Below is a Wild Magic Table extended to 100 effects. I tried to stay as close as possible to the general wackiness and power level of the one in the Player's Handbook.
d100
Effect
1
Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
2
You lose concentration on any spells you are concentrating on, and an antimagic field surrounds you for the next minute.
3
For the next minute, you can see any invisible creature if you have line of sight to it.
4
All of your teeth fall out of your mouth, and slowly regrow over 10 minutes.
5
A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.
6
You become affected as if you just drank a philter of love.
7
You cast fireball as a 3rd-level spell centered on yourself.
8
Your size decreases by one size category for the next minute.
9
You cast magic missile as a 5th-level spell.
10
You let out a loud, thunderous belch that replicates the effect of a 1st-level thunderwave spell.
11
Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
12
Up to 3 corpses within 30 feet of you rise as zombies hostile to all non-undead creatures.
13
You cast confusion centered on yourself.
14
Your body and all your gear take on a glassy appearance for the next minute. During this time, ranged attacks that target you bounce off and target other random creatures within 30 feet of you instead.
15
For the next minute, you regain 5 hit points at the start of each of your turns.
16
For the next minute, the only languages you know are Deep Speech, Primordial, and Sylvan.
17
You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
18
Your body (none of your clothing or gear) teleports 10 feet in a random direction.
19
You cast grease centered on yourself.
20
You cast Tasha’s hideous laughter on the nearest creature to you. If there is no other creature within range, you target yourself.
21
Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
22
A deck of many things appears hovering in front of you expectantly, only visible and touchable by you. It disappears at the end of your next turn.
23
Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.
24
If you take acid, cold, fire, lightning, or thunder damage within the next minute, you gain resistance to that type of damage for 1 hour.
25
An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.
26
You gain a random form of short-term madness (see the Dungeon Master’s Guide).
27
For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
28
You break your attunement with 1d3 of your magic items to which you are attuned.
29
You teleport up to 60 feet to an unoccupied space of your choice that you can see.
30
You cast haste on yourself.
31
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.
32
You cast silence centered on yourself.
33
Maximize the damage of the next damaging spell you cast within the next minute, instead of rolling.
34
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.
35
Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.
36
You cast disguise self and appear as the nearest humanoid to you you can see. If you cannot see a humanoid, you appear as a naked, bald, androgynous albino human with no facial features.
37
1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.
38
An overexcited flock of colorful birds (use the stat block of a swarm of ravens)appears in your space and attacks you. The flock disappears 1 minute later.
39
You regain 2d10 hit points.
40
You see briefly into the future. Roll a d20. The next time a creature makes an ability check, attack roll, or saving throw, the number rolled will be replaced by what you rolled.
41
You turn into a potted plant until the start 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.
42
You become poisoned until you use your action to make a DC 12 Constitution check. On a success, you vomit and the effect ends.
43
For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
44
You fall asleep and have extremely happy dreams for the next minute, or until you take damage or a creature uses its action to shake you awake.
45
You cast levitate on yourself.
46
All the coins you have on your person fall to the ground at your feet. It takes an action to pick up 100 scattered coins.
47
A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
48
You cast blur.
49
You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
50
You suddenly realize that you are nothing more than a fictional character in a game played by other creatures in another plane of existence, which causes you to be stunned. This existential crisis lasts until the start of your next turn, after which you shake it off as nonsense.
51
A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to the magic missile spell.
52
You feel lucky. You automatically succeed on the next saving throw you make within the next minute.
53
You are immune to being intoxicated by alcohol for the next 5d6 days.
54
You gain 2d10 temporary hit points.
55
Your hair falls out but grows back within 24 hours.
56
You cast faerie fire centered on yourself.
57
For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.
58
If you are in combat, you reroll your order in the initiative at the end of this round.
59
You regain your lowest-level expended spell slot.
60
You lose your proficiency bonus for the next minute.
61
For the next minute, you must shout when you speak.
62
Your pants fall down. Until you use a bonus action or action to raise them up again, your walking speed is reduced to 10 feet and you have disadvantage on Strength and Dexterity saving throws. If you are not wearing pants, you instead fall prone.
63
You cast fog cloud centered on yourself.
64
You immediately make an unarmed strike against a random creature within 5 feet of you. If there is no creature within range, you target yourself.
65
Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
66
A pit 1d10 feet deep and 5 feet in diameter appears beneath your feet. You fall unless you use your reaction to succeed on a DC 11 Dexterity saving throw to grab the edge of the pit. The bottom of the pit magically rises upward 1 minute later, leaving no trace of the pit.
67
You are frightened by the nearest creature until the end of your next turn.
