As always, the DM is free to nix, change, or request a reroll if a result would be too disruptive to the campaign.
d% Roll | Mostly BENEFICIAL Wild Magic Surge |
1 | If your target is yourself or an ally, they regenerate 5 hit points per round for 1d10 rounds, though this stops prematurely if they take necrotic damage. If they are an enemy, they are affected by a harm spell. If neither applies to the situation, reroll on this table. |
2 | A skeleton, zombie, or other appropriate type of undead creature bursts out of the ground (or from out of thin air if there is no ground). For the next ten minutes it follows you around obediently, acting as though it were an unseen servant. Except, you know, it's visible. |
3 | Everyone — friend or foe — within 30 feet of you is healed to full and treated as if under the effects of a calm emotions spell (no save and both effects) for 1d3 rounds. |
4 | The spell you just cast — benign or otherwise — is immediately accompanied by a thunderwave spell centered on the target or heart of the area for an AoE spell, cast at the highest level of spell you can cast. The noxious and unflattering scent of natural methane fills the air each time the thunderwave is unleashed. |
5 | For some odd reason, your magic becomes completely competent for the next 1d4 rounds. For the duration of this surge, you cannot cause another wild surge for any reason. Nothing short of divine intervention can reverse the effects of this all-powerful surge! |
6 | All magic items that use charges within 60 feet of you are temporarily supercharged. They can be used freely without expending any of their remaining charges. The effects of this surge last for five rounds, during which affected magic items are illuminated with a pink and blue glow. |
7 | Luck be a lady tonight! For the next 7 turns, you have Advantage on every ability check you make, even rolls that you would otherwise have Disadvantage on. |
8 | You and your allies jump back in time one round and get the opportunity to live it over. Fortunately (or possibly unfortunately) that includes any and all conditions you or your potential opponents may have had during that previous round. |
9 | You gain the benefits of the stoneskin spell for one hour. For the duration you look to be a living statue, though your clothing and gear remains unaffected. |
10 | A burst of scintilating light flashes out from you. All creatures within 30 feet have all diseases, curses, and negative effects stripped from them. They also regenerate 10 hit points every turn for the next 1d6 rounds. |
11 | Whatever spell you attempted to cast is replaced by a prismatic spray. You gain an insight into the effects of this surge at the last minute and can direct the spray just as if you had intentionally cast the spell yourself. |
12 | You are surrounded by a globe of invulnerability for 1d4 rounds, as if it were cast using your highest available spell slot. If you cannot cast 6th-level spells, reroll on this table. |
13 | The target(s) of your spell is affected by the spell glibness for the next hour, and is aware of this fact. If no valid target applies, you gain the effect instead. |
14 | You are transformed into a ghost! Well, it's more of a gaseous form really, as per the spell of the same name. You retain this form for the next 2d6 rounds, gaining all the advantages and disadvantages associated with it. You may not end the effect prematurely. |
15 | Your clothing becomes absolutely pimptastic for the next ten minutes. For the duration of this surge, you gain Advantage on all Charisma checks you make. Awwww yeah... |
16 | The target(s) of your spell (friend or foe) gains foresght for 2d4 rounds, as per the spell of the same name. If there is no valid target, roll for another surge. |
17 | You gain a perfect, albeit temporary, mastery of the sagely skills. The next History, Arcana, Religion, or Nature check you make to learn some bit of information automatically succeeds as if you had rolled a natural 20. |
18 | Any magic items you currently have equipped that carry a charge are instantly recharged to full. |
19 | You gain a bonus Action that you must use immediately. |
20 | GNOME SMASH!!! You immediately heal and any all damage you are suffering from, all negative conditions are removed, you gain 1d10 temporary hit points for each class level you possess, and your skin turns bright green. In addition, your Strength is boosted to 24 for 1d10 rounds and you gain advantage on all Strength and Constitution checks you make for a similar amount of time. You also feel uncharacteristically aggressive and will prefer physical attacks over using magic or cunning until the surge wears off. |
21 | All magical items within 60 feet of you immediately lose their magical properties for 1d4 rounds. Only items completely encapsulated in the area are so affected; those outside the radius retain their enchantments. |
22 | You and your allies are jaunted ten minutes into the future. The exact consequences of this jaunt are up to the DM. |
23 | The DM chooses you or one of your allies at random. For the next 1d10 rounds, any weapon they wield gains the benefits of a holy avenger regardless of its weapon type, and in addition to any properties it already possesses. |
24 | All flora within 100 feet of you is affected by the spell plant growth, just as if you had cast it for 8 hours. |
25 | Whatever spell you attempted to cast fails. In its place, a large elemental (roll 1D4; 1 = air, 2 = earth, 3 = fire, 4 = water) appears and serves you faithfully for ten minutes before poofing out of existence. |
26 | The effect, duration, and/or area of the spell or spell-like ability you just used is doubled. |
27 | A prominent third eye appears on your forehead for the next ten minutes. It allows you to see perfectly no matter the ambient conditions, just as if it were a bright, sunshiny day. |
28 | You can cast the same spell you just cast on your next turn as a bonus action without expending any additional spell slots. |
29 | You turn invisible for 1d4+1 turns. While you can make your presence known for the duration of this surge (such as by speaking or dusting yourself with flour), nothing you can do will make you fully visible until the effect ends. |
30 | You can speak, read, and understand all languages for the next ten minutes. This includes magical and secret languages, though coded messages will continue to be encoded. |
31 | All of your ability scores temporary increase to 20 unless they are already 20 or higher. Your physical appearance alters to represent these new changes as appropriate. The surge lasts for 1d10 rounds! |
32 | You gain the benefits of the spell haste for 1d3+1 rounds starting at the beginning of your next turn. |
33 | You reproduce the effect of the mirror image spell on yourself. |
34 | An entire picnic setting appears in the first available empty space adjacent to you, complete with blanket, a basket full of food and wine, an assortment of sitting cushions, and other accoutrements one might expect from a traditional picnic. There is enough food to feed up to six people. The setting and any food or drink not consumed disappears one hour later. |
35 | A small treasure chest comes hurdling out of the heavens and crashes into the single 5-foot space immediately in front of you. If anyone or anything is in this space, they must make a Dexterity check (DC 10+1d6) or suffer 5d10 points of bludgeoning damage. Somehow, the chest survives, and if opened (there is no lock), you discover 10d100 copper pieces inside. The nationality of the coins is wholly unfamiliar to you, however. |
36 | Your target(s) is charmed as per the spell charm monster, even if it would normally be immune to such a spell. The effect only lasts 1d10 rounds. If you are the target of the spell, you become absolutely infatuated with yourself and begin bragging about how amazing and smart you are, as well as regaling the crowd with your numerous accomplishments for the duration, though this has no effect on your available actions. |
37 | Everything within ten feet of you that is not nailed down is immediately repulsed 1d6+1 squares away from you. If this would push the creature or object into an immovable obstacle, that creature or object takes 1d10 points of bludgeoning damage per square moved due to the force of the repulsion, though a Constitution save (DC equal to your spellcasting DC) will halve this damage. |
38 | You gain telepathy out to a range of 100 feet for the next ten minutes. For the first round, beginning at the start of your next turn, your head becomes filled with noise depending on how many intelligent beings are within range. If more than 3 people are in the area, you lose your actions that turn as you try to shut the voices out. For the remaining duration, however, you have complete control over the ability and can use it however you see fit, as per the standard rules for telepathy. |
