Void Magic
Void Casting Magic Surge Table
| Roll | Result |
|---|---|
| 1-2 | You sustain a permanent Red corruption. |
| 3-4 | Red thorns erupt from your skin. You take points of piercing damage, and your AC is reduced by 2 for one minute. Melee attacks made in that time deal an additional piercing damage. |
| 5-6 | Hostile creatures within 10ft of you receive healing. |
| 7-8 | You are blinded for rounds. |
| 9-10 | Nearby creatures have a gut feeling about your next move. Until the end of your next turn, you have disadvantage on attack rolls, other creatures have advantage on saving throws against your effects, and attack rolls against you have advantage. |
| 11-12 | Your skin grows taut and brittle. Your AC is reduced by 4 for rounds. |
| 13-14 | Your spell conjures a sphere of Darkness centered on you until the end of your next turn. |
| 15-16 | You cast Dissonant Whispers on yourself. |
| 17-18 | Every spellcaster within 30ft regains one spent level 1 spell slot. |
| 19-20 | Ethereal vines engulf you. You gain +2 to your AC and advantage on STR saving throws, but suffer from disadvantage on DEX and CHA saving throws, for 1 minute. Affected creatures or allies can use an action to pry the vines off early, ending both sets of effects. |
| 21-22 | You become slightly intoxicated and have difficulty concentrating; you have disadvantage on CON saves made to maintain concentration for the next hour. |
| 23-24 | The ground under you trembles. Until the end of your next turn, all terrain within 30ft of you is difficult terrain for everyone, including yourself and your allies. |
| 25-26 | Spectral teeth develop along the walls or edges of a structure (where relevant). Successfully shoving a creature into the walls deals them force damage. If there are no walls or structures, nothing happens. |
| 27-28 | For the next minute, you are moved 5ft in a random direction at the end of each of your turns. |
| 29-30 | A breeze rushes through, and the sounds of bells ring out. Every creature that can hear the bells gains a of bardic inspiration to use at their leisure. |
| 31-32 | One of your arms becomes a centipede for rounds. You have disadvantaged on melee attack rolls, but a melee attack hit triggers a DC12 CON save or the target is poisoned for 1 minute. They can attempt to save again at the end of each of their turns. |
| 33-34 | The next time you sleep or enter a trance, you are plagued horrible nightmares and visions. When you awaken, you take psychic damage. |
| 35-36 | You cause a minor magical backfire. You take fire damage, and creatures within 5ft of you must make a DC16 DEX saving throw or take this damage as well. |
| 37-38 | You and a creature of your choice within 60ft switch places in a puff of smoke. |
| 39-40 | Creatures within 30ft have their pockets, packs, and other containers filled to the brim with (harmless) illusory insects. |
| 41-42 | You impose the effects of Bane on yourself and two other creatures of your choice that you can see; you make no save, the others save against your spell save DC (or DC10 if you are a non-spellcaster). You cannot choose to end the spell until at least your next turn (though concentration can be lost the usual ways), but can choose to concentrate on the spell up to its maximum duration. |
| 43-44 | You become something sticky and oozing. Attacks against you or effects requiring touch force your attacker to make a DC16 STR save or be grappled by your exterior. As long as you are grappling a creature like this, you are also grappled by them. |
| 45-46 | You material form is temporarily rent apart. You cast Gaseous Form on yourself, and it cannot be dismissed until the end of your next turn. |
| 47-48 | You cast Hunger of Hadar centered on yourself. You automatically pass concentration checks and cannot choose to end it. The area follows you if you move. |
| 49-50 | Your skin suddenly turns translucent, making your veins and muscles visible underneath. |
| 51-52 | You immediately cast Inflict Wounds on yourself. Your next spell or spell effect deals maximum damage instead of rolling damage (halved for successful saves where relevant). |
| 53-54 | Your eyes glow like multicolored lanterns for 24 hours. |
| 55-56 | You and 3 other creatures of your choice that you can see are struck with lightning for lightning damage. If you reduce the damage in any way, the other targets' damage matches yours. |
| 57-58 | The weave collapses around you. You are under the effects of the Silence spell for 1 minute. If you try to speak during this time, black ichor pours from your mouth. |
| 59-60 | You become obsessed with the creature with the "most blood" (highest remaining HP). For 1 minute, your attack rolls against that creature have advantage, and attacks rolls against other creatures have disadvantage. |
| 61-62 | You and every creature within 30ft of you have vulnerability to piercing damage for 1 minute. |
| 63-64 | Howls and screams fill the air in a deafening cacophony that affects every creature that can hear it within 30ft of the caster. All those creatures must beat a DC16 CON or be stunned for rounds. |
| 65-66 | Spells cast by you are delayed rounds before they take effect for the next minute. Areas cannot be adjusted after casting. |
| 67-68 | You deal necrotic damage to every creature within 10ft of you, and regain hit points equal to the sum of the necrotic damage dealt. |
| 69-70 | You immediately gain 1 additional action. You cannot cast another leveled spell on this action. |
| 71-72 | Spectral blue light pours from your eyes (or sockets). You have disadvantage on melee and ranged weapon attacks until the end of your next turn, but enemies cannot roll with advantage to hit you during this time. |
| 73-74 | The next spell you cast or special effect you use has a +2 to spell save DC. |
| 75-76 | You are encircled by a Wall of Ice. |
| 77-78 | All of your hair turns white. |
| 79-80 | You and the target of the spell that triggered the magic surge become entwined. You both gain the benefits of Warding Bond cast by the other for 1 minute, or until you become separated by 60ft or more. |
| 81-82 | The next time you lose any number of hit points, a 1/4CR swarm of spiders erupts from your skin; the spiders obey your command, and they act immediately after you in initiative. |
| 83-84 | For the next minute, you can cast cantrips or leveled spells that cost an action as a bonus action. Each time you do this, you take necrotic damage that cannot be reduced in any way. |
| 85-86 | Strings of the weave illuminated in silver erupt from you. Every creature other than you within 30ft heals hit points. |
| 87-88 | You cast Misty Step on yourself, bursting forth as a flock of magpies. |
| 89-90 | Your size classification increases by , and you gain twice as many temporary HP. If the space cannot accommodate your new size, you increase to the largest size the space can accommodate and take the value in damage instead of gaining temp HP. This effect lasts the same number of rounds, ending at the end of your turn. |
| 91-92 | Every creature in a 30ft cone in front of you must make a DC16 WIS saving throw; on a failure, they are frightened until the end of your next turn. |
| 93-94 | A shadowy murder of crows encircling you gives you the effect of Mirror Image. |
| 95-96 | You Animate Dead, producing an imitation of a corpse if there is not one within one mile of you. |
| 97-98 | You gain the benefits of a short rest, including the ability to spend hit die. |
| 99-100 | You gain the benefits of a long rest. |