68
You no longer need to breathe for the next 1d8 hours.
69
Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
70
All the rations you are carrying turn to soap.
71
You gain resistance to all damage for the next minute.
72
You cast fear in the direction you’re facing.
73
A random creature within 60 feet of you becomes poisoned for 1d4 hours.
74
A simulacrum of yourself appears within 20 feet of you. It defends itself if attacked, but it cannot speak and otherwise just looks around utterly confused. It turns to snow 1 minute later.
75
You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
76
You become colorblind until your next long rest.
77
You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.
78
A strong wind swirls around you in a 10-foot radius, making ranged attacks going into or out of this aura automatically miss.
79
Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
80
You gain truesight out to a range of 60 feet for the next minute.
81
You can take one additional action immediately.
82
You sprout tiny fairy wings from your shoulders. You are under the effect of a slow fall spell until they disappear after 1d8 days.
83
Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
84
Everything made of gold on your person (including coins) turns into silver, and everything silver turns to gold.
85
You cast mirror image.
86
You become petrified for 1d10 rounds.
87
You cast fly on a random creature within 60 feet of you.
88
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 DC 11 Dexterity saving throw to jump off. The column slowly lowers into the ground 1 minute later, leaving no trace of it.
89
You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell.
90
A coil of 50 feet of hempen rope immediately appears and ties you up. You are restrained. A creature can break the ropes by dealing 5 slashing or fire damage to them or by succeeding on a DC 11 (Strength) Athletics check. You can also escape with a successful DC 11 Dexterity (Acrobatics) check.
91
If you die within the next minute, you immediately come back to life as if by the reincarnate spell.
92
A tiny rain cloud appears above your head and rains in a 5-foot radius centered on you for the next minute. Open flames in the area are extinguished.
93
Your size increases by one size category for the next minute.
94
Your arms stretch. You gain a reach of 15 feet with them for the next minute.
95
You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
96
Roll a d10. Your weight changes by a number of pounds equal to the roll. If the roll is odd, you lose the weight. If the roll is even, you gain it.
97
You are surrounded by faint, ethereal music for the next minute.
98
You take 2d10 psychic damage. This damage can’t reduce your hit points below 1.
99
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.
100
You regain all expended sorcery points.
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Planning on making an area where a Wild Magic effect happens whenever someone casts a spell, this is going to be VERY helpful in making it not extremely boring
I'd argue a lot of the added effects seem to be negative. It switches the ratio of good to neutral to bad effects on the table by quite a bit in favor of more negative effects. The table isn't designed to be a punishment to roll on, but more of a "Does fate want to help you, does fate want some random stuff to happen, or does fate want to murder you?".
I really like this, but some of the things are a little weird. Like, what is a slow fall spell? That doesn't exist. Do you mean feather fall? How can you be under the effect of that for days? That's very odd.
The one that moves you somewhere naked is strange - I would certainly say you keep your clothes.
But overall I think this is an awesome list. I copy and pasted it and just made a few tweaks to fit my style, but overall it is a fantastic list, thank you!
Planning on making an area where a Wild Magic effect happens whenever someone casts a spell, this is going to be VERY helpful in making it not extremely boring
I genuinely like this because I really wanted to play a Wild Magic Sorcerer just because of how fun that randomness could be, but it occurs far too rarely.
It depends on your DM. If they let you use Tides of Chaos to its fullest it can happen a lot. I am DMing a Wild Magic Sorcerer right now (just had the first game this evening) and I intend to have her get back Tides of Chaos every single time she casts a spell and has the opportunity to get it back. That means a surge for every single spell, if she has used the feature.
Additionally, a fun house rule that I'm also using is that every time you roll for a Wild Magic surge, if you don't get a 1, the DC goes up by one. So the next roll is a 1 or a 2. And if you don't hit that the DC becomes 3, and so on and so forth. This represents the Wild Magic building inside you. This is, of course, a house rule, but again, it comes down to the DM.
If your DM leans in to the Wild Magic surges then you can definitely have a lot of fun playing one of these.
Cool list! I should've checked here before making my own (see below)
Does anyone know of an easy way to integrate these rolls to our DnDBeyond character sheets or VTT instance? I currently copy-and-paste line by line to make my own rollable macro in Roll20 (but it's such a pain)
Here's my extended Wild Magic Table but I think I'll be incorporating some of the original poster's material :) I didn't think about balancing which was a good comment above but I did try to think of neutral magical effects that could happen but kept it slightly more generic to allow the DM to improvise
UNFETTERED SURGE: Every round for 10rds roll on this table ignoring this result on subsequent rolls
Below is a Wild Magic Table extended to 100 effects. I tried to stay as close as possible to the general wackiness and power level of the one in the Player's Handbook.
d100
Effect
1
Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
2
You lose concentration on any spells you are concentrating on, and an antimagic field surrounds you for the next minute.
