You are on page 1of 21

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

Revised Wild Magic Surge Table


d20/ 1-4/Extreme 5-11/Moderate 12-20/Nuisance
d100
1 A fireball explodes with you at the For the next day, your skin tone A puddle of grease appears where
center. You and each creature within changes color every 30 minutes, you are standing, with a 10-foot
20 feet of you who must make cycling through the colors of the radius. You and anyone within 10
a Dexterity saving throw using your rainbow. feet of you must make
spell save DC, taking 5d6 fire damage a Dexterity check at your spell save
on a failed save, or half as much DC or fall prone.
damage on a successful one.
2 You recover all your expended spell You are confused for 1 minute, as You levitate 6 inches off the
slots. though you were affected by ground for 1 minute.
the confusion spell.
3 You lose the ability to hear for 1 day. Your Strength is increased by 2 for 1 You gain tremorsense with a range
day. of 30 feet for 1d6 minute.
4 Each creature within 30 feet of you A third eye appears in your forehead, You make no sounds for 1 minute
takes 1d10 necrotic damage. You giving you advantage on sight- and you gain advantage on
regain hit points equal to the sum of based Wisdom (Perception) checks any Dexterity (Stealth) checks.
damage dealt. for 1 minute.
5 You teleport to an alternate plane, The next spell you cast within the You grow a beard made of
then return to the location where you next minute that does damage, the feathers, which remains until you
started after 1 minute. damage is maximized. sneeze.
6 You transform into a large empty For the next minute, you can teleport You can't speak for 1 minute.
barrel for 1 minute, during which time up to 20 feet as part of your When you try, pink bubbles float
you considered petrified. movement on each of your turns. out of your mouth.
7 You are at the center of You become intoxicated for 2d6 You are immune to intoxication for
a darkness spell for 1 minute. hours. the next 5d6 days.
8 You are frightened by the nearest Your Intelligence is decreased by 2 You recover your lowest-level
creature until the end of your next for 1 day. expended spell slot.
turn.
9 You are resistant to all damage types Your Wisdom is increased by 2 for 1 For the next minute, you must
for 1 minute. day. shout when you speak.
10 A random creature within 60 feet of For 1 minute, any flammable item Illusory butterflies and flower
you is poisoned for 1d4 hours. you touch, that you aren't already petals flutter in the air around you
wearing or carrying, bursts into in a 10-foot radius for 1 minute.
flame.
11 Make a Wisdom saving throw against Plants grow around you and you You cast mirror image on yourself,
your own spell save DC. If you fail, are restrained for 1 minute. which lasts for 1 minute and does
you are polymorphed into giant not require concentration.
dragonfly for 1 minute.
12 Up to three creatures you choose A random creature within 30 feet of You are surrounded by faint,
within 30 feet of you take 4d10 you gains a flying speed equal to its ethereal music for 1 minute.
lightning damage. walking speed for 1 minute.
13 You immediately gain 20 temporary You may immediately take 1 You regain 1 sorcery point and
hit points. additional action. your lowest level expanded spell
slot.
14 You teleport up to 60 feet to an If you fall within the next day, you Your hair grows to double its
unoccupied space that you can see. automatically have the benefit of current length over the next minute.
the feather fall spell.
15 You are the center of a silence spell You recover 1 expended spell slot of Your hair falls out but grows back
for 1 minute. your choice. within 1 day.
16 You are vulnerable to fiends for 1 For the next spell you cast within 1 You gain the ability to speak one
hour. Such creatures minute that does damage, the damage additional language of your choice
gain advantage on attack rolls made is minimized. for 1 hour.
against you.
17 For the next day, any time you make You have are surrounded by a You are invisible for 1 minute.
an ability check, roll 1d6 and subtract spectral shield for 1 minute, giving
the result. you a +2 bonus to your AC and
immunity to magic missile.
18 For any spell that requires a saving You and all creatures within 30 feet Your eyes permanently change
throw you cast within the next minute, of you gain vulnerability to piercing color. If they are a blue or grey
the target gains advantage. damage for 1 minute. shade, they turn dark brown, or
vice versa. A spell such as remove
curse can end this effect.
19 The next single target spell you cast For 1 minute, you gain resistance to Small birds flutter and chirp in
within the next minute must target one nonmagical bludgeoning, piercing, your vicinity for 1 minute, during
additional target. and slashing damage. which time you automatically fail
any Stealth check.
20 A demon whose CR is equal to your You are protected from Elementals You feel the incredible urge to
level appears near you. Make for 1 hour. Such creatures cannot relieve yourself. Until you do,
a Charisma saving throw against your attack you or harm you unless they your Strength and Intelligence are
spell save DC. If you make it, the succeed on a Charisma saving throw reduced by 1. If you don't relieve
demon is subservient, otherwise, it is against your spell save DC. yourself in the next 2 minutes, the
hostile. The demon, if not banished or above effects are removed, but
defeated, vanishes after 1 day. your Charisma score is reduced by
4 for 1 hour or until you change
your trousers.
21 For the next minute, every creature For the next minute, one creature of Gnats buzz around your head for 1
within 60 feet of you that hears you your choice gets a -2 penalty to its minute, distracting you. You must
speak only hears insults as if you are AC, attack rolls, and damage rolls. make a Constitution saving throw
casting vicious mockery at first level. against your own spell save DC to
cast any spell.
22 For the next day, you You and all creatures within 30 feet You are surrounded by a faint,
have advantage on the next 2d6 rolls of you gain vulnerability to offensive odor for 1 minute. You
you make where you don't already bludgeoning damage for 1 minute. gain disadvantage on
have advantage. all Charisma checks.
23 You are protected from Aberrations You emanate light in a 30-foot radius For the next minute, all spells with
for 1 day. Such creatures cannot for 1 minute. Any creature within 5 a casting time of 1 action or 1
attack you or harm you unless they feet of you that can see bonus action require 2 consecutive
save a Charisma saving throw against is blinded until the end of its next. actions to cast.
your spell save DC.
24 For 1 minute, a duplicate of yourself For the next hour, you You have the irresistible urge to
appears in the nearest open space gain advantage on Charisma checks scratch an itch in the middle your
which can take actions independently, when dealing with any creature back, just out of reach, for 1
and goes on the same Initiative as you. wearing black, but disadvantage if minute. If you don't scratch it using
However, any damage it takes as well they are wearing white. If they are a back scratcher or some similar
as any spell slots or sorcery point it wearing both, this doesn't apply. device , you must succeed
uses applies to you as well. a Constitution saving throw against
your spell save DC to cast a spell.
25 A loud boom emanates from you. All You are protected from Plants for 1 You have a momentary vision of
creatures within 15 feet take 2d8 hour. Such creatures cannot attack your own death. If you fail
thunder damage and must make you or harm you unless they succeed a Wisdom saving roll at your spell
a Constitution saving throw against on a Charisma saving throw against DC, you are frightened for 1
your spell save DC or be deafened for your spell save DC. minute.
1 minute.
26 All creatures within 60 feet of you Your Intelligence is increased by 2 Your Charisma is increased by 2
regain 2d8 hit points. for 1 day. for 1 minute.
