Crit Happens Presents: U.N.I.T. "Surge Point"
The third and final U.N.I.T. arc episode begins at the center of the Spiral Chamber as the source of the neomagic instability reveals itself. The chamber reacts in full force, shifting light, twisting shadows, and amplifying every surge the operatives create. The fractured relic at the core awakens, feeding on wild magic and lashing out in unstable arcs.
The episode focuses on a sustained battle inside a hostile environment that changes with each action the team takes. Surges shift the terrain. Spikes of arcane pressure interrupt movement. The chamber tests their coordination and control as much as their strength. By the end, the team faces the full power of the instability and must contain or neutralize it before the zone collapses around them, setting the tone for the mission that follows.
0:00 Previously on crit happens. The following message has been distributed to wall scale Bone Syndicate agents. Warning warning warning. Neo Magic Rift detected location, the echo fields and memory waste region. At 417 AMA. Significant change in rogue magical surges was detected. Syndicate Intelligence does not know the origin of this source. Syndicate Command is forced to activate the Universal Neo Magic Investigation team, otherwise known as UNIT. All agents are directed to avoid the region at all costs. Interference to UNIT operations will result in loss of Ledger and or death by scale.
0:56 By secret we endure. Welcome back to Crit Habits here on Spotify, iTunes, player.fmpoddirectory.com, stitcher.com, TuneIn Radio, and iheartradio.com.
2:24 Spencer Hart here in the Crit Happens Editing studio, third episode of the Wild Magic Sorcerer Unit series. This is kind of a surprise third episode because we when we were making episode 2, I had planned for about a 90 minute episode for that. It actually turned out to be over 3 hours long. So we cut down the second episode to have this third bonus final episode of The Unit. The Unit episodes and arc here for you. So without further ado, we will continue on and finish The Unit episode. So we will start then with Jinx. Is it a thing to hit? Like so you I guess.
3:07 What is it? Yeah. So again, you know from the codex that this this relic is what you've been searching for as the source of the energy. You can, you know that the, the mission is to contain it or destroy it if if necessary. So you know from the briefings that you had have had at unit headquarters and with your your handlers that this is exactly what you've been looking for for the last couple days. And we need to stop it or disable it or eliminate it. Correct.
3:56 I assume it's magical. It is magical, yes. Can I roll investigation with advantage or I'm sorry, Arcana with advantage on it? Sure, that is dirty 20. Is a dirty 20. Dirty 20. All right, so the, the relic in front of you again, especially for you, Pippa, you've known from your studies to enter the unit team that this this breach core is very, very powerful.
4:45 This is a a, a breach that signifies that surge magic will be occurring more frequently and more dangerous. As far as what you exactly know about it itself, you know that it has the capability to change things about its surroundings. It appears in front of you again, kind of as like a fractured crystalline sphere. When it's agitated, which it currently is agitated because you've entered its chamber, it's pulsing with a deep, a deep rhythmic vibration that can be felt in the ground. It doesn't cast any heat, but standing next to it, standing next to it feels like almost like a brain fissure where it's very powerful and disorienting.
5:47 Do I feel like something happened that like woke it up? Like other than just us walking in? You know that it doesn't necessarily belong in this realm, so you don't the rough guys. That brought it over with him. You don't necessarily know how it got here, but this is the Cent again, the central anomaly. It's, it's created when Neo Magic is folding both time and memory into a physical space. It's not necessarily like a creature, it's not a spell. It's, it's like a wound you can think of. You know, the fracture of time in, in space, the core kind of forms around like a single anchor moment. So it it's giving off a lot of cognitive and temporal pressure. This thing is just suspended in air. Yeah, it's kind of just like hovering in the air. Is it within reach of a service that could be climbed on? Oh yeah, I mean, it's only floating about say 10510 feet in the air, not it's not necessarily high at all, it's just not touching the ground.
7:17 Oh. OK, go try and touch it. I'm actually going to go try and grab it. Yeah, so we're we're in combat as of this point. So we will again, we'll start with Jinx or whatever. Yeah, that's OK. You're you're right after Jinx. So, you know, it's, I guess it's up to Jinx if he if if, I'm sorry. I'll hold action. I'll let them do that. Yeah, that's right. You can hold action to to see what happens after that and then you can resolve your turn. So OK, we'll move to Verin. You want to go up and touch it, you said.
7:58 I want to try and grab it, pull it down so it is burning to potentially. I do want to warn you that it is quite big. It's you know, it's, it's the, the size on on roll 20 right now is the exact kind of the exact size. It's a 15 by 15 orb. So it's quite a big orb. OK so so try to just grab it with my hands and pull it down then? OK, so you reach for it. Give me a you.
8:41 You feel it almost as you're trying to reach out and touch it. It's almost feels like the the the relic is trying to grab back at you. I need you to give me a Constitution saving throw. That one. Oh. Boy. OK, so as your hand makes contact with the breech core your your arm is almost flooded with wild magic. I oh boy, this is going to hurt.
9:33 Hey, what's it doing? 11 so you'll take 19 psychic damage. Does that feel awesome? And 2020 and 21 fourth damage as you're blown back. So again, you go up to it right here and then as you touch it, you get blown back about 25 feet. So what's? What's the damage? One more time please. Yeah, so I did see here 17 on the first one and then 21 force damage on the second one.
10:15 So you should have four health points left. Yup, I am ow. And Yep, and I need you to roll on the major catastrophe table. Give me AD 12. I apologize, it's AD 12 table. You said AD 12. Yes. OK, that one, Oh my God. Dude, put that, put it in the dice, the the dice jail that. All. Right. So Verin, what's actually going to happen is as you get blown back about 25 feet, your character is going to get the sense that they're no longer themselves, but almost like a different character or different being all together.
11:13 And I know because we come prepared always that you do have a secondary character. So we're going to use that for one minute of combat time. So what, 6 rounds? So as as you hit the ground, everybody else feels and seems like this pulse, and as as Verrin hits the ground, I believe your character's name is Spurt, correct? Spurt, spurt. The cobalt spurt. Spurt the cobalt will appear and let me just get his icon in here real quick. I assume Spurt is prone like on his head. Yeah, yeah, yeah.
