There are places in the Outer Planes, such as Limbo and the Far Realm, where magic exists in its most raw and untamed state. It infuses the planes themselves, warping the land—where there is land at all—the air, and anything that lives there. These are the realms of the githzerai and the illithid, of beholders and aboleths. These creatures have access to powers that most mortals of the Prime Material plane cannot even understand, much less control.

Unless you’re a Wild Magic Sorcerer.

Wild magic is drawn from “the forces of chaos that underlie the order of creation.” These sorcerers can channel the raw power coursing through their veins and shape it to their desires. Of course, no power this strong can be completely controlled; this is where Wild Magic Surges occur.

As both a dungeon master and a player, I’m a big fan of Wild Magic Surges. If you’re unfamiliar, the Wild Magic Surge table can be found on page 104 of the Player’s Handbook. It is a table of fifty random effects that can occur whenever a Wild Magic Sorcerer casts a spell or uses certain abilities. These effects can be powerful, inconvenient, or both at once. Sometimes you will cast fireball on yourself; other times, you’ll turn into a potted plant. Especially for experienced players and DMs, Wild Magic Surges add a dose of random chaos that can make the game feel fresh and unpredictable. It’s certainly not for everyone, but my players and I enjoy them.

Unfortunately, there aren’t many ways to experience raw or wild magic outside of these Surges short of travelling to the Outer Planes. The only standard magical item that comes close is the wand of wonder. This makes a certain intuitive sense. Enchanting is by its very nature bound by rules; it focuses magical power for a very specific purpose. Enchanting an item with raw magic is basically a paradox. Items that contain such unfiltered power could be relics of the Outer Planes themselves, or the result of untrained and unfocused experimentation.

I’ve come up with a few such items that can inject a little chaos into your game with a dose of raw magic.

Stone of Limbo

Wonderous item, uncommon

Limbo is a plane of pure chaos. Creatures that cross from Limbo to the Prime Material plane may bring small pieces of the plane with them like a pet tracking mud into a house. Some of these evaporate or turn to liquid immediately, but a few become solid hunks of unpredictable power.

At first glance, this item looks like a meteorite about the size of a human fist. Upon closer inspection, however, it seems to glow faintly with an inner light, first white, then purple, then red. Sometimes it will be hot to the touch; other times, it will be freezing cold. On occasion, a strange odor will waft from the stone, only to disappear moments later.

The stone is inert until it is thrown. When it lands, it unleashes a blast of magical energy in a 20-foot radius sphere. Each creature within range must make a DC 13 Dexterity saving throw. Each creature takes 2d10 damage on a failed save, or half damage on a success. Choose one of the d10s. The number rolled on that die determines the effect’s damage type, as shown below.

D10 Damage Type 1 Thunder 2 Fire 3 Lightning 4 Psychic 5 Acid 6 Cold 7 Poison 8 Force 9 Necrotic 10 Radiant

If you rolled doubles, the stone unleashes another blast of energy. Roll damage again, and all affected creatures roll a new saving throw. Repeat this process if necessary.

Experimental Potion

Adventuring gear (potion), rare

Beginner alchemists are often the most dangerous kind. They know just enough to understand how magical ingredients and enchantments work, but not enough to know how they work together. These journeymen are so caught up in the joys of experimentation that they don’t always think through the consequences of their work. Costly mistakes are how they learn that just because they can mix esoteric ingredients doesn’t mean that they should.

Sometimes, however, their work results in something stable, yet unpredictable. No two of these potions are exactly the same, but they often have a similar appearance. They look like little more than effervescent brown muck, and smell overly sweet. When drunk, however, they can have powerful and unusual effects.

Immediately after drinking, the drinker rolls twice on the Wild Magic Surge table. These effects happen simultaneously. Effects last for their full duration, and do not require concentration. If an effect requires a target, it is chosen at random from available valid targets.

Ring of the Far Realm

Wonderous item, rare (requires attunement)

Illithid craftsmen are uncommon, but no less powerful for it. Their artifacts are products of the realms of madness that they hail from, possessed of an uncommon malevolence that does not follow the logic of the Prime Material plane. The Ring of the Far Realm is one such artifact, taken from the finger of an alhoon by a naïve adventurer long ago.

The ring is a rough-hewn silver band with a single purple stone inset. No matter how long it is held, it is cold to the touch. When attuning to this item, you hear strange dissonant whispers in Deep Speech promising power and domination over others.

The ring has three charges, and regains 1d3 expended charges daily at dawn. While wearing the ring, you can expend a charge to unleash a blast of psionic energy in a 15-foot cone. Each creature in the area must make a DC 13 Intelligence saving throw or suffer 3d8 psychic damage, taking half damage on a success.

Whenever you expend a charge from the ring, you must make a DC 13 Charisma saving throw. If you fail, roll on the Wild Magic Surge table. Effects last for their full duration, and do not require concentration. If an effect requires a target, it is chosen at random from available valid targets.

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