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Wild Magic Surge Table

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RollExtreme (1-3)Moderate (4-9)Nuisance (10-20)
1You cast Fireball as a 3rd-level spell centred on yourself.For the next day, your skin tone changes colour every 30 minutes, cycling through the colours of the rainbow.You cast Grease centred on yourself.
2You recover all your expended spell slots.You are confused for 1 minute, as though you were affected by the confusion spell.You levitate 6 inches off the ground for 1 minute.
3You lose the ability to hear for 1 day.Your Strength is increased by 2 for 5d10 hours.You gain tremorsense with a range of 30 feet for 1 minute.
4Each enemy within 30 feet of you takes 3d10 necrotic damage. You regain hit points equal to the sum of damage dealt.A third eye appears in your forehead, giving you advantage on sight-based Wisdom (Perception) checks for 1 minute.You make no sounds for 1 minute and you gain advantage on any Dexterity (Stealth) checks.
5You teleport to an alternate plane, then return to the location where you started after 1 minute.The next spell you cast within the next minute that does damage, the damage roll is maximized.You grow a beard made of feathers, which remains until you sneeze.
6You transform into a large empty barrel for 1 minute, during which time you are considered petrified.For the next minute, you can teleport up to 20 feet as part of your movement on each of your turns.You can't speak for 1 minute. When you try, pink bubbles float out of your mouth.
7You cast the darkness spell centred on you, the sphere follows you and lasts for 1 minute.You can take two additional actions during your next turn.You are immune to intoxication for the next 5d6 days.
8You are frightened by the nearest creature until the end of your next turn.Your Intelligence is decreased by 2 for 1 day.You recover your lowest-level expended spell slot.
9You are resistant to all damage types for 1 day.Your Wisdom is increased by 2 for 1 week.For the next minute, you must shout when you speak.
10The furthest creature within 60 feet of you is poisoned for 1d4 hours.For 1 minute, any flammable item you touch, that you aren't already wearing or carrying, bursts into flame.Illusory butterflies and flower petals flutter in the air around you in a 10-foot radius for 1 minute.
11Make a Wisdom saving throw against your own spell save DC. If you fail, you are polymorphed into a giant dragonfly for 1 minute.Plants grow around you and you are restrained for 1 minute.You cast mirror image on yourself.
12Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.A random creature within 30 feet of you gains a flying speed equal to its walking speed for 1 minute.You are surrounded by faint, ethereal music for 1 minute.
13You immediately gain 20 temporary hit points.You may immediately take 1 additional action.You regain all expended sorcery points.
14You teleport up to 60 feet to an unoccupied space that you can see.Any time you fall within the next day, you automatically have the benefit of the feather fall spell.Your hair grows to double its current length over the next minute.
15You cast the silence spell centred on you, the sphere follows you and lasts for 1 minute.You recover 1 expended spell slot of your choice.Your hair falls out but grows back during your next long rest.
16You are weak to fiends for 1 hour. Such creatures gain advantage on attack rolls made against you for the duration.The next spell you cast within 1 minute that does damage, the damage roll is minimized.You gain the ability to speak one additional language of your choice for 1 week.
17For the next day, any time you make an ability check, roll 1d6 and add it to the result.You are surrounded by a spectral shield for 1 day, giving you a +2 bonus to your AC and immunity to magic missile.You are invisible for 1 minute.
18For any spell that requires a saving throw you cast within the next minute, the target gains advantage.You and all creatures within 30 feet of you gain vulnerability to piercing damage for 1 minute.Your eyes permanently change colour, too another naturally occurring colour for your race. A spell such as remove curse can end this effect.
19The next single target spell you cast within the next minute must target one additional target.For 1 minute, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage.Small birds flutter and chirp in your vicinity for 1 minute, during which time you automatically fail any Stealth check.
20A demon whose CR is equal to your level appears near you. Make a Charisma saving throw against your spell save DC. If you make it, the demon is subservient, otherwise, it vanishes. The demon, if not banished or defeated, vanishes after 1 day.You are protected from Elementals for 1 hour. Such creatures can't attack you or harm you unless they succeed on a Charisma saving throw against your spell save DC.You feel the incredible urge to relieve yourself. Until you do, you gain one level of exhaustion. If you don't relieve yourself in the next 2 minutes, you relive yourself against your will.