11:56 It'll be effectively like a, a snap of the fingers and it's just like a a replacement kind of right away. OK, so let's throw spurt on here, all right? And am I allowed to? Do I jump in here or no? Yeah, I mean, so yeah, spurt effectively will then get a turn, so yeah, so you can take a turn as normal. Do you want to touch the orb again? How? Are you going to do this?
12:37 OK, so Spurt appears prone laying on his back. Yep. And what I picture is he kind of like, you ever seen a cat, like, get flipped backwards? Oh, hell yeah. With their legs in there. My favorite side of TikTok. Paddy, what are you doing? So he's going to have a moment like that before he comes upright and he snarls and spurt, spurt and he'll attack the the floating thing. Beautiful. OK, and what are you attacking with?
13:18 Are you using a spell or? I'm going to use a spell attack all. Right, go ahead and give me what? What spell are you using? I'm going to use Dragon's breath. OK, so you're using an ability rather than a spell, correct? Because Dragon's breath is. Oh, it is. Oh, OK, Yep. Then go ahead and give me an attack roll first. I'm also real quick for you guys. While she's doing that, I am also going to put a picture of the Surge of Power and the Surge of Hope that you can also use again, you can only use it once per long rest, but that's the the and the other thing too in there is why didn't it send that?
14:11 The monster does have an adaptation. There it goes. It has an adaptation. So again, it's a little meta gaming, but it's immune to cold damage. OK, so this was sorry 25. 25 to hit that does hit. And that will be 5G6. I'm going to do acid damage on that. OK. That is 16 points of acid damage. All right.
14:56 Beautiful. So the ass the the ass the acid kind of appears at the top of the I'm sorry, it's blown from a dragon. So it kind of takes the acid damage head on and it kind of just spreads all around the side of the of the the the core and kind of melts off as it takes the damage. Cool. Anything else for sport? Earth going to turn and look at the rest of the party and just be like, wow, I'm a fool.
15:38 Is that coming through clearly? Oh, that's coming through Crystal crystal clear. Yeah. What's, what's your fancy fucking rock say about that, Orban? I'm just like. Just take a slight step back like I. Yeah. How big is how big is spurt spurt? Spurt would be like your size approximately like around 3 feet tall give or take.
16:20 So think mini dragon, kind of. Mini dragon. Cool. All right. Anything else for Spurt? That's it. Beautiful. We will then go down to the breach cores turn. All right, So what? About my turn. Oh, that's right. Yeah. Do you want to resolve your turn? Sure do, I'm going to. Does it move or is it just hovering? Give me a an insight check. OK, 24.
17:01 It does not move. It's. Just sitting there. It's just kind of hovering in the air. Suspended in the air, correct. So we'll start with a quickened Dispel Magic. OK. I will choose the creature, object, or magical effect within range. I assume it counts as both a creature and object and magical are all three of them. So any ongoing spell of Level 3 or lower ends automatically. It's anything like of equivalent level 4 or higher. It has an ability check, so if it has any like prolonged magical fields or things like that, right, That would die if it's being suspended because of a magical effect. What's the What's the DC on the check? Oh, a 19?
18:15 OK, so it rolled and I'm not, I'm literally not kidding you. 2 seventeens +7 so it'll be 24. 24 huh? Yep. Hold on, let me double check this I. Could silvery barbs that? Technically I could silvery barbs that too. My clearance is coming up, so I'll get my reaction back faster than. You. Oh yeah. Like silvery barbs that dice roll. What is?
18:55 I'm sorry, what does silvery barbs do again? Basically you re roll in exchange for my reaction in the first level spell. OK, so I rolled an 18 and a 13, so I'll be 25. Right but you have to re roll like why did you roll 2 to begin with? It has advantage on the roll. Right, so now it's got to re roll again. I did. Would it get a Vantage again? Correct. Yep, because it's it's a re roll so it has advantage on the wall. I know, Boo. I know. Oh. Shit, I'm going to do it too. Silvery barbs. 14 and a 17, which is a 24.
19:50 Do I have anything that gives me a + 1? Also, do we roll for wild magic? Absolutely. Oh yeah, I got to roll twice. Let's start with we'll do it. We'll do it in resolution order, so we'll start first with Jinx Jinx's Dispel Magic Wild Magic. Roll the roll D20. It's AD 20. Yep. Yep. That's 4. You do not surge, so then we will move to Rowan's silvery Barb's cast you. Want.
20:32 To. Roll six, Yeah, you do not surge as well. And then we will then do jinx Silvery Barb's reaction. The 12. You do not surge. Wow. Fantastic. And then I think I'm actually going to How does this work? I haven't played the sorcery like this in a long time. What's the ability? Innate sorcery, right? Doesn't that give me a + 1 to my oh wait, it got a 24, huh? And it's safe, right?
21:19 Correct. Yep. Yeah, Boo. OK, OK, I'll hit it with my stick. I suppose I have to move first. Yeah. So what's your speed normally? So I had a question on that. Does it affect travelling movement speed like walking, contact with the ground, that kind of thing are? You making like a sovereign citizen argument here or what? Yeah, like what if I jump? It would still count. Yep, any movement speed is is reduced by 10. OK, chilled.
22:00 Shoot. So one consequence that you guys didn't realize yet, and I'm going to enact it right now because Jinx, that was your, that was the third surge this turn and you're only AD 12 for the major catastrophe table. But we didn't surge. Oh, that's right, you didn't correct. You are correct. That is my bad. I was so excited to blow somebody up. I'm totally kidding, OK? But you did say that once per long rest when I take the aren't from a spell. I haven't. Not below half my hit points. Oh, but I do have +2 to my bell save DC and stuff. And when you roll in the wiometric table, you may add or subtract 1 from your final result and you see that F So how can you explain that to me?
23:03 Say again, sorry the. The Neo Magic isolation codecs. So I get a + 1 to my spell attacks and saves. If I roll on the surge table, I can add or subtract 1 after I know what it's going to be. Correct. Yeah. So basically what you can do it's it's you'll roll the die. And I do apologize, I I completely forgot about that part of the neck. When you roll on the wild magic table, if what you're given doesn't seem like a really good idea, you can either subtract 1 and go down South. For instance, I say, let's say you roll 8. If after I give you what the number 8 is, you can either choose down to go down to #7 or go up to #9, or you can stay at #8 that that's your choice.
