Wild Magic Surge Table

When you trigger a wild magic surge, roll 1d100 and consult the result below

Wild magic Surge Table

d100

Wild Magic Surge Effect

 

 

01

Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.

02

If the triggering spell is 2nd level or lower, a 30 feet wide wall of force spell is cast between you and the target or next to you one a random side if the spell had no target or targeted you. The spell lasts for 1 minute If the triggering spell is 3rd level or higher, the wall of force spell is instead a dome cast around you.

See the wall of force spell for these effects.

03-04

You turn into a potted plant until the end of your next turn. 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.

05–06

If the triggering spell is 2nd level or lower, you emit a faint skunk odour for the duration of the spell, imposing disadvantage on Charisma ability checks for 1 minute. If the triggering spell is 3rd level or higher, the odour becomes overwhelming, causing disadvantage on all Charisma ability checks and saving throws for 1 hour.

07–08

If the triggering spell is 2nd level or lower, your fingers turn into harmless, non-poisonous snakes, which wriggle around but do not attack. Giving you disadvantage to ability checks using Strength or Dexterity for 10 minutes. If the triggering spell is 3rd level or higher, the snakes become animated and wriggle in distracting patterns, imposing disadvantage on attack rolls as well.

09–10

If the triggering spell is 2nd level or lower, your clothes itch uncontrollably. If the triggering spell is 3rd level or higher, the itching becomes intense, causing you to have disadvantage on concentration checks and Dexterity saving throws for 1 minute.

11–12

If the triggering spell is 2nd level or lower, your hair grows one foot in length. If the triggering spell is 3rd level or higher, your hair grows wildly and tangles around you, imposing disadvantage on saving throws to escape grapples for 1 hour.

13–14

If the triggering spell is 2nd level or lower, your face is charred by a harmless, small explosion and you take 1d6 fire damage. If the triggering spell is 3rd level or higher, the explosion is more intense, a fireball spell is cast on you.

15–16

If the triggering spell is 2nd level or lower, your head enlarges for 1 minute, imposing disadvantage on Dexterity (acrobatics) checks. If the triggering spell is 3rd level or higher, your head enlarges significantly and becomes light. A levitate spell is cast on you that you have no control over.

17–18

If the triggering spell is 2nd level or lower, a wall of fire encircles you. The wall lasts for 1 minute and deals 2d6 fire damage to any creature that passes through it. If the triggering spell is 3rd level or higher, a wall of fire spell is cast around you as a ringed wall dealing damage on the side facing you.

19–20

If the triggering spell is 2nd level or lower, a stream of butterflies pours from your mouth. If the triggering spell is 3rd level or higher, the butterflies create a distracting cloud in a 20-foot radius around you, imposing disadvantage on attack rolls for 1 minute.

21–22

If the triggering spell is 2nd level or lower, the spell fails but you retain the spell slot or sorcery points used to cast it. If the triggering spell is 3rd level or higher, the spell fails, and you must make a Wisdom saving throw or be stunned until the beginning of your next turn.

23–24

If the triggering spell is 2nd level or lower, thick smoke trickles from the ears of all creatures within 15 feet of you until the beginning of your next turn. If the triggering spell is 3rd level or higher, the smoke becomes dense, causing all creatures within 15 feet to be blinded for 1 minute.

25–26

If the triggering spell is 2nd level or lower, magnify gravity is cast on you. If the triggering spell is 3rd level or higher, reverse gravity is cast on you, though the cylinder is only 30 feet high and the spell only lasts until the end of your next turn.

27–28

If the triggering spell is 2nd level or lower, you can create a small, magical firework display that entertains you and your allies for 1 minute. If the triggering spell is 3rd level or higher, the fireworks become a dazzling spectacle and all creatures within 30 feet of you must make a Dexterity saving throw or become blinded until the end of your next turn.

29–30

If the triggering spell is 2nd level or lower, you seem to cast magic missile at the target but the missiles are harmless bubbles. Each of the three bubbles pop harmlessly when they hit the target, and the target regains gains 1d4 temporary hit points per bubble. If the spell had more than one target, the DM can distribute the bubbles between the targets.

If the triggering spell is 3rd level or higher, colourful bubbles come out of your mouth instead of words. Spells with verbal components cannot be cast for 1 and the bubbles pop into harmless, sparkling bursts if you try to.