39 | You can immediately make a Recovery test without expending any actions. Even if you don't or don't have any dice available, you feel completely refreshed and invigorated, just as if you had had a good night's rest (though you receive no other perks of a long rest). |
40 | You suddenly feel invincible! You immediately gain a number of temporary hit points equal to your current amount. These temporary hit points last until they are lost as per the standard rules. Until you lose them, however, you feel compelled to take unnecessary and/or foolhardy risks despite knowing better. |
41 | Spellsurge! If the spell you cast allows its target(s) to make a saving throw, they make that saving throw with Disadvantage even if it would otherwise be able to negate Disadvantage. If it instead does damage, it does 50% more damage. Otherwise it's duration is increased by 50%. If none of these benefits are appropriate, the spell instead fizzles out after a quick flash of light. |
42 | You and any allies within 120 feet immediately regain 5d6 hit points, just as if they had been targeted by a healing spell. |
43 | Roll two times on this table, OR choose to have no surge occur; player's choice. |
44 | Time seems to slow down for the target(s) of your spell. They gain the benefits of the spell haste for 1d3 turns. |
45 | A pair of large, butterfly-like wings sprout from your back, popping through any armor or clothing you may be wearing. For the next 1d10 minutes, you gain a fly speed of 40 feet. When the surge ends, the wings disappear as quickly as they came. If you are in the air when this happens, you gain the benefits of the spell feather fall. |
46 | Everyone — friend or foe — within 30 feet of you gains true seeing for 2d6 rounds. |
47 | A heroes' feast (as per the spell of the same name) appears in a random spot up to 30 feet away from you. |
48 | You create a blade barrier (as per the spell of the same name) centered on the area or primary target of the spell you just cast. If there is no target, you become the target of this surge. |
49 | You gain the benefits of the spell legend lore in regards to the last person, place, or object you spoke of or to prior to the surge kicking in. |
50 | The nearest corpse (up to 100 miles away) — regardless of their relationship to you — is brought back to life as if by the spell true resurrection. |
51 | You gain the benefits of the spell freedom of movement for 2d6 rounds. |
52 | Everyone within 100 feet of you gains the benefits of the spell water walk for one hour. No one affected by the surge has any idea that they have this ability until they actually step foot on some kind of liquid or other similar surface, however. |
53 | The nearest corpse — up to 1 mile away from you — gains a semblance of life and intelligence, allowing anyone nearby to ask it five questions over the next 10 minutes. The corpse even tries to garner their attention and is particularly chatty. Otherwise, this surge duplicates the effect of the spell speak with dead. |
54 | For the next 10 minutes, you have immunity to cold damage. You gain a soothingly warm sensation for the duration, and intuitively know that you're protected. |
55 | For the next 10 minutes, you have immunity to fire damage. You feel a perpetual draft on the back of your neck for the duration, and intuitively know that you're protected. |
56 | For the next 10 minutes, you have immunity to lightning damage. You gain a tingling sensation for the duration, and intuitively know that you're protected. |
57 | For the next 10 minutes, you have immunity to thunder damage. Everything sounds slightly muffled (but not to any detrimental effect) for the duration, and you intuitively know that you're protected. |
58 | For the next 10 minutes, you have immunity to acid damage. Your mouth is filled with a sweet taste for the duration, and you intuitively know that you're protected. |
59 | A brilliant light begins glowing from any single object you currently have in your hands for the next hour. If you are not holding anything, the light appears up to 60 feet directly above you (or less if indoors). In all other ways, this surge duplicates the effect of a daylight spell cast at your highest spell level. |
60 | You gain the benefits of a sanctuary spell (DC [10+1d10] for the next 1d10 turns, or until you take a hostile action. |
61 | All food and drink within 1 mile is instantly purified, as per the spell purify food and drink. Substances concealed in an extradimensional space, out of phase, or are otherwise enchanted avoid the benefits of this spell. |
62 | The target(s) of your spell gain the benefits of longstrider for 10 rounds. If the spell that triggered this surge did not have any targets, you gain its benefits instead. |
63 | You immediately conjure a hoard of 4d4 fey creatures chosen by the DM (challenge rating ½) in the available squares around you,. They remain for the next 1d4+1 turns, and you have complete control over them, just as if you had cast the spell conjure woodland beings. |
64 | You create a zone of truth in a 15-foot radius around you that persists for the next 2d6 rounds. You are unaware of this fact until it comes to light, and instead believe your spell went off without a hitch for once. |
65 | All allies within 60 feet of you gain the benefits of the spell elemental weapon for the next 10 turns. Roll 1d4 to determine the elemental type; 1 = acid, 2 = cold, 3 = fire, 4 = lightning, 5 = thunder, and 6 = roll twice ignoring duplicates or another result of 6. |
66 | You gain Advantage on the next physical attack you make on your next turn, much as if you had cast true strike. You are aware this fact. |
67 | The nearest bit of plantlife within 1 mile of you is awakened as per the spell of the same name. If it is close enough to you that you become aware of this awakening, you can ask the plant any 3 questions about the area that you wish that it will answer to the best of its ability. Once it answers the question, however, it will lose interest in you and wander off to philosophize on its new state of being. |
68 | You feel pretty, oh so pretty, you feel pretty and witty and gaaaay! You gain Advantage on the next social skill check you make within 10 rounds. |
69 | A scroll containing a random spell chosen by the DM appears in your hand! Regardless of what spell it contains, you are able to cast it flawlessly. The scroll will only exist for 10 rounds before consuming itself in an otherwise harmless blue flame, however, which you know intuitively. |
70 | If you are maintaining a spell that requires Concentration, that spell will persist of its own accord for its full duration without you needing to pay attention to it. You are aware this surge has occurred if it would benefit you, otherwise you suspect that nothing at all has happened. |
71 | A random creature pops out of your trousers and serves you for 10 minutes. Otherwise this surge duplicates the effects of a rust bag of tricks for purposes of determining the type of creature that appears. |
72 | One of Quaal's feather tokens appears in your pocket. It will disappear forever after 24 hours, so use it wisely — and soon! |
73 | ...because you're good enough, you're smart enough, and god dog it, people like you! Or so you find yourself telling, well, yourself. You gain a +2 modifier on all rolls you make for the next 10 rounds due to your repeated affirmations. |
74 | Genius is 1% inspiration, 26% perspiration, and 187% gnomeination! You gain a +5 bonus on all Intelligence-linked tests, checks, and skills for the next 5 minutes. |
75 | Gnomefucius say: Go to bed with itchy bum, wake up with stinky finger! You gain a +5 bonus on all Wisdom-linked tests, checks, and skills for the next 5 minutes. |
76 | By the black milk of Aoskar's left teet, you feel fantastic! You gain a +5 bonus on all Constitution-linked tests, checks, and skills for the next 5 minutes. |
77 | You're strong 'til the finish, cause you each your spinach! You gain a +5 bonus on all Strength-linked tests, checks, and skills for the next 5 minutes. |
78 | Two left feet? Pfft, more like two RIGHT feet! For the next 5 minutes you gain a +5 bonus on all Dexterity-linked tests, checks, and skills. |
79 | Anyone targeting you for the next round will instead target someone else. If no one is eager to put you in the ground, one or more of your allies feels compelled to run over and smack you upside the head instead (without losing their move action that round). You suffer 1 point of damage from each such smack. |
