Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                

Wild Magic Table 200 Surges

Download as pdf or txt
Download as pdf or txt
You are on page 1of 6
At a glance
Powered by AI
The document describes a 200 entry table of random magical effects that can occur from a Wild Magic Surge when casting spells as a Wild Magic Sorcerer.

A wide range of magical and non-magical effects can occur from a Wild Magic Surge, both beneficial and detrimental to the caster and allies.

Magical pits can open, illusions can appear, monsters may spawn, weapons can become temporarily magical, teleportation may occur, and more.

Note: Roll a d100 and a d2. If the d2 = 2, add 100 to the d100 roll.

This result gives an even distribution of effects rather


than a bell curve would by adding two d100 rolls together.

200 Entry Wild Magic Table


Wild Magic Surge
# EFFECTS
1 ...as you finish casting your spell, the universe fizzles out around you leaving your party standing in a huge room with grid
patterns on all the walls. A voice comes from nowhere, "Damn it, Blakes. You crashed the holodeck...AGAIN!" Then
everything returns to normal and you say, "WHAT WAS THAT?!"
2 1d4 illusions appear that look exactly like the caster and mimics its movements. Each illusion remains for 1 minute or
until it takes any damage. Only true sight can identify the real caster.
3 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They
vanish after 1 minute.
4 A 10'x10' pit appears immediately in front of caster, 5' deep per level of the caster.
5 A 25' x 25' pit opens up at your location. It's a 20' drop and what's at the bottom? 3d4 poisonous snakes!
6 A ball of snakes flies from your sleeve, causing anyone in a 5' wide line between you and your target to forfeit their
reaction until your next turn due to instinctively dodging away. The snakes are otherwise normal and not dangerous.
7 A different, random spell the caster knows of one level higher is cast. If spell was highest level known, a random cantrip
effect is cast.
8 A different, random spell the caster knows of one level lower is cast. First level spells result in a random cantrip effect.
9 A layer of sand 2' deep appears in a 60' radius around the caster and is considered difficult terrain.
10 A loud noise accompanies the spell confusing all creatures within 60 feet for 1 round except the caster.
11 A loud noise accompanies the spell confusing only the caster. Suffer the effects of the confusion spell for 1d4 rounds.
12 A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1
minute later.
13 A neutral monster of CR value equal to the lowest member of the party wanders onto the scene from a random direction.
14 A random creature within 60 feet of you becomes poisoned for 1d4 hours.
15 A random party member goes to max HP.
16 A random party member is reduced to 1 HP.
17 A random trap springs emanating randomly from zero to 25' from your location (DM discretion).
18 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.
19 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
20 A werewolf controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.
21 All allies within 10' of caster receives the benefits of a second wind at caster's level.
22 All combatants gain 5 TEMP HP.
23 All combatants on the battlefield are set to half their original HP.
24 All combatants on the battlefield randomly trade places.
25 All corpses within 60' of the caster animate, start doing the thriller dance, and count as difficult terrain. They are
otherwise harmless.
26 All creatures fall prone.
27 All creatures within 10' of caster receives the benefits of a second wind at caster's level.
28 All dice rolls are at -2 until the next rest for the entire party.
29 All familiars/companions within 300 feet return to their owners and forcibly demand attention. Anyone with a
familiar/companion acting this way has disadvantage on all attacks, checks, and saves until they take an action to pet,
cuddle, or kiss their familiar/companion.
30 All magical weapons within 30' of caster are increased by +2 for 1d4 turns.
31 All non-magic items within 15' of the target glow slightly and gain an aura of enchantment magic for the next 2d12
hours. The items are otherwise not magical (i.e., for reasons of hitting creatures only affected by magic weapons).

