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WILDSTRIKE

Keywords: WILDSTRIKE
Category: magic:spell
A mage schooled in both wild magic and evocation may bring forth a powerful stream of pure energy with this spell. It does considerable damage, and in some cases affects the victim in random ways. As with all wild magic, use at your own risk! RP Combat Information: Spell Type: Ranged Attack Syntax: 1d20 + <SpellHitroll> Damage: 3d5 + <SpellDamroll> Damage Type: Energy Automatic Hit / Saving Throw: No Melee Spell: No Remarks: Caster rolls 1d20 on the following 'Wild Magic' table to determine any extra results. 1-2 A firebal spell suddenly manifests nearby and explodes against a random ally. (see help fireball) 3-5 For the next two turns, the member of the party with the lowest HP is granted 5 HP. 6 Caster skin turns a vibrant shade of blue until cured. (Disadvantage on Stealth Checks) 7-9 Caster suddenly turns into a potted plant until the start of their next turn. While a plant,they are [INCAPACITATED] and suffer +10 damage if they are hit. If they drop to 0 HP the pot breaks and they revert to their normal form with a 50 percent reduction of their total HP. (see help rp_conditions) 10-11 An eye appears on the casters forehead for the next hour [IRL TIME] and grants advantage to any WISDOM checks made involving sight. 12-13 A random person in the initiative order is [FRIGHTENED] for for the next round. (see help rp_conditions) 14-16 Caster suddenly teleports up to 60 feet away into any random unoccupied space. 17-19 Caster can take one immediate additional action. 20 Everyone within 20 feet of caster takes 1d10 necrotic damage with the caster regaining HP's in the sum of the damage dealt. Critical Strike Mod: x2 (6d5 + <SpellDamroll> Table effects not subject to Crit Strike)