You are on page 1of 3

Wild Magic Surge

d100 Effect d100 Effect


Your magic backfires. You drop to 0 hit points, fall unconscious, and 1d4 swarms of rot grubs (controlled by the DM) crawl out of your ears
1 begin making death saving throws on your turn. 26 into spaces adjacent to you.
Roll on this table two more times, ignoring this result if it occurs again. For the next 24 hours any clothing worn by you is invisible to you
2 Both effects occur simultaneously. 27 while you wear it. Your clothing is visible to everyone else.
You emit a brief magnetic pulse in a 20 foot radius centered on
yourself. Small or medium metal objects weighing less than 150
pounds which are not being worn or carried are drawn quickly to you You gain the permanent ability to detach and reattach one of your
(dealing 1d6 bludgeoning damage to you per 10 feet traveled). Any hands at will. While detached you can control it (speed of 5 ft.) as long
creature in the radius wearing or carrying metal items must make a as you can see it, but it cannot attack. The hand shares your base AC
Strength saving throw against your spell save DC or lose its footing without any armor and any damage it takes is subtracted from your
and fly towards you (dealing and receiving 1d6 bludgeoning damage HP as normal. You lose this ability if you roll this result again, or if you
3 for every 10 feet traveled). 28 use a Greater Restoration spell or similar magic to end the effect.
You are transported to one of the four elemental planes until the end
Negative energy courses through you, animating up to 5 humanoid of your next turn, at which time you return to the space you
corpses within 30 feet of you. These corpses become zombies under previously occupied, or the nearest unoccupied space if it is occupied.
the control of the DM. If there are no corpses in range, the next The DM may determine where you arrive, or you may roll a d4 to
humanoid you kill within the next minute becomes a zombie under determine the result.
4 your control. 29 1: Air, 2: Fire, 3: Earth, 4: Water
You hiccup uncontrollably for the next hour. When casting a spell with
You cast the Polymorph spell on yourself. Roll a d6 to determine what a verbal component you must succeed a DC 10 Constitution saving
you turn into. throw to cast the spell without being interrupted by hiccups. If you fail
5 1: Octopus, 2: Panther, 3: Pony, 4: Spider, 5: Giant Crab, 6: Crocodile 30 to cast the spell, do not expend the spell slot.
Your magic suppresses all sound as you cast the Silence spell centered 1d4 boggles controlled by the DM appear in unoccupied spaces within
6 on yourself. 31 5 feet of you.
For 1d6 rounds your skin excretes a layer of slippery ooze. Grapple
You are suddenly encased in a dark wood coffin perfectly sized for attempts and melee attacks of against you are made at disadvantage,
you, with your name engraved on the lid. It is locked from the outside but if you attempt to move you must make a DC 12 Dexterity
7 (DC 10 to break or pick the lock). 32 (acrobatics) check at the start of that move or fall prone.
A vibrantly colored tattoo of a Dwarven woman appears on your arm.
8 For the next hour, you are incapable of smiling. 33 It vanishes after 24 hours.
Shadows around you lengthen and deepen as you cast the Shadow of A unicorn controlled by the DM appears in an unoccupied space
9 Moil spell on yourself. 34 within 10 feet of you and disappears after 1 minute.
Your skin appears to harden and you gain resistance to all damage for You fall madly in love with a random creature within 30 feet of you for
10 the next minute. 35 the next 8 hours.
Cactus spines grow out of your skin. At the end of your next turn they Your teeth transform and become serrated and triangular like those of
launch from your body and every creature within 10 feet of you at the a shark, granting you a bite attack with which you are proficient and
time must make a Dexterity save against your spell DC or take 1d4 deals 1d6 + STR damage. They remain transformed until you are
11 piercing damage. 36 subject to a Remove Curse spell.
Roll a d6. For the next minute, whenever you attempt to cast a spell
you must first do whatever the result indicates.
1: You must clear your throat loudly.
A catchy tune plays in the back of your head and you can't help but 2: You must shout a different prime number.
dance! Until the end of your next turn you must use all your 3: You must give yourself permission to cast the spell.
movement to dance in place without leaving your space. While 4: You must insult one of your allies.
dancing in this way you have disadvantage on Dexterity saves and 5: You must issue what sounds like a prophecy.
12 attack rolls. 37 6: You must profess love for someone nearby.
3d10 gems leap forth from your mouth. Each one is worth 1d6 gold A wave of unnatural fatigue sweeps over you. Roll 1d3 and suffer a
13 pieces. 38 number of exhaustion levels equal to the result of the roll.
Illusory duplicates of yourself appear around you, mimicking your
14 every move. You cast the Mirror Image spell on yourself. 39 You suddenly remember a defining moment from someone else's life.
Your reflection no longer appears in reflective surfaces such as glass, For the next minute, your spellcasting ability score and your Strength
15 mirrors, or water. This effect reverses if you roll it again. 40 score switch.
You become invisible at the end of each of your turns for the next Roll a d10. Your height changes by a number of inches equal to the
16 minute, as long as you do not use any of your movement. 41 roll. If the roll is odd you shrink, if it is even you grow.