31–32

If the triggering spell is 2nd level or lower, you cast magic missile at the target. If the triggering spell is 3rd level or higher, you instead cast snowball swarm centred on the target.

33–34

If the triggering spell is 2nd level or lower, you gain the ability to cast dancing lights at will for the next hour, and your movement creates random light patterns. If the triggering spell is 3rd level or higher, you gain the ability to cast Blink at will for the next 10 minutes, and your outline intermittently flickers.

35–36

If the triggering spell is 2nd level or lower, you gain advantage on Dexterity saving throws, and your footsteps leave a trail of colourful sparkles. If the triggering spell is 3rd level or higher, you gain the ability to cast Dimension Door once, with a flash of dazzling light upon use.

37–38

If the triggering spell is 2nd level or lower, you become invisible for 1 minute or until you make an attack or cast a spell. If the triggering spell is 3rd level or higher, you become invisible and leave behind an illusory duplicate that mimics your movements for 1 minute.

39–40

If the triggering spell is 2nd level or lower, you gain the ability to speak with animals for 10 minutes. If the triggering spell is 3rd level or higher, you can cast the spell dominate beast without expending a spell slot for the next 1 minutes.

41–42

If the triggering spell is 2nd level or lower, you are encapsuled in a bubble and you gain a fly speed of 10 feet until you take any damage and the bubble pops. If the triggering spell is 3rd level or higher, you fly speed is 30 feet while the bubble lasts.

43–44

If the triggering spell is 2nd level or lower, you spontaneously grow a pair of magical, butterfly wings grants you a 30 feet sly speed for 1 minute. If the triggering spell is 3rd level or higher, the wings are large and colourful, allowing you to take the dash action on your turn for 10 minutes.

45–46

If the triggering spell is 2nd level or lower, you temporarily sprout a random, whimsical appendage (like a tail or an extra arm) which you can use to hold things or wield weapons for 1 minute. If the triggering spell is 3rd level or higher, the appendage becomes a useful, magical appendage, such as a prehensile tail or extra hand, which also gives you advantage on ability checks using tools for 24 hours.

47–48

If the triggering spell is 2nd level or lower, you briefly grow a comically oversized set of ears that grant you advantage on Wisdom (perception) checks that rely on hearing for 1 minute. If the triggering spell is 3rd level or higher, your eyes also grow to match your ears also granting you advantage on Wisdom (perception) checks that rely on sight for 1 minute.

49–50

If the triggering spell is 2nd level or lower, you create a small, floating orb of light that hovers around you and bright light in a 20-foot radius and dim light for an additional 20 feet for 1 hour. If the triggering spell is 3rd level or higher, the orb becomes a radiant, floating companion that also removes the invisible condition from any creature within its radius.

51–52

If the triggering spell is 2nd level or lower, you create a small, magical replica of an item you hold (such as a weapon or tool) that lasts for 10 minutes. If the triggering spell is 3rd level or higher, you create a perfect copy of an item, including magical effects or properties, that lasts for 1 hour.

53–54

If the triggering spell is 2nd level or lower, you are surrounded by a gentle, magical mist that provides a soothing effect, giving you advantage on saving throws against being frightened or charmed for 1 minute. If the triggering spell is 3rd level or higher, the mist becomes a protective veil that grants all creatures within 30 feet immunity to being frightened or charmed for 1 minute.

55–56

If the triggering spell is 2nd level or lower, you gain the ability to walk on walls or ceilings as if under the effects of the spider climb spell for 1 minute. If the triggering spell is 3rd level or higher, you instead gain the benefit of a freedom of movement spell.

57–58

If the triggering spell is 2nd level or lower, you temporarily gain the ability to mimic sounds and voices with perfect accuracy for 1 hour. If the triggering spell is 3rd level or higher, you gain the ability to create complex sound effects and illusions, including echoing voices and magical music, for 1 hour.

59–60

If the triggering spell is 2nd level or lower, you create a small, magical musical instrument (like a flute or harp) that hovers around you playing cheerful tunes for 1 hour. If the triggering spell is 3rd level or higher, the instrument becomes a full-sized, enchanted music box that gives all creatures within 300 feet of it disadvantage on perception checks that rely on hearing. Checks to locate you by sound automatically succeed.

61–62

If the triggering spell is 2nd level or lower, your clothing transforms into a dazzling, ever-changing ensemble of neon colours and patterns, granting advantage on Charisma (performance) checks for 1 hour. If the triggering spell is 3rd level or higher, the transformation becomes a full-blown magical costume party, turning all clothing in a 30-foot radius into fantastical outfits that grant the wearer the ability to cast Disguise Self at will for 1 hour.