23:51 But we don't know what they do. Correct. You would you would have to make that decision. You can make the decision after the original role is read to you, but once you make the decision to go up or down, you're stuck there and you don't know what it is until after you make that decision. OK OK, I used my action already and that robe doesn't really do much for me right now either.
24:35 I can go. I have a speed of 35 so I can go. 25. 2510152025 Yeah, all of you then, I suppose. All of you should have control of all of your characters. If you don't, just let me know. Otherwise you should have control of characters. Yeah, and I think that's everything. I'm actually doing yours as we speak, so give that a try. Now. There we go. Cool. And I apologize. Thanks. What was after your movement? What are you doing? I'm done. You're done. OK. Perfect. All right, then we will move again then to the breach course turn. So it will it will fire a corrupted beam at at this point it would be spurt because it targets the last operative who triggers a wild magic surge.
25:44 So it will roll a 23 to hit that hits OK, all right. So then it will deal 11 force damage to spurt and then it will it will send out a violent surge of fractured psychic energy from itself as a as a pulse. I need everybody to make me a wisdom saving throw. Hold what you roll until for a few moments. I'll just call for the DC here in a minute just to make it easier.
26:50 Who rolled below an 18? Remember, everybody has advantage on this, correct? You have your robe equipped. Oh thank God my first dice was the one. Sorry you said under 20, baby. Any who rolled underneath in 18 that mean seraphine spurt are the only two that rolled underneath in 18. OK, so you will take 11 force damage. I'm sorry, 11 psychic damage and you will have disadvantage on your next saving throw.
27:36 Everybody else will take 5 psychic damage. Oh, this? Hurt. Oh God, yeah, 11 there. I'm level 9 now so I have 24 pit points out of 47. Five Pippa's at 11. No, Pippa is at 24. I must have missed something. Oh, yeah, sorry. You took that the healing word to my bodies. OK. No, no, no, no. And I leveled up.
28:18 Oh yeah, I forgot about that. What's your new Max 4747? Yeah. OK. Thank you. Sorry. Katie's got me addicted to these popcorn bags so I can't get them shoved into my mouth fast now. They're so good. Cool. All right. So that will be the end of the breach course turn. Next will be Orban. Hi, Orban. Oh, hello, hello. So. How you feeling there, Orban? Orvin is a tad bit hurt in every way. And I'm slightly overweight.
29:08 Woof. But but he rolled the cast spell. OK, what spell are you casting? Chaos Bolt. OK, give me an attack roll please. That would be 26. OK, that will hit. Give me AD 20 on the wild magic role please. 15. You will surge, so go ahead and give me AD 20 on the surge. Table 11.
29:52 And roll AD four in a three or four. You surged twice, right? We we took that out. Oh, OK. Just because there's a lot of surgery. Anyway, I forgot to take that out for you. I apologize. So I apologize. Orban, you said you rolled an 8. 11. 11 I missed that. OK, I'm going to say that because this is the result of a wild magic role, even though technically it's not allowed underneath the current terrain guidelines. I'm going to say that you gained 15 temporary hit points and I need you to make.
30:33 Actually. Correct. And I need you to give me a number between 1:00 and 5:00. 4. OK Serafin, you will take. Oh. 9 fourths damage. Sorry. It's fine. I realized that I was muted that entire time. That's fine. So for the actual spell I I rolled an 8 for the damage type, so it's Thunder.
31:27 Ah OK, and then how much Thunder damage 4? No, hold on. Oh, I'm going to choose one of them if you roll the same. So OK then I need to roll AD 6 as well. Oh shit. OK, so it is 17 damage. OK, Thunder damage, correct? Cool. OK, so you let loose this chaos bolt and let's loose this thundering damage and it just kind of reverberates and you see the orb almost if it was like this, it's kind of like blurring in your eyesight as it kind of reverberates and vibrates with the Thunder damage that it takes. Anything else for you, Orban?
32:19 I have 20 movement speed right? Yep, because I lose 10. AM I able to like shimmy my way behind here? 51050 yeah sure, that's fine with me. I'd even be fine if you just went through through Serafin because it's not difficult to rain if you move through an ally space. Okie, dokie, that's what I'm going to do. And you're just going to basically going to do the equivalent of throw a rock at something and then bolts to the back of the line. Yep. All right, we will move then to row it. All right, so I'm going to start off by casting Greater Invisibility.
33:01 OK, I think. I'm going to twin that. Who's next? Does anybody want greater invisibility? Next in the line of combat would be Pimpa. Orbits hurt, so he wouldn't mind being invisible. Yeah, go ahead and give that to give that to Orbin, give that to the rock. With the OR the, the Rock agrees. All right, I twins greater invisibility myself and Orbin, which I think invokes a wild magic check. Now refresh. So with a twin, does that technically count as you casting the spell twice? It's like up casting it to affect another person more.
33:44 Or less. Yeah, it is only casting it if you don't cast it once. OK, understood. OK, so we'll have you roll once. So go ahead and roll me AD 20. Rolled an 8. All right. You do not surge. All right. And then I am going to move kind of like diagonally 4 spaces. And then from here I'm going to fire off Scorching Ray, OK? I think I'll pass the Level 3 OK. Give me a second. One extra ray. So as someone who's invisible, I should get advantage, right? That's correct. Yep. OK. And then I've got Elvin accuracy, so if I've got advantage I get to roll an extra dice also. Jesus, you're rolling a triple advantage. Triple advantage and then four rays. Oh my.
34:36 God, OK, so it'll be a couple seconds here. First attack. Oh, I've got to remember the modifier. Also, I've got, I think a + 9 + 9. Well, the first one's a 27. That hits. Oh man, the second one is rough. That's only A7 that does not not 711. That still does not hit. Next set is 24. That hits. 24 again that. Hits so three separate or so three rays give me AD 20 on the wild magic roll.
35:21 I'm up casting. It's a one more Ray. Oh I apologize. Yep, I I thought you missed, I thought you did 4I. Missed one, I rolled three, I thought. 'Cause you rolled A20. Oh yeah, you know, you're right. Yep. OK, Yeah. So give me it's one. Yeah. Give me a give me AD 20 on the wild magic. All right, that's a 5. You will surge give me AD 20 on the on the actual table. That is a six. OK, a flickering duplicate of you appears in an empty space within within 5 feet next to you. The clone has five hit points and repeats the casters last last action on the casters next turn and then vanishes. Cool, so I guess my last action the action I used was to cast Twinned Greater invisibility.
