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Wild Magic Sorcerer-Magic Surge Table
Wild Magic Sorcerer-Magic Surge Table
:
You start with a D12. If the result is 1, roll on the Wild Magic Surge table. And from now,your surge dice if one size
lower (d12>d10>d8>d6>d4).(a long rest make the dice go up by one, 1d12 max) Other events or actions may also result
in rolling on the table. However, instead of rolling d100 and going straight in, you must first roll d20 to determine
which of the 3 columns you’re going to use. 1-3 (15%) is the first column (extreme), 4-9 (30%) is the middle column
(moderate), and 10-20 (55%) is the third column (nuisance). And then a d4, to determine if you roll on the 1st (1-2)or 2nd
table (3-4)
DÉS DE EFFET
SURGE
1 Wild magic surge
2 Your surge dice is leveled up by one (eg : from a d6 to a d8)
3 You regain a sorcery point
4 You roll a d8, on a 5 or less, you loose one sorcery point
5 You can surge, or change your surge dice by one size
6 You can lower your surge dice by one size, if you don’t, the weave is slightly influenced by a
prestidgitation spell (dm choice)
7 You regain use of tide of chaos, or if your already have tide of chaos unused, the weave is slightly
influenced by a minor illusion spell (dm choice)
8+ No effect at all
91 You go back in time to the previous You become petrified for 1d10 You gain truesight out to a range of
dawn, keeping all memory of what rounds. 60 feet for the next minute.
happened.
92 92 your race randomly changes to a 91 Your clothes itch ( + 2 to You sprout tiny fairy wings from
different humanoid type for the next initiative for 1d20rounds) your shoulders. You are under the
2d4 month effect of a slow fall spell until they
disappear after 1d8 days.
93 93 you turns ethereal for 2d4 rounds 96 You sprouts leaves instead of hair Everything made of gold on your
(no damage caused, can be pruned person (including coins) turns into
without harm) silver, and everything silver turns
to gold.
94 94 Caster contracts lycanthropy (DM 97 you sprouts new useless 95 All cloth on target crumbles to
decides what kind) appendage (wings, arm, ear, etc.) dust
which remains until remove curse is
cast
95 The next person you make eye contact You evaporate in smoke, you A column 1d10 feet high and 5 feet
with is blinded for 1 hour reappear in an unoccupied place from in diameter rises beneath your feet.
the plane you are currently in, in 1d4 If this height causes it to collide
round and 1d10 hour later, you do with a ceiling or object above you,
the same thing to get back to the you are restrained and take 2d6
place you were, or the nearest bludgeoning damage, pinned
unoccupied place if the place is against the object, unless you use
occupied your reaction to succeed on a DC
11 Dexterity saving throw to jump
off. The column slowly lowers into
the ground 1 minute later, leaving
no trace of it.
96 The nearest planet to the one you are You instantanely learn where is the 16 You feel a refreshing energy
on explode, this only happen when too nearest magic item that you aren’t well up within you, invigorating
many wild magic user are having a currently aware of you and stitching your wounds
surge at the same time, this result is shut. For the next minute you
the loss of some sorcerer power, if regain 5 hitpoints at the start of
you roll a 1 on a d20, you can’t use each of your turns.
your spellcasting feature for 1d4 hour
97 Spell has a minimum duration of 1 You see in the future, the next 3d8 A tiny rain cloud appears above
turn (i.e., a fireball creates a ball of minutes, from the point of view you your head and rains in a 5-foot
flame that remains for 1 turn, a would have if you didn’t had the radius centered on you for the next
lightning bolt bounces and continues, vision minute. Open flames in the area are
possibly rebounding, for 1 turn, etc.) extinguished.
98 Spell effectiveness (range, duration, The spell take effect, at any moment Your arms stretch. You gain a
area of effect, damage, etc.) increases during the next minute, you can get reach of 15 feet with them for the
by 200% back in time, right before you next 1d4 minute, and deal an
decided to cast the spell additional 1d4 damage when
attacking in melee, but you have
disadvantage on dexterity skills
99 You gain a temporary stat increase of You become frightenend of the Roll a d10. Your weight changes
your CHA, you gain 2 point, up to a damage type your spell do, if your by a number of pounds equal to the
score of 22, for 1d4+2 days. spell don’t do damage, you are roll. If the roll is odd, you lose the
stunned until you take damage or at weight. If the roll is even, you gain
the start of your next turn it.
