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.

RollResult
1Your hands burn. You take 1d6 fire damage per level of the triggering spell (minimum 1d6).
2Static discharges from you. You and each creature within 5 feet of you take 1d6 lightning damage per level of the triggering spell (minimum 1d6).
3A 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.
4You teleport 10 feet in a random direction (roll 1d8 for the direction) to the nearest unoccupied space.
5You are silenced for 1d4 rounds and cannot cast spells with verbal components.
6You are blinded for 1d4 rounds.
7You are frightened of the nearest creature for 1 minute.
8Spectral 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.
9You are knocked prone.
10Your size increases by one category (as the Enlarge spell) for 1 minute.
11Your size decreases by one category (as the Reduce spell) for 1 minute.
12You polymorph into a random Small or smaller beast (DM's choice) for 1 minute.
13Each 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.
14Energy 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.
15A 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.
16The spell is redirected to a random valid target within its range.
17The spell's damage type changes to a random type. Roll 1d6: 1 - Acid, 2 - Cold, 3 - Fire, 4 - Force, 5 - Lightning, 6 - Poison.
18You shed bright light in a 30-foot radius for 1 minute. Attack rolls against you have advantage while you are lit.
19You 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.
20The surge cascades. Roll twice more on this table and apply both results, ignoring any further rolls of 20.
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