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. |