100 You gain a permanent stat increase of 100 You regain hitpoints, spell slots, 100 You regain hitpoints, spell
your CHA, you gain 2 point, up to a hit dice, and sorcery points as if you slots, hit dice, and sorcery points as
score of 22 had taken a long rest. Abilities from if you had taken a long rest.
other classes are not regained in this Abilities from other classes are not
way. regained in this way.
Table 3
1 Roll a d10 – a : 1-Breathing Bubble 2- 1. Roll two more times on this table. your magic backfires and you drop
Cast-Off Armor 3-Cleansing Stone 4- All effects happen simultaneously. to 0 hitpoints and fall unconscious.
Cloak of Billowing 5-Dread Helm 6- 1 round later, you get back to full
Coin of Delving 7-Lock of Trickery 8- hp, and take conciousnesse
Pole of Collapsing 9-Talking Doll 10-
Potions of healing – appear in front of
you
2 Cast a permanent galder’s tower 2. The caster and target switch 26 An eye appears on your
positions after the spell ends. forehead for the next hour. During
that time you have advantage on
any Wisdom (perception) checks
that rely on sight.
3 The caster swap position with the 3. After the spell ends, the caster is 2 Roll on this table for each of your
nearest potted plant, to other it seems polymorphed into a Riding Horse for turns for the next minute, ignoring
like he has been transformed the next hour. this result in subsequent turns.
4 4. The caster becomes entangled in 27 For the next hour you can only
an explosion of plant growth. speak 1 language and can only
understand 1 different other
language. Roll 2d12. The first d12
is the language you speak and the
second is the one you understand.
If you roll the same number for the
second roll, roll again until you get
a different result. 1- common, 2-
giant, 3- goblin, 4- draconic, 5-
elvish, 6- infernal, 7- dwarvish, 8-
orc, 9- gnomish, 10- deep speech,
11- primordial, 12- celestial
5 5. The caster also casts thunderwave 3 For the next minute when you
as a third-level spell centered on attempt to speak you must sing.
themselves.
6 6. The target is transported to the 28 Your mind is quickened and
Ethereal Plane for The next minute. everything around you seems to
move in slow motion. For the next
minute, all of your spells with a
casting time of 1 action have a
casting time of 1 bonus action.
7 7. A writhing swarm of rats lift and 4 Your focus expands and for the
carry the caster 30’ in a random next minute you can see any
direction. invisible creatures to which you
have line of sight.
8 8. The caster’s clothes sprout teeth 5 You cast Stinking Cloud
and attempt to eat the caster. Treat centered on yourself. 30 You
the clothes as a Lesser Cloaker teleport up to 60 ft. to an
unoccupied square of your choice
you can see.
9 9. A mature oak sprouts in an 31 An Imp controlled by the DM
unoccupied space within 60’ of the appears in an unoccupied square
caster. within 5 ft. of you. It vanishes 1
minute later.
10 10. The caster can only speak in 7 For the next hour, all objects not
beast speech for 24 hours. being worn or carried that you
touch turns to gold. Unfortunately,
the effect reverses and all touched
objects revert to their original
materials when the hour is up.
11 11. The caster gains 100 lbs and has 32 You are transported to the
their move speed halved for the next Astral plane until the end of your
minute. next turn, at which time you return
to the space you previously
occupied or the nearest unoccupied
space if it is occupied.
12 12. Next turn, the caster takes no 8 You cast Fireball as a 3rd level
action and instead vomits up 2d100 spell. You can expand 1 sorcery
silver pieces. point to cast it as a 5th level spell
13 13. The caster’s hands become 33 You cast Stoneskin on yourself
covered in sticky goop.
14 14. Cabbages sprout abundantly 9 You cast Blink.
within a 30’ radius of the caster.
15 15. The caster can mimic the target’s 34 Your raw magic feels too
voice perfectly for 24 hrs. powerful to control and you know
that your next strike will certainly
be lethal. Maximize the damage of
the next damaging spell you cast
within the next minute
16 16. The caster grows antlers, then 10 You cast Magic Missile as a 5th
sheds them 24 hours later. level spell.
17 17. The caster and target are flung 35 You cannot lie for the next hour.
10’ in opposite directions. If you attempt to tell a lie, your
mouth seals itself shut and will not
open until the hour is up.
18 18. Gravity reverses in a 20’ radius 11 You hiccup uncontrollably for
of the caster till the start of their next the next hour. When casting a spell
turn. with a verbal component, you must
succeed a DC 10 Constitution
saving throw to cast the spell
without being interrupted by your
hiccups. If a failed save causes the
spell not to trigger, you do not
expend the spell slot.
19 19. The spell ricochets off the target 37 A random creature within 30 ft.
toward a random creature within 30’. of you falls madly in love with you
for the next 4d6 hours.