80 | You suddenly realize that you are a master of martial combat! For the next 10 rounds you are proficient with all weapons, armors, and shields. |
81 | Eldritch Inspiration! Choose one [1d4]th-level spell from any spell list other than Sorcerer or Wizard. You can cast that spell on your next turn without expending any spell slots. |
82 | Choose one cantrip from any spell list. You are able to cast that cantrip at will until your next long rest. |
83 | You can cast any 1st or 2nd level spell you know without expending spell slots for the next 3 rounds. |
84 | Any ability that costs Sorcery Points has their cost halved (rounded up) until you take your next short rest. If you do not have any sorcery points available, roll again on this table. |
85 | The next ability you use that costs Sorcery Points has double the normal effect! If you do not have any sorcery points available, roll again on this table. |
86 | The next spell you cast that allows a saving throw, if cast before your next long rest, will ricochet off your primary target and affect another target within range just as if you had cast the spell twice. |
87 | Your senses are supercharged! You gain Advantage on all Insight, Investigation, and Perception checks you make for the next 10 minutes. Your natural senses are also heightened, doubling their normal range. |
88 | Your magic is temporarily supercharged; if you cast a spell that requires a saving throw on your next action, the target(s) of that spell are not allowed a saving throw unless they are an immensely powerful being, such as a great dragon (DM fiat required). |
89 | Spell Sniper! Any spell you cast with a range of 30 feet or more has their range limited only by your line of sight. |
90 | You gain the benefits of the spell tree stride for the next 10 rounds. You are aware that you have this ability. |
91 | You gain the effects of a blink spell for the next 1d4+1 rounds. |
92 | You are completely healed of all damage you're suffering, if any. |
93 | You and any allies within 30 feet of you gain the benefits of the spell wind walk for the next hour. |
94 | For the next 5 rounds, you are affected as if you had cast shapechange, but limited to creatures with a Challenge Rating of one-half your level (rounded up). Once the form is chosen, you remain in that shape til the surge ends whether you want to or not. |
95 | You gain an almost omniscient awareness of the cosmos for a brief moment. Whisper the DM one question relevant to your current crisis or situation, and he is compelled to answer that question as truthfully as the wording of the question warrants. Just don't be a douche about it and ruin all the fun! |
96 | A random occurrence manifests directly in front of you, chosen from a bag of beans |
97 | This surge duplicates a vanilla wild magic surge. If your campaign has access to any other type of wild magic surge table, use that one instead. |
98 | This surge duplicates a wand of wonder effect! |
99 | Time appears to stop! You are now affected by the spell time stop whether you want to be or not, granting you 1d3 turns worth of actions before the rest of the multiverse catches up to you. |
100 | You are granted one wish, as per the spell of the same name. Unfortunately, you don't know that you have been granted said wish, and the next thing you say that even remotely falls within the confines of the spell's effect will come to fruition... for better or for worse. This surged wish does not affect how many wishes you can gain from the spell, however, and the DM is freely encouraged to negate any abuse of this surge as they see fit. Try to have fun with it, rather than ruining everyone else's. |
d% Roll | Mostly DETRIMENTAL Wild Magic Surge |
1 | If your target is yourself or an ally, they are affected by a harm spell. If they are an enemy, they gain regeneration 5 for 1d10 rounds that is only stopped if they take necrotic damage. If neither applies to the situation, reroll on this table. |
2 | You are frozen for 1 round rendering you unable to perform any action. For the duration, you turn an icy blue and a glaze of frost appears over you and your gear. |
3 | A miniature storm cloud appears over your head for 1d10 rounds. When it first appears, it strikes you with a tiny bolt of lightning that does 3d6 points of lightning damage, afterwhich a torrential rain soaks you and your gear for the remaining duration of the surge. You gain no saving throw to avoid the lightning bolt, and you are vulnerable to all further lightning damage you may be affected by for as long as the cloud persists. |
4 | Your hair falls out and flutters to the ground in a pile at your feet. 1d10 rounds later, it instantly regrows to the exact length it was prior to the surge, startling you and interrupting whatever action you were performing at the time. |
5 | Everything around you appears to turn into living Picasso paintings for the next 1d10 rounds. You have Disadvantage on all rolls you make that rely on visual information for the duration. |
6 | Everything you say for the next 1d10 rounds must be a blatant lie. Opting to remain quiet in a dire situation is not an option, as the lie just comes bubbling to the surface completely out of your control. |
7 | With a whirl of wind and silk, you become enshrouded in a caterpillar's cocoon. You can breath normally and hear everything around you, but you are unable to move, speak, or see for the next 1d6 rounds unless someone decides to cut you free. Otherwise, the cocoon explodes at the end of the duration, dealing 1d4 points of bludgeoning damage to anyone within 10 feet of you. |
8 | Your hands become coated in a greasy, viscous substance for the 1d4 rounds. Anything and everything you are holding immediately drops to the ground, and you are unable to pick anything up for the duration. |
9 | You are polymorphed into a small woodland creature of the DM's choice for 1d4 rounds. Any damage you suffer instantly ends the effect. |
10 | You turn into a stone statue until the start of your next turn. You are unable to take any actions and are oblivious to your surroundings for the duration, but on the plus side you are resistant to all nonmagical bludgeoning, piercing, or slashing damage you suffer until the surge wears off. |
11 | One spell you have available (chosen by the DM at random) is automatically cast upon an equally random target or targets just as if you yourself had cast it using the lowest spell slot available. That spell slot is consumed by the surge. |
12 | You become completely intoxicated for 1d10 rounds. During thish time you have Dishadvantage on any Dexshterity-, Intelligencshe-, or Wishdom-bashed check you make. You musht alsho shucceed on a Wishdom check (DC equal to your shpellcashting DC) to casht any shpell for the duration. ...hic! |
13 | RNGesus heard you smacktalking him a while back, and he has now chosen to exact his revenge. For the next 13 rounds, you have Disadvantage on every roll you make. |
14 | Every target of your spell — friend or foe — is struck by a small bolt of lighting, dealing 1d4 points of damage per caster level. They can make a Dexterity save for half damage. |
15 | You are affected by Tasha's hideous laughter for the next 1d10 rounds. While you can make a Wisdom check to avoid falling to the ground each turn, you cannot end the spell prematurely. |
16 | The area in a 50-foot radius and 100-foot high cylinder around you is immediately affected by the spell reverse gravity for 1d4 rounds. |
17 | You're getting too old for this drek. As soon as you're out of a crisis situation, you must immediately take a short rest or suffer a -5 penalty and Disadvantage on all rolls you make until you do rest. |
18 | You are immediately affected as if by the spell feeblemind for 1d3 rounds. You can make a Wisdom saving throw (DC equal to your spellcasting DC] each round to avoid this fate. |
19 | A tiny tornado appears out of nowhere at the center of the target of the spell that triggered this surge. The target and everything within ten feet of it must make a Dexterity saving throw or be knocked down and out of its radius. The tornado persists for 1d4 rounds before dissipating. |
20 | Any magic items you currently have equipped that carry a charge are drained of all charges. If this would normally destroy or ruin the magic item, that does not become the case here; instead, it recharges normally over time, as per the standard rules. |
21 | The clothing of every NPC of the opposite sex within 60 feet of you completely disappears for 2d4 rounds. Each and every one of them gains immediate insight that you are responsible for this surge and react accordingly. |