200 Entry Wild Magic Table | Rob Twohy 1


200 Entry Wild Magic Table
Wild Magic Surge
# EFFECTS
32 All normal doors, secret doors, portcullises, etc., (including those locked or barred) within 60' of caster open.
33 All weapons within 30 feet of the caster are +1 weapons for 1d4 rounds. (Weapons greater than +1 become +1)
34 All your enemies fall prone.
35 An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception)
checks that rely on sight.
36 Caster and target exchange place. If more than one target, choose at random. If cast on self only, you teleport 30' in a
random direction.
37 Caster gains X-ray vision for 1d6 rounds.
38 Caster polymorphs randomly. CR is equal to caster level.
39 Caster suffers same spell effect as target(s).
40 Caster's target(s) polymorph randomly. CR is equal to caster level.
41 Cause fear with 60' radius centered on caster. All within radius except the caster must make a saving throw against the
caster's DC.
42 Channeling the anguish of a million wrongfully doomed souls, you curse your enemy. All enemy units are inflicted with
the Bane spell for 1 minute.
43 Creatures have advantage on saving throws against any spells you cast in the next minute.
44 Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving
throw.
45 Die. Reincarnate next round.
46 Do not make your d20 wild magic rolls for the next 3 spells cast.
47 Each ally within 20' of you gains resistance to a random damage type for the rest of the encounter.
48 Each ally within 20' of you is vulnerable to a random damage type for the rest of the encounter.
49 Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it
attacks or casts a spell.
50 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain HP equal to the sum of the necrotic
damage dealt.
51 Everyone in the party banks one random failure on a check or save (as determined truly randomly by the DM and checked
only on a success).
52 Everyone in the party can bank one automatic success on a check or save.
53 Everyone on the battlefield needing to make a save can make it now.
54 Everything being worn within 30' of you spontaneously and magically falls off.
55 For 1 minute each ranged spell by the caster also launches a level 1 magic missile at a random target.
56 For 1 minute, each spell cast by the caster also casts Level 1 color spray in a random direction.
57 For 1d4 rounds caster and a random foe trade brains. (Player controls NPC; NPC controls caster).
58 For 1d4 rounds range on all spells by the caster double and touch spells can be cast with a range of 15'.
59 For the next minute, all your spells with a casting time of 1 action can have a casting time of 1 bonus action if you wish.
60 For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into
flame.
61 For the next minute, you can see any invisible creature if you have line of sight to it.
62 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
63 For the next minute, you must shout when you speak.
64 For the next minute, you regain 5 HP at the start of each of your turns.
65 For the next minute, you take ongoing damage of 5 HP at the start of each of your turns. Any heal ends this condition.
66 If you die within the next minute, you immediately come back to life as if by the reincarnate spell.

