D100 |
Effect |
Affects |
Roll |
| 1 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. | Caster | |
| 2 | A sweet old lady appears in front of you, kisses you on the forehead and disappears. You regain 1 hitpoint. | Caster | |
| 3 | You regain a spell slot | 1. Highest spell slot 2. Lowest spell slot 3. Spell slot used to cast triggering spell |
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| 4 | Transported to another plane for 1 round | 1. Caster 2. Target 3. Target and caster 4. Permanent 150ft radius terrain swap (nonsentient only) |
Plane: 1. Astral 2. Water 3. Earth 4. Fire 5. Air 6. Avernus 7. Celestia 8. Ethereal 9. Feywild 10. Shadowfell |
| 5 | Loud heavy metal music rings out for one round. Anyone concentrating within 120ft must make a DC10 CON check or lose concentration. | All creatures | |
| 6 | All creatures within 30ft benefit from healing | 1. Mass cure wounds (caster center) 2. Mass cure wounds (caster choice) 3. Mass healing word (caster center) 4. Mass healing word (caster choice) |
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| 7 | You cast magic missile as a 5th-level spell. | Caster | |
| 8 | You breathe 30ft fire cone next time you speak | Caster | |
| 9 | You learn an additional spell of your choice | Caster | 1. Permanently 2. Until next long rest |
| 10 | For 1 minute, you automatically succeed on __ saving throws. | Caster | 1. Dex 2. Str 3. Con 4. Wis 5. Cha 6. Int 7. All 8. Zero (fail all) |
| 11 | You lose/gain proficiency on all skill checks for 1 minute | Caster | 1. Gain 2. Lose |
| 12 | For the next minute, you are subject to the Foresight spell. | Caster | |
| 13 | A duck controlled by the DM appears, sitting on the head on a target of the spell. It is hostile towards the target. | Target | |
| 14 | Greater invisibility is cast on every creature within 60ft | All creatures | |
| 15 | For the next minute 1 minute, if your hit points drop to 0, make a DC15 Constitution saving throw. On a success, you do not fall unconscious and regain 1 hitpoint. With each success, the difficulty of the saving throw increases by 2 | Caster | |
| 16 | For the next minute, you can Disengage as a bonus action | Caster | |
| 17 | All __ are teleported to the astral sea for 1 minute before returning to the original location | 1. Magical items 2. Non-Magical clothing 3. Weapons |
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| 18 | You create a 10-foot radius antimagic field that negates all magic equal to or less than your triggering spell level for 1 minute. Does not require concentration. | 1. Moves with Caster 2. Fixed point (caster location) 3. Moves with target (caster choice) 4. Fixed point (Caster choice) |
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| 19 | If you take a short rest within the next 24 hours, you can spend one hit die to restore Sorcery Points instead of health. | Caster | |
| 20 | For the next minute, you regain 5 hit points at the start of each of your turns. | Caster | |
| 21 | 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. | Caster | Charisma save |
| 22 | A creature within 60ft benefits from the spell Heal. If no creature is within range, cast on self. | 1. Hostile 2. Friendly |
1. Random 2. Player choice 3. DM choice 4. Lowest HP |
| 23 | Walls within a 120-foot radius that are less than 5 feet thick become intangible and translucent for 1 minute. Intangible walls continue to support what is above them. If any creature remains inside the wall at the end of this effect, it takes 1d12 bludgeoning damage and is pushed into the nearest free space. | 1. For all creatrures 2. Only for caster |
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| 24 | You regain all expended sorcery points. | Caster | |
| 25 | You gain resistance to all damage for the next minute. | Caster | |
| 26 | For the next minute, you are unable to cast any spell that directly causes damage of any type. If the spell description includes any damage dice, you cannot cast it. | Caster | |
| 27 | For 1d6 rounds, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. | Caster | 1d6 Rounds |
| 28 | For one round, any creature who starts or ends their turn within 30ft of you must spend their next turn attempting to get as close to you as possible, using all movements, bonus actions, and reactions to do so. Creatures subject to this effect cannot act in any other way until they successfully touch the caster (free action). | Caster | |
| 29 | For the next hour, you have advantage on death saving throws. | caster | |
| 30 | You cast blur on yourself | Caster | |
| 31 | Acquire a cramp in both legs. Speed reduced to 10ft for next hour and make an initial DC10 concentration check if currently concentrating on a spell. | 1. Caster 2. Target |
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| 32 | If you die within the next minute, you immediately come back to life as if by the reincarnate spell. | Caster | |
| 33 | For 1 minute, a duplicate of yourself appears in the nearest open space. It can take actions independently, going on the same Initiative as you. However, any damage it takes, as well as any spell slots or sorcery points it uses, applies to you as well. | Caster | |
