# Wild Magic Table
##### Chaos was never this fun
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# Wild Magic Surge
| d100 | Effect |
|:----:|:-------------|
| 1 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.|
| 2 | A Quadrone appears in an unoccupied space within 5 feet of you, The next person to commit what the Quadrone views as a crime will be attacked. It vanishes after 1 Minute. |
| 3 | You cast Magic Missile at a creature of your choice with your highest spell level. If it kills the target you must cast it again on the nearest creature to the target within 20ft.
https://roll20.net/compendium/dnd5e/Magic%20Missile#content |
| 4 | Roll a d4. Enlarge is cast on those many creatures randomly selected by the DM (including yourself).
https://roll20.net/compendium/dnd5e/Enlarge%20Reduce#content |
| 5 | Roll a d4. Reduce is cast on those many creatures randomly selected by the DM (including yourself).
https://roll20.net/compendium/dnd5e/Enlarge%20Reduce#content |
| 6 | Gravity ceases to function in a 50ft wide 50ft high cylinder around you for the next 1d6 rounds.|
| 7 | You swap places with the next enemy you hit with a spell. |
| 8 | Everything you do or think is loudly narrated for the next minute. |
| 9 | You heal 4d10 HP. Any extra health is dealt as damage to the nearest creature. |
| 10 | Your clone from another universe appears next to you. They will copy your actions until the end of your next turn, then they vanish. |
| 11 | Another you needs help! You vanish until the end of your next turn.|
| 12 | You are surrounded by faint, ethereal music and illusory flowers for the next minute. You gain advantage on all charisma related rolls for the duration. |
| 13 | Plant growth explodes from you. https://roll20.net/compendium/dnd5e/Plant%20Growth#content |
| 14 | For the next 1 minute, you and your 3 nearest allies regain 15 hit points at the start of each of your turns.|
| 15 | You grow a long beard made of feathers that remains until you sneeze, at which point a very angry owl flies out of your face. This owl targets randomly attacks one target out of the nearest 3 creatures.
https://www.aidedd.org/dnd/monstres.php?vo=owl |
| 16 | Your skin changes colour to reflect your mood. You can make a DC 13 Wisdom check to blend into your surroundings and gain advantage on stealth checks. This effect fades after 24 hours.|
| 17 | You grow a third eye and gain advantage on perception checks for 1 minute. |
| 18 | The only thing anyone can say for the next minute is the word Barbosaberry. A creature can attempt a Wisdom Saving Throw of DC20 to throw off this effect, but it will take their action to do so.|
| 19 | You become frightened of the creature closest to you for 1 minute. |
| 20 | You become charmed by the creature furthest away from you for 1 minute.|
| 21 | 1d6 goblins appear in front of you and ask to be paid for the inconvenience. They will become hostile if you refuse. They become friendly if paid enough.|
| 22 | 6 Dwarves appear. They are looking for someone named Kevin. |
| 23 | A number of cats equal to the spell level that triggered the surge appear. |
| 24 | You turn into a potted plant for 1d4 turns. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. |
| 25 | Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. |
| 26 | For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.|
| 27 | You teleport up to 60 feet to an unoccupied space of your choice that you can see. A line of Grease appears between you and your original location
https://roll20.net/compendium/dnd5e/Grease#content |
| 28 | Maximize the damage of the next damaging spell you cast within the next minute. |
| 29 | One of your allies, decided by the DM, teleport to another realm for 1d4 rounds. Roll 1d4. 1 = The Astral Plane. 2 = The Nine Hells. 3 = The Shadowfell. 4 = The Feywild|
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| d100 | Effect |
|:----:|:-------------|
| 30 | For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.|
| 31 | A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.|
| 32 | Whenever you open your mouth to speak for the next minute a piercing wail comes out. All other creatures within 30 feet of her that can hear it must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.|
| 33 | You cannot speak for 1 minute. Instead, when you open your mouth, soapy water pours out indefinitely. Objects immersed in this water become instantly clean and repaired.
