You are on page 1of 2

Wild Magic Table for the Fey Wild

T
his table is intended to be used in homebrewed
campaigns which visit the Fey Wild, or DMs
and players that want a wild magic table that is
more themed around fey and natural magics.

1d100 Effect 1d100 Effect


1 A vorpal sword appears in your hands. A Jabberwock 51 A human woman wearing ruby slippers appears in an
(green dragon wyrmling) with immunity to all unoccupied space within 120 ft of you. At the same
damage except from vorpal swords also appears in time the caster appears in a 20 ft cubed house 60 ft
an unoccupied space within 60 ft. Both the sword directly over her. On IC 20 of the next round,the house
and creature vanish in 1d8 rounds, but its head, falls, killing her instantly. On IC 10 a Green Hag
worth 2d6 x 100 GP remains if it's killed. appears, accosting the caster for murdering her sister.
2-3 you create a 500 ft dead magic zone which lasts for 52-53 The last creature you targeted with a spell must
24 hours. All plant life int the zone withers instantly. succeed a Wisdom save or be charmed by you for 8
hours.
4-5 Summon an earth elemental which is friendly to you. 54-55 Cast "Blur" at 2nd level on yourself without expending
a spell slot.
6-7 You are under the effects of the spell "Beast 56-57 You are under the effects of the spell "Speak With
Speech" for 8 hours. Plants" for the next 24 hours
8-9 A small sweet saying "eat me" and a vial filled with 58-59 Vines sprout in a 20ft square centered on you, as
liquid labelled "drink me" appear in each hand. though by the "Entangle" spell, which lasts for 1
Consuming one will subject you to the "Enlarge" minute, unless burned away.
spell, the other "Reduce" (DM's Discretion)
10-11 You can speak sylvan for 24 hours, if you already 60-61 The last creature(s) you damaged with a spell gains
know sylvan you have advantage on social checks resistance to the damage type you dealt to it until it
with fey creatures. completes a long rest.
12-13 A quickling runs out from behind the nearest cover 62-63 For 1d10 hours you cannot speak. Fortunately a toad
towards you. Make a DC 13 DEX save. On a failiure which you have a telepathic link with and speaks all the
it steals a pack/pouch/item from your person (DM's languages you know has appeared on your head, which
discretion) and starts running away with it. vanishes when you regain the ability to speak.
14-15 For 1d10 rounds you gain vulnerability to poison 64-65 A 20 ft diameter, 20 ft high, 5' thick "Wall of thorns"
damage. appears centered on yourself.
16-17 Your arms turn into wings and you gain a flying 66-67 The target of your spell, or a random creature in its area
speed of 30 ft for 1d4 hours. You cannot perform of effect, has the spell "Hold Monster" cast on it (use
somatic components while flying. your spell save DC). It also has "Invulnerability" cast on
it, which lasts for 1d8 rounds.
18-19 For 2d6 days you are distractingly aware of a faerie 68-69 A really high elf (using the stats of a commoner)
circle which is within a half day's journey of you, appears in a location within 420 ft of you (determined
causing you to have disadvantage on all mental by the DM) for 69 minutes. They are friendly to all
saves. Breaking it or a 5th level "Dispell Magic" spell creatures and will spend their turn hyping you up for
will end the effect. yours. If they drop to 0 HP they will vanish, casting
"Stink Cloud" (DC 20) as they do so, centered on
themselves.
20-21 An "Illusory Dragon" (XGtE) manifests on a point 70-71 Cast "True Polymorph" on a random creature in range.
within 120 ft affecting all creatures including allies On a failed save, the target becomes a pot plant for
(use your spell save DC, damage type is DM's 1d6 rounds.
discretion).
22-23 You may cast "Moonbeam" at 2nd level as reaction 72-73 A golden acorn appears in your hand which attracts
without expending a spell slot. 3d4 swarms of squirrels (use the stats for a swarm of
rats)
24-25 Your type becomes fey for the next 1d10 weeks. 74-75 Fey affected by your spells have disadvantage on their
saving throws against them for 1d4 hours.
1d100 Effect 1d100 Effect
26-27 For the next 1d10 rounds speaking only produces 76-77 You may cast "Misty Step" as a bonus action without
clouds of dandelion seeds, preventing you from expending a spell slot.
performing verbal components.
28-29 Make a CON save against your spell save DC. On a 78-79 Cast "move earth" beneath a random creature in range,
failed save, you become a T-rex as though effected pushing it in a random direction.
by "Polymorph"
30-31 Each weapon in 60 ft is subject to the effects of 80-81 You are subject to the effects of "Mirror Image" for 1
"Heat Metal" (using your spell save DC) until your minute.
next turn.
32-33 A tube of lipstick appears on your person. It hasone 82-83 Summon a pixie under the DM’s control. Roll 1d6: on
use, which on application will allow you to replace a 1, it is hostile to you, on a 2-4 a friendly creature can
any die roll when making a charisma check with a 13 use its action to attempt to convince it to take action
for one hour. on their behalf, on a 6 it will take your directions on its
turn.
34-35 The next spell you cast deals max damage and its 84-85 Summon 1d10 earth Mesphits under the DM's
damage type is radiant control.
36-37 Whatever your race, you gain the outward 86-87 You and 1d4-1 friendly creatures in have advantage on
appearance of a drow, "Remove Curse" undoes this. spell saving throws for 1d4 hours.
38-39 You sprout a beard of flowers. Once each day, at the 88-89 Make a DC10 CHA save, on a failiure you are
DM's discretion, make a DC 10 CON save, on a compelled to paint any flowers you encounter red for
failiure you sneeze and the beard explodes off your 1d10 days. If you lack painter's supplies blood will
face in a cloud of petals. suffice.
40-41 For 1d10 rounds you are immune to being charmed 90-91 A pair of paper craft butterfly wings appears on every
and being put to sleep by magical effects. humanoid creature's backs within 30 ft.
42-43 Suddenly, against all probability, you and your target 92-93 An awakened dormouse inside of a teapot appears in
(or a random creature within your spell's area of your hands. The teapot has an AC of 10 and 1 HP.
effect, or the nearest hostile creature if it was cast While you are holding it, it cannot be targeted or
on yourself) are teleported to unoccupied spaces affected by AOE spells, however you must make a DC
several miles directly above your current locations. 10 CON save each time you take damage, on a failiure
You and your target are turned into a sperm whale you drop the teapot, shattering it. If the teapot breaks
and a bowl of petunias respectively. After 42 or the dormouse removed, it turns into a Dire-
seconds both impact the earth, taking 4d2 points of dormouse (using the stats of a Direwolf from the
fall damage, reverting. Monster manual) and becomes hostile to you and your
allies.
44-45 Your spell Backfires and you are knocked prone, 94-95 For the next 1d10 days you are compelled to speak in
taking 1d10 force damage. riddles.
46-47 You are turned into a potted plant. Breaking the pot 96-97 A 5 ft diameter circle of salt appears around you which
breaks this enchantment. fey nor fiend can effect the inside of.
48-49 You are under the effects of the spell "Barkskin" for 98-99 You create a 500 ft wild magic zone centered on
1d10 rounds. yourself which lasts for 24 hrs.
50 Roll on this table once per turn for the next 1d10 100 Instantly regain all sorcery points
rounds, ignoring this result on subsequent rolls

You might also like