27 You transform into a marble statue of Within the next hour, you Over the next minute, all plants
yourself for 1 minute, during which have advantage on the next roll you within 20 feet of you grow as if
time you are considered petrified. make where you don't already affected by the plant growth spell
have advantage. when cast as an action.
28 You are immune to disease for 1 You gain a +2 bonus to your AC for Your eyes glow red for 1 minute.
week. 1 minute.
29 You immediately drop to 0 hit points. For the next minute, you are in the Your Constitution is increased by 2
Border Ethereal near the location you for 1 minute.
were last in.
30 Make a Wisdom saving throw against For the next minute, you gain You add your proficiency bonus to
your own spell save DC. If you fail, resistance to thunder and force all Charisma checks for the next
you are transformed into a raven for 1 damage. hour, if you don't already add it.
minute, as if by a polymorph spell.
31 You are protected from Beasts for 1 An imp appears within 30 feet of Your spell components seem to
day. Such creatures cannot attack you you. Make a Charisma saving throw have been rearranged. During the
or harm you unless they save against your spell save DC. If you next hour, you must make
a Charisma saving throw against your succeed it, the imp is subservient, an Intelligence check against your
spell save DC. otherwise, it is hostile. The imp, if spell save DC to cast any spell that
not banished or defeated, vanishes requires a material component.
after 1 day.
32 You transform into a stuffed toy For the next minute, you gain For the next minute, you
resembling yourself for 1 minute, resistance to fire and cold damage. have advantage on the next roll you
during which time you are make where you don't already
considered petrified. have advantage.
33 You stand at the center a circular wall For the next hour, you Every creature within 15 feet of
of fire with a radius of 15 feet. Any gain advantage on Charisma checks you takes 1 necrotic damage. If you
creature in any of the spaces covered when dealing with any creature are wounded, you regain hit
by this fire must make wearing red, but disadvantage if they points up to the amount of damage
a Dexterity saving throw against your are wearing green. If they are dealt. If you are not wounded, you
spell DC or take 5d8 fire damage. wearing both, this doesn't apply. gain this amount of temporary hit
The wall of fire remains for 1 minute. points.
34 Choose 1 permanent or triggered You gain the service of an arcane A magic mouth appears on a
effect that has happened to you or eye for 1 minute that does not nearby wall or flat surface. When
somebody else that you’ve received require concentration. you speak, your voice comes from
from this chart and remove it, even if the magic mouth. This lasts for 1
it was beneficial. minute.
35 You are vulnerable to Beasts for 1 You lose the ability to smell for 1 You can hear exceptionally well
hour. Such creatures day. for 1 minute, gaining advantage for
gain advantage when attacking you. all Perception checks related to
sound.
36 You permanently lose the ability to You gain a -2 penalty to your AC for You lose the ability to smell for 1
smell. This sense can be restored with 1 minute. hour.
a spell that removes curses such
as remove curse.
37 You are vulnerable to Celestials for 1 You and all creatures within 30 feet For the next day, each time you say
hour. Such creatures of you gain vulnerability to necrotic a word with the "s" sound, it
gain advantage when attacking you. damage for 1 minute. sounds like a hissing snake.
38 Make a Wisdom saving throw against You become invisible and silent for 1 A gentle gust of wind blows
your spell save DC. If you fail, you minute. outward from you. All creatures
are transformed into a cat for 1 within 40 feet of you can feel it,
minute, as if by a {5e| but it otherwise does nothing.
Polymorph}} spell.
39 You are vulnerable to Plants for 1 Your Dexterity is increased by 2 for Your Dexterity is increased by 2
hour. Such creatures 1 day. for 1 minute.
gain advantage when attacking you.
40 You gain the service of an arcane You can detect the thoughts of 1 You immediately take 1d10 radiant
eye for 1 hour that does not creature you can see within 30 feet of damage.
require concentration. you for 1 minute.
41 You are protected from Celestials for For the next minute, all melee attacks One randomly-chosen non-magical
1 day. Such creatures cannot attack you make with a non-magical item in your possession that weighs
you or harm you unless they succeed weapon gain a +1 bonus to hit and to 1 pound or less vanishes and is
on a Charisma saving throw against damage, and are considered magical forever gone.
your spell save DC. for the purpose of overcoming
resistances.
42 You transform into a medium-sized Your Strength is decreased by 2 for 1 Your Wisdom is increased by 2 for
potted plant for 1 minute, during hour. 1 minute.
which time you are
considered petrified.
43 3d6 random gems appear near you, You gain freedom of movement for 1 You immediately gain 10
worth 50gp each. day. temporary hit points.
44 All allies within 20 feet of you gain a Your Dexterity is decreased by 2 for 3d6 silver pieces appear near you.
+2 bonus to attack and damage rolls 1 hour.
on any melee weapon attack they
make within the next minute.
45 For 2d6 days, you glow bright yellow. You are affected by a faerie fire spell You regain 5 hit points per round
You for 1 minute. You automatically fail for 1 minute.
have disadvantage on Stealth checks the saving throw.
and anyone trying to perceive you
has advantage on
their Perception check.
46 You stand at the center a circular wall You are protected from Beasts for 1 An imp appears near you. Make
of force with a radius of 15 feet. Any hour. Such creatures cannot attack a Charisma saving throw against
creature in any of the spaces covered you or harm you unless they succeed your spell save DC. If you succeed,
by this wall must make a Charisma saving throw against the imp is subservient, otherwise, it
a Dexterity saving throw against your your spell save DC. is hostile. The imp, if not banished
spell DC or take 5d8 force damage. or defeated, vanishes after 1 hour.
The wall remains for 1 minute.
47 All creatures within 20 feet of you are 3d6 gold pieces appear near you. Your speed is increased by 10 feet
knocked prone. for 1 minute.
48 You are vulnerable to Aberrations for For 2d6 hours, you have a faint pink You gain proficiency on
1 hour. Such creatures glow. Anyone trying to perceive you all Strength checks for the next
gain advantage when attacking you. has advantage on hour, if you don’t already have it.
their Perception check.
49 For the next day, you are in the You gain the ability to breath water Your Intelligence is increased by 2
Border Ethereal near the location you for 1 day. for 1 minute.
were last in.
50 All allies within 20 feet of you gain a You and all creatures within 30 feet One randomly-chosen non-magical
+2 bonus to attack and damage rolls of you gain vulnerability to slashing item in your possession that weighs
on any ranged weapon attack they damage for 1 minute. 2d20 pound or less is duplicated.
make within the next minute.
51 You are at the center of a 10-foot For the next minute, light and Mushrooms sprout around you in a
radius antimagic field that negates all darkness quickly alternate around 5-foot radius(3d4) and vanish after
magic equal to or less than your level you in a 30-foot radius, creating a 1 minute. If one is harvested and
for 1 hour and does not strobe effect. Sight-based creatures eaten (they do not dissapear), the
require concentration. gain a -1 penalty on attack rolls creature must make
against you and Perception checks a Constitution saving throw against
against you, and you gain a +1 bonus your spell save DC. On a failed
to Stealth checks. save, it takes 5d6 poison damage.
