Unstable Surge
A curated table of standard mechanical effects for Spellcraft's cast-time instability: when an Unstable spell is cast, the GM rolls here and the result fires alongside the spell's normal effect. The entries are all negative effects. If you'd rather use a more chaotic mix of fortune and misfortune, substitute any Wild Magic Surge table you like: the 5e PHB / SRD Sorcerer table, a community curation, or your own.
Roll — Standard mechanical chaos effects for cast-time instability.
| Roll | Result |
|---|---|
| 1 | Your hands burn. You take 1d6 fire damage per level of the triggering spell (minimum 1d6). |
| 2 | Static discharges from you. You and each creature within 5 feet of you take 1d6 lightning damage per level of the triggering spell (minimum 1d6). |
| 3 | A blast of force throws you back. You take 1d6 force damage per level of the triggering spell (minimum 1d6), are pushed 10 feet, and are knocked prone. |
| 4 | You teleport 10 feet in a random direction (roll 1d8 for the direction) to the nearest unoccupied space. |
| 5 | You are silenced for 1d4 rounds and cannot cast spells with verbal components. |
| 6 | You are blinded for 1d4 rounds. |
| 7 | You are frightened of the nearest creature for 1 minute. |
| 8 | Spectral chains erupt around you. You are restrained for 1 minute. You can use an action to make a DC 13 Strength check to break free. |
| 9 | You are knocked prone. |
| 10 | Your size increases by one category (as the Enlarge spell) for 1 minute. |
| 11 | Your size decreases by one category (as the Reduce spell) for 1 minute. |
| 12 | You polymorph into a random Small or smaller beast (DM's choice) for 1 minute. |
| 13 | Each creature within 10 feet of you (including you) gains vulnerability to one damage type for 1 minute. Roll 1d6: 1 - Acid, 2 - Cold, 3 - Fire, 4 - Force, 5 - Lightning, 6 - Poison. |
| 14 | Energy bursts outward. Each creature within 10 feet of you (including you) takes 1d6 damage per level of the triggering spell (minimum 1d6) of a random type. Roll 1d6: 1 - Acid, 2 - Cold, 3 - Fire, 4 - Force, 5 - Lightning, 6 - Poison. |
| 15 | A thunderclap rolls out from you. Each creature within 10 feet must make a DC 13 Constitution saving throw, taking 1d6 thunder damage per level of the triggering spell (minimum 1d6) and being deafened for 1 round on a failure, or half damage on a success. |
| 16 | The spell is redirected to a random valid target within its range. |
| 17 | The spell's damage type changes to a random type. Roll 1d6: 1 - Acid, 2 - Cold, 3 - Fire, 4 - Force, 5 - Lightning, 6 - Poison. |
| 18 | You shed bright light in a 30-foot radius for 1 minute. Attack rolls against you have advantage while you are lit. |
| 19 | You wink out of existence, banished to a harmless demiplane. You reappear in your space (or the nearest unoccupied space) at the end of your next turn, missing that turn. |
| 20 | The surge cascades. Roll twice more on this table and apply both results, ignoring any further rolls of 20. |