2 200 Entry Wild Magic Table | Rob Twohy


200 Entry Wild Magic Table
Wild Magic Surge
# EFFECTS
67 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
68 Instead of the cast spell, a 5'x20' banquet table with a luxurious feast appears in the nearest possible location. Each
creature that can see the banquet must make a DC 10 + Their Level WIS saving throw or spend their next turn moving
to the table and eating food.
69 Lightning storm! For the next 1d6 rounds, a bolt of lightning strikes a random creature in the area for 2d12 lightning
damage.
70 Make two d20 wild magic rolls for each spell cast until the next long rest.
71 Massive flood waters appear! 2d6 feet of water fills the area instantly at a radius of 500'.
72 Maximize the damage of the next damaging spell you cast within the next minute.
73 Mysterious gray beings materialize around you and shift out of existence with you. 1d4 rounds later, you're back exactly
where you were. WTF?!
74 One magical item within 30' of caster (randomly chosen and not that of the caster) is permanently drained of all its
magic.
75 One normal item within 30' of caster (randomly chosen and not that of the caster) becomes permanently magical
(gains the magic property).
76 OUCH!! You stubbed your..spell? Somehow you hurt yourself on that one and will be sore for the next 1d4 rounds
(when you cast a spell or cantrip) you take your level in damage.
77 Permanently decrease one random ability score by 1 of a random party member.
78 Permanently increase one random ability score by 1 of a random party member.
79 Random party member gains a random magic item (DM Discretion).
80 Random party member loses a magic item of their choice.
81 Regardless of condition, you are under the impression you have one (1) HP.
82 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year
old). If the roll is even, you get older. The change is permanent.
83 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink (minimum 6" high).
If the roll is even, you grow. The change is permanent.
84 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
85 Silence, 15' radius centered on caster for 1d4 rounds.
86 Sleet Storm centered on the caster. Lasts 1d6 rounds.
87 Spell affects 1d4 additional random targets. Allies otherwise immune ARE affected.
88 Spell affects random target within 60' of the caster, instead of intended target.
89 Spell backlash. Spell functions normally, but caster falls unconscious for 1d4 rounds unless s/he passes a DC 10 +
Caster Level CON save.
90 Spell fails completely. Slot burned.
91 Spell fails completely. Slot is not used, but you fall prone and slide 30' away from the target (area).
92 Spell fails. Slot burned. Both you and target (area) are stunned for 1 round.
93 Spell functions at 1 level higher than cast.
94 Spell functions at 2 levels higher than cast.
95 Spell functions at 3 levels higher than cast.
96 Spell functions normally, but is accompanied by an intense flash, blinding the caster and all within a 30’ radius for 1d4
rounds.
97 Spell goes off at maximum effect but the caster is affected with a hold person spell which lasts one minute or until DC
10 + Caster's Level CON save at the beginning of the caster's turn.
98 Spell has 1/2 effect (as determined by the DM whether it be damage, healing, time of effect, etc.)
99 Spell has a minimum duration of 1 turn (i.e., a fireball creates a ball of flame that remains for 1 turn, a lightning bolt
bounces and continues, possibly rebounding, for 1 turn, etc.)
100 Spell has double effect (as determined by the DM whether it be damage, healing, time of effect, etc.)
200 Entry Wild Magic Table | Rob Twohy
3
200 Entry Wild Magic Table
Wild Magic Surge
# EFFECTS
101 Spell is delayed by 1d4 rounds. Spell affects specified target even if it has moved.
102 Spell is reversed if it is reversible. If the spell is not reversible, the DM should attempt to define a reverse effect (i.e. fire
to water or ice, damaging spells heal). If a reverse effect is not possible, spell fails.
103 Sudden change in weather (temperature rise, snow, rain, etc.) lasting 1d4 rounds.
104 Suffer an effect on the DMG indefinite madness table.
105 Suffer an effect on the DMG long term madness table.
106 Suffer an effect on the DMG short term madness table.
107 Take advantage on the next two rolls where it can be used.
108 Target becomes incorporeal for 1d4 rounds.
109 Target enlarged for 1d6 rounds.
110 Target is petrified for 1d2 rounds.
111 The calendar instantly moves forward 3 days.
112 The caster and each person affected by the spell is knocked prone.
113 The caster and the target exchange positions. If the spell does not require a target (i.e., Fireball or lightning bolt) the
caster instead teleports to the target location. The spell does not go off, but the slot is expended.
114 The caster calls odds or evens. Roll a die. If they are correct, the target falls madly in lust with a random creature nearby.
If they are incorrect or if there is not one target, the caster falls madly in love with a random creature. This lasts until the
end of the encounter.
115 The caster suddenly knows the entire bus schedule for Spokane, Washington in 1974.
116 The closest creature to your target who is not the target gets cursed with battle rage (it is a random target if an AOE
spell). Their next action, they must move to and attack the closest creature to them with intent to kill (not the spell's
target). Attacker must add any applicable class perks like sneak attack or Smite that they have in the best effort to KILL.
When they hit someone, the curse leaves them and goes to the target who took damage. Again, this creature moves to
and attacks the nearest person (but not the one who passed the curse to them). The curse lasts for 8d6 actions (each
actor's turn in the fight counts as one action). If a target who the curse would be passed to dies, the curse remains on
the attacker.
117 The Daylight spell is in effect for 1d4 rounds emanating from the target for 500'.
118 The forges of Avernus belch forth noxious fumes as you finish your casting. In addition to the normal spell effect, a
Stinking Cloud, centered at your target location, appears also. It lasts for one minute.
119 The next damaging spell you cast within the next minute does critical damage.
120 The party falls prone.
121 The spell's source is changed to a random ally. The spell's direction and target remained unchanged (although it may
now be invalid and the spell fizzles).
122 The temperature dramatically drops in the room and anyone caught inside takes an ongoing 1d4 cold damage for the
remainder of the encounter.
123 Time freezes, you and all allies are teleported to a pocket dimension for 8 hours, then restored in time exactly as you
were, but naked. (Instant long rest, but equipment doesn't return for another hour.)
124 Time freezes, you and all allies are teleported to a pocket dimension for one hour, then restored in time exactly as you
were. (Instant short rest.)
125 Until the next long rest you forget spells higher than level 1.
126 Until the next long rest you know one spell of your choice of any class up to level 1d4.
127 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
128 When rolling on this table, roll TWICE using both results except this one for the next 1+1d6 days.
129 While tapping the element for that spell, you caught the attention of an extra-planar being. A mephit of the elemental
type you cast appears and sees you as an ally wielding its element. The mephit stays for 1 minute (if the caster attacks
with any other element for that duration, the mephit sees this as a betrayal and attacks the caster with fervor). If the
spell was not elemental, a dog appears.
130 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.