| 34 | A spectral shield hovers near you for the next minute, granting you a +4 bonus to AC and immunity to Magic Missile. If a creature hits you during this time, the shield will move over to them instead.|
| 35 | Your hair turns into snakes. They can attack enemies.: +5 to hit, 5 ft reach. Hit: 1d4 + 2 piercing damage plus (4d6)poison damage. They slither off during your next short or long rest.|
| 36 | You freeze solid. You are stuck until someone breaks the ice. AC 16 HP 10.|
| 37 | You burst into flames. You take 4d6 fire damage at the start of your turn, and every turn thereafter, until someone puts you out. |
| 38 | The earth in a 30ft circle around you becomes difficult terrain. If a creature ends their turn in it they start to sink and lose 10ft of their base move speed. If they stay for 3 turns they sink below and start to suffocate.|
| 39 | A storm forms around you. It follows the rules of the Call Lightning spell and is controlled by the DM. https://roll20.net/compendium/dnd5e/Call%20Lightning#content |
| 40 | You regain all expended spell slots and sorcery points. |
| 41 | 1d10 instruments appear around you and play a variety of music for 1 minute. They take requests. If attacked they will fight back and are treated as a small object.
https://roll20.net/compendium/dnd5e/Animate%20Objects#content |
| 42 | A spectral crowd appears asking for something new. You can choose to make a DC 17 performance check to impress them and earn 10d10 Gold. |
| 43 | You cast Mirror Image. Each duplicate is a different part of your psyche.
https://roll20.net/compendium/dnd5e/Mirror%20Image#content |
| 44 | Everyone but you within 60ft become invisible. The invisibility ends on a creature when it attacks or casts a spell.|
| 45 | You cast Greater Invisibility on yourself. It does not require concentration.
https://roll20.net/compendium/dnd5e/Greater%20Invisibility#content |
| 46 | Your body transforms into the next material it is attacked with for 1 minute. You gain immunity to that damage type and resistance to all other damage. You also gain 1 vulnerability chosen by the DM.|
| 47 | Your body becomes translucent and slimy for 1 hour. During this time you gain the following traits. You can move through a space as narrow as 1 inch wide without squeezing. You gain a climbing speed of 10ft. You have advantage on all checks to escape grapples. |
| 48 | Hard scales form all over your body giving you a +4 AC for 1 hour.|
| 49 | You transform into a stuffed toy version of yourself. For 1 minute you are considered petrified. A greater restoration or higher spell can reverse this. |
| 50 | For 1 second, the secrets of the universe flow into your mind. Once this second passes, you forget everything you learned, apart from the answer to one question. What do you ask? (DM’s discretion; the answer can be as clear and precise - “the killer is Bob” - or as vague and muddy - “your mind suddenly flashes with images of a hat, grey hair, pointed shoes” - as they wish).|
| 51 | All creatures except you within 90ft revert to children for 1 round. Creatures who resist must make a DC20 Wisdom Saving Throw. Affected creatures suffer -6 to all of their ability scores.|
| 52 | All melee weapons within 90ft transform into foam versions of themselves. They keep all magical properties but the base damage becomes 1d4. |
| 53 | You take an extra turn. |
| 54 | All creatures within 60ft of you take 3d10 necrotic damage. You can then heal yourself and an ally that amount. |
| 55 | Your HP becomes half your max HP. The next creature hit by your attack has the same effect applied. |
| 56 | Your Intelligence and Strength scores swap for 1 minute.|
| 57 | The next creature to die within the next minute immediately comes back to life as if by the Reincarnate spell. https://roll20.net/compendium/dnd5e/Reincarnate#content |
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| d100 | Effect |
|:----:|:-------------|
| 58 | You and up to 3 other creatures you can see are randomly targeted by the Polymorph spell. Targets can choose to fail the save. They polymorph into the last beast/animal they saw in the event of a failure.
https://roll20.net/compendium/dnd5e/Polymorph#content |
| 59 | 2d10 Fruit sprout from your skin. Eating one restores 10 HP. |
| 60 | All dead creatures within 60ft of you rise as zombies under your control.|
| 61 | You summon an extravagant mansion filled with Lizardmen. They will politely serve you. The mansion vanishes as soon as you leave.
https://roll20.net/compendium/dnd5e/Magnificent%20Mansion#content |
| 62 | You and your 3 nearest allies have the Fly spell cast on them, lasting 1d6 rounds. At the end of the 1d6 rounds (which ends at the end of the caster’s turn), the spell is ended.
