you said you had a custom table for alara's wild magic surges?? i need to know what's on the table!! 👀👀
unprompted !@bladewarde
oooh!!!! okay so i do sometimes keep the in game effects because i do like the theme that her powers tend to help her in combat (haven't gotten a very bad one – minus the magma mephit summon immediately after resing gale – until act iii, mostly just 'resilient sphere' & switch locations with anyone & vines appearing around her to make difficult terrain, an extra action on her turn, or speak with animals – it's been SO generous to her).
but i also picked wild magic for the chaos, especially in early game, so in writing i augment it with two tables that others have made that also lean more into the feywild origin of wild magic. haven't had a thread or an ask where this is applicable in a minute, but they are luxking's & probs_a_nerd's. basically, i roll & evens are probs_a_nerd's, odds are use luxking's & then roll again for the effect.
some highlights include:
-a third eye appears on your forehead, giving you advantage on wisdom (perception) checks & allowing you to see invisible creatures for the duration. -pink bubbles float from your mouth when you speak. -your skin turns a vibrant shade of blue for 24 hours, or until a remove curse spell is cast on you. ( both tables have this one 😭) -a random creature within 60 feet of you is poisoned for 1d4 hours. -for the next minute, any flammable, nonmagical object you touch that isn’t being worn or carried by another creature bursts into flame, takes 1d4 fire damage, & is burning. -you transform into a potted plant until the start of your next turn. while a plant, you are incapacitated & vulnerable to all damage. if you drop to 0 hit points, your pot breaks, & you revert to your normal form. -your spell backfires and you are knocked prone, taking 1d10 force damage. -summon 1d10 earth mephits under the dm's control. ( bc one magma mephit is not enough ) -make a DC10 CHA save, on a failiure you are compelled to paint any flowers you encounter red for 1d10 days. if you lack painter's supplies, blood will suffice. -the last creature you targeted with a spell must succeed a wisdom save or be charmed by you for 8 hours. -a golden acorn appears in your hand which attracts 3d4 swarms of squirrels (use the stats for a swarm of rats). -for the next 1d10 days you are compelled to speak in riddles. -you create a 500 ft dead magic zone which lasts for 24 hours. all plant life in the zone withers instantly.