20 20. All coins the caster is carrying 38 1d6 Flumphs controlled by the
are instantly transformed. Copper DM appear in spaces within 60 ft
pieces turn into silver pieces, silver of you and are frightened by you.
pieces turn into gold pieces, and gold They vanish after 1 minute.
pieces turn into electrum pieces.
21 21. One of the caster’s eyes turns 14 You cast Confusion centered on
into a 500 GP sapphire. A new eye yourself.
grow if your orbit is empty for a day
22 22. Smoke fumes from the caster’s 39 Your ears grow as large as
ears for the next minute. dinner plates and you have
advantage on Wisdom (perception)
checks involving hearing. Both
effects fade after 1 hour.
23 23. All unlocked doors and windows 15 You cast Enlarge-Reduce on a
within 60’ of the caster fly open. random creature within range
(including yourself). Once the
creature has been determined, roll a
d20. On an odd you cast the spell
as Enlarge and on an even you cast
it as Reduce.
24 24. A small explosion blinds and 40 You suddenly feel your wounds
deafens the caster, and everyone stitch themselves back up. You
within a 20’ radius of them, for 1d4 regain 2d10 hitpoints.
rounds.
25 25. A confused brown bear appears 41 Time stops for you and all
in an unoccupied space within 60’ of creatures in a 10 ft. radius around
the caster. you for 1d4 rounds.
26 26. The caster can only breathe 43 Your shadow vanishes. It does
underwater for the next minute. not return unless you roll a 43
again.
27 27. If the spell’s target dies within 29. The caster smells like lavender
the next minute, its ghost haunts the for 1d6 days.
caster.
28 28. Objects within 30’ of the caster 30. The caster’s clothes become
that weigh less than 100 lbs. are uncomfortably tight.
pulled toward the caster.
29 19 You grow roots and cannot move 1. Caster’s face blackened by
for 1d6 turns. small explosion
30 44 For the next minute you can 20 You cast Grease centered on
teleport up to 20 ft. as a bonus action yourself.
on each of your turns.
31 17 You cast Banishment on a random 31. If the spell would kill the target, 45 You feel a modicum of control
creature within range the target’s extremities fly apart at over your magic returning. You
the joints. regain half of your expended
sorcery points.
32 32. The caster becomes trapped 21 You forget how to read and
inside a giant glass ball ( AC 10, write any languages you know for
20hp). 1d4 days. If you are already
illiterate, you suddenly find
yourself able to read common for
1d4 days.
33 33. The caster’s hands triple in size 46 You cast Levitate on yourself
for the next minute, dealing
bludgeoning damage equal to 1d8 +
their Strength modifier on a
successful unarmed strike.
34 34. A loud, disembodied voice 22 You feel as if luck is on your
ridicules the caster on initiative count side and your next spell will
20 for the next minute. certainly succeed. Creatures have
disadvantage on saving throws
against the next spell you cast in
the next minute that involves a
saving throw.
35 35. The caster’s arms become flailing 42. The caster’s eyes glow like
tentacles for the next minute. lanterns for the next day.
36 36. A large floating eye follows the 23 You cast Slow centered on
caster for the next hour. yourself. The 6 affected creatures
are chosen randomly if there are
more than 6 creatures, including
yourself, in the affected
37 37. The caster’s Charisma and 24 Your skin turns a vibrant color.
Strength scores are swapped for the A remove curse spell can end this
next day. effect. Roll a d6. The number
determines the color. 1- blue, 2-
lime green, 3- hot pink, 4- yellow,
5- purple, 6- red.
38 38. All fires within 60’ of the caster 49 Flowers sprout from your ears
are extinguished. and nose. They do not grow back
once trimmed.
39 39. A wall of fire encircles the caster 25 You cast Call Lightning
(see page 5). centered on yourself.
40 40. The caster suffers the same spell 51 4d4 gems leap forth from your
effect as the target. mouth. Each one is worth 1d100
gold pieces.
41 41. The caster becomes blinded and 76 Each creature within 30 ft. of
invisible for thenext minute. you takes 1d10 necrotic damage.
You regain hitpoints equal to the
sum of the necrotic damage dealt.
If hit point would be wasted, you
instead gain them in temporary hit
point
42 47 You feel power well up within 52 A spectral shield hovers near
you, but with each spell you cast you you for the next minute granting
feel the magic building up inside you you a +2 AC and immunity to
waiting to explode. All spells you magic missile.
cast for the next minute deal double
damage. When that minute is over,
you take half of the damage you dealt
during that minute ( this can’t reduct
you to less tha 1hp).