https://roll20.net/compendium/dnd5e/Fly#content |
| 63 | Objects you touch that are your size or smaller for the next hour, age and decay incredibly fast. This does not affect magic items.|
| 64 | You cast Evard's black tentacles in 2 locations. They are bright pastel colors.
https://roll20.net/compendium/dnd5e/Black%20Tentacles#content |
| 65 | You decide what the result of the next d20 roll is. |
| 66 | A dark cloud spreads outwards from you in a 30ft cube. Nothing can see through it or illuminate it.|
| 67 | Holy light and angelic singing emanate from you for 1 minute. Any creature that can hear it and successfully attacks something takes 4d10 radiant damage. |
| 68 | A large table covered in food appears behind you. Spending 1 hour at this table confers the benefits of a long rest. |
| 69 | Your legs gain independence. Your DM controls your move action for the next minute. |
| 70 | A suit of full plate armour appears around you for 1d4 rounds. DC 18 strength check to escape. Or a strength score of 15 to use it. The armor gives the wearer 18 AC, is sentient and a pacifist - it is controlled by the DM. |
| 71 | A demon with a CR = to your level appears. Roll a d10. 1-5 it is hostile. 6-10 is friendly.
https://www.aidedd.org/dnd-filters/monsters.php |
| 72 | A spectral finger of death suddenly appears in the air. One creature, out of you and the closest 9 creatures to you within 300 feet, will be targeted by this finger. You will be number 1, with the nearest creature to you being 2, and so on in ascending order. Roll a D10 to decide the victim.
https://roll20.net/compendium/dnd5e/Finger%20of%20Death#content |
| 73 | You have amnesia for 1d4 rounds. You are unable to remember any of your spells during these rounds. Otherwise, you may act as you please. |
| 74 | You suddenly receive a burst of paralysing energy, mimicking Power Word Stun. You must immediately choose a creature within 60 feet to direct the energy to. If you do not choose, you undergo the effects. The DC is your Spell Save.
https://5thsrd.org/spellcasting/spells/power_word_stun/ |
| 75 | An elemental magically appears 10 feet in front of you, or in the nearest unoccupied space. Roll a 1d4. 1 = Earth. 2 = Air. 3 = Fire. 4 = Water. The elemental will remain for 1d6 rounds, and will attack the nearest enemy, and be under the DM’s control. If no enemies are nearby, it will remain by your side as a silent guardian.
https://www.aidedd.org/dnd/monstres.php?vo=earth-elemental
https://www.aidedd.org/dnd/monstres.php?vo=air-elemental
https://www.aidedd.org/dnd/monstres.php?vo=fire-elemental
https://www.aidedd.org/dnd/monstres.php?vo=water-elemental |
| 76 | A small orb of radiant light shoots out to 30 feet in front of you, and explodes. All creatures within 30 feet of the orb must succeed on a DC15 Constitution Save. If it fails, it is blinded for 1 minute. Affected targets can roll a DC15 Con Save at the end of their turns. On a success, the effect ends.|
| 77 | You turn into a Red Dragon for 1d4 rounds. Roll a D20. 1 to 12, you are a Red Wyrmling Dragon. 13 to 19, you are a Young Red Dragon. 20, you are an Adult Red Dragon. In this form, you can only use the attacks and features of the dragon you turn into. If you die while in this form, you will revert back to your original form, with your original HP.
https://www.aidedd.org/dnd/monstres.php?vo=red-dragon-wyrmling
https://www.aidedd.org/dnd/monstres.php?vo=young-red-dragon
https://www.aidedd.org/dnd/monstres.php?vo=adult-red-dragon |
| 78 | Your arms switch places with your legs. Roll a DC 18 Acrobatics Check. In the event of a failure, you fall prone. Success, nothing happens. Every time you want to move, you must make another Acrobatics Check, failing prone in the event of a fail. This lasts for 1d4 rounds.|
| 79 | You get tongue tied for 1d4 rounds. Every time you try to speak or cast a spell with a verbal component, roll a DC 15 Performance Check to see if you succeed in doing so. In a fail, nothing happens.|
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| d100 | Effect |
|:----:|:-------------|
| 80 | Your furthest ally grows an extra arm and fist for 1d4 rounds. Roll a 1d20. 1 to 10, the hand will punch your ally, following normal unarmed attack rules.. 11 to 20, the fist will strike any enemy within melee range.|
| 81 | For the next 1d4 rounds, all creatures within 60 feet are naked. They may keep their handheld weapons/spellcasting focus, but any items, clothing and armour they are carrying are teleported to a pocket dimension beyond their reach.|
| 82 | You can mimic voices you have heard perfectly. If you mimic the same voice for 1 hour you start to take on the original speaker's appearance. Both effects end after 24 hours.|
| 83 | You cast Fireball at level 5, centred on yourself.|
| 84 | You gain the gravitational force field of a much larger object than yourself. Every round, for 1d4 rounds, at the start of your next turn, every creature within 100 feet who are large or smaller, are pulled 10 feet towards you at the start of your turn. Creatures cannot move further away from you. Creatures can make a Strength Save DC 20 to avoid both effects.|
| 85 | A reaper materialises from the negative plane 60 feet away from you, with the intention of reaping your soul. It will not attack other players unless forced to do so. It will remain for the next minute. If the reaper dies, it will drop a Reaper’s Scythe.