21For the next minute, every creature within 60 feet of you that hears you speak only hears insults as if you are casting vicious mockery.For the next minute, one creature of your choice gets a -4 penalty to its AC, attack rolls, and damage rolls.Gnats buzz around your head for 1 minute, distracting you. You must make a Constitution saving throw against your own spell save DC to cast any spell.
22For the next day, you have advantage on the next 4d6 rolls you make where you don't already have advantage.You and all creatures within 30 feet of you gain vulnerability to bludgeoning damage for 1 minute.You are surrounded by a faint, offensive odour for 1 minute. You gain disadvantage on all Charisma checks.
23You are protected from Aberrations for 1 day. Such creatures can't attack you or harm you unless they save a Charisma saving throw against your spell save DC.You emanate light in a 30-foot radius for 1 minute. Any creature within 5 feet of you that can see is blinded until the end of its next turn.For the next minute, all spells with a casting time of 1 action or 1 bonus action require 2 consecutive actions to cast.
24For 1 minute, a duplicate of yourself appears in the nearest open space which can take actions independently, and goes on the same Initiative as you. However, any damage it takes as well as any spell slots or sorcery point it uses applies to you as well.For the next hour, you gain advantage on Charisma checks when dealing with any creature wearing black, but disadvantage if they are wearing white. If they are wearing both, this doesn't apply.You have the irresistible urge to scratch an itch in the middle of your back, just out of reach, for 1 minute. If you don't scratch it using a back scratcher or some similar device , you must succeed a Constitution saving throw against your spell save DC to cast a spell.
25A loud boom emanates from you. All creatures within 15 feet take 2d8 thunder damage and must make a Constitution saving throw against your spell save DC or be deafened for 1 minute.You are protected from Plants for 1 hour. Such creatures can't attack you or harm you unless they succeed on a Charisma saving throw against your spell save DC.You have a momentary vision of your own death. If you fail a Wisdom saving roll at your spell DC, you are frightened for 1 minute.
26All allies within 60 feet of you regain 2d8 hit points.Your Intelligence is increased by 2 for d20 days.Your Charisma is increased by 2 for d10 hours.
27You transform into a marble statue of yourself for 1 minute, during which time you are considered petrified.Within the next hour, you have advantage on the next roll you make where you don't already have advantage.Over the next minute, all plants within 20 feet of you grow as if affected by the plant growth spell when cast as an action.
28You are immune to all diseases for 1 week.You gain a +2 bonus to your AC for 1 day.Your eyes glow red for 1 minute.
29Your Strength is increased by 2 for 1 month.For the next minute, you are in the Border Ethereal near the location you were last in.Your Constitution is increased by 2 for 1 minute.
30Make a Wisdom saving throw against your own spell save DC. If you fail, you are transformed into a raven for 1 minute, as if by a polymorph spell.For the next minute, you gain resistance to thunder and force damage.You add your proficiency bonus to all Charisma checks for the next hour, if you don't already add it.
31You are protected from Beasts for 1 day. Such creatures can't attack you or harm you unless they save a Charisma saving throw against your spell save DC.An imp appears within 30 feet of you. Make a Charisma saving throw against your spell save DC. If you succeed, the imp is subservient, otherwise, it is hostile. The imp, if not banished or defeated, vanishes after 1 day.Up to 500 golds worth of your valuables are dropped on the ground.
32You transform into a stuffed toy resembling yourself for 1 minute, during which time you are considered petrified.For the next minute, you gain resistance to fire and cold damage.For the next minute, you have advantage on the next roll you make where you don't already have advantage.
33You cast a wall of fire in ring around yourself.For the next hour, you gain advantage on Charisma checks when dealing with any creature wearing red, but disadvantage if they are wearing green. If they are wearing both, this doesn't apply.Every enemy within 15 feet of you takes 1 necrotic damage. If you are wounded, you regain hit points up to the amount of damage dealt. If you are not wounded, you gain this amount of temporary hit points.
34Choose 1 permanent or triggered effect that has happened to you or somebody else that you’ve received from this chart and remove it, even if it was beneficial.You cast arcane eye, this lasts for 1 minute.A magical mouth appears on a nearby wall or flat surface. When you speak, your voice comes from the magic mouth. This lasts for 1 minute.