| 34 | You cast polymorph on yourself. If you fail the saving throw, you turn into a random creature for the spell’s duration. | Caster | 1. Sperm Whale 2. Huge giant crab 3. Giant coral snake 4. Giant snapping Turtle 5. Quetzalcoatlus 6. Giant toad |
| 35 | A column 1d10 feet high and 5 feet in diameter rises beneath your feet. If this height causes it to collide with a ceiling or object above you, you are restrained and take 2d6 bludgeoning damage, pinned against the object, unless you use your reaction to succeed on a Dexterity saving throw against your spell save to jump off. The column slowly lowers into the ground 1 minute later, leaving no trace of it. | Caster | 1d10ft high |
| 36 | All creatures in 60ft need to make a Wisdom Saving throw against your Spell Save DC or be charmed by you. Creatures immune to charm are not immune from this instance. | All creatures | |
| 37 | You cast greater restoration on all creatures within 30ft. No spell slot or components required. | All creatures | |
| 38 | You are surrounded by a horrible, noxious odor for 1 minute. Anyone within 10 feet of you must make a Constitution saving throw against your spell DC or be stunned. | All creatures | |
| 39 | Select precisely three creatures within 60ft to be subject to either slow or haste for the spell's duration. No concentration required. | Three creatures - Caster choice | 1. Slow 2. Haste |
| 40 | A creature within 120ft has its total damage affected until the end of your next turn. | 1. Double all damage by selected ally 2. Halve all damage by selected ally 3. Double all damage by random creature 4. Halve all damage by random creature |
|
| 41 | You cast speak with dead on next corpse you touch. | ||
| 42 | For the next minute, you grow wings and gain a fly speed of 30ft. | Caster | |
| 43 | All non-flying creatures in the radius of 60 feet gain a flying speed of 30 feet for 1d4 rounds, while those who fly lose it. | All creatures | 1d4 Rounds |
| 44 | You grow extra legs until you have a total of 8. For the next minute, your speed and dexterity modifier are doubled and you gain the abilities of Spider Climb. | Caster | |
| 45 | Permanently swap a 1st lvl spell slot for an extra at your second highest level. Remove curse ends this effect. | Caster | |
| 46 | Cast silence. | 1. Caster, fixed point 2. Caster, moves with 3. Caster choice, fixed point 4. Caster choice, moves with creature |
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| 47 | All of your remaining spell slots are used instantly to cast a selected spell on the target. | Target | |
| 48 | You enter a barbarian rage for 1d4 rounds. You gain all the usual benefits, but you are unable to take any action that would intentionally end the rage early. | Caster | |
| 49 | You permanently gain/lose an additional known spell | Caster | 1. Lose 2. Gain |
| 50 | You switch souls with a random creature within 30 feet of you. You control it on its next turn, and it controls you on your next turn. You go back to your regular bodies at the end of your next turn, if the body is still alive. If the body dies, so does the current host, preventing a return to their original body. | Caster + random | |
| 51 | The spell doesn’t take effect now, but next time you cast a spell, the target of the second spell is also the target of the first. | Next target | |
| 52 | You can take one additional action immediately. | Caster | |
| 53 | If the target dies in the next minute, their ghost haunts you. | Target | |
| 54 | Creatures have disadvantage on saving throws against the next spell you cast that involves a saving throw. Expires on a long rest. | Caster | |
| 55 | You cast earthquake. | Area | 1. Centred on caster 2. Caster chooses location |
| 56 | Faerie fire is cast on all creatures within 120ft range. | All creatures | |
| 57 | Curse of Bureaucracy: For three rounds, each time you try to cast a spell, a large form will appear along with a quill. This form is about whether the spell is for pleasure or business, who the intended target is, why you are using this exact spell, and a lot other questions in that style. Int check of spell save DC to fill out and cast successfully. | 1. Caster 2. Target |
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| 58 | For the next minute, you are teleported 5 feet in a random direction at the end of each turn. | Caster | 1. North 2. Northwest 3. Northeast 4. South 5. Southwest 6. Southeast 7. East 8. West 9. Down 10. Up |
| 59 | You shoot fireworks into the sky. All party members within visual range gain a d20 inspiration die. | Party (incl caster) | |
| 60 | Stat swap: increase one stat by one and decrease another by one. | Caster | |
| 61 | A sheep appears in every doorway within 120 feet of you. | Area | |
| 62 | The scent of lavender permeates all around you. For 1 minute, any creature (including you) within 15 feet that drops to 0 hit points is automatically stabilized. | All creatures | |
| 63 | A tree 10ft high grows under your feet. The tree has 1d4 sparkling fruits that trigger a Wild Magic Surge when eaten. | 1d4 fruit | |
| 64 | All damage within 30ft of you for the next round becomes ___ damage. | All damage | 1. Acid 2. Bludgeoning 3. Cold 4. Fire 5. Lightning 6. Necrotic 7. Piercing 8. Poison 9. Psychic 10. Radiant 11. Slashing 12. Thunder |
