The ground sprouts everblooming, damage-immune flowers within 5 feet. You gain a glorious fez and leave illusory flaming footprints for an hour. Your eyes glow dimly and hair appears like fire, shedding light for an hour. Waterspouts from your hands for 10 minutes. You are followed by a small personal raincloud for an hour. All equipment within 60 feet is magically cleaned. You lose 1 sorcery point. Vines restrain you until your next turn. You fall asleep for 1 minute. Your elemental spells deal random damage for a minute. Coins rain down dealing damage. You cast various spells on yourself. Your spells ignore resistances for a minute. Your next attack has a
The ground sprouts everblooming, damage-immune flowers within 5 feet. You gain a glorious fez and leave illusory flaming footprints for an hour. Your eyes glow dimly and hair appears like fire, shedding light for an hour. Waterspouts from your hands for 10 minutes. You are followed by a small personal raincloud for an hour. All equipment within 60 feet is magically cleaned. You lose 1 sorcery point. Vines restrain you until your next turn. You fall asleep for 1 minute. Your elemental spells deal random damage for a minute. Coins rain down dealing damage. You cast various spells on yourself. Your spells ignore resistances for a minute. Your next attack has a
The ground sprouts everblooming, damage-immune flowers within 5 feet. You gain a glorious fez and leave illusory flaming footprints for an hour. Your eyes glow dimly and hair appears like fire, shedding light for an hour. Waterspouts from your hands for 10 minutes. You are followed by a small personal raincloud for an hour. All equipment within 60 feet is magically cleaned. You lose 1 sorcery point. Vines restrain you until your next turn. You fall asleep for 1 minute. Your elemental spells deal random damage for a minute. Coins rain down dealing damage. You cast various spells on yourself. Your spells ignore resistances for a minute. Your next attack has a
The ground sprouts everblooming, damage-immune flowers within 5 feet. You gain a glorious fez and leave illusory flaming footprints for an hour. Your eyes glow dimly and hair appears like fire, shedding light for an hour. Waterspouts from your hands for 10 minutes. You are followed by a small personal raincloud for an hour. All equipment within 60 feet is magically cleaned. You lose 1 sorcery point. Vines restrain you until your next turn. You fall asleep for 1 minute. Your elemental spells deal random damage for a minute. Coins rain down dealing damage. You cast various spells on yourself. Your spells ignore resistances for a minute. Your next attack has a
The ground within 5 feet of you sprouts a field of pretty flowers.
The flowers are everblooming and
immune to all damage. You are now wearing a fez on your head or on top of anything else you have on your head. It is a glorious fez. For the next hour, you leave illusory flaming footprints that last for an hour. Your eyes glow with a dim light. A remove curse spell can end this effect. For the next hour, your hair appears like fire, shedding light as if affected by the continual flame spell. Waters spouts from your hands. It stops after ten minutes or if an inch of water has formed on the floor. For the next hour, you are followed by your own, small, personal raincloud. All equipment and clothing within 60 feet of you is suddenly magically clean and smelling of roses. Any inanimate object (that you were not carrying or wearing when this surge happened) that you touch with your hands for the next 1d4 hours gains the ability to speak for that duration, and does so eagerly, but has nothing interesting to say. The effect on one object ends when you touch another. You lose 1 sorcery point (unless you have none). Mischievous ghostly laughter can be heard, and you trip and fall prone. You spin around twice and end pointing the other way. The disorientation causes your next attack roll within a minute to have disadvantage. Vines sprout from the ground and grab you. You are restrained until the end of your next turn as long as you are standing on your current space. You feel very sleepy and fall asleep (unconscious) for one minute, or until you take damage or someone uses an action to shake or slap you awake. You cast Comprehend Languages on yourself, but are unable to speak or write Common while the spell is active. For the next minute, your elemental spells (acid, cold, fire, lightning, poison, or thunder) deal damage of a random type instead of their normal type (roll a d6). Roll twice on this table, ignoring this result. 1d100 gold coins rain down within a 30-foot radius of you for 1 round; creatures within must make DC15 Dexterity saves or take 1d6 bludgeoning damage. The coins are real and permanent. You cast Sleet Storm centered on yourself You cast Faerie Fire centered on yourself You cast Earth Tremor, but it also affects you. You cast fire shield on yourself. You regain 1d4 sorcery points. You cast blur on yourself. You cast scorching ray. A creature of your choice within 30 feet of you regains 1d10 hitpoints per level of the spell you cast. You regain your highest-level expended spell slot. You cast longstrider on yourself. Illusory flames envelop your feet as you walk. For the next minute, your spells ignore resistances. You cast Dragon's Breath on yourself (roll a d4 for the damage type). You are aware of this. The next attack roll you make has a +2 bonus. You feel one with magic. For the next hour, you have advantage on arcana skill checks. You cast Hellish Rebuke on the next creature that hits you with an attack within the next hour. You gain temporary HP equal to your sorcerer level. You cast Spider Climb on yourself (and are aware of this). Your next spell with a saving throw has its save DC increased by 1. The range of your spells that don't have a range of self is doubled for the next minute. You cast Chaos Bolt as 3rd level spell. For the next hour, you have advantage on death saving throws. You and a random target of the spell switch places. Both of you stay the same distance from the ground as you were before, however. Your size decreases by one size category for the next minute. Roll a d4. On a 1, you cast Gust of Wind directly to the north, east on a 2, south on a 3, and north on a 4. You cannot change its direction after it has been cast. You cast Enlarge on a random creature other than you within 30 feet. You cast Thunderwave. As a ghostly voice tells a joke, you cast Tasha's Hideous Laughter on a random creature other than you within 30 feet. All creatures within 10 feet of you (not including you) take 1d10 fire damage. The ground under you in a radius of 10 foot around you rises or drops 5 ft (50% chance of each, unless the ceiling is lower than 10 ft, in which case it drops), creating a plateau or pit. A duck controlled by the DM appears, sitting on the head on a target of the spell. It is friendly towards the target. 1d6 chickens appear at your feet and run away squawking, at top speed (20 feet per round). A faerie dragon (colour determined by DM) controlled by the DM appears on your shoulder. It disappears after 1 minute.