35You are weak to Beasts for 1 hour. Such creatures gain advantage when attacking you.You lose the ability to smell for 1 day.You can hear exceptionally well for 1 minute, gaining advantage for all Perception checks related to sound.
36You permanently lose the ability to smell. This sense can be restored with a spell that removes curses such as remove curse.You gain a -2 penalty to your AC for 1 minute.You lose the ability to smell for 1 hour.
37You are weak to Celestials for 1 hour. Such creatures gain advantage when attacking you.You and all creatures within 30 feet of you gain vulnerability to necrotic damage for 1 minute.For the next day, each time you say a word with an "s" sound, it sounds like a hissing snake.
38Make a Wisdom saving throw against your spell save DC. If you fail, you are transformed into a cat for 1 minute, as if by a polymorph spell.You become invisible and silent for 1 minute.A gentle gust of wind blows outward from you. All creatures within 40 feet of you can feel it, but it otherwise does nothing.
39You are weak to Plants for 1 hour. Such creatures gain advantage when attacking you.Your Dexterity is increased by 2 for 1 day.Your Dexterity is increased by 2 for d6 minutes.
40You cast arcane eye.You can detect the thoughts of 1 creature you can see within 30 feet of you for 1 minute.You immediately take 1d10 radiant damage.
41You are protected from Celestials for 1 day. Such creatures can't attack you or harm you unless they succeed on a Charisma saving throw against your spell save DC.For the next minute, all melee attacks you make with a non-magical weapon gain a +1 bonus to hit and to damage, and are considered magical for the purpose of overcoming resistances.One randomly-chosen non-magical item in your possession that weighs 1 pound or less vanishes and is forever gone.
42You transform into a medium-sized potted plant for 1 minute, during which time you are considered petrified.Your Strength is decreased by 2 for 1 hour.Your Wisdom is increased by 2 for 1 minute.
433d6 random gems appear near you, worth 50gp each.You gain freedom of movement for 1 day.You immediately gain 10 temporary hit points.
44All allies within 20 feet of you gain a +4 bonus to attack and damage rolls on any melee weapon attack they make within the next minute.Your Dexterity is decreased by 2 for 1 hour.3d6 gold pieces appear near you.
45For 2d6 days, you glow bright yellow. You have disadvantage on Stealth checks and anyone trying to perceive you has advantage on their Perception check.You are affected by a faerie fire spell for 1 minute. You automatically fail the saving throw.You regain 5 hit points at the start of each of your turns for 1 day.
46A sphere of invisible energy with a radius of 15 feet appears centred around you. Any creature in any of the spaces covered by this wall must make a Dexterity saving throw against your spell DC or take 5d8 force damage. The wall remains for 1 minute.You are protected from Beasts for 1 hour. Such creatures can't attack you or harm you unless they succeed a Charisma saving throw against your spell save DC.An imp appears near you. Make a Charisma saving throw against your spell save DC. If you succeed, the imp is subservient, otherwise, it is hostile. The imp, if not banished or defeated, vanishes after 1 hour.
47All creatures within 20 feet of you are knocked prone.3d6 platinum pieces appear near you.Your speed is increased by 10 feet for 1 minute.
48You are vulnerable to Aberrations for 1 hour. Such creatures gain advantage when attacking you.For 2d6 hours, you have a faint pink glow. Anyone trying to perceive you has advantage on their Perception check.You gain proficiency on all Strength checks for the next hour, if you don’t already have it.
49For the next day, you are in the Border Ethereal near the location you were last in.You gain the ability to breath water for 1 day.Your Intelligence is increased by 2 for 1 minute.
50All allies within 20 feet of you gain a +2 bonus to attack and damage rolls on any weapon attack they make for 1 day.You and all creatures within 30 feet of you gain vulnerability to slashing damage for 1 minute.One randomly-chosen magical item in your possession that weighs 10 pound or less is duplicated.
51You create a 10-foot radius antimagic sphere centred on you that negates all spells of a level equal to or greater than the highest level spell you know, this lasts for 1 hour.For the next minute, light and darkness quickly alternate around you in a 30-foot radius, creating a strobe effect. Sight-based creatures gain a -1 penalty on attack rolls against you and Perception checks against you, and you gain a +1 bonus to Stealth checks.Mushrooms sprout around you in a 5-foot radius and vanish after 1 minute. If one is harvested and eaten within this time, the creature must make a Constitution saving throw against your spell save DC. On a failed save, it takes 5d6 poison damage. On successful one, it gains 5d6 temporary hit points.
