d100 | Magical Surge Effect |
|---|---|
1 | Infernal magic directly from the Infernal realm surges forth from your body and envelops you in flames, granting you its curse: Your skin becomes ash-dark, your eyes glow bright orange and you sprout large devil wings. For 1 minute, you are immune to all Fire, Cold, Necrotic, Poison and Psyshic damage and any creature that attacks with you with a melee weapon attack takes 1d6 fire damage, your Charisma score becomes 30, you gain a flying speed equal to your walking speed, you have darkvision of 120 feet, you can cast two spells per action using only one spell slot and all creatures within 60 feet of you must succeed on a DC 20 Wisdom saving throw or become Frightened of you. At the end of this minute, the magic fades and consumes you, ending all benefits and dealing 4d8 fire damage to you and turning you permanently into a Tiefling of a bloodline of your choice. |
2 | All the hairs on your body become tentacles, which wiggle aggressively and uncontrollably. After 5 days, they fall off and your hair will need to grow back. |
3 | For the next minute, you are resistant to all damage |
4 | All food within 100ft of you instantly rots. |
5 | You manifest the spell, taking on the appearance of the nearest humanoid for 24 hours. |
6 | You regain Sorcery Points equal to your Intelligence modifier. If it is negative, you lose points instead. |
7 | |
8 | For 24 hours, your scent is extremely pleasant to any who sense it, and they always sense it as a familiar scent that evokes good memories. You have a bonus of 1 to all Charisma ability checks. |
9 | All water within 100ft of you becomes tainted and poisonous. |
10 | You manifest the spell , targeting yourself. It does no require concentration. |
11 | Infernal magic surges from your hands and burns reality itself, opening a rift for a few seconds before it disperses. From the rift, 2d4 imps spawn and are hostile to all non-fiends. |
12 | Your mind splinters, causing you to hear voices and see visions. For the next hour, you have disadvantage on all Intelligence, Wisdom, and Charisma saving throws. |
13 | Magical power surges through your body. The next spell you cast costs no spell slots. |
14 | For the next 24 hours, you can only speak and write in Aetherian. |
15 | Elemental air magic flows through you and surges forth. For 1 minute, you can use Dash as a free action, and whenever you dash and move 5ft next to a creature, the creature must succeed on a DC 13 Strength saving throw or be knocked prone. |
16 | Shadow magic flows through your mind and surges through your body. For the next hour, you can cast at will. |
17 | Your magic surges and mixes with your bones and flesh, bloating you and transforming you. For 1 minute, you are now one size larger, and your speed is reduced by half. |
18 | A surge of dark energy erupts from you. All creatures (including you) within a 15-foot radius must make a Dexterity saving throw or take 2d6 necrotic damage. |
19 | You cast a random spell decided by the DM. After the spell has been selected, there is a 50% chance the spell targets you, and 50% it targets the nearest creature. |
20 | The temperature becomes Scorching Hot in an area of 10 miles all around you for a week. |
21 | For the next minute, you may cast any spell that is an action as a bonus action, or a spell that is a bonus action as an action. Whenever you do either of these things, you take 1d4 psychic damage and bleed from your nose. |
22 | A huge and dangerous thunderstorm begins in the area. It is unknown for how long it will last. |
23 | For the next hour, any natural ground you walk on is corrupted, turning fertile land into a blighted wasteland that could take centuries to heal. |
24 | The next spell you cast deals maximum damage if it hits. |
25 | For 1 minute, every object you touch becomes lyricite. If you touch a creature, it must succeed on a DC 8 Charisma saving throw or be petrified into lyricite for the duration of this effect. The objects you touched remain permanently as lyricite. |
26 | A surge of Fey magic seems to manipulate the odds in your favour, making you feel lucky. Until your next rest, you have advantage in all attack rolls and ability checks. |
27 | You become half-ethereal, and you are resistant to all non-magical physical damage for 24 hours. While in this form, you can also see spirits and they can see you, if any dwell around you. |
28 | Diseased Fey magic surges through you. A swarm of diseased locusts erupts from the your body, spreading out in a 15-foot radius. Creatures in the area must make a DC 13 Constitution saving throw or take 2d6 poison damage and become poisoned for 1 minute. |
29 | Shadow magic surges through you. Your shadow animates and tries to strangle you. Make a Strength saving throw or be grappled by your own shadow for 1 minute. |
30 | For 24 hours, a third eye sprouts on your forehead. This third eye provides you with truesight in a radius of 30ft. You may or may not occasionally hear it comment in your thoughts on what it sees. |
31 | A huge surge of energy bursts from you, and all creatures within 60ft of you including yourself must succeed on a DC 15 Constitution saving throw or take 4d8 Force damage on a failed save, or half as much on a successful save. A random object within 60ft of you becomes Lyricite. |
32 | A random, extremely powerful entity unknown to you sees you, and you feel its gaze. The feeling fades after a few seconds. You now do not know if the entity lost interest, or if it will actively follow you and affect your mind or events around you. |
