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d100
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Wild Magic Surge Effect
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01
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Roll on this table at the start of each of your turns for the next
minute, ignoring this result on subsequent rolls.
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02
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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.
If
the triggering spell is 3rd level or higher, the spell lasts for 1 minute and the wall
of force spell is instead a dome cast around you.
See
the wall of force spell for these effects.
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03-04
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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 you revert back to
your own form.
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05–06
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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.
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07–08
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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.
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09–10
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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.
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11–12
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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.
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13–14
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If
the triggering spell is 2nd level or lower, your face is charred by a 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.
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15–16
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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.
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17–18
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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 instead.
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19–20
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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.
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21–22
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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.
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23–24
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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.
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25–26
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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.
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27–28
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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.
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29–30
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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
minute and the bubbles pop into harmless, sparkling bursts if you try to.
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31–32
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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.
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33–34
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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.
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35–36
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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.
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37–38
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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.
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39–40
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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.
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41–42
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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.
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43–44
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If the triggering spell is 2nd level
or lower, you spontaneously grow a
pair of magical, butterfly wings that grant you 30 feet fly 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.
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45–46
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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.
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47–48
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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.
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49–50
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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.
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51–52
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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.
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53–54
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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.
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55–56
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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.
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57–58
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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.
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59–60
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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.
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61–62
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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 the disguise
self spell
without expending a spell slot for 1 hour.
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63–64
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If the triggering spell is 2nd level
or lower, a comically oversized,
magical top hat appears on your head for 1 hour that cannot 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.
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65–66
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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.
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67–68
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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.
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69–70
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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.
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71–72
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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, a magical map appear
instead that reveals a nearby hidden paths.
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73–74
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If
the triggering spell is 2nd level or lower, you gain the ability to exhale fog
allowing you to cast the fog cloud spell 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 without expending a spell slot lasts for 1 minute instead.
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75–76
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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.
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77–78
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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
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79–80
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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.
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81–82
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Maximize the damage of the next damaging spell you cast within the
next minute
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83–84
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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, the channel healing
spell is instead cast on you and all creatures within the spell’s range.
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85–86
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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.
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87–88
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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
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89–90
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If you die within the next minute, you immediately come back to life
as if by the Reincarnate spell
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91–92
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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
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93–94
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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.
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95–96
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you can take one additional action immediately.
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97–98
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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.
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99–00
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You immediately gain 10 sorcery points.
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