22 | All metal weapons within 60 feet of you turn into rubber for 1d3 rounds, rendering them all but useless. Even magic items and artifacts are not immune to this surge, though they retain any other benefits they would normally have. |
23 | EAARRTTHHHQUAAAKE! The ground rumbles for the 1d4 rounds, duplicating the effects of the spell and centered on the primary target or area of your spell. If no valid target exists, the earthquake is centered on you instead. |
24 | You become morbidly obese for the next 1d10 rounds. Your clothing and armor stretches to accommodate your new weight, but you gain Disadvantage on all Strength and Dexterity checks and your movement rate is halved for the duration of the surge. |
25 | Every NPC of the same gender as you within 60 feet (excluding yourself) have their sexual preferences reversed for 1d10 rounds. If that sexual preference includes your gender, you become the star attraction in their eyes as they proceed to try to seduce you to the best of their ability for the duration of this surge. |
26 | Your left hand becomes sentient for 1d4 rounds and proceeds to try to smack you silly for the duration. You must succeed at a Strength or Dexterity check (DC equal to your spellcasting DC) in order to render it helpless (such as crushing it between your thighs or in your arm pit) in order to perform any other action for the duration of this surge. |
27 | Your boots become nailed to the ground by thick railroad spikes. Make an immediate Strength check (DC equal to your spellcasting DC). If you fail, you cannot move until you take off your boots and/or find some way to pry out the spikes. |
28 | A large ball of magical energy explodes around you for 1d6 points of damage for each level of spell you can cast at your level. Roll 1d6 to determine the type of damage; 1 = acid, 2 = cold, 3= fire, 4 = lightning, 5 = radiant, 6 = thunder. It affects everyone and everything within 10 feet of you — yourself included! Everyone may make a saving throw (DC equal to your spellcasting DC) in order to only take half damage, though you personally have Disadvantage on your save. |
29 | The narest non-sentient animal within 10 miles of you (that would be a valid target for an awaken spell) becomes fully sentient and able to speak your native language as well as the Common tongue. It is haunted by its sudden awakening, and longs to track down whoever cursed him with this self-awareness. Otherwise, treat it as if it had been affected by the spell awaken. As far as you know, however, nothing happened. So hey, maybe you got lucky this time! |
30 | The effect, duration, and/or area of the spell or spell-like ability you just used is halved. This may cause the spell to fail completely as determined by the DM. |
31 | Whatever spell or spell-like effect you just created backfires. The DM decides the exact repercussions of this backfiring. |
32 | Roll 1d10 times on the Trinkets table. These trinkets come raining down upon your head, pelting you as if someone's bag of holding spontaneously spit them out. Each trinket deals 1 point of bludgeoning damage to you. They otherwise remaining permanently and can be gathered up and kept if desired. |
33 | For the next 1d10 minutes, you are only able to hear when your mouth is gaping open, and you are only able to see when it is closed. |
34 | Your nose disappears for 1d10 minutes. It's probably for the best, however, as you also smell of elderberries for the duration of the surge. It is quite a strong smell, and it will most likely alert creatures within 60 feet of you to your presence, defeating any attempts to use stealth, invisibility, or similar effects. |
35 | A peculiar sensation floods your mouth, immediately causing you to gape it open. When you do so, you're surprised to find that six feet of tongue rolls out and flops on the ground in a dead, lifeless fashion that you have no control over. It remains this way for the next 1d10 rounds, preventing you from speaking coherently for the duration. You gain Disadvantage on all Dexterity- and Charisma-based checks until your tongue reverts to normal, and your movement speed is reduced to 10 feet. |
36 | All light sources within 100 feet of you are instantlly snuffed and cannot be reignited for 1d10 rounds. If they are of a magical or eternal type, they reignite on their own accord at the end of the duration. |
37 | Any wooden item(s) you possess slips from your person and roots itself in the ground, transforming into a type of plantlife appropriate to its general size and shape. It remains this way for the next 1d6 rounds. At the end of the duration, it instantly pops back into its original form and clatters to the ground. |
38 | All of your ability scores temporarily drop to 8 unless they are already 8 or lower. Your physical appearance alters to represent these new changes as appropriate. The surge lasts for 1d4 turns. |
39 | After casting your spell, a muscle spasm causes you to smack yourself in the face at the start of your next turn. While this doesn't cause any notable damage, it does cause you to lose your action on your next turn. You may still use a bonus action, move, and/or reaction as normal, however. |
40 | Just before you get your spell off, the entire megaverse spins around you! (Sure, TECHNICALLY it's you who spins around, but that's everyone else's misunderstanding of relativity. The cretins.) This may or may not cause you to lose visual contact with your target. If it does and line of sight is required, this causes your spell to fail. |
41 | Your feet and anything you are wearing at the time spotaneously triple in size with a noticeable (and quite comical) popping sound. This causes you Disadvantage on any Dexterity checks you make, and your movement speed is halved. This surge lasts for 1d6 rounds. If you are moving when this surge occurs, you must make an immediate Dexterity check (DC equal to your spellcasting DC) or trip over your own feet. |
42 | A sunflower grows from your head, knocking off any hat, helmet, or cowl you may be wearing at the time. It can be pruned without harm, but doing so requires an action. |
43 | You are actually the single target of whatever spell you just attempted to cast, even if the spell was supposed to be an area spell. If you were already targeting yourself, a random creature within 60 feet, as chosen by the DM, becomes the target instead. If the spell wouldn't make any sense being cast on its target, roll for another wild surge instead. |
44 | A random monster with a CR equal to your character level, as determined by the DM, appears in the first available empty space adjacent to you. Whether it is happy or not to see you is entirely contingent upon the nature of the monster, it's intelligence, and the situation at hand. It remains and acts appropriately to the conditions around it for the next 1d6 rounds, then disappears in a puff of sparkly pink-and-purple smoke. |
45 | Time seems to accelerate around you. While completely relative the rest of the multiverse, you are affectively slowed as per the spell for the next 1d3 turns. |
46 | Uhoh. You need to find an outhouse like right now... RIGHT FLIPPING NO-OW-OW-OW!!! OH GOD, OH GOD, WHY IS THIS HAPPENING, AHHHH.... buh... buh... BACAW! And just like that, after clucking like a chicken at the top of your lungs, you pass what is easily the largest kidney stone known to gnomekind. Of course, that kidney stone turns out to be a brightly colored egg instead of an actual stone. Not surprisingly, though, that is small comfort as you find yourself collapsed on the ground, grabbing your groin, and spending the next 1d3 turns recovering from the unimaginable pain. |
47 | There's something happening here. What it is ain't exactly clear. Is that an elf with a bow over there, telling you you got to beware?... Uhoh, it seems your last spell produced a puff of greenish smoke with hallucinagenic properties, and now you find yourself quite paranoid. For the next 1d3 turns, you must spend your action performing Investigation or Perception checks at the cost of anything else. You can still use your bonus action, move, and reaction normally, however. |
48 | You turn into a hill giant! Fortunately (or perhaps unfortunately), this is merely an illusion and you gain no benefits or hindrances from the transformation. However, all social rolls made except for Intimidation have Disadvantage while Intimidation has Advantage against anyone who is fooled by the illusion (DC equal to your spellcasting DC). The illusion lasts 1d12 rounds and cannot be dispelled willingly. |