52Make a Wisdom saving throw against your spell save DC. If you fail, you are transformed into a wolf for 1 minute, as if by a polymorph spell.All creatures within 20 feet of you must make a Strength saving throw against your spell save DC or be knocked prone.You can smell exceptionally well for 1 minute, gaining blindsight with a radius of 10 feet and advantage on all Perception checks related to odour.
53You are protected from Elementals for one day. Such creatures can't attack you or harm you unless they succeed on a Charisma saving throw against your spell save DC.You are protected from Undead for one hour. Such creatures can't attack you or harm you unless they succeed on a Charisma saving throw against your spell save DC.Your feet sink into the ground, making you completely immobile for one minute. This has no effect if you were not standing on the ground when the spell was cast.
54All of your hair falls out. You hair no longer grows, only a spell such as remove curse can end this effect.For the next minute, you can pass through any solid, non-magical wall that is 6 or fewer inches thick.One random gem worth 100gp appears near you.
55You gain the ability to speak one new language of your choice. However, you lose the ability to speak one language you already know of your choice.You are protected from Fiends for one hour. Such creatures can't attack you or harm you unless they succeed on a Charisma save against your spell save DC.For the next minute, you have double vision. This gives you disadvantage on ranged attacks (including spell attacks) and Perception checks involving sight.
56A 30-foot cube hypnotic lights appears with you at the centre. All creatures within the pattern must succeed on a Wisdom saving throw or fall asleep for 1 minute or until they take damage.You gain one 1st-level spell slot until the next time you reach zero hit points.You are surrounded by a faint, pleasant odour for the next minute. You gain advantage on all Charisma checks you make for the duration.
57Choose one creature within 100 feet of you, they role on this table.You immediately gain 15 temporary hit points.You lose proficiency on all skill checks for 1 minute.
58You immediately take 2d10 psychic damage.All gold you are carrying is now silver.You gain freedom of movement for 1 minute.
59You are weak to Undead for 1 hour. Such creatures gain advantage when attacking you.For the next minute, you gain resistance to necrotic and radiant damage.You gain darkvision with a radius of 60 feet for 1 minute. If you already have darkvision, you lose it for 1 minute.
60You transform into an iron statue of yourself for 1 minute, during which time you are considered petrified.You cast fog cloud centered on yourself.Approximately 100 gallons of water appear over your head and those within 10 feet of you, evenly distributed above everybody within the radius.
61You gain an additional spell slot of your highest level until you next expend all your first level spell slots.Your Charisma is increased by 2 for 1 day.You gain a +1 to your AC for one minute.
62If you die within the next day, you come back to life as if by the reincarnate spell.You and all creatures within 30 feet of you gain vulnerability to lightning damage for 1 minute.You fall victim to a horrible cramp in your legs, reducing your speed by 10 feet for 1 hour.
63You permanently gain one spell slot of one level below your highest-level spell slot, but lose two spell slots of your lowest level. A spell such as remove curse can end this effect.You and all creatures within 30 feet of you gain vulnerability to force damage for 1 minute.The next spell you cast within the next hour uses a spell slot of one level lower than what it normally requires. If the spell is a spell of 1st level, you still must expend a spell slot to cast it.
64All creatures that can perceive you must make a Wisdom saving throw against your spell save DC or be frightened of you for 1 hour.For the next minute, any creature other than you that touches you takes 2d6 lightning damage.For the next hour, you are unable to read as the letters all appear jumbled.
65You are weak to Elementals for 1 hour. Such creatures gain advantage when attacking you.You gain blindsight with a radius of 60 feet for 1 minute.For the next day, every sentence you say must rhyme. If it doesn’t, you take 1d6 psychic damage.
66You are protected from Fey for 1 day. Such creatures can't attack you or harm you unless they succeed on a Charisma saving throw against your spell save DC.You are surrounded by a horrible, noxious odour for 1 minute. Anyone within 10 feet of you must make a Constitution saving throw or be stunned.During the next hour, you may re-roll any one save, attack roll, or skill check. If you do, take either result.
