Wild Magic Table (Wilder) Image
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
 
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)
 
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
 
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)
 
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
 
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
 
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
 
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
 
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
 
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)
 

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Wild Magic Table (Wilder) Image

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