49 | Choose one piece of jewelry you currently possess, preferably a ring. For the next 1d3 rounds and even if the situation is dire, you become obsessed with the bauble, convincing yourself that everyone around you is plotting to steal your precious from you. You should behave accordingly. |
50 | Did you just go deaf?! Wait, no, you quickly discern that a silence spell has just gone off, instantly removing and denying all sound within 10 feet of you for 1d10 rounds. The area does not move with you, should you decide to leave its area of effect. |
51 | You feel a strange itching sensation in your mouth and open it just in time for two giant tusks to come jutting out of your lower jaw. For the next 1d10 rounds, you suffer Disadvantage on any rolls or checks that require you to speak coherently. |
52 | Regardless of your gender, your wife appears from the shadows, flailing a rolling pin in the air while yelling at you about being a deadbeat husband. The odd thing is that you don't remember ever being married to her, but you *know* that she's your wife nonetheless. She proceeds to chase you around for 1d3+1 rounds, ignoring all other obstacles and opponents in lieu of getting at least one good whack on you with her pin. Should she succeed, or the time runs up, she disappears with an audible POP! and you realize that she was never your wife to begin with. If she struck you, you take 1d6+1 points of bludgeoning damage. |
53 | You feel compelled to gnomesplain something to someone in the immediate area. It should be as relevant as possible to the situation, taking up your bonus action for the round. |
54 | A floating bucket of water appears directly on top of you with an audible POP! It immediately dumps its contents on your head. As the water washes over you, you find yourself toppling over as your lower half polymophs into that of a giant fish. For the next 1d10 rounds, you can flop about in order to move, lowering your Speed to 5. On the plus side, you gain a Swim Speed of 60 for the duration. |
55 | A 10-foot-radius sphere of antimagic surrounds you, duplicating the effects of the spell antimagic field. It persists for 1d6 rounds, but does not move if you move. |
56 | Your surge creates an area of forbiddance (as per the spell of the same name). It stretches out 10,000 feet in every direction and 100 feet above and below where you're standing. Any attempt to teleport, gate, or use any other form of dimensional travel in this area fails for the next 24 hours. The area of the surge fades somewhat, as if all the colors within it were diminished slightly. |
57 | A swarm of disgruntled bumblebees appears out of nowhere and attacks you. You must make a Dexterity saving throw (DC equal to your spellcasting DC) as you swat and dance around. If you fail, you take 1d8 piercing damage and are covered in welts until you're healed, or half as much otherwise. This surge persists for 1d3 rounds before the bees dissipate, with you taking damage at the start of each turn |
58 | The nearest corpse — up to 1 mile away — comes back to life as either a zombie or skeleton. Mindless as it is, it's only desire is to hunt you down and kill you, and it instinctively knows exactly where you are until it finds you. In all other ways, this surge duplicates the effect of an animate dead spell. If no corpse is available, nothing happens. |
59 | You feel compelled to make a physical attack on your next turn as your primary action. If there is no enemy to attack, you must attack an ally or otherwise friendly target of your choice within range. Failure to make a physical attack causes you to suffer 10d10 psychic damage. If your attack is against a hostile target, you have Disadvantage on the attack roll. If it is against a friendly target, you have Advantage. |
60 | You get an intense craving for Moo Shoo Pork. You have no idea what Moo Shoo Pork is, but you really, really want it. Badly! For the next 1d4 rounds, you are unable to concentrate on anything but this Moo Shoo Pork. You lose Concentration on any effects you are currently maintaining and are unable to use any Concentration effects until this craving dissipates. |
61 | Disturbingly evil theme music begins playing around you. Anyone who would try to approach you for the next 1d6 rounds that the music plays must succeed on a Wisdom saving throw (DC equal to your spellcasting DC) in order to do so. |
62 | With a sharp, painful expression painting itself onto your face, you discover that you literally have a stick up your rear-end. Until removed (requiring one action and some awkward movements and sounds), you are unable to Concentrate on any spells or effects and have Disadvantage on any rolls unrelated to stick removal that you make. |
63 | The ground within 60 feet of you becomes slick as ice, otherwise duplicating the effects of the spell grease. This surge lasts 1d10 rounds, and it does not follow you. |
64 | A greasy banana peel appears directly under your foot the next time you take a step within 1d4 rounds. Should you step on it, which is all but guaranteed, you must make a Dexterity saving throw (DC equal to your spellcasting DC) or trip and fall prone. |
65 | You fall in love with the first person (or creature — yikes!) of the opposite sex you see. Once you do so, you are effectively charmed as per the spell charm person (even if you would be immune) for 1d6 rounds, doing whatever they ask of you in order to prove your undying love and affection. Naturally, everything you have to say for that duration must be in the form of love poems or declarations of your infatuation. |
66 | You immediately fall asleep as if someone had successfully cast the spell sleep upon you (even if you would otherwise be immune). You can be awoken normally, but you lose move or bonus action you would have on the next round as you crawl to your feet and shake off the drowsies. |
67 | Your alignment changes to the opposite pole of what it normally is (LE becomes CG, LN becomes CN, NG becomes NE, and etc.). If your alignment is True Neutral, you instead gain an extreme alignment chosen by the DM. This surge lasts for the next 3d10 minutes, and you feel compelled to react to situations appropriately. (But remember that PVP and disruptive gameplay is strongly frowned upon!) |
68 | You have the sudden uncontrollable urge to engage in a dance off! Choose someone at random, march up to them, and serve them like no one's ever been served before. This takes up your next turn's action and move, and should they accept the challenge by failing an immediate Wisdom saving throw (DC equal to your spellcasting DC), the dance battle persists for 1d6 more rounds unless forcefully interrupted by outside forces. Otherwise the surge ends. |
69 | Your trousers fall down. You must spend an action putting them back in place or suffer Disadvantage on all Dexterity- and Charisma-linked skills, checks, and saves. |
70 | A darkness falls across the land, the midnight hour is close at hand. Creatures crawl in search of blood, to terrorize y'alls neighborhood... or at least that's how you feel as you get a preternatural chill up your spin for the next 1d6 rounds. For the duration, you are unable to maintain Concentration on any spells or effects and you suffer a -2 penalty on all rolls you make. |
71 | Two weird looking dudes appear out of nowhere dressed in black. Their top is decorated with a striking cobra. The older one shouts out, "Sweep the leg, Johnny!" which provokes the headband-wearing douchebag into doing just that! You find yourself prone on the floor, confused as hell as the jerks disappear in a puff of red smoke and snake hissing. |
72 | You're teleported 30 feet away in a random direction chosen by the DM, and your orientation changes so that you're facing an equally random direction. This may or may not interrupt the spell you were casting when this surge was triggered. |
73 | You must be getting old. All your joints start to creek and groan, and you find yourself out of breath doing just about anything and everything for the next 2d4 rounds. For the duration, you suffer a -5 penalty on all Constitution-linked tests, checks, and saves. |
74 | "You know, sometimes when I close my eyes, I can't see." For the next 1d4 minutes, you find yourself pondering the stupidiest s#!+. You suffer a -5 penalty on all Wisdom-linked tests, checks, and saves for the duration. |
75 | Without stupid people, who would we have to laugh at? And wait, why is everyone laughing at you all of a sudden? Dammit! For the next 1d4 minutes, you suffer a -5 penalty on all Intelligence-linked tests, checks, and saves. |
76 | Gravity seems to have increased dramatically... but only for you. Or so you keep trying to tell yourself as you realize that for the next 1d4 minutes you suffer a -5 penalty to all Strength-related tests, checks, and saves. You can also only carry half as much as you normally can before suffering difficulties. |