67You cast arcane sword, it lasts until your next short or long rest.Your Charisma is decreased by 2 for 1 hour.You grow 1d6 inches in height. You gradually return to your original height over the course of 1 day.
68You permanently gain one cantrip and lose 1. A spell such as remove curse can end this effect.You cast phantom steed, it lasts for 1 day.You immediately take 2d4 psychic damage.
69All allies within 20 feet of you gain a -2 penalty on attack and damage rolls for any melee attack they make in the next minute.You and all creatures within 30 feet of you gain vulnerability to acid damage for 1 minute.For the next hour, any time you make an ability check, roll 1d4 and subtract the result.
70All allies within 20 feet of you heal up to 3d8 hit points.Your Wisdom is decreased by 2 for 1 hour.You gain the ability to speak with animals for one hour.
71You lose the ability to see for 1 day. During this time, you have the blinded condition.Your speed is increased by 10 feet for 1 day.You gain a -1 penalty to your AC for 1 minute.
72You cast phantom steed, it lasts for 1 week.You gain the ability to walk on water for 1 day.You cast unseen servant.
73Make a Constitution saving throw against your spell save DC. If you fail, you are stunned for 1 minute.You and all creatures within 30 feet of you gain vulnerability to psychic damage for 1 minute.The next spell you cast within the hour uses a slot level one level higher than what it normally requires.
74You transform into a stone statue of yourself for 1 minute, during which time you are considered petrified.One creature of your choice gets a +2 bonus to all attack rolls, damage rolls, and their armour class AC for 1 minute.A bad joke comes to mind and until you tell it (which takes an entire action), you suffer a Wisdom penalty of 1.
75You cast faerie fire centred on yourself.You lose proficiency in one randomly chosen skill, tool, or weapon type for 1 day.You hear a ringing in your ears for 1 minute. During this time, casting a spell that requires a verbal component requires a Constitution check against your spell save DC.
76Permanently increase one ability score of your choice by 1 point. Permanently decrease a different ability score of your choice by 1 point. A spell such as remove curse can end this effect.All food and drink within 30 feet of you becomes putrid, spoiled, or rotten. Consuming this food deals 2d6 poison damage and causes the poisoned condition for 1 hour.You lose 2d6x3 pounds. You gradually return to your original weight over the course of 1 day.
77You gain proficiency in one tool or weapon type you don’t already have for 1 day.All silver you are carrying is now copper.Your clothes become dirty and filthy. Until you can change and/or clean your clothes, you have disadvantage on Charisma checks.
78Make a Wisdom saving throw against your spell save DC. If you fail, you are transformed into a giant spider for 1 minute, as if by the polymorph spell.You and all creatures within 30 feet of you gain vulnerability to fire damage for 1 minute.You gain proficiency in Wisdom checks for the next hour, if you don’t already have it.
79Gain the sympathy effects of the antipathy/sympathy spell for 3d6 days.You lose proficiency in all skill rolls for 1d4 hours.You shrink 1d6 inches in height. You gradually return to your original height over the course of 1 day.
80You are protected from Fiends for one day. Such creatures can't attack you or harm you unless they succeed on a Charisma saving throw against your spell save DC.You are protected from Fey for one hour. Such creatures can't attack you or harm you unless they succeed on a Charisma saving throw against your spell save DC.Your skin permanently changes colour to another colour your race is naturally capable of. A spell such as remove curse can end this effect.
81All allies within 20 feet of you gain a -2 penalty to attack and damage rolls for any ranged attack they make within the next minute.For the next hour, any time you make an ability check, roll 1d6 and subtract the result.For 1 minute, one creature of your choice within 30 feet of you gains a -1 penalty to attack rolls, damage rolls, and their AC.
82For one minute, any spell with a casting time of 1 action can be cast as a bonus action.For the next minute, you gain resistance to poison and psychic damage.For the next hour, any time you make an ability check, roll 1d4 and add the result.
83Make a Wisdom saving throw against your spell save DC. If you fail, you are transformed into a giant rabbit for 1 minute, as if by the polymorph spell.You’re feeling lucky. For the next hour, any time you make an ability check, roll 1d6 and add the result.If you cast a spell with a saving throw within the next minute, the target gains disadvantage on its saving throw.