3
For the next minute, you can see any invisible creature if you have line of sight to it.
4
All of your teeth fall out of your mouth, and slowly regrow over 10 minutes.
5
A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.
6
You become affected as if you just drank a philter of love.
7
You cast fireball as a 3rd-level spell centered on yourself.
8
Your size decreases by one size category for the next minute.
9
You cast magic missile as a 5th-level spell.
10
You let out a loud, thunderous belch that replicates the effect of a 1st-level thunderwave spell.
11
Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
12
Up to 3 corpses within 30 feet of you rise as zombies hostile to all non-undead creatures.
13
You cast confusion centered on yourself.
14
Your body and all your gear take on a glassy appearance for the next minute. During this time, ranged attacks that target you bounce off and target other random creatures within 30 feet of you instead.
15
For the next minute, you regain 5 hit points at the start of each of your turns.
16
For the next minute, the only languages you know are Deep Speech, Primordial, and Sylvan.
17
You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
18
Your body (none of your clothing or gear) teleports 10 feet in a random direction.
19
You cast grease centered on yourself.
20
You cast Tasha’s hideous laughter on the nearest creature to you. If there is no other creature within range, you target yourself.
21
Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
22
A deck of many things appears hovering in front of you expectantly, only visible and touchable by you. It disappears at the end of your next turn.
23
Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.
24
If you take acid, cold, fire, lightning, or thunder damage within the next minute, you gain resistance to that type of damage for 1 hour.
25
An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.
26
You gain a random form of short-term madness (see the Dungeon Master’s Guide).
27
For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
28
You break your attunement with 1d3 of your magic items to which you are attuned.
29
You teleport up to 60 feet to an unoccupied space of your choice that you can see.
30
You cast haste on yourself.
31
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.
32
You cast silence centered on yourself.
33
Maximize the damage of the next damaging spell you cast within the next minute, instead of rolling.
34
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.
35
Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.
36
You cast disguise self and appear as the nearest humanoid to you you can see. If you cannot see a humanoid, you appear as a naked, bald, androgynous albino human with no facial features.
37
1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.
38
An overexcited flock of colorful birds (use the stat block of a swarm of ravens) appears in your space and attacks you. The flock disappears 1 minute later.
39
You regain 2d10 hit points.
40
You see briefly into the future. Roll a d20. The next time a creature makes an ability check, attack roll, or saving throw, the number rolled will be replaced by what you rolled.
41
You turn into a potted plant until the start 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.
42
You become poisoned until you use your action to make a DC 12 Constitution check. On a success, you vomit and the effect ends.
43
For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
44
You fall asleep and have extremely happy dreams for the next minute, or until you take damage or a creature uses its action to shake you awake.
45
You cast levitate on yourself.
46
All the coins you have on your person fall to the ground at your feet. It takes an action to pick up 100 scattered coins.
47
A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
48
You cast blur.
49
You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
50
You suddenly realize that you are nothing more than a fictional character in a game played by other creatures in another plane of existence, which causes you to be stunned. This existential crisis lasts until the start of your next turn, after which you shake it off as nonsense.
51
A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to the magic missile spell.
52
You feel lucky. You automatically succeed on the next saving throw you make within the next minute.
53
You are immune to being intoxicated by alcohol for the next 5d6 days.
54
You gain 2d10 temporary hit points.
55
Your hair falls out but grows back within 24 hours.
56
You cast faerie fire centered on yourself.
57
For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.
58
If you are in combat, you reroll your order in the initiative at the end of this round.
59
You regain your lowest-level expended spell slot.
60
You lose your proficiency bonus for the next minute.
61
For the next minute, you must shout when you speak.
62
Your pants fall down. Until you use a bonus action or action to raise them up again, your walking speed is reduced to 10 feet and you have disadvantage on Strength and Dexterity saving throws. If you are not wearing pants, you instead fall prone.
63
You cast fog cloud centered on yourself.
64
You immediately make an unarmed strike against a random creature within 5 feet of you. If there is no creature within range, you target yourself.
65
Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
66
A pit 1d10 feet deep and 5 feet in diameter appears beneath your feet. You fall unless you use your reaction to succeed on a DC 11 Dexterity saving throw to grab the edge of the pit. The bottom of the pit magically rises upward 1 minute later, leaving no trace of the pit.
67
You are frightened by the nearest creature until the end of your next turn.
68
You no longer need to breathe for the next 1d8 hours.