63–64

If the triggering spell is 2nd level or lower, a comically oversized, magical top hat appears on your head for 1 hour that canot be removed. If the triggering spell is 3rd level or higher, the hat becomes a magical hat of wonders, whenever you remove the hat from your head as an action, you cast minor conjuration.

65–66

If the triggering spell is 2nd level or lower, the area in a 30 feet radius around you is filled with gently swarming fireflies providing dim light in the area for up to 1 hour. If the triggering spell is 3rd level or higher, the fireflies attack any creature you attack for the duration. Whenever you attack a creature, fireflies in the area bombard and explode around the target dealing 1d6 fire damage automatically.

67–68

A genie appears and offers to grant the caster a wish, but then refuses to grant unless the caster wishes for the genie to be free. Regardless, the genie disappears at the beginning of your next turn.

69–70

If the triggering spell is 2nd level or lower, a comically large, magical and sentient magnifying glass appears, granting you advantage on Intelligence (investigation) checks for 1 hour. If the triggering spell is 3rd level or higher, the magnifying glass turns into a magical spyglass that can also detect magic.

71–72

If the triggering spell is 2nd level or lower, a magical compass appears, pointing towards the nearest treasure or item of interest and then disappear again If the triggering spell is 3rd level or higher, instead a magical map that reveals a nearby hidden paths appears.

73–74

If the triggering spell is 2nd level or lower, you gain the ability to exhale fog allowing you to cast Fog Cloud centred on yourself without expending a spell slot on your next turn. If the triggering spell is 3rd level or higher, the ability to cast fog cloud centred on yourself lasts for 1 minute instead.

75–76

If the triggering spell is 2nd level or lower, you briefly become surrounded by a magical, floating constellation that provides the ability to navigate by the stars, allowing you to find your way unerringly for 1 minute. If the triggering spell is 3rd level or higher, the constellation becomes a full celestial map that reveals hidden paths and grants the ability to locate any item or person within 1 mile for 1 minute.

77–78

If the triggering spell is 2nd level or lower, Up to three creatures you choose within 30 feet of you take 2d12 lightning damage. If the triggering spell is 3rd level or higher, it is instead up to 5 creatures and they take 3d12 instead

79–80

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.

81–82

Maximize the damage of the next damaging spell you cast within the next minute

83–84

If the triggering spell is 2nd level or lower, you momentarily become surrounded by a faint breeze allowing you to recover hit points equal to your level. If the triggering spell is 3rd level or higher, channel healing is instead cast on you and all creatures within the spell’s range.

85–86

If the triggering spell is 2nd level or lower, you can teleport up to 10 feet as a bonus action on each of your turns for up to a minute. If the triggering spell is 3rd level or higher, you can instead teleport up to 20 feet.

87–88

If the triggering spell is 2nd level or lower, each creature within 15 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. If the triggering spell is 3rd level or higher, it is instead each creature within 30 feet that takes the necrotic damage

89–90

If you die within the next minute, you immediately come back to life as if by the Reincarnate spell

91–92

If the triggering spell is 2nd level or lower, a small worn down cabinet appears in a spot next to you, where it remains for 1 minute. Stepping into the cabinet allows someone to teleport up to 30 feet to an unoccupied space within range. If the triggering spell is 3rd level or higher, the cabinet becomes bright purple with shimmering stars painted on the side instead. As a full magical gateway it allows someone to teleport up to 3000 feet instead

93–94

If the triggering spell is 2nd level or lower, you momentarily transform into a magical statue, gaining temporary immunity to fire, piercing, psychic and slashing damage and vulnerability to thunder damage for 1 minute. If the triggering spell is 3rd level or higher, you become a fully animated magical statue that grants you resistance to the remaining damage types as well for 10 minutes.

95–96

you can take one additional action immediately.

97–98

If the triggering spell is 2nd level or lower, a small, magical fountain appears and refreshes you, granting you all creatures that drink from it the benefit of a short rest. The fountain lasts for 1 minute and any creature can only benefit from it once for this duration. If the triggering spell is 3rd level or higher, the fountain turns into a magical oasis that heals and provides temporary hit points equal to your level to all creature that drink from it as well.

99–00

You regain all expended sorcery points.