4 200 Entry Wild Magic Table | Rob Twohy


200 Entry Wild Magic Table
Wild Magic Surge
# EFFECTS
131 You and the target switch places (if AOE you switch with a random target).
132 You are bardically inspired with a d10.
133 You are bardically inspired with a d12.
134 You are bardically inspired with a d6.
135 You are bardically inspired with a d8.
136 You are cloned. Only one can be used at a time. This is the same as a mulligan. If you truly die, you just start over where
you left off as a clone.
137 You are frightened by the nearest creature until the end of your next turn.
138 You are immune to being intoxicated by alcohol for the next 5d6 days.
139 You are intoxicated until the next long rest.
140 You are poisoned for 1d4 rounds.
141 You are reduced to 1 HP.
142 You are surrounded by faint, ethereal music for the next minute.
143 You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you
previously occupied or the nearest unoccupied space if that space is occupied.
144 You are trapped inside a dark and impenetrable force field for 1d4 rounds. Nothing gets in or out. Objects, sounds,
light, nothing!
145 You become invisible for the next minute. During that time, other creatures can't hear you either. The invisibility ends if
you attack or cast a spell.
146 You become one with creation and briefly see a vibrant vision of the being known as the Great Gygax, 1st of all
creators, then the vision fades and you are back in combat with a tick of divine inspiration. (Gain inspiration.)
147 You can take one additional action immediately.
148 You can't do anything "offensive" (attacks) against enemies for 1d4 rounds.
149 You can't speak for the next minute. Whenever you try, bubbles float out of your mouth.
150 You cannot cast 1st level spells until the next long rest.
151 You cannot cast cantrips until the next long rest.
152 You cannot speak until someone says your name.
153 You cast confusion centered on yourself.
154 You cast fireball as a 3rd-level spell centered on yourself.
155 You cast fly on a random creature within 60 feet of you. It lasts one minute.
156 You cast fog cloud centered on yourself.
157 You cast grease centered on yourself.
158 You cast levitate on yourself.
159 You cast magic missile as a 5th-level spell.
160 You cast mirror image on yourself.
161 You cast polymorph on yourself. If you fail the saving throw, you turn into a goat for the spell's duration.
162 You cast Shield on yourself.
163 You fall unconscious and are immune to all damage types for 1d4 rounds.
164 You gain 1/10 of current XP,
165 You gain a moment of clarity beyond even the gods, discovering you are nothing more than a bunch of numbers and
words written on a sheet of paper (or zeros and ones in the case of Fantasy Grounds VTT).
166 You gain a random magic item (DM Discretion).
167 You gain resistance to all damage for the next minute.
168 You gain TEMP HP equal to your level.
200 Entry Wild Magic Table | Rob Twohy 5
200 Entry Wild Magic Table
Wild Magic Surge
# EFFECTS
169 You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is
blinded until the end of its next turn.
170 You go to max HP.
171 You have no actions for 1d4 turns.
172 You instantly grow a long beard made of feathers that immediately causes you to sneeze, at which point the feathers
explode out from your face.
173 You lose 1/10 of current XP. If it drops you below your current level, you stay the same level.
174 You lose a magic item of your choice.
175 You lose one sorcery point. If you have none, you lose one next time you recover them.
176 You lose your lowest level spell slot. If no slots left, you lose it next time you gain your slots back.
177 You lose your current highest level spell slot. If no slots left, you lose it next time you gain your slots back.
178 You may add one to any ability score and decrease another by one if you wish.
179 You realize who all of your elected officials are and it leaves you feeling sad. This has no real effect.
180 You regain (Your Level #)d4 HP.
181 You regain 2d10 HP.
182 You regain all expended sorcery points.
183 You regain your highest level expended spell slot.
184 You regain your lowest level expended spell slot.
185 You rip a hole into the Positive/Negative Plane. Roll a die. Odds is Positive, evens is Negative. For the next 3d4 rounds
of combat, any creature starting its turn up to 10' from the space the spell was cast into heals or takes 2d4-1 points of
damage.
186 You sneeze. A 60' cone of snot covers all targets causing them to be slowed for 1d4 rounds.
187 You start laughing uncontrollably for 1d4 rounds. Spell casting impossible and you have disadvantage on all attacks..
188 You teleport up to 60 feet to an unoccupied space of your choice that you can see.
189 You think that you might explode if you do not move carefully, and gingerly for the rest of the encounter. You are
slowed.
190 You turn into a breath mint until the end of your next turn. Should anyone eat you, your form reverts immediately, and
that could be VERY BAD! While you are a mint you are vulnerable to all damage and if you drop to zero HP, your form
reverts back. You gain a + 5 to AC as a breath mint.
191 You turn into a chicken for 1 round. As a chicken you are immune to all damage.
192 You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability
to all damage. If you drop to 0 HP, your pot breaks, and your form reverts.
193 Your entire body itches, spend the next 1d4 rounds feverishly only scratching yourself.
194 Your hair falls out but grows back within 24 hours.
195 Your head is enlarged by two sizes. All hits to you in melee combat deal full damage. Remove curse cures this.
196 Your size decreases by one size category for the next minute.
197 Your size increases by one size category for the next minute.
198 Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.
199 Your speed doubles for the remainder of the encounter.
200 Your target is poisoned for 1d4 rounds.

Author Rob Twohy - rob2ee@yahoo.com


More from Rob Twohy at the DMs Guild -
click here
6 200 Entry Wild Magic Table | Rob Twohy

You might also like