36:18 Correct. Do I get to pick who that applies to from the duplicate? For the, I apologize for the greater invisibility. Greater invisibility, Yeah. I thought you chose. I've already got it. I thought you chose. Orban Yeah, myself and Orban and then this person would be casting it again. But it greater invisibility doesn't go away when you attack. Oh, so the the this this creature's turn or that, that creature's action will not happen until your next turn? The ultimate. Means that I've got like a minute of invisibility and this is going to give me an extra 1 round I. Think yeah, we'll say it targets me. We'll say that because it doesn't necessarily say I mean it says repeats the casters last action. So yeah, we'll say that it would still target you and Orban, and it would, it would, it would double. However, that greater visibility is a concentration spell, right? Yes, it is.
37:21 So once it does that, and at the end of your turn, it's going to vanish, so the concentration is going to break anyway. So effectively, I'll tell you what, for flavor and for fun, we will consider your scorching ray your action, and we will allow your clone to fire scorching Ray instead of a spell. That's not going to work. That's for fun. That's much cleaner. For sure, unless, let's actually unless you would wish they go up or down on the table. No, that sounds like a good one. Beautiful. We're. Not good ones, so. Cool. All right. Anything else for you this term then, my friend, That should be it. Beautiful. All right, we will then move to Pippa.
38:06 What's the OK so? So I don't know how to do reactions correctly I don't think. Any, I mean you can take your reaction to any sort of event that like an opposing creature makes or anything that would affect you. You can take reactions to protect somebody depending on what you know, reaction you're looking to do. Which one are you? I have your, I have your characters up here. Which one are you looking at? Backlash.
38:51 Most of the time there's a LIKE trigger that activates the reaction and it's that. You only get to do. One reaction per? Yeah, actually. It's like if you had five reaction labeled abilities, you could still only pick one. Where is backlash on your characters here? I don't see it. It's under spells. It's a fourth level spell sorcerer cast. OK, you warned yourself against destructive energy reducing the damage taken by 46 plus your spell casting ability modifier. If the triggering damage is for a creature within range, you can force the creature to make a Constitution saving throw. The creature takes 46 force damage on a failed same. We're half as much unsuccessful 1. So would you have done that?
39:35 Yeah. You've already taken damage here this turn or this round. Would you have done that when you took the damage? Ideally, yeah. Ideally, OK, so yeah, I'll just because it's yeah, I'll allow it, but. Is that stupid? No, so you will reduce it by 46 which you took five damage. I'm just going to say you, you, you get those points back. And then what's the range on this spell? 60 feet? You're well within 60 feet of the core. So I will have it make a Constitution saving throw against your D.
40:20 What's your spell say DC? It's not going to matter. 21. Oh yeah, Nope. It it fails it rolled. Well, it rolled an 18 in total, so it will take 46 damage, 781212 damage, right? Force damage. OK, so just kind of a little bit of a revert back there, you know, back to your your reaction, the the damage that it does from that spell. It doesn't look like it would. It did as much damage as you think it would normally do.
41:02 OK, how does this thing look right now? Does it look like it's like? Yeah, it looks fine. OK, I have a thing. I have a thing I want to do for my turn. Let me, let me find it. So then we will consider this the start of your actual turn. I don't think I rolled damage on scorching right, did I? Oh, my God. No, you didn't. Yeah. Give me three sets of damage, guys. We're we know what we're doing, folks. I promise. Do I also need to? Do I need to roll for all magic on the backlash? Yeah, let's have you roll that real quick 18. You will not surge, so you can we'll go ahead and move forward with your turn.
41:55 Rowan, you can just let me know the damage when you're ready 19. Does it look like that did anything to it? Orban Sorry Rowan. What kind of damage was that? 19 Fire. Fire damage, yeah. Yeah, it doesn't look like that that damaged as much as it should. OK, so I'm going to cast a true strike. You point a finger at a target in range. Your magic grants you a brief insight into the targets defenses. On your next turn you get an advantage on your first attack role against the target, provided that this spell hasn't ended. OK.
42:41 All right, give me AD 20 on the wild magic check. OK, You will not surge so you will get advantage on your next turn against the breach core. Cool cool. Anything else for you? What is can I? Can I Chuck a dagger at it actually as a bonus action or no I. Believe.
43:22 Throw I. Believe throw is an action, right, Jesse? Yeah. Yeah, never mind. That's it. That's all I got. So as you as you see Rowan fire 3 separate bolts of fire at this, at this core, you kind of put your hand out in front of you and you feel, you're almost feel your heart be kind of lining up with the the cores pulsing and you gain knowledge about how it's defending itself to gain advantage on your next turn. We will then move then to Serafin one speech.
44:06 Wait until. Yeah, yeah, I'm, I'm awake. What can I do for you? It's your turn. Oh cool, wait until my next turn to find out what the defenses are. So it's more of a metaphorical knowing of the target expenses. I'll say that it's it's, it's defending itself in a way that almost seems to be mocking all of your wild magic. So it doesn't actually give me any information on it at all. I mean, yeah, I I can, I can come up with something here in a minute, but ultimately it's just for, yeah, it's just the flavor thing where you just gained advantage on your next turn. OK, Yeah.
45:00 Sure. All right. Cool all. Right, surfing. So who's within 20 feet of this thing? That would be 5/10/50 Jinx. Yeah, do it. OK, if you say so. Fireball at this thing. Oh dear God. OK, give me a give me the fireball is that. That's a third level, something like that. Yeah. Dex Dexterity I think. OK, Dexterity. Save me Dexterity. All right, yeah, each creature with a 20 foot radius for your centered on.
45:46 So you can choose a point within 150 feet that won't hit Jesse. So I mean, you can even just target like right here and it wouldn't hit Jesse. You're saying right here, but my phone will not load this and roll 20 at the same time, so I cannot even see that. Are you? Looking at discord. Target a little bit further than Yeah, right on top of it. Instead of targeting right on top of it, target to the left of it. Yep, you'd target right back here. Do that then do that then. All right, I will roll AI thought. I was going to swim in the flame. Swim in the flame. All right, That saving throw is going to be an 8 + 10.
