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add missing sorcery point surge; correct some surge names and descriptions
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m (add missing sorcery point surge; correct some surge names and descriptions) |
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* [[File:Wild Magic Surge Icon.png|frameless|upright=0.1]] '''Wild Magic''': Wild Magic stems from the forces of chaos. It churns within the sorcerers that wield it, waiting to burst free. Each time you cast a [[Spell]] of level 1 or higher, your magic might surge and trigger a random [[Wild Magic#Wild Magic Surge Effects|magical effect]]. | * [[File:Wild Magic Surge Icon.png|frameless|upright=0.1]] '''Wild Magic''': Wild Magic stems from the forces of chaos. It churns within the sorcerers that wield it, waiting to burst free. Each time you cast a [[Spell]] of level 1 or higher, your magic might surge and trigger a random [[Wild Magic#Wild Magic Surge Effects|magical effect]]. | ||
* [[File:Tides Of Chaos Icon 64px.png|frameless|upright=0.1]] '''Tides of Chaos''': Activate to gain [[Advantage]] on your next [[Attack Rolls|Attack Roll]], [[Checks|Ability Check]], or [[Saving Throws|Saving Throw]]. Increased chance of '''Wild Magic''' surge afterwards. | * [[File:Tides Of Chaos Icon 64px.png|frameless|upright=0.1]] '''Tides of Chaos''': Activate to gain [[Advantage]] on your next [[Attack Rolls|Attack Roll]], [[Checks|Ability Check]], or [[Saving Throws|Saving Throw]]. Increased chance of '''Wild Magic''' surge afterwards. | ||
** | ** {{Recharge|Long Rest}} | ||
== Wild Magic Surge Effects == | == Wild Magic Surge Effects == | ||
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* [[File:Wild Magic Swap Icon.png|frameless|upright=0.1]] [[Wild Magic: Swap]] | * [[File:Wild Magic Swap Icon.png|frameless|upright=0.1]] [[Wild Magic: Swap]] | ||
* [[File:Wild Magic Teleport Icon.png|frameless|upright=0.1]] [[Wild Magic: Teleport]] | * [[File:Wild Magic Teleport Icon.png|frameless|upright=0.1]] [[Wild Magic: Teleport]] | ||
* Wild Magic: | * Wild Magic: Turn Magic - At the start of each turn, for 5 turns, trigger a random magical effect (from the list of Wild Magic Surge Effects). | ||
* Wild Magic: | * Wild Magic: Burning - Each creature and item within 6m / 20ft of the caster starts Burning and takes {{DamageText|1d6|Fire}} damage per turn for 5 turns. | ||
** This is more potent than other sources of [[Conditions#Burning|Burning]], lasting longer and dealing 1d6 damage instead of 1d4. | |||
* Wild Magic: Sorcery Points - Until the end of your next turn, each spell you cast restores [[Sorcerer#Level 2|Sorcery Points]] equal to its [[Spells#Spell Slots|Spell Slot]] level. | |||
* Wild Magic: Water - Spawn a water puddle around caster. | * Wild Magic: Water - Spawn a water puddle around caster. |