You are covered in itchy barnacles, but are unable to scrape them off. A powerful burst of antimagic surges outward from you, disabling all
17 They fall off naturally after 24 hours. 42 magic items in a 10 foot radius sphere centered on you for 1 minute.
A gelatinous cube controlled by the DM appears in your space, A spectral shield hovers near you for the next minute, granting you +2
18 automatically engulfing you. It disappears 1 minute later. 43 AC and immunity to the Magic Missile spell.
A friendly duplicate of you (sharing your statistics and having full hit
points / all spell slots available to you) controlled by the DM is Your hair and eyes change color. Roll 2d6. The first determines your
summoned from an alternate dimension into an unoccupied space hair color (1: red, 2: blue, 3: pink, 4: purple, 5: green, 6: white). The
within 5 feet of you. He / she can act on your next turn but vanishes at second determines your eye color (1: black, 2: white, 3: gold, 4: pink,
19 the end of that turn, regardless of whether he / she acts or not. 44 5: red, 6: rainbow).
You become a direct conduit for a series of wild magic pulses. Roll on Over the course of the next 24 hours, you disgorge the individual
20 this table once per round for the next minute. 45 elements of a complete burglar's pack, one by one.
For a moment, you tap into the plane of Limbo and borrow its raw You cast the Delayed Blast Fireball spell in a square within 5 feet of
untapped potential. The next spell you cast (up to 4th level) within the yourself. If not triggered by being touched by a creature, the fireball
21 next minute does not expend a spell slot. 46 explodes at the start of your turn in 1d6 rounds.
Powerful winds from the elemental plane of air blow behind you
You cast the Life Transference spell, determining the target at random when you run. For the next minute, your movement increases by 10
22 from all creatures in range. 47 feet.
Your mind suddenly opens to new knowledge from far away realms.
Your size increases or decreases by one size category (as per the You learn a new cantrip from any spell list. If you roll this result again,
Enlarge/Reduce spell) for one minute. Roll any die. If the result is even the knowledge of the cantrip you selected the first time is forcibly
23 your size increases, and if it is odd your size decreases. 48 pulled from your brain.
24 Caltrops appear in your space and all spaces adjacent to you. 49 You cast the Grease spell centered on yourself.
25 You cast the Snilloc's Snowball Swarm spell centered on yourself. 50 You develop an intense craving for moss which lasts for 1d4 days.
d100 Effect d100 Effect
You summon 1d4 cranium rats controlled by the DM, which appear in Next time you are hit by an attack in the next minute, you cast the
51 a spaces adjacent to you. 76 Shield spell.
In the blink of an eye your current clothes are replaced with a suit of You feel as if luck is on your side and your next spell will certainly
skin-tight leather armor. Whatever clothes you were wearing are succeed. Creatures have disadvantage on saving throws against the
52 folded neatly in an unoccupied space within 5 feet of you. 77 next spell you cast in the next minute that involves a saving throw.
Roll a d10. Your age changes by a number of years equal to the roll. If You feel refreshing energy well up inside you, invigorating you and
the roll is odd you get younger (minimum 1 year old). If the roll is even stitching your wounds shut. For the next minute you regain 5 hit
53 you get older. 78 points at the start of each of your turns.
For the next minute your sense of hearing expands and you gain the You cannot tell the truth for the next hour. If you attempt to do so, an
ability to use echolocation, granting you blindsight out to a range of ethereal mark appears on your forehead, which reads "LIAR" in the
54 30 feet. 79 native tongue of anyone who reads it.
The fabric of time folds around you and a vision of some past
historical event determined by the DM unfolds instantly before your You are a limitless font of weak magic. For the next minute you can
55 eyes. 80 cast 1st level spells without expending spell slots.
Colorful spectral ribbons dance and twirl in the air around you for 1 You cast the Dragon's Breath spell on yourself. You can choose the
56 hour. 81 damage type for the breath.
For the next hour your internal monologue is audible to others, but Your raw magical energy is pulled from your body, leaving you
you do not perceive that anything has changed unless it is pointed drained. You lose all unspent sorcery points and cannot regain them
57 out. 82 until you finish a long rest.
There is a blinding flash of multi-colored light and a random magic A barrel of mildly enchanted banana peels appears in an unoccupied
item appears in a square within 5 feet of you, and disappears one space within 5 feet of you. You can use an action to throw a banana
minute later. Determine the item by rolling a d6. peel at a creature within 20 feet of you, forcing it to make a Dexterity
1: Potion of Diminution, 2: Javelin of Lightning, 3: Bag of Beans, 4: saving throw against your spell save DC or fall prone. The barrel and
58 Horn of Blasting, 5: Rope of Entanglement, 6: Broom of Flying 83 all of its banana peels vanish after 1 minute.
You transform into a ceramic tea pot until the start of your next turn.