69
Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
70
All the rations you are carrying turn to soap.
71
You gain resistance to all damage for the next minute.
72
You cast fear in the direction you’re facing.
73
A random creature within 60 feet of you becomes poisoned for 1d4 hours.
74
A simulacrum of yourself appears within 20 feet of you. It defends itself if attacked, but it cannot speak and otherwise just looks around utterly confused. It turns to snow 1 minute later.
75
You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
76
You become colorblind until your next long rest.
77
You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.
78
A strong wind swirls around you in a 10-foot radius, making ranged attacks going into or out of this aura automatically miss.
79
Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
80
You gain truesight out to a range of 60 feet for the next minute.
81
You can take one additional action immediately.
82
You sprout tiny fairy wings from your shoulders. You are under the effect of a slow fall spell until they disappear after 1d8 days.
83
Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
84
Everything made of gold on your person (including coins) turns into silver, and everything silver turns to gold.
85
You cast mirror image.
86
You become petrified for 1d10 rounds.
87
You cast fly on a random creature within 60 feet of you.
88
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 DC 11 Dexterity saving throw to jump off. The column slowly lowers into the ground 1 minute later, leaving no trace of it.
89
You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell.
90
A coil of 50 feet of hempen rope immediately appears and ties you up. You are restrained. A creature can break the ropes by dealing 5 slashing or fire damage to them or by succeeding on a DC 11 (Strength) Athletics check. You can also escape with a successful DC 11 Dexterity (Acrobatics) check.
91
If you die within the next minute, you immediately come back to life as if by the reincarnate spell.
92
A tiny rain cloud appears above your head and rains in a 5-foot radius centered on you for the next minute. Open flames in the area are extinguished.
93
Your size increases by one size category for the next minute.
94
Your arms stretch. You gain a reach of 15 feet with them for the next minute.
95
You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
96
Roll a d10. Your weight changes by a number of pounds equal to the roll. If the roll is odd, you lose the weight. If the roll is even, you gain it.
97
You are surrounded by faint, ethereal music for the next minute.
98
You take 2d10 psychic damage. This damage can’t reduce your hit points below 1.
99
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.
100
You regain all expended sorcery points.
Check out my blog for homebrew D&D stuff and other projects!
22, 50, and 99 are interesting
i can roll nat 1s on command
my homebrew thingies
Magic Items - Monsters - Subclasses
Planning on making an area where a Wild Magic effect happens whenever someone casts a spell, this is going to be VERY helpful in making it not extremely boring
I'd argue a lot of the added effects seem to be negative. It switches the ratio of good to neutral to bad effects on the table by quite a bit in favor of more negative effects. The table isn't designed to be a punishment to roll on, but more of a "Does fate want to help you, does fate want some random stuff to happen, or does fate want to murder you?".
I really like this, but some of the things are a little weird. Like, what is a slow fall spell? That doesn't exist. Do you mean feather fall? How can you be under the effect of that for days? That's very odd.
The one that moves you somewhere naked is strange - I would certainly say you keep your clothes.
But overall I think this is an awesome list. I copy and pasted it and just made a few tweaks to fit my style, but overall it is a fantastic list, thank you!
I genuinely like this because I really wanted to play a Wild Magic Sorcerer just because of how fun that randomness could be, but it occurs far too rarely.
It depends on your DM. If they let you use Tides of Chaos to its fullest it can happen a lot. I am DMing a Wild Magic Sorcerer right now (just had the first game this evening) and I intend to have her get back Tides of Chaos every single time she casts a spell and has the opportunity to get it back. That means a surge for every single spell, if she has used the feature.
Additionally, a fun house rule that I'm also using is that every time you roll for a Wild Magic surge, if you don't get a 1, the DC goes up by one. So the next roll is a 1 or a 2. And if you don't hit that the DC becomes 3, and so on and so forth. This represents the Wild Magic building inside you. This is, of course, a house rule, but again, it comes down to the DM.
If your DM leans in to the Wild Magic surges then you can definitely have a lot of fun playing one of these.
Cool list! I should've checked here before making my own (see below)
Does anyone know of an easy way to integrate these rolls to our DnDBeyond character sheets or VTT instance? I currently copy-and-paste line by line to make my own rollable macro in Roll20 (but it's such a pain)
Here's my extended Wild Magic Table but I think I'll be incorporating some of the original poster's material :) I didn't think about balancing which was a good comment above but I did try to think of neutral magical effects that could happen but kept it slightly more generic to allow the DM to improvise
i like to create things ... Check out my magic items!
Psionicist Subclass and Psionic Disciplines (REAL Psychic Powers)agreed