Spell Magic Surge Tables

From Kronopolis and the Flat Plane
d10 Internalize Externalize Projection Wild
1 Acid Demise. You take Xd6 acid damage and gain one point of exhaustion. Additionally, you are stunned until the end of your next turn and takes at the end of next turn an additional half of the acid damage. Acid Bomb. Each creature including yourself within a 10X. ft radius of you must make a Reflex check. A target takes Xd6 acid damage and takes at the end of next turn an additional half of the acid damage on a failed check, or half as much damage on a successful one. Acid Bubble. The target gains temporary hit points equal to 5X, and a creature that hits it with a melee attack takes Xd6 acid damage and takes at the end of next turn an additional half of the acid damage for T or until the temporary hit points are lost. Acid Clothing Disaster. Your non-magical clothing and equipment deteriorates and is destroyed.
2 Acid Paralysis. You take half of Xd6 acid damage and is stunned until the end of your next turn. Acid Nova. Each other creature within 5X. ft radius of you must make a Reflex check. A target takes Xd6 acid damage and takes at the end of next turn an additional half of the acid damage on a failed check, or half as much damage on a successful one. Acid Strengthening. The target's attacks and spells are empowered for T. It's targets take an additional X acid damage and takes at the end of next turn an additional half of the acid damage. Acid Liquification. You become a 2.5X ft. wide pool of oozing acid for the next X rounds. During this transformation you count as though you were petrified. For every gallon of water diluted inside you, you suffer 1 force damage and your maximum hit points are reduced by 1 until you revert.
3 Acid Vulnerability. You gain vulnerability to acid damage for T. Acid Alleviation. Each creature within 2.5X ft. of you must make a Reflex check. On a failure, a creature gains immunity to acid damage for T. Acid Absolution. The target of your spell or the closest creature within 30 + 15X ft. of the spell's center if the spell did not have a target, must make a Reflex check. On a failure, the target gains immunity to acid damage for T. Acid Summoning. A wild Acid elemental appears! The elemental spawns in a random direction (d8), wiithin 1d100 ft, with a CR equal to X
4 Acid Conversion. For T, your attacks and spells that deal non-acid damage, deal half their damage as acid damage instead. Acid Permeation. Attacks and spells dealt within an area of 10X. ft radius around you (not following you) are empowered for T. Targets take an additional X acid damage and takes at the end of next turn an additional half of the acid damage. Acid Misfire. Make a ranged spell attack against a random creature within 30 + 15X ft. of you, excluding the target of your spell. On a hit, the target suffers Xd6 acid damage and takes at the end of next turn an additional half of the acid damage. Acid Reflux. You start to vomit a massive amount of harmless acid around you. You are stunned until the start of your next turn and poisoned for X turns. The terrain within a 2.5X ft. radius of you counts as difficult terrain for the next X minutes.
5 Acid Susceptibility. You gain susceptibility to acid damage for T. Acid Reduction. Each creature within 2.5X ft. of you must make a Reflex check. On a failure, a creature gains resistance to acid damage for T. Acid Pardon. The target of your spell or the closest creature within 30 + 15X ft. of the spell's center if the spell did not have a target, must make a Reflex check. On a failure, the target gains resistance to acid damage for T. Acid Rain of Rainbows. Multicolored raindrops fall in a 30-foot radius around you, dealing 1d4 acid damage to any creatures caught in the downpour for the next T.
6 Acid Resistance. You gain resistance to acid damage for T. Acid Buildup. Each creature within 2.5X ft. of you must make a Reflex check. On a failure, a creature gains susceptibility to acid damage for T. Acid Frailty. The target of your spell or a creature of your choice within 30 + 15X ft. of you if the spell did not have a target, must make a Reflex check. On a failure, the target gains susceptibility to acid damage for T. Acid Oozification. Your body becomes an amorphous ooze for X minutes, during which you can only move. You can move through a space as narrow as 1 inch wide without squeezing and any creature that touches you or hits you with a melee attack while within 5 feet of you takes Xd4 acid damage.
7 Acid Walk. For T, your walk speed is increased by 2.5X ft. Additionally each time you take a step, creatures within 5 ft. must make a Reflex check. On a failure it takes X acid damage and takes at the end of next turn an additional half of the acid damage. Acid Breath. Each creature within a 10+5X ft. cone centered on your target must make a Reflex check. A target takes Xd6 acid damage and takes at the end of next turn an additional half of the acid damage on a failed check, or half as much damage on a successful one. Acid Proliferation. Each creature within 5 + 2.5X ft. of a target of your spell, or a creature of your choice within 30 + 5X ft. of you if the spell did not have a target, must make a Reflex check. A target takes Xd6 acid damage and takes at the end of next turn an additional half of the acid damage on a failed check, or half as much damage on a successful one. Acid None. Nothing yet.