77 | Temporal hiccup! Everyone and everything — friend or foe — within 30 feet of you is compelled to repeat the exact same action they performed (or will perform) this round on the next round. If it is impossible to perform that action for any reason, they instead lose their turn as they attempt to do it anyway. |
78 | You are compelled to tell your best joke immediately. If you have any action, bonus action, move, or reaction remaining this round, they are forfeited in lieu of this amazing joke you're about to lay down. |
79 | All enemies in the area choose to unleash their vitriol on you and you alone on the next round. Only enemies currently in combat (or about to be) will do so; it does not compel them to actually attack, only to choose you over anyone else. |
80 | All vegetation within 60 feet of you withers up and dies. What's more, the ground is treated as if it had been salted, becoming completely infertile for a long, long time. |
81 | Half of all the coins you currently have on your person (including those hidden in extradimensional spaces) disappears, never to be seen again. Update your character sheet as appropriate. |
82 | Every time you go to try to cast a spell for the next 1d3 rounds, you realize that you've completely forgotten how! You may only perform completely mundane actions for the duration of this surge. |
83 | You are unable to cast any cantrip that deals damage or inflicts a negative effect until you've taken a long or short rest. |
84 | You are unable to cast any spell higher than 1st level until you take a long or short rest. |
85 | The next non-cantrip spell you cast consumes twice as many spell slots as it normally would. If you do not have enough spell slots to cast the spell, the spell fails and the remaining slot is expended anyway. |
86 | Any ability that costs Sorcery Points has their costs tripled until you take a long rest. If you do not have any sorcery points remaining, reroll on this table. |
87 | When you go to cast a specific spell, you instead cast a random spell of the same spell level that you already know (chosen by the DM). |
88 | You're teleported 30 feet straight up (or even higher if it is solid ground, until you reach an open space)! Depending on the situation you may take up to 1d6 bludgeoning damage from the fall for every 10 feet you fall, though you may instead wind up on another level of a dungeon or buildling. DM fiat required. |
89 | All abilities that cost Sorcery Points have a 50% chance of working the opposite of how they're intended (with the DM adjucating anything that would be weird to judge). This persists until your next long rest. If you do not have any sorcery points, reroll on this table instead. |
90 | You cannot use any metamagic until you take a long or short rest. If you do not have any sorcery points, reroll on this table instead. |
91 | One of your allies within 60 feet, chosen randomly by the DM, views you as a hostile enemy for the next 1d3 rounds and feels compelled to attack you. They should react accordingly, but the urge fades the moment one of their attacks successfully strikes you. |
92 | Every hostile action you take for the next 1d3 rounds backfires, affecting you rather than your intended target. You are unaware of this fact until you make your first attack, upon which you realize the folly that has befallen you. |
93 | You are unable to use the word "magic" or any variation there of (such as "spell," "sorcery," or even "cast") for the next 10 minutes. Should you accidentally say it, you immediately suffer 3d10 points of psychic damage. |
94 | The next spell you cast before taking a long rest that allows a saving throw ricochets off the target without affecting them and comes hurdling back at you. Unfortunately, your defenses are down as you did not see the attack coming, and you are not allowed a saving throw! |
95 | All of your senses become dulled for the next 1d10 rounds. You have Disadvantage on all Perception, Investigation, and Insight checks you make, and the range of all your senses are halved. |
96 | A random occurrence manifests directly in front of you, chosen from the bag of beans effects. |
97 | This surge duplicates a vanilla wild magic surge. |
98 | This surge duplicates a wand of wonder effect! |
99 | You must spend your next available action casting the most devastatingly damaging spell in your arsenal. The compulsion is extremely powerful, and should you fail to do so for any reason, you suffer 6d8 radiant damage to yourself and 3d8 radiant damage to anyone in an adjacent square! |
100 | You and everyone within 100 feet of you are instantly teleported to a random location on an equally random plane of existence (even your own) as determined by the DM. You and those you brought with you are immune to the natural effects of that plane for the next ten minutes, but you're also aware that the clock is ticking... |
d% Roll | Mostly HARMLESS Wild Magic Surge |
1 | Your body turns into a living disco globe for the next 1d10 rounds (though you retain your original shape and mobility). All ambient light within 100 feet of you is magnified as it reflects off of you, shifting colors to create a maelstrom of psychedelic colors. Groovy, man... ga-rooooovy. |
2 | An assortment of tiny mushrooms grow from your nose. They're perfectly edible (and actually quite delicious), but every time you try to pluck them off, another one replaces it at the start of your next turn. This surge lasts 1d10 rounds. |
3 | You know the complete Pittsburg bus schedule for 1987. Unfortunately, you have no idea what a Pittsburg is, what a bus looks like, or what the number is in reference to. You retain this knowledge until your next 1d6 rounds, however, and try to brag about it whenever you think it might be relevant to the situation. |
4 | Until the end of your next long rest, you quack like a disgruntled duck any time you become angry or annoyed. |
5 | Your neck disappears for 1d10 rounds. For the duration, your head looks like it's floating above your shoulders and may creep other characters out. When it returns, a mysterious hickey has appeared and remains until the next time you take a long rest. |
6 | Your pockets, pouches, and other containers overflow with gold coins for the next three turns. Unfortunately, every single one of those coins is just a piece of foil-covered chocolate. Even more unfortunately, the chocolate is really cheap and almost tasteless. |
7 | You turn into a werecreature in hybrid form (roll 1D6; 1 = bear, 2 = boar, 3 = rat, 4 = raven, 5 = tiger, 6 = wolf) for the next ten minutes. Unfortunately it is a purely physical change and you gain neither the advantages nor disadvantage of an actual werecreature. Others don't know this, however, and will react to you accordingly. |
8 | For the next 1d10 rounds, every time you finish speaking, the bombastic music accompanying the Dramatic Chipmunk punctuates your statement(s). |
9 | You have the overwhelming need to pass gas from one end or the other (your choice). When you do so, you and everyone around you is rather surprised when it comes out as a bright, incandescent rainbow complete with glittering sparkles. You can hold back this passing for as long as you like, but you suffer 1d4 point of psychic damage per round until you release it. |
10 | The target(s) of your spell is affected by a faerie fire for 1d10 rounds. You can choose the color, even picking one not normally granted by the spell. |
11 | A cream-colored 1973 Oldsmobile Delta 88 falls out of the sky and lands at the center of the target of the spell that triggered this surge. Any creatures within five feet of the area may make a Dexterity save with Advantage in order to avoid the falling vehicle. Those who fail take 5d10 points of bludgeoning damage. After 1d4+1 rounds, the mysterious vehicle disappears in a howling blast of rust and blood that coats everyone within 10 feet of it. |
12 | You become the consumate showman for the next minute! Overacting, showboating, and grandstanding is the name of the game for you! Everything you say or do must be grossly exaggerated... and FAB-U-LOUS! |
13 | The target of your spell immediately polymorphs into a kaleidoscope of butterflies for 1d6 rounds. They retain their consciousness and awareness of their surroundings for the duration, but are unable to act normally other than to move at their normal movement speed(s) and gain a fly speed of 5 if they don't already possess one. If the spell had no particular target, you are affect by this surge instead. If the target is in the air when the surge ends, they are affected by a feather fall spell until they touch solid ground. |