| 65 | Spell takes effect, but Spell Level is: | Target | 1. Double cast level 2. Half cast level |
| 66 | A halo appears around your head. People can tell if you're lying as it flashes red. | Caster | |
| 67 | You grow a second head. It has OPINIONS. Advantage on perception (sight) based checks, if it's willing to tell you what it sees. Disadvantage on Chrisma checks due to being a freak! | Caster | |
| 68 | Every creature within 30ft is subject to true polymorph for spell's duration, changing into the same creature. Ignore CR requirements. | All creatures | 1. Beholder 2. Giant Slug 3. Merrow 4. Planetar 5. Black Pudding (without Split) 6. Displacer Beast Kitten |
| 69 | A Deck of Many Things appears in front of you, accessible only by you. It disappears at end of your next turn | Caster | |
| 70 | You perceive the nearest creature as saying something hurtful. You are frightened of them until the end of your next turn | Caster | |
| 71 | Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. | All creatures | |
| 72 | For a moment, you gain a bit of control over the magic surge. Roll three times on this table, re-rolling if you get this effect again. From the rolled effects, choose one | ||
| 73 | Approximately 100 gallons of water appear over your head and those within 10 feet of you, evenly distributed above everybody within the radius. | All | |
| 74 | For 1 minute, you emanate Wild Magic aura around you in a 30-foot radius. All creatures casting spells of 1st level or higher while in the radius must roll on this table for Wild Magic. | All | |
| 75 | For the next 1d6 rounds, all creatures in 40ft gain 5 temporary hit points on each of your turns. | All creatures | 1d6 rounds |
| 76 | A creature within 120ft is subject to the Revivify spell | 1. Hostile 2. Friendly |
1. Random 2. Player choice 3. DM choice 4. Nearest |
| 77 | You grow a third arm for 1 minute, which can be used for a second attack (Max one leveled spell per turn). | Caster | |
| 78 | For 1 hour, objects around you whisper back everything you say. | Area | |
| 79 | You cast reverse gravity. | 1. Centred on yourself 2. Centred on a random location 3. Centred on location of caster choice 4. Centred on target |
|
| 80 | A loud voice narrates your actions for next minute | Caster | |
| 81 | All magic items within a 120ft radius become unstable and emit a dim, iridescent glow for 1 hour. The next time an unstable item's magical effect is activated, the user must roll a d20 for Wild Magic. | Magical items | |
| 82 | For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. | Caster | |
| 83 | You rip a hole in reality and open a one-way portal from a random plane. DM's choice of location within 120ft. | Area | 1. Astral 2. Water 3. Earth 4. Fire 5. Air 6. Avernus 7. Celestia 8. Ethereal 9. Feywild 10. Shadowfell |
| 84 | Your money cycles. Copper becomes silver, silver becomes gold, gold becomes copper. Platinum remains. | Caster | |
| 85 | You summon an earth elemental, Fire elemental, and a Water elemental. Hostile to all creatures. | Summon | |
| 86 | You gain the ability to cast Resurrection once. Expires on a long rest | Caster | 1. Requires spell slot and components 2. Requires only spell slot 3. Requires only components 4. Does not require anything |
| 87 | You cast Hellish Rebuke on the next creature that hits you with an attack. Expires if you take a long rest. | Caster | |
| 88 | Everyone within 5ft of a line between the caster and the target is hit by a copy of the triggering spell, including the caster. | All creatures | |
| 89 | A creature within 30ft has their feet become flowers. Movement of zero. | 1. Hostile 2. Friendly |
1. Random 2. Player choice 3. DM choice 4. Caster |
| 90 | For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. | Caster | |
| 91 | Your feet and hands disappear. You fall prone and drop everything you are carrying. You cannot stand up or hold or manipulate objects until your appendages reappear at the start of your next turn. | 1. Caster 2. Random target 3. DM choice of target 4. Caster choice of target |
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| 92 | Maximize the damage of the next damaging spell you cast within the next minute. | Caster | |
| 93 | You immediately drop to one hit point | Caster | |
| 94 | A flaming horse appears. | ||
| 95 | You cast confusion centered on yourself. It has a range of 60ft. | Caster | |
| 96 | For the next day, everything you say must rhyme. Each time it doesn’t, you take 1d6 psychic damage | Caster | |
| 97 | You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth. | Caster | |
| 98 | You gain the ability to cast Heroes Feast once. Expires on a long rest | Caster | 1. Requires spell slot and components 2. Requires only spell slot 3. Requires only components 4. Does not require anything |
| 99 | You cast fireball as a 3rd-level spell centered on yourself. | All creatures | |
| 100 | You cast meteor swarm. | 1. Caster choice of location (within 200ft) 2. Random location 3. DM choice location 4. Caster choice (anywhere on same plane) |
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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9/25/2023 3:01:25 AM
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9/29/2023 3:39:29 AM
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