On successful one, it gains 5d6
temporary hit points.
52 Make a Wisdom saving throw against All creatures within 20 feet of you You can smell exceptionally well
your spell save DC. If you fail, you must make a Strength saving throw for 1 minute,
are transformed into a wolf for 1 against your spell save DC or be gaining blindsight with a radius of
minute, as if by a polymorph spell. knocked prone. 10 feet and advantage on
all Perception checks related to
odor.
53 You are protected from Elementals for You are protected from Undead for Your feet sink into the ground,
2d6 day. Such creatures cannot attack one hour. Such creatures cannot making you completely immobile
you or harm you unless they succeed attack you or harm you unless they for one minute. This has no effect
on a Charisma saving throw against succeed on a Charisma saving throw if you were not standing on the
your spell save DC. against your spell save DC. ground when the spell was cast.
54 All of your hair permanently falls out. For the next minute, you can pass One random gem worth 100gp
Only a spell such as remove curse can through any solid, non-magical wall appears near you.
end this effect. that is 6 or fewer inches thick.
55 You gain the ability to speak one new You are protected from Fiends for For the next minute, you have
language of your choice. However, one hour. Such creatures cannot double vision. This gives you
you lose the ability to speak one attack you or harm you unless they disadvantage on ranged attacks
language you already know. succeed on a Charisma save against (including spell attacks)
your spell save DC. and Perception checks involving
sight.
56 A 30-foot cube hypnotic pattern You permanently gain one 1st-level You are surrounded by a faint,
appears with you at the center. All spell slot but forget one cantrip that pleasant odor. You
creatures within the pattern must you already know. A spell such gain advantage on
succeed on a Wisdom saving throw or as remove curse can end this effect. all Charisma checks you make
fall asleep for 1 minute or until they within the next minute.
take damage.
57 You permanently forget one cantrip. You immediately gain 15 temporary You lose proficiency on all skill
A spell such as remove curse can hit points. checks for 1 minute.
restore your memory.
58 You immediately take 2d10 psychic All gold you are carrying is now You gain freedom of movement for
damage. silver. 1 minute.
59 You are vulnerable to Undead for 1 For the next minute, you gain You gain darkvision with a radius
hour. Such creatures resistance to necrotic and radiant of 60 feet for 1 minute. If you
gain advantage when attacking you. damage. already have darkvision, you lose it
for 1 minute.
60 You transform into an iron statue of You are at the center of a fog Approximately 100 gallons of
yourself for 1 minute, during which cloud spell which lasts for 1 minute. water appear over your head and
time you are considered petrified. those within 10 feet of you, evenly
distributed above everybody within
the radius.
61 You gain an additional spell slot of Your Charisma is increased by 2 for You gain a +1 to your AC for one
your highest level for 1d4 week. 1 day. minute.
62 If you die within the next 1d4 minute, You and all creatures within 30 feet You fall victim to a horrible cramp
you come back to life as if by of you gain vulnerability to lightning in both legs, reducing your speed
the reincarnate spell. damage for 1 minute. by 10 feet for 1 hour.
63 You permanently gain one spell slot You and all creatures within 30 feet The next spell you cast within the
of one level below your highest-level of you gain vulnerability to force next hour uses a spell slot of one
spell slot, but lose one 1st-level spell damage for 1 minute. level lower than what it normally
slot. A spell such as remove curse can requires. If the spell is a spell of 1st
end this effect.(you must be willing) level, you still must expend a spell
slot to cast it.
64 All creatures that can perceive you For the next minute, any creature you For the next hour, you are unable to
must make a Wisdom saving throw touch takes 2d6 lightning damage. read as the letters all appeared
against your spell save DC or jumbled.
be frightened of you.
65 You are vulnerable to Elementals for You gain blindsight with a radius of For the next day, everything you
1 hour. Such creatures 60 feet for 1 minute. say must rhyme. If it doesn’t, you
gain advantage when attacking you. take 1d6 psychic damage.
66 You are protected from Fey for 1 day. You are surrounded by a horrible, During the next hour, you may re-
Such ceatures cannot attack you or noxious odor for 1 minute. Anyone roll any one save, attack roll, or
harm you unless they succeed on within 10 feet of you must make skill check. If you do, you must
a Charisma saving throw against your a Constitution saving throw or take the new roll’s result.
spell save DC. be stunned.
67 You gain the service of an arcane Your Charisma is decreased by 2 for You grow 1d6 inches in height.
sword that does not 1 hour. You gradually return to your
require concentration until your original height over the course of 1
next short or long rest. day.
68 You permanently gain one cantrip. A You gain the service of a phantom You immediately take 2d4 psychic
spell such as remove curse can end steed for 1d4 day. damage.
this effect.
69 All allies within 20 feet of you get You and all creatures within 30 feet For the next hour, any time you
gain a -2 penalty on attack and of you gain vulnerability to acid make an ability check, roll 1d4 and
damage rolls for any melee attack they damage for 1 minute. subtract the result.
make in the next 1d4 minute.
70 All allies within 20 feet of you heal up Your Wisdom is decreased by 2 for 1 You gain the ability to speak with
to 4d8 hit points. hour. animals for one hour.
71 You lose the ability to see for 1 day. Your speed is increased by 10 feet You get gain a -1 penalty to your
During this time, you have for 1 day. AC for 1 minute.
the blinded condition.
72 You gain the service of a phantom You gain the ability to walk on water You gain the use of an unseen
steed for 1d4 week. for 1 day. servant for 1 hour.
73 Make a Constitution saving throw You and all creatures within 30 feet The next spell you cast within the
against your spell save DC. If you fail, of you gain vulnerability to psychic hour uses a slot level one level
you are stunned for 1 minute. damage for 1 minute. higher than what it normally
requires.
74 You transform into a stone statue of One creature of your choice gets a +2 A bad joke comes to mind and until
yourself for 1 minute, during which bonus to all attack rolls, damage you tell it (which takes an entire
time you are considered petrified. rolls, and their armor class AC for 1 action), you suffer
minute. a Wisdom penalty of 1.
75 All creatures within 20 feet of you, You lose proficiency in one You hear a ringing in your ears for
including you, must make randomly chosen skill, tool, or 1 minute. During this time, casting
a Dexterity save against your spell weapon type for 2d6 days. a spell that requires a verbal
save DC or be affected by a faerie component requires
fire spell. a Constitution check against your
spell save DC.
76 Permanently increase one ability score All food and drink within 30 feet of You lose 1d6x6 pounds. You
of your choice by 4 point. you becomes putrid, spoiled, or gradually return to your original
Permanently decrease a different rotten. Consuming this food deals weight over the course of 1 day.
ability score of your choice by 2 point. 2d6 poison damage and causes
A spell such as remove curse can end the poisoned condition for 1 hour.
this effect.
77 You gain proficiency in one tool or All silver you are carrying is now Your clothes become dirty and
weapon type you don’t already have copper. filthy. Until you can change and/or
for 6d10 day. clean your clothes,
your Charisma is reduced by 1.
