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Wild Magic Surge - Air in Dungeons & Dragons 5e

Wild Magic Surge - Air

Roll the Dice
d20%Spell Effect
01-Magiapere eruption. You and your target(s) take maximum damage from the spell cast if damage is included in the spell, if a saving throw is required both you and the target(s) automatically fail. Roll a d20, if your result is less than 10, roll on the Magiapere table.
02-03-Magiapere eruption, roll on the Magiapere table.
04-05-1%Roll on this table again, take the new roll. Reduce Magiapere by 1%
06-07+1%Your spell is up cast by 1 spell slot level, maximum of 9. Increase Magiapere by 1%.
08-09-2%Your spell is down cast by 2 spell slot levels, minimum of 1. Reduce Magiapere by 2%.
10-11-Your target must make a strength saving throws, on a failure the target is knocked back 15ft as a gust of wind bursts in front of them, dealing 2d6 thunder damage.
12-13-Your movement speed increases by 10ft for 1d4 minutes.
14-15+2%You are lifted up in the air by a swirling vortex for 1d4 rounds. You gain a flight speed of 25ft. While flying you gain +1d4 thunder damage to all attacks. Increase Magiapere by 2%.
16-All of your spells are now melee spell attacks for 1d4 minutes but now knockback the target 10ft.
17-Your spell reduces the target's movement speed by 15ft and deals an additional 2d6 thunder damage.
18-19-2%Reduce Magiapere by 2%.
20-The path from you to the target creates a gust of wind, forcing all creatures within to roll a strength saving throw or be launched 15ft in a random direction (1d8; 1 North, 2 North East, 3 East, 4 South East, 5 South, 6 South West, 7 West, 8 North West) and suffer 1d6 thunder damage per spell slot level.

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