Unleash the Magic of Friday Nights Near Me

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Friday Night Magic Near Me Looking for some fun and excitement on a Friday night? Look no further than Friday Night Magic! Whether you are a longtime Magic: The Gathering player or new to the game, Friday Night Magic offers a unique and enjoyable experience for everyone. Friday Night Magic, also known as FNM, is a weekly event held at local game stores around the world. It provides players with the opportunity to gather and play Magic: The Gathering in a friendly and competitive environment. The event is open to all skill levels, from beginners to experienced players, making it a perfect way to meet new people and improve your skills. One of the great things about Friday Night Magic is the variety of formats available. Different formats require players to bring different decks and play with different sets of rules, adding a level of excitement and challenge to the game.


Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn t require concentration in this case; the spell lasts for its full duration. I d like to warn you that a few of these could wreck your campaign, due to doing stuff like having the nearest city razed to the ground, or having it deserted or conquered by Orcs or Undead.

D10000 wild magic table

Different formats require players to bring different decks and play with different sets of rules, adding a level of excitement and challenge to the game. From Standard to Commander to Draft, there is a format for every player's preference. Friday Night Magic tournaments typically begin with a registration period, followed by several rounds of gameplay.

DND 5th Edition

Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.

Source: Player's Handbook

Wild Magic Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, the DM can have you roll a d20 immediately after you cast a sorcerer spell of 1st level or higher. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

Bend Luck

Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

Controlled Chaos

At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

Spell Bombardment

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

Wild Magic Surge
d100 Effect d100 Effect
01-02 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 51-52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
03-04 For the next minute, you can see any invisible creature if you have line of sight to it. 53-54 You are immune to being intoxicated by alcohol for the next 5d6 days.
05-06 A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears I minute later. 55-56 Your hair falls out but grows back within 24 hours.
07-08 You cast Fireball as a 3rd-level spell centered on yourself. 57-58 For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
09-10 You cast Magic Missile as a 5th-level spell. 59-60 You regain your lowest-level expended spell slot.
11-12 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. 61-62 For the next minute, you must shout when you speak.
13-14 You cast Confusion centered on yourself. 63-64 You cast Fog Cloud centered on yourself.
15-16 For the next minute, you regain 5 hit points at the start of each of your turns. 65-66 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
17-18 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. 67-68 You are frightened by the nearest creature until the end of your next turn.
19-20 You cast Grease centered on yourself. 69-70 Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
21-22 Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. 71-72 You gain resistance to all damage for the next minute.
23-24 Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect. 73-74 A random creature within 60 feet of you becomes poisoned for 1d4 hours.
25-26 An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. 75-76 You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
27-28 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. 77-78 You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.
29-30 You teleport up to 60 feet to an unoccupied space of your choice that you can see. 79-80 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
31-32 You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. 81-82 You can take one additional action immediately.
33-34 Maximize the damage of the next damaging spell you cast within the next minute. 83-84 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
35-36 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. 85-86 You cast Mirror Image.
37-38 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. 87-88 You cast Fly on a random creature within 60 feet of you.
39-40 You regain 2d10 hit points. 89-90 You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.
41-42 You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. 91-92 If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
43-44 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. 93-94 Your size increases by one size category for the next minute.
45-46 You cast Levitate on yourself. 95-96 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
47-48 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. 97-98 You are surrounded by faint, ethereal music for the next minute.
49-50 You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth. 99-00 You regain all expended sorcery points.

Frisay night magic near mw

Players compete for prizes, which can range from booster packs to promo cards to store credit. The competitive nature of the event adds an extra layer of intensity, making each game more thrilling and rewarding. Attending Friday Night Magic is not only about the games; it is also about the community. Players come together to share their love for the game, exchange strategies, and build friendships. The inclusive and welcoming atmosphere of Friday Night Magic creates a sense of camaraderie among players, making it a special and enjoyable experience. To find a Friday Night Magic event near you, simply check with your local game store or visit the Wizards of the Coast website. There, you can search for stores in your area that host FNM events. It is always a good idea to call ahead and confirm the event details, such as start time and format. In conclusion, Friday Night Magic is a fantastic way to spend your Friday evenings. Whether you are a seasoned Magic player or just getting started, FNM offers a unique and exciting experience for all. So gather your decks, brush up on your strategies, and get ready for a night of Friday Night Magic near you..

Reviews for "Friday Night Unleashed: Magic Near Me"

1. Emma - 2/5 - I was really disappointed by "Friday Night Magic Near Me". The atmosphere was lackluster and the staff seemed uninterested in helping new players. The venue itself was cramped, making it difficult to move around and find a spot to play. The event didn't live up to my expectations and I wouldn't recommend it to others.
2. John - 1/5 - "Friday Night Magic Near Me" was a complete letdown. The event was poorly organized, with long wait times and confusion about the tournament structure. The staff were rude and unprofessional, and it seemed like they were more interested in socializing with regulars than helping newcomers. Overall, the experience was frustrating and I would not attend another event at this location.
3. Sarah - 2/5 - I had high hopes for "Friday Night Magic Near Me" but unfortunately it failed to deliver. The venue was overcrowded and there wasn't enough space for everyone to comfortably play. The event felt disorganized and chaotic. Additionally, the prize support was underwhelming and it didn't feel like there was much effort put into creating a fun and engaging experience for the participants. Overall, I was disappointed and wouldn't recommend it.
4. James - 2/5 - I attended "Friday Night Magic Near Me" with some friends and we were all left unimpressed. The atmosphere was lackluster and it felt like there was no enthusiasm from the staff or participants. The tournament itself was poorly run, with little communication about start times and pairings. The lack of organization and energy made the event feel dull and uninspiring. I wouldn't bother going again.

Experience the Magic of Friday Nights in My Area

The Ultimate Guide to Friday Night Magic Near Me