78 Make a Wisdom saving throw against You and all creatures within 30 feet You gain proficiency
your spell save DC. If you fail, you of you gain vulnerability to fire in Wisdom checks for the next
are transformed into a giant spider for damage for 1 minute. hour, if you don’t already have it.
1 minute, as if by
the polymorph spell.
79 Gain the sympathy effects of You lose proficiency in all skill rolls You shrink 1d6 inches in height.
the antipathy/sympathy spell for 3d6 for 1d4 hours. You gradually return to your
days. original height over the course of 1
day.
80 You are protected from Fiends for 2d6 You are protected from Fey for one Your skin permanently darkens as
day. Such creatures cannot attack you hour. Such creatures cannot attack if you have a tan, or if you are
or harm you unless they succeed on you or harm you unless they succeed already dark-skinned, your skin
a Charisma saving throw against your on a Charisma saving throw against becomes one shade lighter. A spell
spell save DC. your spell save DC. such as remove curse can end this
effect.
81 All enemy within 20 feet of you gain a For the next hour, any time you make For 1 minute, one creature of your
-2 penalty to attack and damage rolls an ability check, roll 1d6 and subtract choice within 30 feet of you gains a
for any ranged attack they make the result. -1 penalty to attack rolls, damage
within the next 1d4 minute. rolls, and their AC.
82 For one minute, any spell with a For the next minute, you gain For the next hour, any time you
casting time of 1 action can be cast as resistance to poison and psychic make an ability check, roll 1d4 and
a bonus action. damage. add the result.
83 Make a Wisdom saving throw against You’re feeling lucky. For the next If you cast a spell with a saving
your spell save DC. If you fail, you hour, any time you make an ability throw within the next minute, the
are transformed into a giant rabbit for check, roll 1d6 and add the result. target gains disadvantage on its
1 minute, as if by the polymorph saving throw.
84 The next time you have a surge and You immediately take 2d6 psychic Your Strength is increased by 2 for
while you still have re-roll charge left, damage. 1 minute.
you may re-roll any of the dice used
(d20,d%,d10,d2) up to a number of
time combined equal or inferior to
5d4.
85 For the next day, you gain proficiency You gain proficiency in one skill of One creature of your choice gains a
in all skills that you are not already your choice that you're not already +1 bonus to attack rolls, damage
proficient in. proficient in for one hour. rolls, and its AC for 1 minute.
86 The next time you cast a spell, roll Your Constitution is increased by 2 You immediately heal 2d10 hit
twice on this chart. Both effects will for 1 day. points.
apply.
87 You are vulnerable to Fey for 2d6 You and all creatures within 30 feet You gain proficiency on
hour. Such creatures of you gain vulnerability to thunder all Intelligence checks for the next
gain advantage when attacking you. damage for 1 minute. hour, if you don’t already have it.
88 You transform into an empty wooden You and all creatures within 30 feet The power of your magic is strong!
chest for 1d4 minute, during which of you gain vulnerability to cold For the next hour, any spell you
time you are considered petrified. If damage for 1 minute. cast does not require a verbal
you ever drop to 0hp while in this component.
state, the effect end and you regain in
hp and temp hp the value in gp of the
object that have been stored inside,
then those item dissapear
89 Gain the antipathy effects of You gain the ability to speak one You gain 1d6x10 pounds. You
the antipathy/sympathy spell for 3d6 language of your choice for 1 day. gradually return to your original
days. weight over the course of 1 day.
90 All creatures within 30 feet of you You and all creatures within 30 feet You gain proficiency in
must make a Wisdom saving throw. of you gain vulnerability to radiant all Dexterity checks for the next
Any creature immune to magical sleep damage for 1 minute. hour, if you don’t already have it.
automatically succeeds on its saving
throw. Those that fail fall asleep for
1d6 minutes.
91 You are protected from Plants for 1 You are protected from Celestials for Your fingernails and toenails grow
day. Such creatures cannot attack you 1 hour. Such creatures cannot attack to an uncomfortable length. Until
or harm you unless they succeed on you or harm you unless they succeed you trim them, your Dexterity is
a Charisma saving throw against your a on a Charisma saving throw against reduced by 1 and your speed is
spell save DC. your spell save DC. reduced by 5 feet, even if you’re
not wearing shoes.
92 All your allies within 40 feet of you For the next minute, you are unable You gain the effects of
gain a +2 bonus to their AC for 1 to cast any spell that causes damage the blur spell for 1 minute, which
minute. of any type. does not require concentration to
maintain.
93 The next time you fall below 0 hit You gain spider climb for 1 minute, For the next hour, you appear to
points within the next month, you and it does not others to be the opposite gender.
automatically fail your first death require concentration to maintain.
saving throw.
94 You gain two spell slots at your You immediately lose all unspent You gain the service of a 2nd-
second-highest level for 1 week. sorcery points and may not regain level spiritual weapon for 1
them until you have finished a long minute.
rest.
95 For the next day, any time you make You and all creatures within 30 feet The power of your magic is strong!
an ability check, roll 1d6 and add the of you gain vulnerability to poison For the next hour, any spell you
result. damage for 1 minute. cast does not require a somatic
component.
96 Make a Wisdom saving throw against You gain the ability to speak with You gain proficiency in
your spell save DC. If you fail, you animals for 1 day. all Constitution checks for the next
are transformed into a sheep for 1 hour, if you don’t already have it.
minute, as if by the polymorph spell.
97 All allies within 30 feet of you gain a All food and drink within 30 feet of Every inanimate object that isn't
-2 penalty to their AC for 1 minute. you is purified. being worn or carried within 40
feet of you becomes enshrouded
with shadows for 1 minute.
Enshrouded objects are
considered heavily obscured.
98 You are protected from Undead for 1 You are protected from Aberrations Your fingers become sore for 1
day. Such creatures cannot attack you for 1 hour. Such creatures cannot hour. During this time, you must
or harm you unless they succeed on attack you or harm you unless they succeed on a Dexterity saving
a Charisma saving throw against your succeed on a Charisma savinng throw against your spell save DC to
spell save DC. throw against your spell save DC. cast a spell with a somatic
component.
99 You jump forward in time exactly 1 All your clothing and equipment You feel extremely nauseated.
minute, for 1 minute. From the teleports to the nearest open space at Make a Constitution saving throw
perspective of everyone else, you least 15 feet from you that you can against your spell save DC. If you
cease to exist during that time. see. fail, you must spend your next
action throwing up.