https://dmdave.com/grim-reaper/ |
| 86 | You gain the ability to manipulate air for the next 1d4 rounds. As a bonus action on your turn, you may attempt to move any creature within 60 feet of you, up to 20 feet in any direction. If the target is unwilling, they must make a DC20 Strength save.|
| 87 | The caster exhales petrifying gas in a 30-foot cone. Each creature (including the caster) in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic. |
| 88 | The caster is suddenly trapped in a giant anti-magic glass ball that looks like a snowglobe. This glass will shatter once it receives 30 points of damage. Magic cannot touch, enter or be used within this globe.|
| 89 | The caster and their nearest enemy exchange minds for 1d6 rounds. The targets will then have a physical HP (the HP in their current body), and a mind HP (their original HP). All damage done to their physical bodies will also be done as psychic damage to their original mind/HP. The two can still cast spells, if they can meet the requirements of said spells. Targets cannot use the features of their new bodies, but can make one weapon attack using their new body’s stats. Both targets would need to faint for this to be reversed before the 1d6 rounds are over. If the targets faint, they enter death save mode. |
| 90 | A spectral stopwatch appears in front of the caster, freezing time for 1d4 rounds for everyone in the material plane, apart from the caster, during which you can use actions and move as normal. This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it. |
| 91 | You teleport to another realm for 1d4 rounds. Roll 1d4. 1 = The Astral Plane. 2 = The Nine Hells. 3 = The Shadowfell. 4 = The Feywild.|
| 92 | You glow brightly for 1 minute. All melee attacks done against you are made with disadvantage. Ranged attacks against you further than 10 feet are made with advantage. |
| 93 | You can hear the thoughts of all creatures within 60ft for 1 minute. DC 15 Wisdom save to not be overwhelmed. If you fail you are incapacitated. You can retry the save at the end of each of your turns. If you succeed you can make a DC 15 insight check to hone in on one creature's thoughts.|
| 94 | 1d10 small planets orbit you for 1 minute. The planets’ inhabitants will try to land ships on you to investigate dealing 1d6 fire damage per planet. They can only do this once, and will do so at the end of the caster’s next turn.|
| 95 | All creatures within 300 feet of you, including yourself, heal 10d10, as a wave of healing pulsates outwards from you. |
| 96 | You turn into an elemental for 1d6 rounds. Roll a 1d4. 1 = Earth. 2 = Air. 3 = Fire. 4 = Water. If you die while in this form, you will revert back to your original form, with your original HP.
https://www.aidedd.org/dnd/monstres.php?vo=earth-elemental
https://www.aidedd.org/dnd/monstres.php?vo=air-elemental
https://www.aidedd.org/dnd/monstres.php?vo=fire-elemental
https://www.aidedd.org/dnd/monstres.php?vo=water-elemental |
| 97 | A magical vacuum encases you, draining you of your magic and life essence. You suffer from 1d4 exhaustion, and will follow the rules for exhaustion.|
| 98 | For your next turn, you take no action, movement or reaction. You vomit 1d100 Gold Coins.|
| 99 | 1d100 Spectral cat missiles streak out of the air towards a chosen target. Each will do 1 Force Damage. The target can make a DC 15 Dexterity check to see if they can avoid half of the cats.|
| 100 | The next phrase spoken by the caster becomes true. (DM’s discretion. Be careful)|
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