While you are transformed in this way you are incapacitated and have With a deafening crack, you are hurled 1d4 rounds into the future. At
vulnerability to all damage except psychic and poison damage. If you the start of your turn after that number of rounds has passed, you
drop to 0 hit points in this form, the tea pot shatters and your form reappear in the space you previously occupied, or in the nearest
59 reverts. 84 unoccupied space if it is occupied by another creature.
You float 20 feet upward uncontrollably as you cast the Levitate spell
60 on yourself. 85 You cast the Haste spell on yourself.
A localized raincloud hovers 5 feet above your head for the next hour.
For the next minute, you project a 20 foot radius sphere of dim light Determine what rains from the cloud by rolling a d6.
centered on yourself which moves with you. If you are in an area of 1: Yogurt, 2: Honey, 3: Beer, 4: Meatballs, 5: Truth Serum (becomes
non-magical darkness, that area becomes lighter, but if you are in an effective if ingested, and only remains potent for 24 hours if bottled),
61 area of bright light, that area becomes dimmer. 86 6: Blood
A permanent and life-like stone or wooden statue of you (a Medium You acquire a strong overpowering odor, which lasts for 24 hours. Roll
object) appears in an unoccupied space within 30 feet of you. The a d6 to determine what you smell like. 1: Alcohol, 2: Exotic perfume,
62 statue shouts insults at anyone who stands within 5 feet of it. 87 3: Garlic, 4: Breakfast food, 5: Peppermint, 6: Roses
1d4 trinkets (chosen randomly or by the DM) magically appear in a An alien presence creeps into your consciousness and visions of the
space within 5 feet of you. Where did they come from and to whom horrors that lurk in the spaces between the stars assault your mind.
63 did they belong?! 88 You suffer a bout of short-term madness.
Power from planes unknown surges through you, replenishing all 1d4 vargouilles controlled by the DM appear in unoccupied spaces
64 spent sorcery points. 89 within 10 feet of you. They vanish 1 minute later.
A 10 foot radius sphere of water engulfs you and remains for 1
minute. During that minute, any other Large or smaller creatures fully
within the radius must make a Strength saving throw or be trapped in
the sphere with you. If a creature passes its saving throw or is not fully You cast the Detect Thoughts spell, initially targeting a random
within the radius, it is ejected from the sphere. While trapped, creature in range and learning its surface thoughts. After that point
creatures are restrained and cannot breathe, but may use an action to for the duration of the spell you may probe deeper or switch targets
65 attempt a Strength saving throw to escape. 90 as described in the spell description.
Elemental magic surges within you, protecting you from harmful The area around you trembles as you cast the Bones of the Earth spell,
66 effects. You cast the Primordial Ward spell on yourself. 91 targeting the spaces under 6 random creatures within range.
You suffer a momentary lapse in focus and lose concentration on any 1d6 gas spores controlled by the DM appear, floating in unoccupied
67 spell for which you are currently maintaining concentration. 92 spaces within 30 feet of you.
Your magic quickens your movements. You may take an extra action You cast the Slow spell centered on yourself. You are one of the
68 immediately. 93 targets, but the remaining 5 targets are determined randomly.
You feel raw power well up within you, but with each spell you cast For the next 24 hours you lose the ability to communicate using
you feel the magic building, waiting to explode. All spells you cast in human language without the use of magic such as Tongues or
the next minute deal double damage, but when that minute is over Comprehend Languages. During this time, you are able to
69 you take damage equal to the amount you dealt during that time. 94 communicate perfectly with beasts.
You summon a pack of 1d6 flying monkeys controlled by the DM. At All ground in a 10 foot radius centered on you becomes quicksand. If
the DM's discretion they may be dressed in fancy tuxedos and evening you are not standing on solid ground when this result triggers, nothing
70 gowns. 95 happens.
Brightly colored bubbles begin issuing from your ears, and continue to You cast the Contagion spell on yourself. Determine the type of
do so for the next hour. During this time you have disadvantage on sickness with a 1d6 roll. The effect spreads to any creature you touch
71 Wisdom (perception) checks that rely on hearing. 96 before succeeding or failing 3 saving throws.
72 You are struck by a bolt of lightning, as if by the Call Lightning spell. 97 You cast the Hunger of Hadar spell centered on yourself.
Your heartbeat is audible for the next 24 hours. Any creature within You see your life flash before your eyes, and are emboldened knowing
15 feet of you can hear your heartbeat and has advantage on any that you will not die today. If you die within the next minute, you
73 attempt to discern your emotional state. 98 immediately come back to life as if by the Reincarnate spell.
Gravity's hold weakens on you for the next minute. During this time Positive energy radiates from you. For the next minute, any creature
your jump distances are doubled and you do not take fall damage, but which ends its turn within 5 feet of you regains 5 hit points at the end
74 each time you are hit by an attack you are pushed 5 feet. 99 of its turn.
Each time you would take damage in the next minute you instead take
1 point of damage. At the end of this minute your wounds rupture You are instantly rejuvenated, regaining hit points, spell slots, hit dice,
and you take necrotic damage equal to the damage you would have and sorcery points as if you had taken a long rest. Abilities from other
75 taken if the damage were not reduced. 100 classes are not regained in this way.

You might also like