Wild Magic (Sorcerer subclass): Difference between revisions

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== Wild Magic Surge Effects ==
== Wild Magic Surge Effects ==


* [[File:Wild Magic Blur Icon.png|frameless|upright=0.1]] [[Wild Magic: Blur]]
{{:Wild Magic table (Sorcerer)}}
* [[File:Wild Magic Enchant Weapons Icon.png|frameless|upright=0.1]] [[Wild Magic: Enchant Weapons]]
* [[File:Wild Magic Explosive Healing Icon.png|frameless|upright=0.1]] [[Wild Magic: Explosive Healing]]
* [[File:Wild Magic Fog Icon.png|frameless|upright=0.1]] [[Wild Magic: Fog]]
* [[File:Wild Magic Summon Mephit Icon.png|frameless|upright=0.1]] [[Wild Magic: Summon Mephit]]
* [[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]]
* 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: 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: Cats and Dogs - Each creature within 9m is randomly transformed into either a cat or a dog.
* Wild Magic: Enlarge/Reduce - Each creature within 9m is randomly Enlarged or Reduced.
* Wild Magic: Entangle - Create a vine surface around yourself, slowing down creatures, possibly Entangling them.
* Wild Magic: Resilient Sphere - Enclosed in an arcane sphere.  Affected entity can't be damaged by attacks or effects from outside the sphere, nor can it damage anything outside the sphere.  Movement speed halved.
* Wild Magic: Slow - You are Slowed.
* 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: Telekinesis - Able to lift and throw objects and creatures with your mind until the end of your turn.
* Wild Magic: Water - Spawn a water puddle around caster.
* Wild Magic: Shield - increase your Armour Class by 5. You take no damage from Magic Missile.
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