33 | You hear dark whispers urging you to betray your allies. For the next minute, you must succeed on a Wisdom saving throw at the start of each of your turns or take 1d4 psychic damage and be compelled to attack the nearest ally. |
34 | All plants, fungi, crops and fauna within 5 miles of you become sick. Many of the plants and crops will die, but it is unpredictable when. |
35 | You become electrified for 1 minute. You are resistant to Lightning damage, every creature you touch suffers the effects of the spell , and your movement speed increases by 10 feet. |
36 | You fall into a dark delirium, hallucinating horrors for 1d4 minutes. During this time, you are considered incapacitated. Another player may attempt to use their action to rescue you with a DC 14 Arcana check. |
37 | For 1 minute, your size becomes Large and you can speak Giant. |
38 | All creatures within 60ft of you must roll a DC 10 Constitution saving throw. On a fail, they now suffer from . |
39 | For the next 24 hours, you can only speak and write in Infernal. |
40 | You are afflicted with a wasting disease for 1 hour. Your Strength score is reduced by 2, and you have disadvantage on all Strength-based checks and saving throws. |
41 | There is a 50% chance you are now possessed by a spirit of an unknown origin. The DM rolls in secret to determine if you are, and its nature. |
42 | For a week's time, all areas within 15 miles of you become Freezing Cold. |
43 | You grow an extra, malformed limb that grants you an additional melee weapon or spell attack for 1 minute, but you take 1d6 necrotic damage whenever you use it. |
44 | Pure magical power surges through you. You regain all spell slots and sorcery points, but gain two levels of exhaustion. |
45 | Magic jolts in your insides and seeps through your orifices. A random creature that you've either been with during the last 10 minutes, or will be with during the next 10 minutes (you don't know which) is possessed by a demon. If not exorcised, they will become an abomination within one week. |
46 | Your health cannot go below 1 for the next minute. |
47 | Magic reverberates all around you before suppressing sound completely. For 1 minute, an area of 60ft all around you is affected by the spell . |
48 | You briefly see a scene of a past event that has happened in the area. |
49 | Your fingers turn into disgusting leeches for 1 minute. You cannot cast spells, and your fingers are now a melee weapon that deal 2d4 acid or poison damage (your choice). |
50 | Shadow magic follows you. Whenever you look at your reflection on water, a mirror, or any other source, you see a shadowy face staring at you. It may haunt you for an undetermined amount of time. |
51 | For 1 minute, your Strength becomes 21. |
52 | For an undetermined amount of time, the weather becomes heavy fog |
53 | Magic focuses your mind, allowing you to comprehend foreign brains and their concepts. For the next week, you can understand and speak all languages including magical. In addition, your Intelligence score increases by 2 for the duration. |
54 | You become drunk for the next 24 hours. If you bleed, vomit or any other bodily fluid leaves your body, it is instead alcohol. You are vulnerable to fire for the duration of this effect and if your hit points go below 0, you explode as if the spell fireball had been cast on you. |
55 | For the next minute, you can teleport up to 60ft as a free action. |
56 | Your flesh begins to wither and slough off, causing you to lose 1 hit point at the start of each of your turns for 1 minute, but you gain resistance to necrotic damage for the duration. |
57 | Your flesh hardens, and you gain 1d20 temporary health. |
58 | Magic surges from your chest and confuses the direction of your own magic. For 1 minute, all creatures are resistant to your magic's damage. |
59 | For the next 24 hours, all creatures have disadvantage on saving throws against your spells, and you have disadvantage in all saving throws against spells of any source. |
60 | You cast the spell targeting the nearest creature. You take the same damage as it. |
61 | You gain a flying speed equal to your walking speed for 1 minute. If you already have a flying speed, it doubles. |
62 | Magic surges through your body and overwhelms your senses. For 1d4 rounds, you are completely deaf and blind. |
63 | A noxious odor emanates from you. For 1 minute, all creatures within 10 feet must succeed on a Constitution saving throw or be poisoned for 1 minute. Creatures that succeed become immune to your odor, though they still feel it and become disgusted by it. |
64 | For the next 24 hours, you can only speak and write in Fey Speak. |
65 | An elemental surge erupts from your body. A radial area around 1 mile of you is affected by an earthquake. |
66 | You cast the spell on yourself. You do not require concentration to maintain it. |
67 | For the next 24 hours, your AC is 13 + your Charisma modifier |
68 | A rift tears open reality in a random space within 60ft of you, from which Fey spirits come pouring in. If it is not closed within 3 days, the area will become the Feywild. |
69 | Magic bends time around you and manipulates reality. For 1 minute, you have no reactions or bonus actions. |
70 | For the next minute, you permanently have Inspiration, but whenever you use it, you take 1d4 psychic damage. After this minute, the magic fades from your body and you lose Inspiration if you didn't use it. |