8 Acid Immunity. You gain immunity to acid damage for T. Acid Amplification. Each creature within 2.5X ft. of you must make a Reflex check. On a failure, a creature gains vulnerability to acid damage for T. Acid Weakening. The target of your spell or a creature of your choice within 30 + 15X ft. of you if the spell did not have a target, must make a Reflex check. On a failure, the target gains vulnerability to acid damage for T. Acid Belly Elemental. You expel a partially digested item from your stomach, which turns out to be a small, Acid creature. It is not happy, but bound by your command. CR equal to 1/8th of X. Lasts for T.
9 Acid Infusion. Your attacks and spells are empowered for T. Your targets take an additional X acid damage and takes at the end of next turn an additional half of the acid damage. Acid Spear. Each creature within a 20+10X ft. Long and 5 ft. Wide line centered on your target must make a Reflex check. A target takes Xd6 acid damage and takes at the end of next turn an additional half of the acid damage on a failed check, or half as much damage on a successful one. Acid Bolt. Make a ranged spell attack against a creature within 30 + 15X ft. of you. On a hit, the target suffers Xd6 acid damage and takes at the end of next turn an additional half of the acid damage. Acid Geyser. A 10 ft. wide by 10 ft. high geyser of bubbling Acid erupts from a place within 10X ft. + 10 ft. of you affecting all creatures within 20 ft.. Each creature must make a contested Reflex check or be pushed 5 ft. and prone, taking Xd6 acid damage. If a creature ends its turn within 20 ft. of the geyser, they must make another contested check.
10 Acid Barrier. You gain temporary hit points equal to 5X and a creature that hits you with a melee attack take Xd6 acid damage and takes at the end of next turn an additional half of the acid damage. It lasts for T or until the temporary hit points are lost. Acid Blast. Each creature within a (choice): 1) 5+2.5X. ft radius of you... 2) 10+5X ft. cone centered on your target... 3) 20+10X ft. long and 5 ft. wide line centered on your target... 4) 5+2.5X ft. radius centered on your target...
...must make a Reflex check. A target takes Xd6 acid damage and takes at the end of next turn an additional half of the acid damage on a failed check, or half as much damage on a successful one.
Acid Step. You teleport to an unoccupied space that you can see within 10 + 10X ft. of the target of your spell, or from yourself if the spell did not have a target. Each creature within 2.5X ft. of you must make a Reflex check. A target takes Xd6 acid damage and takes at the end of next turn an additional half of the acid damage on a failed check, or half as much damage on a successful one. Acid None. Nothing yet.
d10 Internalize Externalize Projection Wild
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1 Spontaneous Combustion. You take Xd10 fire damage and become incapacitated until the end of your next turn. Inferno Burst. Each creature, including yourself, within a 10X ft. radius of you must make a Dexterity saving throw. A target takes Xd10 fire damage on a failed save, or half as much damage on a successful one. Flame Shield. The target gains resistance to fire damage for T or until the start of your next turn, whichever comes first. Smokescreen. A thick cloud of smoke billows out from you, heavily obscuring the area in a 10X ft. radius for T.
1 Heat Wave. You take half of Xd10 fire damage and have disadvantage on attack rolls until the end of your next turn. Blazing Nova. Each creature within 5X ft. of you must make a Dexterity saving throw. A target takes Xd10 fire damage on a failed save, or half as much damage on a successful one. Firestarter. The target's attacks and spells ignite flammable objects they hit for T, causing them to burn until extinguished. Flare-Up. Your clothing catches fire, dealing 1d6 fire damage to you at the start of each of your turns until you or another creature uses an action to extinguish the flames.
1 Vulnerability. You gain vulnerability to fire damage for T. Ignition. Each creature within 2.5X ft. of you must make a Dexterity saving throw. On a failed save, a creature gains vulnerability to fire damage for T. Flashover. The target of your spell or a creature within 30 + 15X ft. of the spell's center if it did not have a target, must make a Dexterity saving throw. On a failed save, the target gains vulnerability to fire damage for T. Phoenix Essence. You burst into flames briefly, shedding bright light in a 10X ft. radius and dim light for an additional 10X ft. for T.