Table 2
1 01Wall of force appears in front of 02 For the next minute obtain the 02 Your nipples get Hard, +1 to
caster. Svissh Army Knife, a piece of metal AC
that magically mends and expands
into any standard simple or martial
weapon as a bonus action
2 02 Caster smells like a skunk for 04 Shatter is cast on your person in a 04 Grow a third arm. It give you an
10min 10 ft radius. extra attack, after one day, it turns
to stone and falls of
3 03 you shoots forth eight poisonous 06 Cast Entangle on yourself. 06 Your weapons become double
snakes from your fingertips. They are sided, you can use your bonus
under your control and are immune to action to attack with this weapon,
exhaustion as an off-hands attack, if you wield
2 weapon, you make a number of
attack equal to your multi-attack
feature(or one) plus two²
4 04 Caster's clothes itch (Disadvantage A weird old zombie cat walks up to 08 Choose a weapon of yours. In
on concentration checks for 1 min) you and meows at you. 30 seconds, it explodes, dealing
max damage. If it's a magical
weapon, it deals 2 times max
damage
5 05 Caster glows as per a light spell 10 An old man watches you from a 10 Your head becomes 3 times
distance, never letting you approach larger for 1d8 hours.
him. He doesn't go away until he
watches you take a long rest
6 06 Every creature within 60’ of the Rope Trick is cast above you. It 12 The next time you deal damage,
caster is subject to the magic missile reaches up it's full 60 feet or until it an equal amount of golden coin
spell (level 1) hits a ceiling drops from the enemy's wound
7 07 Next phrase spoken by caster 14 Rip the heart out of any creature 14 You have an angelic singing
becomes true, lasting for 1 turn with a heart of your choice with CR voice for 1 hour.
(your lvl) or lower.
8 08 Caster's hair grows one foot in 16 You are invisible for the next 16 You swap genders for 1d20
length and when cut the hair becomes minute. days.
whatever material was used to cut it.
9 09 Caster pivots 180 degrees 18 You do not need to eat or drink 18 You can only whisper for the
for the next 1d10 days. next 30 minutes.
10 10 Caster's face is blackened by small 20 You grow bugbear arms for 10 20 All your clothes are transported
explosion minutes. +15 ft reach to another plane for 1 hour. They
return afterwards on your body
covered in a slimy green substance
11 11 Caster develops allergy to their 22 You have only one eye for 24 22 You can command one of your
magical items (if they have any). hours. weapons with your mind (range 50
Character cannot control its sneezing ft, weapon speed 50 ft) Once it
And is Incapacitated until all magical attacked 8d8 times, it drops to the
items are removed. Allergy lasts until ground.
the end of the casters next turn.
12 12 Caster's head enlarges for 1 min. 24 Grow a tentacle that deals 1d6 24 A large bonfire appears directly
Enemies score a critical hit on the damage to you at each start of your in front of you.
caster on the roll of 19 or 20 on a d20. turn. It has your AC and 10 hp.
13 13 Caster reduces (reversed enlarge) 26 Anything within 10ft of you 26 You have prickly cactus skin
for 1 min. moves in slow motion for 30 seconds until a long rest
(including yourself)
14 14 Target falls madly in love with 28 You gold pieces become red hot 28 You poop
target until a remove curse is cast for a minute.
15 15 Spell cannot be canceled at will by 30 Your blood is poisonous to a 30 Hot steam exits from ALL of
caster creature/race of your choice for 1 your orifices.
hour.
16 16 Caster polymorphs into a random 32 For the next minute, your 32 All of your gold pieces melt into
form, CR equal to its level unarmed attacks make creatures a weapon or armor of your choice.
poop. It's size and weight depends on
how many pieces you have (10gp/1
lb) for the next 1d20 days
17 17 Colorful bubbles come out of 34 You do not need to breath for 1 34 A 120 person choir assembles
caster's mouth instead of words. hour. and sings for the next 30 minutes.
Words are released when bubbles pop.
Spells with verbal components take
effect on the casters next turn. This
effect last until the caster drink
something
18 18 tongues spell on all within 60 feet 36 You have 30ft digging speed for 1 36 Your feet erupt like a rocket and
of caster minute. send you 50 ft in the air.
19 19 Wall of fire encircles caster 38 37 38 A colony of 300 rabbits run
through your area, creating on
difficult terrain for 30 seconds.
20 20 Caster's feet enlarge, reducing 40 A small child in rags appears in 40 All of your weapons teleport
movement to half normal. front of you. 100 ft above you in the air.
21 21 Caster suffers same spell effect as 42 Your jaw can unhinge like a snake 42 Summon a squirrel at your feet.
target and you gain the ability to Swallow If in range (60mt), next round you
small creatures. cast Power Word Kill on it.
22 22 Caster levitates 20' for Id4 turns 44 Send the closest creature to you to 44 You are proficient in ALL skills
The Nine Hells. for 1 hour.
23 23 Cause fear with 60' radius centered 46 Pour 10 gallons of gravy 46 Your eyes fall out. You can still
on caster. All within radius except the anywhere within 60 ft of you. see through them. After consuming
caster must make a saving throw. them both, your eyes will instantly
reappear in their sockets unharmed
24 24 Caster speaks in a squeaky voice 48 You gain Keen Smell 48 Cast True Polymorph on any
for Id6 days creature of cr 2 or lower and turn
them into an instrument of your
choice. You can use the instrument
and speak with the creature
25 Caster gains X-ray vision for Id6 50 Banish yourself to the Nine Hells. 50 Everyone within a 30 ft radius
rounds What feels like a week for you there of you are dressed in masterfully
is just an instant on your current crafted Nobel attire.
plane.
26 Caster ages 10 years 52 Cast Message to a random 52 Summon a kazoo for up to 6
creature. creatures
27 Silence, 15' radius centers on caster 54 Next time you take damage, the 54 You cast Fly on a random
attacker takes the damage instead. creature within 60 feet of you,
28 10' x 10' pit appears immediately in 56 in the next 24 hours vou can shoot 56 It rains a food weighing less
front of caster, 5' deep per level of the one projectile with unlimited range than 5 lbs of your choice for the
caster next hour in a 30 ft radius over
your person. Even
indoors(1lb/second so 3600 lb of
foods total)
29 Caster no longer has a reflection nor a 58 You know the race/type of any 58 You know how to read and
shadow. Lasts for 1 day. creature just by smelling them for the speak all languages of the universe
next 24 hours for 10 minutes.
30 Colored streamers pour from caster's 60 cast Tree Stride on yourself 60 Cast Mass Suggestion on all
fingertips children (10 years or younger)
within a 20 mile radius to kill your
party. The spell ends after 24
hours.
31 Spell effect rebounds onto the caster 62 All of your weapons can be 62 Summon a squirrel at your feet,
thrown as projectiles for the next it is under your control
minute (60 ft range)
32 Caster becomes invisible (as greater 64 Pick an animal of your choice 64 A bolt of lightning strikes you,
invisibility spell) before reading forward. Summon it dealing 2d8 of lightning damage.
with rabies and an unrelenting thirst
to kill you
33 Color spray and confetti shoo from 66 You go blind for 1 minute. 66 Summon 50 lbs worth of a fish
caster's hands. of your choice.
34 Stream of butterflies pours from 68 The last creature you killed while 68 Instantly cast Heroes' Feast.
caster's mouth hunting comes back to life with lich
magic, grows 3 extra heads, and is on
a quest to kill you
35 Caster leaves monster-shaped foot- 70 Grow a gobble sack.. 70 You grow 4 new arms for 1
prints instead of his own until a dispel minute.
magic is cast
36 3d10gems shoot from caster's 72 Cast Scriptwrite into the sky 72 All your clothing turns into rats.
fingertips. Each gem is worth Id6 x 10
gp.