14 | The ambient weather in a one-mile radius immediately changes for 2d6 rounds. A bright, sunny day turns into a torrential downpour. A terrible blizzard transforms into a blistering heatwave. etc. Even the natural traits of another plane of existence can be affected by this surge causing no amount of chaos (and likely anger) to its residents. The DM choses the exact weather condition. |
15 | Your pockets, pouches, and bags immediately fill with popcorn kernals, which then proceeds to pop for the next 1d10 ounds. On the plus side, the resulting popcorn is quite tasty! |
16 | Your ears turn into those of a donkey for 1d10 minutes. |
17 | Your torso — and only your torso — turns invisible for 1d10 rounds. This includes any clothing or armor you're wearing over it, but only where it would cover your torso. |
18 | An exact duplicate of yourself — save that it is sporting a black goatee instead of whatever facial hair you currently have — appears in a sparkling mote of musical lights. It looks at you in shock, punches you in the nose, and teleports away before you have time to react. Oh dear, that can't be good... |
19 | You just forgot something vitally important to the mission at hand, and it's driving you nuts! This intuitive feeling haunts you for the next 1d10 rounds. Sadly, whatever it is you forget is never revealed. |
20 | Roll 1d6; 1 = Monkey, 2 = Rabbit, 3 = Stegosaurus, 4 = Lizard, 5 = Rat, 6 = Pig. You immediately sprout a vestigal tail similar in appearance to the rolled creature. It immediately bursts through any clothing or armor you may be wearing at the time, but falls off ten minutes later. The clothing or armor is instantly repaired as if by a mending spell immediately thereafter. |
21 | Your skin turns a bright purple color for the next 1d10 rounds. While you're unlikely to discover this fact on your own, it also becomes absolutely delicious. Should any character get a taste, they will also become instantly addicted and will crave licking you at every opportunity until the surge ends. A Wisdom save (DC equal to your spellcasting DC) will allow them to break free of the addiction prematurely. |
22 | Every time you try to speak for the next 1d12 rounds, the first thing out of your mouth each round is the perfect mimicry of a random animal of your choosing. You can speak normally after making the sound, but you must always make such a sound each time you speak on your turn. |
23 | Your shadow awakens, kicks you in the arse, and storms off with an indignant huff. It returns one minute later looking a bit tipsy before settling back into its original role as your shadow. |
24 | If the spell that triggered this surge affected another creature or target, you and that creature immediately exchange places in the blink of an eye. If the spell effected multiple creatures, the DM chooses with whom you exchange places at random. If the spell didn't affect any target, you are randomly teleported 10d10 yards in an equally random direction (including straight up)! |
25 | A tiny faerie appears over your head in a burst of tiny leaves and flowers. It proceeds to harass you verbally for 1d3 rounds, completely dodging any and all attacks aimed at it. When the surge ends, it gives one final raspberry before turning into a ball of light and flittering away. |
26 | A thick, foul-smelling discharge oozes from your ears for 1d8 rounds. It has a purplish tinge to it. |
27 | Your nose starts to itch, and it drives you absolutely bonkers for the next 1d4 turns. Fortunately you possess enough willpower to ignore the itching if necessary, but sweet Jehoshaphat, somebody make it stop! |
28 | A cuckoo bird pops out of your mouth twelve times in a row, just as if you were a clock alerting the area to the time even if it isn't currently 12 o'clock. This prevents you from speaking or casting any spells with a verbal component until your next turn. |
29 | A tragically bored halfling bard appears out of nowhere and starts playing a tune on his lute appropriate to the situation at hand. He appears completely nonplussed by his sudden arrival, however, and doesn't react to anything going on around him. He lasts until the encounter or situation is over, and then disappears as mysteriously as he arrived. |
30 | Tiny songbirds flutter around your head, chirping happily until the end of your next turn. |
31 | A squirrel appears out of nowhere in a nearby empty space. For the next 2d4 rounds it stands there, pointing one of its tiny little fingers at you accusingly. It easily dodges or otherwise avoids any and all attacks aimed at it, and immediately resumes pointing at you until it decides to scurry away when the surge ends. Anyone able to speak with animals or otherwise communicate with it can hear it chirping under its breath, declaring "YOU KNOW WHAT YOU DIIIIIIIIIID!" |
32 | You feel an odd sensation in one of your pockets or pouches. A moment later, a full-sized honey badger pops out and lands at the ground at your feet. For the next 1d4 turns, it proceeds to badger you in its badgery little badger voice. Anyone able to communicate with animals will likely blush with shame due to whatever the little furball is going on about; honey badger don't give no f&$% about being polite! When the surge ends, the honey badger melts into a pool of tears and anguish. |
33 | You have a strange craving for a Pan-Galactic Gargle Blaster. Unfortunately, you have no idea what that is, but you have it on good authority that after two of those babies, the dullest, most by-the-book Vogon (whatever they are) will be up on the bar in stilettos, yodelling mountain shanties and swearing the're the king of the Gray Binding Fiefdoms of Saxaquine... wherever the heck that is! |
34 | All of your clothing turns bright white for 1d10 minutes. |
35 | All of your body hair turns neon pink for 1d10 minutes, |
36 | You appear covered in blood for the next 1d6 rounds. No amount of scrubbing or cleaning — magical or otherwise — can remove the blood until the surge wears off. This may, however, may attract unwanted attention. |
37 | Your nipples start lactating at an alarming rate. The torrent of moo-juice does not go unnoticed by others. This surge ends in 1d6 rounds. |
38 | A large, brilliant rainbow appears in the sky overhead. Accompanying the rainbow is a leprechaun who appears in a puff of green and gold glitter. Spotting you, it runs over, kicks you in the shin, shouts something about you never getting its pot of gold, then runs off lickity split. |
39 | Oh, what you wouldn't do for a Klondike Bar. Or to know what in the blue blazes a Klondike Bar is. |
40 | An avian creature appropriate to the region comes swooping out of nowhere and poops on your head. Hopefully you're not anywhere near any wyverns, rocs, or harpies — yikes! |
41 | You gain the greatest epiphany of all time; the answer to life, the universe, and everything! Unfortunately, before you have the chance to tell anyone about it or write it down, you forget what the answer is. The number 42 haunts you for the next 1d10 minutes, however, though you can't quite remember why... |
42 | Everything you say for the next 1d4 rounds must be sung rather than spoken, whispered, or otherwise expressed. |
43 | You feel compelled to narrate your actions for the next 1d6 rounds as if you were a wise-cracking noir detective from the 1920s. You do not lose any actions, but anything you say must be in a narrative form, else you suffer 1d10 psychic damage per word! |
44 | Anything and everything you say for the next 1d4 rounds must be spoken in a language you know other than Common. The language changes at the start of every turn. You have no idea you are doing this, however, and it all seems perfectly normal to you. If someone brings up the pecularity, you will deny it vehemently... though it's unlikely they'll have any idea what you're saying. |
45 | You must immediately make a Wisdom saving throw with Disadvantage (DC equal to your spellcasting DC). If you fail, the DM laughs wickedly and may or may not tell you the exact outcome of the surge. If you succeed, you may opt to either have nothing happen or roll for another surge; player's choice. If you fail, well... mwahahaha... |
46 | "Red Diamond, Red Diamond / The heart and soul of men / Red Diamond, Red Diamond / Protect us 'til the end..." Out of the blue, a human bard appears and begins playing that same verse over and over... and over... and over... annnnd over again. If attacked, he instantly explodes in a cloud of red, yellow, and blue ribbons that evaporate before they hit the ground. Otherwise, the minstrel continues to repeat the verse ad nauseum for the next 1d10 minutes, following you closely. |