46:27 Yeah, 10. So what's your safety C? 19. It fails. Give me AD 20 for the wild magic shack. That would be 1/4. You will not search. Cool, I love that. All right, so you will hit a fireball right there, 20 feet radius of that. So that will be yeah, right there. Oops. Yep. So you're you're good to not hit Jesse. You'll still hit the wall right there. So what is Go ahead and give me damage.
47:10 It's 96. Your damage is going to be 37. 37 fire, yeah, OK, It doesn't look like the damage did as much as it should. I just want this stupid thing to die. Fine, I kind of think we have to go, we have to go like like I don't think magics really going to do a whole ton of damage on it. Like because it like he said, it's it's mocking our our wild magic. So it makes me think like, we have to like physical blows are the only thing that's going to. Walk up and hit it. Yeah, tell Urban to do it.
47:53 Anything else for you Serafin? No, that's it. OK, as we hit Initiative 20, I'm sorry, we won't hit initiative 21st, 1st, it will be Jinx's turn at the top of the round. Well, OK, I think it's about time we crank it up. So Jinx is going to oh boy oh boy, we're going to cast a little quickened mind sliver on myself.
48:43 You're casting it on yourself. That's a correct statement, Sir. So I'm going to fail the save intentionally and I'll take one damage and then I will trigger my what is it the reactive null field from the robe. So I get to roll AD 6 every time I cast as well to try to trigger an additional surge. OK, let's have you roll AD 20 on the Wild Magic check first.
49:26 No, that's a cantrip. Cantrip count in in this. Oh. Yes, sorry, I thought I mentioned that. Yeah, cantrip. All spells are are affected by the Wild Magic Surge. That's fantastic. Like I said, it was going to be nothing but chaos. You will surge. So go ahead and give me a roll on the table. Net 20. Oh boy. A massive surge erupts every creature within 30 feet. Let's see here every. Creature with everybody. That's everybody. That is everyone. All right, so I. Well, tell us first.
50:10 Maybe I'll want to go down 1. Oh dear God, the massive A massive surge interrupts every creature within 30 feet, rolls twice on the Wild Magic Cascade table, and applies both results. The sky. We're doing that. All right, strap in, folks. All right, let's have let's just do it down the order. Jesse, go ahead and give me two D20 rolls, please. This is the surge table that we're rolling on. Yes. OK and I also have to roll AD 6 and and A1 or A2. Yeah, one or two. Yeah, once you. Roll I trigger an additional surge, right?
50:50 Yep, I'll roll these two first one of those surges, and then I'll roll 2D6. No additional surges. SO1 Surge. So yeah, go ahead and give SO one additional surge. So you'll need 3 in total. Why 3? Just one more. Because 1 you get 2 you roll twice more from the Nat 20 on the roll you roll. I just rolled. 2 right, but you rolled the D6 right? Yeah, but none of those triggered an additional. OK, So what was the the first D20 that you rolled? The the normal I cast cantrip and then I got a mat 20 on that which said roll twice more.
51:38 One of those two triggered. No, no, these are automatically going to trigger these. You're not rolling for a while. Check you're rolling on the table itself. Oh, it's, it's a, it's a surge, correct? OK let me roll again because I removed what I rolled A16 and A1. OK, so for the 16, a 10 foot cube within 60 feet of view fills with fractal particles for one minute. Creatures in this area have disadvantage on attack rolls, ability checks, and saving throws. The the area is lightly obscured so you can pick in a point within 60 feet of view to emanate a 20 foot cube that will give disadvantage on really any D20 test role. Yeah.
52:27 OK, I'll do here as the corner. Is it pointing right there? What? Right here, sorry or right here? Yeah. So it goes like, well, I suppose right here it would be. I want to get these like these 4 right here. So those four. So it's hitting half of the guy. So kind of like, right? One square to the right, like shifted all one right here. Yep, there. OK, OK. So, so that was the 16. Let's look at the one.
53:08 The One is a pulse of wild power erupts from from you. Every creature within 15 feet must succeed on a Dexterity saving throw or take 3D6 force damage and fall prone. I'll move up 1. You move up one on a. Table 2. OK, the caster drops out of sync, so on your next turn you will take two turns 1 at your normal initiative 24 and then an additional turn at initiative 0. I'm going to get two turns next round. Yep, chaotic. All right, then we will move to WE. Want to We want to finish all that first and then finish my turn, yeah.
54:00 We're going to finish all this first because this will happen immediately. So sport, give me two D20 rules please. Sorry, yes I have a 7 and a three. OK, the seven is gravity in a 20 foot radius around you inverts until the start of your next turn. Creatures inside of this area fall upwards 20 feet and then drop when gravity returns. So we would be looking here at wow, I think that's pretty much everyone within 20 feet of you. Can I cast feather fall?
54:50 Wait until we fall, though. Yeah, as a reaction to falling, Yeah. Oh yeah, Oh yeah, it does. Sorry, Matt. Yeah, you can. Cast it now, but you can also move that role that result up one or down one if you don't like what that wild magic is. Are you, are you keeping the one that you have currently with the the seven or are you going to go up or down 1? You know I'm going to go up 1. OK, I want to. I want to see. The other option would be. The spell slot used for the triggering surge returns to the caster, but the caster takes 2D6 psychic damage as your thoughts burn. So this is going to be aimed at Jesse because he's the one that's a.
55:41 Can trip. I'm sorry pal, it's going to be 913 psychic damage. There's no save on it. No, it this is just two D6 straight damage. So what I say 13? I've got 13M2D6. Exploding dice. Dumb. Dumb when it happens to you, Right? All right. And then you said 3 for the other one, Patty. Correct. OK. The caster transforms into a harmless beast or critter chosen by the DM at random.
56:24 The nearest ally transforms into ACR 2 beast for one minute. Would you like to go up or down? Down. You will drop out of sync on your next turn. You will take two turns 1 at your normal initiative and one at initiative 0 all. Right. OK next we will go to Orban. Oh God, my heart just stopped when I said I. Don't know why you're so concerned. I wrote a three and a 13. OK, so with the 13, your next spell will deal on the additional 1D eight of its normal type, but you will take 1D8 damage of that same type. Oh good.