37 37 Music fills the air 74 Cast Catapult on a random 74 A goat slams into the ground at
weapon on your person terminal velocity in front of you
38 38 Create food and water 76 You have thermal vision for the 76 Develop a rash over your body.
next hour.
39 39 All normal fires within 60' of 78 You can tum your head around 78 You are put in a trance and stab
caster are extinguished 360 degrees for the next hour yourself in the stomach with the
nearest weapon you can grab
(improvised weapon does not count
unless you have no weapon within
5 feet of you). After taking the
damage, it is magically implanted
in there. When removed(by
spending 5 minutes pulling back
the weapon), the weapon puts you
to 1 current bp.
40 40 One magical item within 30' of 80 Grow spikes all over your body 80 You have 8 legs for 30 minutes.
caster (randomly chosen) is drained of Your speed and dexterity modifier
all it’s charges are doubled during this time and
you have the abilities of Spider
Climb.
41 41 One normal item within 30' of 82 Transform into your father at his 82 Summon 2 aggressive ear biting
caster (randomly chosen) becomes prime for 5 minutes. Quicklings
permanently magical gaining a
magical quirk.
42 42 Caster’s and targets eyecolor swap. 84 Quadruple the size of your beast 84 Turn into a goldfish for 1
companion. minute
43 43 Smoke trickles from the ears of all 86 Cast Daylight down onto yourself. 86 A bird flies in and poops on you
creatures within 60' of caster for 1 The light follows you for hour
turn. Creatures are deafened.
44 44 Caster regains all lost hit points up 88 Cast Weird on a single creature of 88 Grow wings for the next 5
to their maximum. your choice (30 ft radius). minute. You have 30 fight speed
45 45 All creatures within 30' of caster 90 Gain False Appearance that lets 90 Cast Plant Growth at your feet.
begin to hiccup (Like tashas hideous you go invisible when stood still for
laughter but hiccups) 5 minutes.
46 46 All normal doors, secret doors, 92 A crow files in and drops 10 gold 92 A dove flies out of your mouth,
portcullises, etc. (including those into your hand
locked or barred) within 60' of caster
swing open as the knock spell.
47 47 Caster and target exchange places 94 Transform into a Rug of 94 You grow feathers all over your
Smothering Ravert back to your skin that begin to fall off in 106
normal form once you have days
successfully smothered a creature.
48 48 Spell affects random target within 96 66 of your coin tums to piglard (2 96 You become a centaur for 1d6
60' of the caster lb) hours
49 49 Spell fails but is not wiped from 98 Your weapons have the 98Your kicks an extra 1d10 of
caster's mind consistency of a wet noodle for 1 damage and send objects flying 30
minute. ft for the next minute.
50 50 cast Bigby’s Hand under casters 00 Everything on your possession 00 Take another action this turn
control. The hand is shaped like a cats falls out of your packs and onto the with +10 to any acrobatic or
paw. ground. athletics rolls.
51 51 Sudden change in weather 02 One of your hands detaches and You lose concentration on any
(temperature rise, snow, rain, etc.) flies away. 1 hour, it comes back spells you are concentrating on,
lasting Id6 turns with a random possession and an antimagic field surrounds
you for the next minute.
52 52 Deafening bang affects everyone 04 You are soaking wet For the next minute, you can see
within 60'. All those who can hear any invisible creature if you have
must save vs. spell or be stunned for line of sight to it.
Id3 rounds.
53 53 Caster and target exchange voices 06 Kpop emits from your person All of your teeth fall out of your
for 1 day quietly like a elevator speaker, but mouth, and slowly regrow over 10
travels 500t from your person. The minutes.
music ends after 3 minutes
54 54 extra-planar creature appears: 25% 08 A masterfully realistic 8x10 You become affected as if you just
Celestial, 25% Fey, 25% Fiendish, painting of yourself in the nude fails drank a philter of love.
25% Elemental from the sky into your arms
55 55 cast Thunderwave 10 A lime ooze screaming the last Your size decreases by one size
word you pronounced grows from category for the next minute.
the top of your head. It grows back
instantly, if cut off, for 24 hours
56 56 Spell effectiveness (range, 12 Your ears fall off. You can still You let out a loud, thunderous
duration, area of effect, damage, etc.) hear with them from within 200 Alter belch that replicates the effect of a
decreases 50% 1d20 days your ears grow back and 1st-level thunderwave spell.
you can switch between hearing from
for attached or detached ears
57 57 Spell is cast twice effecting the 14 Select a creature of CR 2 or less Up to 3 corpses within 30 feet of
same targets. within 50 ft range Transform it's soul you rise as zombies hostile to all
into a tattoo on your body and gain a non-undead creatures.
relative ability.
58 58 Conjure a random genie not under 16 Summan 1d6 cult followers who Your body and all your gear take
the casters control. The Elemental worship you on a glassy appearance for the next
remains for 10 min and grant 1 wish minute. During this time, ranged
to the caster for something worth attacks that target you bounce off
more than 2d100 gp (or the value in and target other random creatures
gp). within 30 feet of you instead.
59 59 All weapons within 60' of caster 18 A paralyzing ray reigns down For the next minute, the only
glow for Id4 rounds from the sky onto you languages you know are Deep
Speech, Primordial, and Sylvan.
60 60 Creature automatically fails its 20 Your body explodes into bright Your body (none of your clothing
saving throw for the spell and suffers green acid. A body (alive or dead) or gear) teleports 10 feet in a
the spells maximum effect. that drinks a cup of the acid explodes random direction.
and your body reanimates out of t
61 61 Spell appears to fail when cast, but 22 Cast Slow on yourself. You cast Tasha’s hideous
occurs 1-4 rounds later laughter on the nearest creature to
you. If there is no other creature
within range, you target yourself.
62 62 All magical items within 60' of 24 Your teeth can inject poisonous A deck of many things appears
caster glow for 2d8 days venom by biting for 1d4 hours. hovering in front of you
expectantly, only visible and
touchable by you. It disappears at
the end of d4 +2 turn.
63 63 Caster and target each switch to 26 (do not read past this point out If you take acid, cold, fire,
their opposite alignments (ie chaotic loud) You cast Banishment on next lightning, or thunder damage
good to lawful evil) for 1d12 hour in game character to speak within the next minute, you gain
resistance to that type of damage
for 1 hour.
64 64 cast Slow spell 28 Throw a minotaur at a creature of You gain a random form of short-
your choice within 30 ft. term madness (see the Dungeon
Master’s Guide).
65 65 Target grows a tail that lasts until 30 Cast Wish using only 1d4 word. You break your attunement with
remove curse. 1d3 of your magic items to which
you are attuned.
66 66 Lightning bolt shoots toward target 32 Your blood glows purple. For 1 You cast haste on yourself.
hour, you have disadvantage on all
wis and con save throws
67 67 Target gains a random form of 34 You have baby hands for 1 You cast silence centered on
permanent madness. minute. yourself.
68 68 Darkness centered on target that 36 You are teleported to a tropical Your feet and hands disappear.
the caster can see through. island You retum after 15 seconds, You fall prone and drop everything
having lived a year in the wild. Gain you are carrying. You cannot stand
proficiency (or expertise )in nature up or hold or manipulate objects
and your age increase by 1 until your appendages reappear at
the start of your next turn.
