I am creating a custom Wild Magic Table for my players sorceress character; one of the effects I've included is a Midas Touch curse effect.
You are cursed with Midas Touch. Anything you touch (or magically interact with, such as with mage hand or telekinesis) within the next 1d12 hours is instantly turned to gold until the curse ends. Any living creature you touch must make a Constitution saving throw against your spell save DC. If the saving throw fails by 5 or more, the creature is instantly petrified and turned to gold. Otherwise, a creature that fails the save begins to turn to gold and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success.
Could there be any potential game-breaking effects? If so, how can I rework it?
I want it to be a serious burden and definitely something they can't control or cheat out of (as implied by the mage hand amendment). At the same time, I don't want this to be a game-breaking event where they one-shot the big bad.
I've thought about increasing the duration to a straight 24 hours; is this a better idea?
Best Answer
If my Wild Magic Sorcerer rolled this, I would be thrilled
While this could be a burden if it was present all the time, I see this as being a handy tool for adventurers:
All in all, I think this curse is broken, but more in the sense that it's a very powerful tool more than a significant hindrance to a DnD adventuring party. Obviously, the pros/cons of the curse varies dramatically depending on the campaign, but I think most typical parties will turn this bane into a boon fairly quickly.
I would recommend following the guidance in the original table by shortening the duration, make the overall effect less controllable, base it upon something already within the game (this is off Flesh to Stone and the Medusa Gaze), and modify it such that it can do just as much good as it can do bad. In addition, I wouldn't set a DC for the save, just use the default which is the caster's DC. For example:
This is more verbose than most Wild Magic effects, but I think it strikes a balance of potentially very powerful either for your team or against it, which is in line with a lot of the 'bad' effects.
Pro-tip: Don't use Wild Magic right next to your party.