57:14 Oh God. All right. And then you said three. Yeah. The caster transforms into a harmless beast or critter chosen by the DM at random. Go down, get the extra turn. Would you like to go up or down or transform to a harmless beast for one minute? Wait. Transform her into my weasel. What were can you repeat please? Yeah, the caster transforms into a harmless beast or critter chosen by the DM at random. Transform into ACR 2 beast for one minute. Why do I have the option to go down? Because of your robe or the the codex? Yeah, because you have that ability to go up or down if you wish.
58:11 I got to review that I don't so I can just choose to like. You could choose to go up or down from three, but you you have to stay with the result. But again, Jesse said that technically might gave me, but if you go down to two, you'd get that additional action on your turn. Pick 3. Malone. Sure. OK. I'll go down to 2. All right, next we will have Rowan. 13 and an 11. Right, the 13 so. 13 was the bonus damage thing, right? Yep. So you'll do you want, do you wish to keep that?
58:53 Yeah. Is that like per ray of scorching ray or just once per spell attack? So it says what? So you're not casting multiple versions of scorching ray, you're just getting 4 rays in that one spell, correct? Yep. I'm going to say you roll. You add 1D8 to each of those rays, but you will also take 4D8 damage. Oh no, wait, you would take. And it's the damage of the spell type. Corrects a fire, Yeah, yeah, I'm going to say you get 4D8 because it's 4/4 rays of it, but you would also take 4D8 damage of the same type. And what would be the conditions to activate that surge of power?
59:37 Really at any time as a reaction if you wish. All right, I got a plan. Then what was 11? 11 is you will gain 15 temporary hit points and then a ran. Let's see here. And then I need you to make give me a number between 1:00 and 6:00. Does that supersede the? Yes, it supersedes the. Yep, It supersedes that. Yep. Sweet and I will take that and I roll the four. 4 So Pippa, you will take. No, no.
1:00:18 Oops, well that die is gone forever. 3 necrotic damage. Oh, that. Could have been worse. Yeah, it could. Have been a lot worse. For 15, I'll take it. Sorry, Pippa. All right. And then on that note, we will go to Pippa. Go ahead and run my 2 D 20s. 1717 to 15, yeah. Every Wild Magic sorcerer within 30 feet immediately rolls on the cascade table and applies the results. Do you wish to go up or down?
1:01:02 I don't know what the cascade table is. The the wild magic table. That's what we're rolling on right now. Oh. God, that'll. Just be everyone. Yeah, this took forever. Let's go up one, OK? Your next spell within one minute deals the maximum possible damage with all dice at their highest values, so. Yeah, brother, this is what I'm talking about. However, after that spell resolves, the caster cannot cast spells on their next turn. So how we will work this with exploding dice is you will get the maximum possible damage on the first set and all of those dice will explode. So you will effectively roll whatever the damage is on your next spell type twice, and then if any of those explode, so on and so forth. So OK.
1:01:49 And then you will you remember that? Because I probably won't, I'll. Remember that. And then what was the other one? You said 16. 15 Yeah, 1517 and 1515. 5 foot square of space warps entering a square. Entering the square teleports the creature in a random direction. The square remains warped for one minute. So I will choose a square on this map. You will not be able to see it, but I will know where it is that if you step into it, you will whoops, you will teleport grab. My.
1:02:41 Draw tool, you or anyone? Anyone that steps foot in this square will teleport. Let's go. All right, next finally will be Seraphin Romy, 2 D 20s. And then a twenty and a 12. OK, the 12. You forget one personal detail, such as a quark. Favorite food or habit for the rest of the session.
1:03:22 No mechanical effect. So I'm going to say that you will lose. While we're figuring out the rest of these wild magics, think of a quark that you have and just let me know what that is. And you'll lose that for the rest of the session. And then also the casters magic harmonizes with ambient shards. You can choose to either regain one source report which you haven't used yet, teleport up to 30 feet to an unoccupied space you see, or impose disadvantage on the next saving throw against the spell the caster the cast within one minute. So you can impose disadvantage on say the the the core for one minute.
1:04:11 OK, I'm not going to lie to you. That makes no sense to me. And Barbara is not functioning right now, OK. So basically every role that the that the bad guy makes will he'll have to do twice and then take the lower of the two roles. So it's like half it. Like he has like a 5050 chance of basically like losing the role and not being able to hit. OK. Yeah. All right. And then that is it. So we'll resolve the rest of Jesse's turn.
1:04:52 Yeah, I'm going to cast another spell, but I use Tides of Chaos with that first one that I cast on myself. OK, so if you want to force, I guess. How are you running Tides of Chaos? I would, I would. I will enforce it at the time of my choosing. OK, out of game, how liberal are you being with it? If a moment calls for a surge I think will be necessary, I'll call for it. OK. I suppose then I'm going to So when people have been hitting it is is this thing solid or not?
1:05:37 Yeah, this thing's pretty solid. It's it's, it's like, think of it as like a, a giant glass almost sphere with cracks in it. OK, I'm going to jump on top of it. OK. I need you to make me a. Do I have to make a check? Constitution Statement. Do I just use what Do I make a check or like to jump on top of it? Or do I just use that high jump movement? Oh, give me a really just a straight deck. Spirit high jump is is is a movement thing. Oh yeah, yeah.
1:06:29 And part of my racial abilities. I'll allow it. I'll allow you to jump up there with your. OK, so I can do, got a roll of D8 here. I can go 20 feet, so yeah, I can jump. I can jump up 20 feet, so I can jump on top of it. OK. I gotta I gotta make a save. Yeah, Constitution statement throw. Against a spell or spell likeability or a magical effect.
1:07:09 This would be a magical effect, yeah. So I have advantage on spells, magical effects, spell abilities and constitution saves. What? Just one advantage or a double advantage? I'll give you just one advantage. Yeah, 22. OK, You will succeed. You will. What are you attempting to do on this orb? I'm hitting it with my shillelagh stick with a booming blade.
1:07:53 OK, I will allow the attack to go off the green attack roll. Oh, so close 30 Jesus. What? OK, Yeah, you can go ahead and roll damage. I'm also going to trigger my thing that lets me add my proficiency bonus to it. OK oops, well that sucked. So 9 magical damage, magical bludgeoning, OK and hell.