1 Infernal Resonance. For T, your attacks and spells that deal non-fire damage deal half their damage as fire damage instead. Incendiary Aura. Attacks and spells dealt within an area of 10X ft. radius around you (not following you) are empowered for T. Targets take an additional X fire damage. Backfire. Make a ranged spell attack against a random creature within 30 + 15X ft. of you, excluding the target of your spell. On a hit, the target suffers Xd10 fire damage. Blaze of Glory. Flames erupt from you in a spectacular display, granting you advantage on Charisma checks for T.
1 Susceptibility. You gain susceptibility to fire damage for T. Heat Shield. Each creature within 2.5X ft. of you must make a Dexterity saving throw. On a failed save, a creature gains resistance to fire damage for T. Cauterize. The target of your spell or a creature within 30 + 15X ft. of you if the spell did not have a target, must make a Dexterity saving throw. On a failed save, the target gains resistance to fire damage for T. Cinder Rain. Burning embers fall in a 30-foot radius around you, dealing 1d6 fire damage to any creatures caught in the downpour for the next T.
1 Resistance. You gain resistance to fire damage for T. Pyrokinetic Surge. Each creature within 2.5X ft. of you must make a Dexterity saving throw. On a failed save, a creature gains susceptibility to fire damage for T. Scorched Earth. The target of your spell or a creature within 30 + 15X ft. of you if the spell did not have a target, must make a Dexterity saving throw. On a failed save, the target gains susceptibility to fire damage for T. Fireball Flurry. You conjure a small fireball in your hand, which you can throw as a bonus action to a point within 60 ft. of you. The fireball explodes, dealing Xd6 fire damage to all creatures within a 20 ft. radius of the impact point.
1 Fire Walk. For T, your movement speed is increased by 2.5X ft. Additionally, each time you take a step, creatures within 5 ft. must make a Dexterity saving throw. On a failed save, they take X fire damage. Dragon's Breath. Each creature within a 10+5X ft. cone centered on your target must make a Dexterity saving throw. A target takes Xd10 fire damage on a failed save, or half as much damage on a successful one. Infernal Inferno. Each creature within 5 + 2.5X ft. of a target of your spell, or a creature of your choice within 30 + 5X ft. of you if the spell did not have a target, must make a Dexterity saving throw. A target takes Xd10 fire damage on a failed save, or half as much damage on a successful one. None. Nothing yet.
1 Immunity. You gain immunity to fire damage for T. Combustion Chain. Each creature within 2.5X ft. of you must make a Dexterity saving throw. On a failed save, a creature gains vulnerability to fire damage for T. Blaze Weakness. The target of your spell or a creature within 30 + 15X ft. of you if the spell did not have a target, must make a Dexterity saving throw. On a failed save, the target gains vulnerability to fire damage for T. Flame Familiar. You conjure a small fire elemental to serve you for T. It obeys your commands to the best of its ability, and you roll initiative for it, which has its own turn.
1 Inferno Infusion. Your attacks and spells are empowered for T. Your targets take an additional X fire damage. Flaming Spear. Each creature within a 20+10X ft. long and 5 ft. wide line centered on your target must make a Dexterity saving throw. A target takes Xd10 fire damage on a failed save, or half as much damage on a successful one. Fire Bolt. Make a ranged spell attack against a creature within 30 + 15X ft. of you. On a hit, the target suffers Xd10 fire damage. Pyromania. Flames dance around you harmlessly, shedding bright light in a 10X ft. radius and dim light for an additional 10X ft. for T.
1 Fiery Barrier. You gain temporary hit points equal to 5X. Additionally, a creature that hits you with a melee attack takes Xd10 fire damage. The temporary hit points last for T or until depleted. Inferno Blast. Each creature within a (choice): 1) 5+2.5X ft. radius of you... 2) 10+5X ft. cone centered on your target... 3) 20+10X ft. long and 5 ft. wide line centered on your target... 4) 5+2.5X ft. radius centered on your target... must make a Dexterity saving throw. A target takes Xd10 fire damage on a failed save, or half as much damage on a successful one. Fiery Step. You teleport to an unoccupied space that you can see within 10 + 10X ft. of the target of your spell, or from yourself if the spell did not have a target. Each creature within 2.5X ft. of you must make a Dexterity saving throw. A target takes Xd10 fire damage on a failed save, or half as much damage on a successful one. None. Nothing yet.
d10 Internalize Externalize Projection Wild
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d10 Internalize Externalize Projection Wild
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d10 Internalize Externalize Projection Wild
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d10 Internalize Externalize Projection Wild
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d10 Internalize Externalize Projection Wild
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