69 69 Plant growth centered on target 38 Throw up 1d100 small frogs You cast disguise self and appear
as the nearest humanoid to you you
can see. If you cannot see a
humanoid, you appear as a naked,
bald, androgynous albino human
with no facial features.
70 70 1,000 lbs. of non-living matter 40 Cast Grease at your feet An overexcited flock of colorful
within 10' of target vanishes birds (use the stat block of
a swarm of ravens) appears in
your space and attacks you. The
flock disappears 1 minute later.
71 71 A Stench Kow falls from a portal 42 Lay a random dragon egg in 2420 You see briefly into the future. Roll
in the sky and lands on the target and days, the wymling hatches. a d20. The next time a creature
explodes (Functions like a Fireball makes an ability check, attack roll,
centered on target) or saving throw, the number rolled
will be replaced by what you
rolled.
72 72 Target turns to solid gold (like the 44 An asteroid falls from the sky You become poisoned until you
flesh to stone spell) a remove curse, onto a random location. use your action to make a DC 12
greater restoration end this effect, or Constitution check. On a success,
by creating a copy of the target in gold you vomit and the effect ends.
(7000 cm3*19,3g/cm3=1351 kg d’or)
73 73 Spell is cast; material components All the food in your stomach You fall asleep and have extremely
and spell slots are retained disappear, counting as you CON happy dreams for the next minute,
modifier without food or until you take damage or a
creature uses its action to shake
you awake.
74 74 Everyone within 10' of caster The next illusion or transmutation All the coins you have on your
receives the benefits of a heal spell spell you cast make flower grow in a person fall to the ground at your
60 foot radius centered on the feet. It takes an action to pick up
affected point 100 scattered coins.
75 75 Target becomes dizzy (- 4 AC and The next time you try to pull You cast blur.
Attacks, cannot cast spells) for 2d4 something from a container, you pull
rounds a rabbit instead
76 76 Wall of green fire encircles target You gain a unique use of your You suddenly realize that you are
metamagic on your turn for the next nothing more than a fictional
minutes character in a game played by other
creatures in another plane of
existence, which causes you to be
stunned. This existential crisis lasts
until the start of your next turn,
after which you shake it off as
nonsense.
77 77 Target levitates 20' for Id3 turns You become a construct that have You feel lucky. You automatically
your appearance for the next 1d4 succeed on the next saving throw
hour, you have a bonus to your AC you make within the next minute.
equal to you proficiencie bonus
78 78 The day resets. All player character You must give the next person that You gain 2d10 temporary hit
are sent back in time to sunrise on the talk to you 2d4 gp points.
current day and retain all memories of
what happened.
79 79 Target is charmed as per charm You switch souls with a random You cast faerie fire centered on
monster creature within 30 feet of you. You yourself.
control it on its next turn, and it
controls you on your next turn. You
go back to your regular bodies at the
end of your next turn, if the body is
still alive.
80 80 Target forgets why it was fighting Spell is affected as under the If you are in combat, you reroll
and leaves combat if able. Metamagic feat: Empower Spell. your order in the initiative at the
end of this round.
81 81 Target's feet enlarge, reducing Spell is affected as under the You lose your proficiency bonus
movement to half normal. Metamagic feat: Maximized Spell. for the next minute.
82 82 Caster is infused with energy from Spell is affected as under the Your pants fall down. Until you
one of the outer planes. Caster Metamagic feat: Twin Spell. use a bonus action or action to raise
becomes either an aasimar, genasi or them up again, your walking speed
tiefling for 1 month as they are is reduced to 10 feet and you have
infused with the energy. disadvantage on Strength and
Dexterity saving throws. If you are
not wearing pants, you instead fall
prone.
83 83 You polymorphs randomly into a Spell affects the nearest creature to You immediately make an unarmed
bunny or a tyrannosaurus (50/50) the target instead. strike against a random creature
within 5 feet of you. If there is no
creature within range, you target
yourself.
84 84 You falls madly in love with the Spell affects the nearest creature to A pit 1d10 feet deep and 5 feet in
target (or the next creature you see) the caster instead. diameter appears beneath your feet.
until a dispel magic is cast. You fall unless you use your
reaction to succeed on a DC 11
Dexterity saving throw to grab the
edge of the pit. The bottom of the
pit magically rises upward 1
minute later, leaving no trace of the
pit.
85 85 You changes gender until dispel You no longer need to breathe for the 86 Small, black raincloud forms
magic is cast on you. next 2d8 hours. over target until the target laughs.
86 Spell becomes the spell Time Stop, but Nothing happens; the spell slot is still All the rations you are carrying
the target counts as the caster, and used and components are still turn to soap.
knows this. consumed.
87 87 Stinking cloud centers on target as Nothing happens, really! The spell You cast fear in the direction
they let out a loud fart. slot is not used and components are you’re facing.
not consumed.
88 88 Heavy object (boulder, anvil, safe, Everyone within 5ft of a line A simulacrum of yourself appears
etc.) and a coyote appears over target between the caster and the target will within 20 feet of you. It defends
and falls for 2d20 points of be hit by a copy of the spell, itself if attacked, but it cannot
bludgeoning damage including the caster. speak and otherwise just looks
around utterly confused. It turns to
snow 1 minute later.
89 89 Target begins sneezing. Target is Spell's duration is 1d6 times normal; You become colorblind for 1d4
incapacitated (Id6 rounds). spells with a duration of long rest.
instantaneous instead take effect 1d6
times, once every round until all have
taken effect.
90 90 Spell effect has 60' radius centered You become drunk until your next A strong wind swirls around you in
on target (all within radius suffer the long rest : a 10-foot radius, making ranged
spell’s effect) 5 temporary hit points attacks going into or out of this
Advantage on Charisma skill checks. aura automatically miss.
Advantage on saving throws made
against fear.
Disadvantage on Wisdom and
Dexterity saving throws.
Disadvantage on Intelligence and
Wisdom ability checks.

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.

52 52. A spectral audience of thousands 82 You become invisible for the


appears to observe the scene for the next minute. During that time other
next minute. creatures cannot hear you. The
invisibility ends if you attack or
cast a spell.
53 53. A clone of the caster appears, 58 The wild magic within you
desperately claiming to be the refills your spent arcane prowess.
original. It vanishes 1d4 later. You regain your lowest level
expended spell slot.
54 54. The caster’s clothes become 83 You cast Darkness centered on
tattered and frayed. yourself.
55 55. The caster also casts mirror 59 You are intoxicated (as if you
image on the target. drank far too much ale) for the next
1d4 hours. Any penalties or
benefits imposed are at the DM's
discretion.
56 56. The caster must becomes afraid 84 You can see your lifeline before
of all creatures of the target’s type your eyes and for a moment you
for the next hour. are emboldened because you know
you will not die this day. If you die
within the next minute you
immediately come back to life as if
by the Reincarnate spell.
57 87 You cast Sleep at 4th level 60 For the next minute you must
centered on yourself. shout when you speak.