1:08:34 Then I have to add the booming blade, which is what, AD 8? Yeah. Five more for that. OK, OK. As you do this, your booming blade Chile lead combo just stripes this orbit. It creates a new almost fracture and you still get blown back from the from the the pulse. The search you will take 11 psychic damage is. That a spell, a spell, likeability or magical effect. We'll set from a magical effect.
1:09:17 Is there a save on it? No. OK. All right. And then as you get blown back, so you would have jumped up onto the orb and they get blown back 20 feet, 25 feet. But as you hit the ground, you have what's in your hand, almost a Shard of the breech cord. All right, I'm going to pocket it. And now I got to roll on the surge table. No surge and then a surge from the D 6. Oh yeah, yeah. 17.
1:10:14 Go ahead and give me AD 20. No 17, I'm that. Your next spell within one minute deals maximum possible damage. Yeah, OK, cool. All right. Anything else? No. OK, on initiative 20 the terrain itself will shift so as the cold kind of thaws away. Oh my fucking God, Katie, I just drew the fount of absolute chaos so. What is that?
1:10:59 That's the one I told you about. What is that? The one I told you about? On Initiative 20, roll the four on A3 or 4A. New Fount will take the place of this one. However, if a player roles or activates a Surge of Hope or a surge of Power. While more than one found this active, they gained the effects of that card in the most recent of the most recently revealed. The surge of Power is Chaos Initiate Rule 1D6. You immediately cast one of the following spells without components depending on the number that you rolled. Mass heal, Shape change, foresight, time stop, Meteor swarm or power Word kill. Now I remember.
1:11:53 Cool. All right. Anything else for me? No. OK, spurt. Captain. Real quick Jinx, when you hit it with your booming blade shillelagh combo, it starts. It's starting to look a bit hard. All right, spurt, you are up. Spurt is officially pissed off, love it and super confused and is going to run at the whatever you would call that our big bad and attack it with his scorpion staff.
1:12:40 OK, go ahead and give me a tack roll. I don't think it's probably going to hit an 11. I will not hit. Nope. So as as Spurt comes in to attack, he clangs his what was it? A scorpion sword? A scorpion. Staff. Staff, his scorpion staff will just kind of clang right off of it and he's going to get blown back 5 feet and he will take 3/4 damage. But the cracking starts to get a little bit more pronounced on the orb itself.
1:13:31 All right. Anything else for Spurt? Spurt's going to try to bite the orb. The Orb. OK, give me a tack. And that one. Give me a Oh boy, go ahead and roll me AD 20. 11. Right.
1:14:41 With an 11. So you said that spurt was biting at the orb, correct? Yes. OK. He's going a little bit feral. Sure. So your own elemental affinity, meaning the last damage type that you dealt will burst outward in the 10 foot radius, stealing 18 the 1D8 of that damage site to everybody, including you. So that will be. 1D8 of acid damage, Yeah. That will be you Jinx and the core.
1:15:24 Now you can. You can also make a Dexterity saving throw to have that which what is your spell DC. Good question 14. 14 OK so the the core succeeds so it will take 3 acid damage and then spurt and jinx. What did you roll for your Dexterity taming throw? I rolled a. 4, so 6 total. OK so you'll take 6 acid damage and then jinx? 19 + 3.
1:16:14 You'll take three acid damage. OK. Cool. All right. Anything else for your turns, Bert? That'll be it. Cool. All right. We will then move to the Breach core. It will concentrate A corrupted beam at Jinx, so that will be a 26 to hit. That's a hit. OK, so it will that will be 18 fourth damage at you.
1:17:07 All right. And that will be the end of the breach course. Turn Orban, you are up. OK so I don't even really want to cast a spell what does damage because. Use your surge of power. What does the rock say? The Surge of Power is one of those six spells I listed. Is the. Blistering. OK sure. How do I do that? So you'll activate Surge of power so you can only do one of the other once per long rest.
1:17:52 OK, you will roll 1D6 and then whatever comes up on the roll is what you will cast. 4:00 Please be Matthew. Oh no. You will restore up to 700 hit points divided among any number of creatures that you can see within range. I've saved just you guys. Oh my. God, that's definitely more than all of us have combined. OK.
1:18:36 All right. Everybody. So that doesn't count as any sort of action or anything, so you can still take the turn. Oh shit OK well fuck it but have I been noticing? Does he take less damage when getting hit by spells? You What's your passive perception? 11. 11 You've noticed that it's not necessarily spell damage, it's certain spell type damage that it seems to be taking less damage from so.
1:19:20 Far which spell? Type. Yeah, so far with an 11. Anyway, you can give me a perception check if you wish to try, but just with your passive you know that it's it's based on any certain type of damage. Is that going to take like an action or anything to try? I'll give it to you for a free action. See me? Perception shot. OK, I'll tell you what. I'll charge you a bonus action for it. I think that's fair. You know what, I don't care. I'm just going to do chaos bolt OK level. OK, love it. Go ahead and give me a tackle. I am going to Tides of Chaos that. Good.
1:20:11 Nat 20. Cool. All right, go ahead and roll me a the 20. 6. 6 All right. I think you're still invisible. Also, you probably didn't. Need. Oh yeah, Yep. Oh, I guess. Not you're right. I'll allow that. Yep. Yep. Because you still have you're still invisible. So yeah, we'll say that the advantage that you have was from your invisibility. You said 6. Yep.
1:20:51 OK, go ahead and roll on the Wild Magic Surge table, but whatever comes up, you may choose whether or not to apply the actual results. 12. With a 12 you will figure out one personal details such as a cork, favorite food or habit. I'm going to hold you to the same cork or hold Shih tzu last time, which is for getting your rock. God damn. It I assume that you are going to not want to have that take effect. I mean, and what's the other option? There is no other option. So again with your Nat 20 you you rolled on the wild magic table, but with that natural. Yeah, no, I don't want to create my rock. OK, so you will ignore the result.
1:21:32 OK, yeah, OK, cool. Then let's go ahead and do and. Then damage. Yep. And everything. OK, so first one is so the type. Oh, it's fire, damn it. Oh, it's fine. Whatever. That one I'm pretty sure is Not one extra D8. No, one extra D6 per level.