43 43. Any applicable saving throw the 88 The skin of you and everyone
spell’s target would make around you swells and inflates.
automatically fails. You and all creatures within 30 ft.
of you gain vulnerability to
piercing damage for the next
minute.
44 77 For the next minute, your 44. The spell slot spent on this spell 53 You grow an extra limb. The
intelligence, wisdom, and charisma is retained. limb dangles limply, occasionally
scores become 6 (mod -2) and your mimicking the movement of other
strength, dexterity and constitution nearby limbs. The new limb
scores become 20 (mod +5). (meaning sprouts from your shoulder in the
you gain: Your new CON mod. -your case of an arm or his hip in the case
previous CON mod. , time your level of a leg but the DM decides which
in hp) happens. The limb does not affect
your equipment, provide additional
attacks, or affect most in-game
situations This affliction can be
removed with a Remove Curse
spell or other similar magic.
45 45. The spell appears to fail, but 78 You cast Mirror Image.
occurs 1 round later.
46 46. The caster and all creatures Small part of the ground levitate
within a 20’ radius heal 3d8 hit everywhere around you in a 15 foot
points. radius, every ranged attack that go
through this area have disadvantage
on the attack roll
47 47. The caster suffers hiccups for the 79 You let out a thunderous belch.
next hour. All ability checks are All creatures in a 15 ft. radius must
made at disadvantage, and the noise make a Constitution saving throw
is loud enough to possibly attract against your spell save DC or be
attention. deafened.
48 48. The caster and target are both 55 You cast Earth Tremor at 4th
whisked to the Ethereal Plane for the level.
next 3d8 round.
49 49. The caster’s movements leave 80 You cast Fly on a random
color trails for the next minute. creature within 60 ft. of you
50 A coil of 50 feet of hempen rope 50. The caster also casts haste 81 You cast Animate Objects on
immediately appears and ties you up. targeting themselves. 1d10 random objects within the
You are restrained. A creature can range that are not being worn or
break the ropes by dealing 5 slashing carried. For each object, roll a d20.
or fire damage to them or by On an even roll the object will take
succeeding on a DC 11 (Strength) orders from and fight for you. On
Athletics check. You can also escape an odd roll the object cannot be
with a successful DC 11 Dexterity tamed and will fight whatever
(Acrobatics) check. creature is nearest.
51 51. Smoke fills a 10’ radius around 58. The ground below the caster
the caster, lasting 2d6 rounds. turns to mud 1d6ft. deep.
92 93. The spell’s target becomes 92. The caster’s fingers become Your size decrease by one size
overwhelmed by a desire to eat the frostbitten.
caster, if the target is not hostile to the
caster, it can do a Wisdom saving
throw to avoid this effect.
93 You become a perfect illusion 2d4 skeleton crawl from the ground, You are surrounded by loud,
(investigation spell against your spell hostile to everybody obnoxious, and erratically off-tune
DC reveal it and object pass through flute noise for the next minute
you, unless you carried them when the
effect came) This effect end if you
attack, cast a spell that do damage, or
after 1d4 minutes
94 You cast blur Cast locate object without
concentration
95 95. The caster enters a rage, as per a You appear as a fiend from
barbarian. divination magic
96 Go back in time, as in “back to the 96. The caster gains retractable You appear as a celestial from
furure”(meaning you have a 2nd you, claws, capable of dealing slashing divination magic
doing the thing you done) you go back damage equal to 1d8 + their Strength
2d4 days modifier on an unarmed strike.
97 Change class for 5d6 days, you 97. The target takes an additional 6d6 2d4 flumps appear, with red helmet
choose the class, and option to choose force damage. and a big hose connected to the
from this class, you can’t choose elemental plane of water, they give
sorcerer you a little gem, if you break it
they appear in front of you and if
you pay them 15gp, they will be at
your service for 4h, at this point
they may give you a new gem (on a
4 on a d4)
98 The caster choose two portion of 98. The target ages 1d100 years, A 10x10 ft pit open at the caster’s
ground and structure, by 20x20x20 possibly dying of old age. feet 5feet deep per level of caster
meters, the chosen portion are
swapped in d4 turn
99 Roll 2d20, this is your EC for 1d8 99. The spell’s effects are reversed, if You rejuvenate by
days the reverse is possible. 2d12+2d10+2d8+2d6+2d4 days
100 100. The 1d4 next phrase spoken by Roll 2d6 time on any table, you The next object you touch become
the caster becomes true. choose any or none of the effects sentient, if already, increase its
rolled ability score by 2 each, same for its
vision
Lobster the size of a boeing 747 appear