58 57 You forget everything that 85 1d4 Mephits chosen and
happened in the last 1d10 minutes. controlled by the DM appear in
unoccupied squares within 15 ft. of
you.
59 59. The caster grows fangs capable 61 A cloud appears over your head
of dealing 1d4 piercing damage. with a 10 foot radius. It snows over
you for the next hour. 86 Your size
increases by one size category for
the next minute.
60 60. The target becomes covered in 61. The caster suffers an awful
weeping sores, dealing 1d6 necrotic nosebleed till the start of their next
damage. turn.
61 62 Up to 3 creatures within 30 ft. of 57. The target starts sobbing
you take 4d6 lightning damage. uncontrollably, and is incapacitated
for the next minute or until hit with
an attack.
62 62. The caster casts barkskin on 63 You cast Hypnotic Pattern
themselves. It flakes off 1d4 rounds centered on yourself.
later.
63 63. A mighty wind blasts forth from 64 You are frightened by the
the caster. Everyone within 20’ must nearest creature until the end of
make a DC 15 Strength save or else your next turn.
fall prone.
64 64. The caster’s eyes are forced 89 Next time you are hit by an
closed, but they gain truesight with a attack within the next 1d6 minute
range of 60’, for the next 1d6 days. you cast Shield.
65 65. The caster’s hands are burned by 65 Your hair and eyes change
magical energy, dealing 1d6 radiant colors. Roll 2d6. The first d6
damage. Anything requiring manual determines your hair color: 1-
dexterity is done at disadvantage for black, 2- brown, 3- blonde, 4-
the next 6d6 hour. purple, 5- green, 6- white. The
second d6 determines your eye
color. 1- black, 2- white, 3- gold, 4-
pink, 5- red, 6- rainbow. This effect
can be removed with a Remove
Curse spell.
66 66. A terrible stench suffuses the area . 56 For the next minute, any
within 50’ of the caster. flammable object you touch that
isn't being worn or carried by
another creature bursts into flame.
67 67. A sustained harmonious chord 94. Harmless bright sparks erupt
plays, audible within 500’ of the from the caster’s hands.
caster.
68 68 A random creature within 60 ft. of 91 You cast Web centered on
you becomes poisoned for the next yourself.
1d4 hours.
69 69. The spell deals the maximum 67 You feel a surge of wild magic
possible damage, if applicable. within you that threatens to
overwhelm you if not released.
Double all dice damage for your
next spell attack that hits.
70 93 You cast Contagion on yourself. 92 You feel for a moment as if a
Determine the sickness with a 1d6 font of wild power lies within you.
roll. The effect spreads to any You regain all expended sorcery
creature you touch before succeeding points.
or failing the 3 saving throws.
71 71. The spell’s duration is doubled, if 70. A column erupts beneath
applicable. caster’s feet, growing 30’ high or
5’ shorter than the ceiling
(whichever is shorter).
72 72. The spell fires in random 68. The caster gains his charisma
direction if its range is not touch. and constitution score in temporary
(roll 1d100, 25 is at the right of the hit points.
caster, 50 is behind him, 75 is at its
left, and 100 or 0 is in front of him.
73 70 You cast Polymorph on yourself. If 69 For a moment, you tap into the 94 Your hair falls out but grows
you fail the saving throw you turn into plane of Limbo and borrow raw back within 5d10 hours.
an animal for the duration. Roll 1d10, chaotic power not your own. The
the roll determines the animal you next spell you cast (up to 4th level)
become. 1- salmon, 2- cat, 3- frog, 4- does not expend a spell slot.
rabbit, 5- dog, 6- raven, 7- mouse, 8-
pig, 9- sheep, 10- bear
74 74. The target becomes petrified for
1d4 rounds. 73. The caster’s teeth fall out. They
grow back if the caster try to eat
75 1. Next turn caster takes no 75. Any ferrous material the target 95 Your hands glow with black
action, vomits 3d100 SP possesses immediately corrodes. necrotic energy. You cast Bestow
Curse on the next creature you
touch within 1d8 minute. The
effect is chosen randomly with a
1d4 roll.
76 1. Caster breathes 30’ fire cone 76. The air within a 5’ radius of the 71 You take on the illusory visage
next time they speak caster turns into a random element. of death himself. Every creature
Roll 1d8: 1-2. Fire; 3-4. Earth; 5-6. that can see you must make a
Water7-8. Wisdom saving throw against your
spell save DC or become
frightened by you until the end of
your next turn.
77 The caster’s arms fade into the 1. 77. A flaming horse appears 72 Illusory butterflies and flower
Ethereal plane for the next 1d4 (Not Nightmare, real horse) petals flutter in the air within 10 ft.
rounds. of you for the next minute.
78 97 You cast Alter Self on yourself, 78. 3d6 gallons of sand appear 98 Your magic bolsters your
growing claws, fangs, and horns as between the caster’s hands. fortitude and for a moment you feel
per the natural weapons portion of the invincible. You gain resistance to
spell. all damage for the next minute.
79 Roll any dice at the start of each round 79. The caster’s tongue triples in 74 You feel your innate magic
for 1d20 hour, on an odd result, you length for the next 4d12 hours. quicken your movements. You gain
loose 1 AP, otherwise, you gain 1AP 1AP immediately.
80 80. The caster’s cranium becomes 99 You glow with bright light in a
transparent until remove curse is cast 30 ft. radius and dim light for
on them. another 30 ft. for the next minute.
Any creature that ends its turn
within 5 ft. of you is blinded until
the end of its next turn.
81 81. The caster’s hands become 75 You cast Spider Climb on
encased in bricks of hard yourself. Your hands stick to any
clay(Hardness 5, 5hit point on each object that is not being worn or
brick). carried you touch for the duration
of the spell.
82 82. The target’s jump distance triples Water in a 60 foot radius become
for the next minute. holy water
83 83. Fragile objects within 30’ of the You turn translucent, like carved
caster shatter. ice for 4d12 hour
84 84. The caster becomes voraciously You sneeze 5 gp
hungry.
85 85. The target’s bones are turned into You fall prone, as the raw magic
gold. Their speed becomes 5’ until jump from you to the sky
remove curse is applied.
86 86. 1d4 stirges appear, crash to the The create bonfire cantrip is casted
ground, and start to act on initiative 3d4 time in a 120ft radius
count 20.
87 87. Ten thin cords emerge from the As long as you are on the ground, it
caster’s fingers and attach to the rain in a 1 mile radius for 1d6 hour
target.
88 88. The caster can only sing, not You gain a 1d6 inspiration (like for
speak, for the next 1d6 hours. the bard) dice, to use until your
next rest
89 89. The area within 30’ of the caster Dirt in a 20foot radius become mud
is affected by darkness, except for (and difficult terrain)
the area within a 10’ radius of the
caster.
90 90. The caster reflexively vomits at You cast mirror image
their next sip of alcohol, whenever
that occurs, for 2d100 days.
91 91. The caster’s shoes irreparably 94. Harmless bright sparks erupt
fuse to the ground. from the caster’s hands.

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

You might also like