1:22:22 Yeah. Exploding dice. OK, 10/18/14 2124. OK. Fire damage. All right. And then did I get another action from my thingamabob that I rolled? Yes. Well, you get another turn at Initiative 0. OK. Yep, so with that damage from the chaos bolt, it doesn't seem to have do as much damage as you think it would do. However, it also looks incredibly bloody. Then I'm going to because I can.
1:23:21 I'm going to use a sorcery point to quicken spell. Or actually it's 2 points. OK. And I am going to cast fire bolt or no mindsliver. OK. Hold on, wait. Hold on. Yeah, OK, I am. OK. It needs to make an intelligent saving throw. DC-17. And I believe there's a feature on our coat thing. Coke cloak. My God, Katie isn't there that can push your. Doesn't look like it.
1:24:14 OK, I don't know what I was reading. I mean, you've got containment. Focus on your on your codecs. Either way, so DC-17. So with a -, 3 modifier, it rolled an 8. It will. Fail. OK, so it's going to take some mental damage. Emotional. Emotional damage. And it's going to take 7 psychic damage 7. Psychic damage, all right. Anything else? Am I still invisible? Yes. Awesome.
1:24:54 I would like to remain so, but I am going to move back a tad bit because. You've got 5 feet either to your northeast or east. Beautiful. There's actually one more spot but back but. Oh, that's fair. I had the map. OK, OK. All right. Next we will move to Rowan. All right, so does my duplicate do its thing first? I. Think it activated it? Was it the start or the end?
1:25:36 Of my next turn it it doesn't specify. I'm going to say that it does at the end of your turn. All right. And then are both both of the like magical fountain things active or is it just the? Chaos. Just the chaos one. Yep, that that one replaced the the ice one. You're going to activate your power too. Yeah, I think now is the time. Activate the surge of power. Let's see what we get. 6, right? This one is A1. I don't remember what 1 was, but they were all crazy.
1:26:16 Number one is Power Word Kill. Oh man, I just reactively shout die. I'm going to have you heavily role play this moment, but I am going to preface your role play of it by saying how do you want to do this? Yeah, I think just instinctively this wild magic calls to me and I feel the inclination to just shout die. So as gone as you begin your turn, you feel after all the surges that have occurred in the last 6 seconds, you feel this huge rush of electrifying powerful arcane essence just start deep from within you and just burst out and you let loose this spontaneous burst of energy towards the core as you scream die. And the and the orb just kind of from the from the bottom of it just begins to just start slowly splintering and cracking and fracturing all the way up to the top when it finally just disintegrates into a pile of almost like glass shards on the ground below it.
1:27:41 I didn't know I could do that. Got to be careful with my words in the future. All right, so the core disintegrates and you feel just kind of on the ground beneath you. You feel almost like trembling and shaking, starting to build and starting to strengthen as it starts to shake the entire chamber. Stone pillars are beginning to start to fall over and crumble, and the arcane center of the chamber is beginning to splinter itself. And as it begins to splinter, this essence protrudes from it, blue and purple energy, red, and it starts to squirrel around the entire room.
1:28:42 And then you feel almost as if it stops, but starts to slowly begin to want to almost suck in anything. And I need everybody to give me a Dexterity save. Oh God. God damn it Rowan, where the fuck are we supposed to go? 15 to say who rolled underneath A10 me Seraphin spurt OK so everybody except in jinx OK so seraphin spurtin jinx you begin to feel as if you are starting to be sucked in to this center portion of the room.
1:29:50 Spurt you jump in it. Yep. Oh, it can only take one of us. That's how they feed. Jinx will jump in and. And as I'm jumping in the spell magic. So as you jump in to this effectively a void you are you jumping in head first or legs first? Are you going to like blue Skadoo your way in or Olympic dive? Oh, I'm I'm going I'm going blue Skadoo where I'm going to do like a because I'm part Seder, you know, I'm going to give my leapy thing and I'm going to jump real high and kind of swan dive in there. But remember, if this is truly like a black hole type deal, I also have a bag of holding.
1:30:51 OK, so as you begin to start making your way towards this portal or the I'm sorry, this this effectively, it's a huge circle about 10 feet in diameter of purple and red and black essence. The swirling around and as you start to make your way closer and closer, is that when you're going to dispel magic? Yeah, when I'm like, when I feel the pole like is just beyond control. OK, so yeah, you'll the circle will be, I made that probably a little bit too big, but it's not right.
1:31:39 Actually, the circle that's that you jump into is right in the center. So as you get closer, closer by a foot away, you kind of like snap your fingers and all of a sudden the portal just as you're getting right to it and right in it just kind of dissipates. And then I'm going to give you a free decks success. You kind of like do like a front roll and then just hop up on all of your legs and go tada. Yeah, I wasn't actually going to kill myself for you guys. I don't even know you. So from there you begin to leave the chamber. Everybody will start making their way in Rowan Orban. Everybody, this will go away.
1:32:32 Everybody will start making their way kind of back up the staircase as normal. As you are making your way out of the chamber, your codex begins to give off a distinct hum and it's all of your codexes float in front of you and it says unit stand by, return signal locked. And you feel as almost if your vision just goes white. There's a ring that surges upward in front of you and sound kind of stretches into a single long tone, and you almost feel like weightless. And as you begin to feel weightless more and more, you hit hard on your feedback on packed stone back into the Ashen belt recalled by the unit headquarters. The training hall of Syndicate Outpost is coming into focus. Field medics are rushing towards all of you, command staff watching from the balcony.
1:33:31 Codex is open. Quill is already moving. And your codex is right. A final message that says Operation Complete Breach, Corps destroyed UNIT survival confirmed and the rift is gone. And every member of UNIT feels the same thing. This was not the last mission for UNIT. And that's where we're going to end. Tonight's episode of Crit happens. Very nice. The power word kill coming in for the win. Yes, beautifully done, you guys. This, this go ahead, go ahead.
1:34:17 I tell you what we'll discuss everything here in just a moment. We're going to sign off here from crit happens. We will see you guys on that 29 wind here on Spotify and Facebook, where we'll discuss the debrief and everything that occurred in today's session. So from everybody here, the P3 Podcast Network, I'm Spencer Hart saying goodnight everybody. Goodnight.
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