84The next time a creature within 30ft of you other than you casts a spell, they roll on this chart.You immediately take 2d6 psychic damage.Your Strength is increased by 2 for 1 minute.
85For the next day, you gain proficiency in all skills that you are not already proficient in.You gain proficiency in one skill of your choice that you're not already proficient in for one hour.One creature of your choice gains a +1 bonus to attack rolls, damage rolls, and its AC for 1 minute.
86The next time you cast a spell, roll twice on this chart. Both effects will apply.Your Constitution is increased by 2 for 1 day.You immediately heal 2d10 hit points.
87You are weak to Fey for 1 hour. Such creatures gain advantage when attacking you.You and all creatures within 30 feet of you gain vulnerability to thunder damage for 1 minute.You gain proficiency on all Intelligence checks for the next hour, if you don’t already have it.
88You transform into an empty wooden chest for 1 minute, during which time you are considered petrified.You and all creatures within 30 feet of you gain vulnerability to cold damage for 1 minute.Until the end of your next turn, any spell you cast does not require a any components.
89Gain the antipathy effects of the antipathy/sympathy spell for 3d6 days.You gain the ability to speak one language of your choice for 1 day.You gain 1d6x10 pounds. You gradually return to your original weight over the course of 1 day.
90All creatures within 30 feet of you must make a Wisdom saving throw. Any creature immune to magical sleep automatically succeeds on its saving throw. Those that fail fall asleep for 1d6 minutes.You and all creatures within 30 feet of you gain vulnerability to radiant damage for 1 minute.You gain proficiency in all Dexterity checks for the next hour, if you don’t already have it.
91You are protected from Plants for 1 day. Such creatures can't attack you or harm you unless they succeed on a Charisma saving throw against your spell save DC.You are protected from Celestials for 1 hour. Such creatures can't attack you or harm you unless they succeed on a Charisma saving throw against your spell save DC.Your fingernails and toenails grow to an uncomfortable length. Until you trim them, you have disadvantage on Dexterity checks and your speed is reduced by 5 feet.
92All your allies within 20 feet of you gain a +2 bonus to their AC for 1 minute.For the next minute, you are unable to cast any spell that causes damage of any type.You cast blur.
93The next time you fall below 0 hit points within the next month, you automatically fail your first death saving throw.You cast spider climb on yourself, this lasts for 1 minute.For the next hour, you appear to others to be another gender.
94You gain two spell slots at your second-highest level for 1 week.You immediately lose all unspent sorcery points and may not regain them until you have finished a long rest.You cast spiritual weapon.
95For the next day, any time you make an ability check, roll 1d6 and add the result.You and all creatures within 30 feet of you gain vulnerability to poison damage for 1 minute.For the next hour, any spell you cast does not require a somatic component.
96Make a Wisdom saving throw against your spell save DC. If you fail, you are transformed into a sheep for 1 minute, as if by the polymorph spell.You gain the ability to speak with animals for 1 day.You gain proficiency in all Constitution checks for the next hour, if you don’t already have it.
97All allies within 30 feet of you gain a -2 penalty to their AC for 1 minute.All food and drink within 30 feet of you is purified.Every inanimate object that isn't being worn or carried within 40 feet of you becomes enshrouded with shadows for 1 minute. Enshrouded objects are considered heavily obscured.
98You are protected from Undead for 1 day. Such creatures can't attack you or harm you unless they succeed on a Charisma saving throw against your spell save DC.You are protected from Aberrations for 1 hour. Such creatures can't attack you or harm you unless they succeed on a Charisma saving throw against your spell save DC.Your fingers become sore for 1 hour. During this time, you must succeed on a Dexterity saving throw against your spell save DC to cast a spell with a somatic component.
99You jump forward in time exactly 1 minute, for 1 minute. From the perspective of everyone else, you cease to exist during that time.All your clothing and equipment teleports to the nearest open space at least 15 feet from you that you can see.You feel extremely nauseated. Make a Constitution saving throw against your spell save DC. If you fail, you must spend your next action throwing up.
100All spells you cast within the next minute automatically fail.Your Constitution is decreased by 2 for 1 hour.You immediately lose one unspent sorcery point.

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Noble 7.

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