You are on page 1of 2

SHADOW WILD MAGIC

Wild magic with a shadow in uence, ordered so high numbers are bene cial and low numbers are detrimental.
01-02 Your Strength score is reduced by 1d8. If this reduces your Strength to 0, you die and a shadow rises from your corpse
1d4 hours later. Otherwise, the reduction lasts 1 hour.

03-04 You cast ice storm as a 4th-level spell centered on yourself.

05-06 You cast feign death on yourself as a 3rd-level spell (you count as willing). The spell ends at the end of your next turn.

07-08 You turn into an onyx statue until the start of your next turn. While in this form, you are vulnerable to all damage. If you
drop to 0 hit points, your form reverts.

09-10 You gain vulnerability to necrotic damage for 24 hours. A remove curse spell can end the effect.

11-12 You cast blindness/deafness on yourself as a 2nd-level spell. If you fail the saving throw, you are blinded and deafened.

13-14 Your own shadow becomes a shadow (the monster) and appears next to you. It attacks only you and ignores everything
else. When defeated, you will not have a shadow for 24 hours.

15-16 A shadowy pulse ripples off of you. You and any creature within 30 feet is blinded until the end of its next turn.

17-18 Your eyes become sensitive to sunlight for the next hour. During that time, you have disadvantage on attack rolls and
Wisdom (Perception) checks while in direct sunlight.

19-20 Your feet are covered in ice for the next 10 minutes. During that time, your speed is reduced by 10 feet.

21-22 You can’t speak for the next minute. Whenever you try, you cough up dust.

23-24 Your muscles become withered for the next hour. During that time, you have disadvantage on Strength checks.

25-26 Your skin becomes extremely pale and you start leaking black ichor from your eyes for the next 4d6 hours. During that
time, you count as an undead.

27-28 The air within 10 feet of you becomes several degrees colder for the next hour.

29-30 You are transported to the Shadowfell until the end of your next turn, after which time you return to the space you
previously occupied or the nearest unoccupied space if that space is occupied.

31-32 For the next hour, entering a room causes the shadows of every creature within to whisper your name reverently.

33-34 A raven made of shadows appears on your shoulder and remains there for the next 5d6 days. It makes no noise, is
immune to all damage, and does not sleep. Only you and creatures touching you can see the raven.

35-36 The shadows within 30 feet of you seem to reach out towards creatures near death for the next 24 hours. During that
time, the soul of any creature who dies within range is trapped in their own shadow until this effect ends.

37-38 Your shadow disappears for the next day. When it returns, it brings you a trinket from far away.

39-40 Your shadow takes on a dark blue color. A remove curse spell can end the effect.

41-42 Your shadow slowly grows larger over the next hour until it has doubled. Afterwards, it returns to its normal size.

43-44 For the next hour, your hair is replaced by a shadowy mist that rolls down your neck and off your shoulders.

45-46 All lit candles you can see icker ominously and are then extinguished.

47-48 Your hands have the chill of death on them for the next hour. During that time, ice crystals form on anything you touch.

49-50 Bright light within 30 feet of you becomes dim light for the next 10 minutes.
fl
fl
fi
51-52 Wisps of Shadow material from the Shadowfell consolidate into an onyx gemstone worth 50gp in your hand. It dissipates
into shadows again after 10 minutes.

53-54 Shadows within 30 feet of you wrap around the wounds of their owners, stabilizing creatures within range.

55-56 Shadows near you become more active for the next hour, revealing truths about their owners. During that time, you have
advantage on Wisdom (Insight) checks against a creature who’s shadow you can see.

57-58 A liquid within 30 feet of you becomes frozen solid.

59-60 Your body appears slightly transparent with swirling blackness inside for the next 24 hours. During that time, you gain the
bene ts of the endure elements spell.

61-62 Your eyes turn black for the next minute. During that time, you gain darkvision out to 60 feet. If you already had
darkvision, you can see through magical darkness.

63-64 Your shadow whispers a secret to you, limited to a few words. The secret is about a creature you can see.

65-66 A shifting shadow hovers over your heart above your clothes for the next hour. During that time, you cannot be
possessed by a ghost.

67-68 All humanoids that can see you become frightened of you until the end of your next turn.

69-70 You cast silence centered on yourself as a 2nd-level spell.

71-72 Pathways between shadows open themselves to you for 1 hour. When you are in dim light or darkness during that time,
as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness.

73-74 The shadows embrace you for 1 hour. During that time, you can use your action to become invisible while you are in an
area of dim light or darkness. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

75-76 You cast false life on yourself as a 1st-level spell.

77-78 You cast darkness as a 2nd-level spell. You can see through this darkness.

79-80 You gain resistance to necrotic and cold damage for the next hour.

81-82 You cast gentle repose as a 2nd-level spell, targeting all corpses within 60 feet instead of the usual range and targets.

83-84 You cast pass without trace as a 2nd-level spell.

85-86 You regain your lowest-level expended spell slot.

87-88 The tips of your ngers become black as if they’re rotting for the next hour. During this time, you automatically cast speak
with dead as a 3rd-level spell on any corpse you touch.

89-90 You cast spirit shroud on yourself as a 3rd-level spell. You cannot deal radiant damage with this.

91-92 If you die within the next 24 hours, you immediately come back to life as if by the raise dead spell.

93-94 You cast shadow of moil on yourself as a 4th-level spell.

95-96 You cast death ward on yourself as a 4th-level spell.

97-98 You cast negative energy ood as a 5th-level spell.

99-00 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all
other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses
are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
fi
fi
fl

You might also like