71 | A surge of Infernal blood magic makes you feel like you're boiling. For 1 week, you can hear the voice of an Archdevil in your mind, who might attempt to trigger effects on you against your will if you are not able to resist. You do not know which Archdevil is talking to you from the surge, and will have to figure that out yourself. The Archdevil can perceive through your senses. |
72 | Magic bends time around you and manipulates reality. For 1 minute, you have 2 actions per turn instead of one. |
73 | Blood magic follows you. For 24 hours, you can use a Hit Die to cast a spell of 2nd level or lower. When you kill another creature, you regain a spell slot of 2nd level or lower. |
74 | You briefly witness a memory of a random creature within 60 feet. |
75 | You cast fireball targeting yourself. If you are resistant or immune to fire, you are instead vulnerable while being targeted by this spell. |
76 | Eldritch magic surges and grants you knowledge. You permanently learn a free cantrip or spell of your choice from the warlock spell list or any other spell list you have access to. |
77 | For the next minute, you are vulnerable to all damage |
78 | When you see your reflection, it smiles back at you malevolently. You take 1d4 psychic damage and are frightened of your reflection for 1 hour. |
79 | Your blood boils and surges with magic, making you feel incredibly hot, taking 2d4 fire damage. A random non-player creature within 100 feet of you that has blood begins to contort in pain. It must succeed on a DC 15 Constitution saving throw or become your slave for one week. It is fully aware of what's happening but cannot disobey you regardless. |
80 | A rift tears open reality in a random space within 60ft of you, from which Shadowkind come pouring in. If it is not closed within 3 days, the area will become the Shadowfell. |
81 | For the next 1d4 days, you lose all distinctive features and you appear as the most average member of your race. Your acquaintances can't recognize you because of this. |
82 | You manifest at 5th level (7 missiles), each bolt targetting an individual creature. The spell targets the closest creatures in order, the first missile hitting the closest. If no new creature can be targeted, the missile targets a creature of your choice. |
83 | You become the opposite sex for 24 hours. Your appearance, voice, and features all change to reflect this. |
84 | Shadow magic courses through your veins and surges out. You feel an intense hunger for life force. The next time you deal damage, you regain hit points equal to half the damage dealt, but also take 1d4 psychic damage. |
85 | |
86 | For the next 24 hours, you can only speak and write in Shadow Speak. |
87 | All creatures within 60ft of you must roll a DC 10 Constitution saving throw. On a fail, they now suffer from Fleshrot. |
88 | You feel discombobulated as a result of the dangerous magic surging through your body. You have disadvantage on all attack rolls and ability checks until your next rest. |
89 | |
90 | For the next 24 hours, you gain a +25 to initiative rolls. |
91 | The sky within a mile darkens ominously, and a light, corrosive rain begins to fall for 1d4 hours. Creatures that stand in the rain at the start of their turn must make a Constitution saving throw or take 1d4 acid damage. |
92 | A pulse of eldritch magic radiates from you and affects all Beast creatures currently within 1 mile of you. These creatures are now insane and hostile to all other creatures. |
93 | Your footsteps glow a green ethereal glow for the next 24 hours. |
94 | Shadow magic slithers from your orifices and infects the air around you, polluting everyone's dreams. For one week, every creature that sleeps within 1 mile of you has terrible nightmares. Players that sleep near you must roll a DC 5 Constitution saving throw while this effect persists, and gain a level of exhaustion on a fail. |
95 | Shadow magic envelops you, turning you completely black for 1 minute. During this time, you are half-etherial with resistance to all non-magical damage, can phase through creatures and objects, and have a flying speed of 30ft. While in this state, your perception of the world is also warped, as if geometry makes no sense and on every horizon around you, you see a distant black city. |
96 | Infernal blood magic surges through your body, making you feel like you're boiling. Take 1d4 fire damage. In addition, you become as seductive as a desire devil. A random non-player creature within 100 feet from you falls in love with you permanently. They are aware they are bewitched but cannot resist the effect regardless. |
97 | Eldritch magic surges and interferes with your magic. The next spell you cast will cost double its spell slot cost. If you only have one spell slot available, you cannot cast any spell until you have two. |
98 | For 1 minute, your Charisma becomes 4. |
99 | A random one of your limbs starts rotting, and will completely fall off if not stopped in the next 3 days. The rot can only be stopped by a spell. |
100 | Huge amounts of magical celestial energy surge through your body. This energy temporarily grants you demigod-like powers for 1 minute: You shed a bright light within 20 feet, are resistant to all damage, heal 1d6 hit points at the start of each turn, gain a flying speed equal to your walking speed, can cast all spells without expending spell slots and you have true sight within 120 feet. When the effect ends, the magic starts burning your body before it withers: You take 4d8 radiant damage and gain two levels of exhaustion, and you permanently become an Aasimar. |
Sorcerer
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