checks.
21-22 You cast entangle centered on yourself, affecting allies and enemies. 71-72 You ignore difficult terrain as you phase slightly through it.
23-24 You can speak, understand, and write giant for 1 hour. 73-74 A random creature within 60 feet of you has levitate cast on it for the next minute
25-26 Your intelligence is increased by 2 for the next hour, after which it is reduced by 2 for an hour as you are stricken with a terrible headache. This can be removed with greater restoration. 75-76 A miniature polar vortex erupts around you. All creatures within 10ft of you must succeed on a constitution saving throw or take 2d10 col damage, or half as much on a success.
27-28 Your eyes turn pitch black, and your hair turns a stark white. This can be rectified with a remove curse spell. 77-78 You cast Polymorph on yourself. If you fail the saving throw, you turn into a mountain goat for the spell's duration.
29-30 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. 79-80 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
31-32 You and up to 6 other creatures within 60 feet of you are teleported 1 mile away to a random location. 81-82 You can take one additional action immediately.
33-34 Maximize the damage of the next damaging spell you cast within the next minute. 83-84 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
35-36 For the next minute you gain resistance to psychic and force damage. 85-86 You cast Mirror Image.
37-38 1d6 small fey (quicklings, pixies, fairies, etc.) controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. 87-88 For the next 24 hours, any time you roll and ability check add 1d4 to the result.
39-40 You regain 2d10 hit points. 89-90 You cast cone of cold in front of you.
41-42 You turn into a small keg of ale until the start of your next turn. While a keg, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, the keg breaks spilling mead everywhere, and your form reverts. 91-92 Roll a die, on an even roll your size increases by one category, on an odd roll your size decreases by one category. The effect lasts for 1 hour.
43-44 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. 93-94 Your size increases by one size category for the next minute.
45-46 You cast Levitate on yourself. 95-96 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
47-48 A Red Slaad controlled by the DM appears in a space within 10 feet of you, then disappears 1 minute later. 97-98 You are accompanied by a faint ethereal narration of all that you do and feel.
49-50 You can't speak for the next minute, everything that you try to say comes out backwards and at varying volume. 99-00 You regain all expended sorcery points or all spell slots up to 5th level.

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Cover image: View of Schroom Mountain, Essex County, New York by Thomas Cole

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