47 | You gain the benefits of the thaumaturgy cantrip for the next 1d10 minutes. You are aware of this effect and have complete control over it. |
48 | You gain the benefits of the vicious mockery cantrip for the next 1d10 minutes. You are aware of this effect and have complete control over it. |
49 | A cacophony of fireworks and noisemakers go off, centered on the target(s) of your spell. The display is bright and loud enough to attract attention for at least a mile if outdoors, though the effect is obviously (but only somewhat) muffled indoors. |
50 | You gain the benefits of the druidcraft cantrip for the next 1d10 minutes. You are aware of this effect and have complete control over it. |
51 | You can use the control flames, gust, mold earth, and shape water cantrips at will until you take your next long rest. |
52 | A wall of stone, as per the spell of the same name, comes jutting out of the ground directly in front of you! It fills the two spaces in front of you and then juts out five more spaces to the left and five more to the right. The wall persists for the next 1d10 minutes. If there it not enough room for the wall to form, the surge fills as much area in front of you as it can. |
53 | You become glamoured with an illusion of the last person or creature you attacked with a spell. You are completely unaware of this illusion unless you learn of it through some other means. Otherwise, the illusion persists indefinitely until you either take any amount of damage or partake in a short or long rest. |
54 | Whatever you're holding in your main hand turns into a large fish fresh from the sea. If you're not holding anything, an even larger fish comes tumbling from the heavens and smacks you upside the head for 5d4 points of bludgeoning damage. |
55 | A bottle of soy sauce appears in your hand. You have no idea what soy sauce is, but it looks interesting at least (though your keen mind deduces that it's most likely an advanced fish-based lubricant of some sort). The bottle disappears at the start of your next turn. |
56 | You find yourself pondering if jellyfish are sad that there are no peanutbutterfish. The epiphany is fleeting however, and disappears at the start of your next turn. |
57 | Everything you say for the next 1d10 rounds must be done so as a rhyme. This includes spellcasting. Failing to do so causes you to automatically fail whatever action you are performing at the time. |
58 | The roof of your mouth is suddenly coated in applebutter. For the rest of this round, you have Disadvantage on any social rolls you make that involve talking smoothly, BUT you have Advantage on all other social rolls you make due to the tasty applebutter putting you in good spirits. |
59 | Cherry blossoms begin falling from the sky for the next 1d10 rounds. They follow you wherever you go. |
60 | The world becomes black and white to you. This has no real effect unless you're dealing with a situation that requires color coordination, in which case you have Disadvantage on all relevant rolls and checks. |
61 | Everything within 60 feet of you is silenced, as per the spell. However, everything that would have been spoken is replaced by subtitles that anyone can read (though which may still be limited by language), and all noteworthy sounds are replaced by brightly-colored pop-up onamonapias. This surge lasts 1d10 rounds, but does not move with you. |
62 | Anything colored red (or any close shade thereof) is inherently inperceptible to you for the next 1d10 rounds. You simply can't process the color at all, and your brain deletes it from anything and everything you perceive. How you react to this peculiar form of sensory deprevation is entirely up to you. |
63 | The next time you reach into an extradimensional space, you pull out a potted cactus instead of whatever you were expecting to pull out. This surge lasts until it is expended, even persisting for years if need be. |
64 | The air around you (out to 60 feet away) smells of cinnamon apples for the next 1d10 rounds. The delectable scent dominates the air, making it impossible to smell anything else. |
65 | You feel compelled to narrate everyone's actions that you're aware of for the next 1d4 rounds. You do so as if you were a wise, old, gentlemanly Southerner. |
66 | A clockwork bunny rabbit pops out of the ground in an adjacent square and follows you around for the next 1d10 minutes. It doesn't respond to anything around it, and any amount of damage (directed or environmental) will cause it to explode in a mass of springs, nuts, and gears. Anyone in the same or adjacent square takes 1d10 points of piercing damage should that occur. |
67 | All of the hair on your body turns into brightly colored feathers for the next 1d6 minutes. When the surge ends, the feathers pop out explosively, detonating in a shower of sparkles and glitter, afterwhich you find that all of your hair has returned. No damage is inflicted. |
68 | Your breasts and/or testicles enlarge to five times their normal size! While worryingsome, you suffer no ill effects due to this enlargement aside from some minor discomfort. The surge lasts 1d4 rounds before they return to normal. |
69 | Everything anyone says or does for the next 6 seconds (one round) is accompanied by a laugh track, as if the scene were being filmed in front of a live studio audience. |
70 | You feel compelled to tell an inappropriate limerick relevant to the current situation. Failure to do so results in you being stunned for 1d3 turns. (Show some taste, though.) |
71 | You feel compelled to smack anyone in an adjacent square on the rump. How they react is entirely up to them. |
72 | Your head turns into a Jack O'Lantern for the next 1d10 rounds. This transformation has absolutely no impact on your abilities in any way, but it might cause others to react to your strange appearance. |
73 | Your natural lifespan extends by 5d5 years. You are completely unaware of this result, however, and instead believe nothing has happened. |
74 | A rabble of moths appear out of nowhere and swarm over you. When they dissipate a moment later, every non-magical piece of clothing you're currently wearing disappears. Forever. |
75 | The ambient temperature out to 100 feet from you changes up to 100-degrees towards a pleasant 70-degrees Fahrenheit. This change in temperature lasts for 8 hours before reverting to the local environment. |
76 | One of your magic items, chosen by the DM, transforms into another magic item of the same type, of a greater or equal value. |
77 | Any alcoholic beverages within 60 feet of you, including those hidden away in extradimensional spaces, have their quality increased by a noticeable amount. Anyone who drinks such beverages and sees you within the next 24 hours will know you were responsible and treat you accordingly. Cheers! |
78 | You feel compelled to shout out that you have an ogre-slaying knife; be sure to remind them that it has a +9 against ogres! You don't and it doesn't, but that's neither here nor there. |
79 | You attempt to cast magic missile into the darkness, even if you are unable to cast magic missle or if there is no darkness. It does not consume any spell slots, but does cost you a bonus action. |
80 | "WHERE ARE THE CHEETOS?!" "WHERE'S THE MOUNTAIN DEW?!" "CAN I HAVE A MOUNTAIN DEW?!" "I'M GONNA GET A SODA, ANYONE WANT ONE?!" "COOL, I GET DRUNK!" "ARE THERE ANY GIRLS THERE, IF THERE ARE, I WANNA *DO* THEM!!!" Choose any one of those statements and shout it out so anyone in an adjacent area will be sure to hear you. |
81 | You are convinced that you are Nightblade the halfling thief. You feel compelled to sing Fly-By Night, and you're carrying a six-pack of Mountain Dew (which is literally just dew). This compulsion lasts for the remainder of the current scene, and the cans disappear immediately thereafter, consumed or not. |
82 | You have a craving for Funions. Unfortunately, despite not knowing what Funions are, you're immensely disappointed by this craving and wish you had a quarter earlier so that you could afford something better form the vending machine — whatever that is. Fortunately this desire fades after 1d4 rounds. |
83 | You realize that in a previous edition, you were a monster! You want to call your mom and be all "I'm a monster, rawr!" They even set you up with a gorgeous lair! And look, they gave you a minion! "Say hello, Francis! Who's my minion? Whooo's my minion? You are!" And then, just like that, you blink a few times and come back to your senses. |
84 | Dundundundadundun, dundundundadundun... chickawick, chickawick, HEE HEE! For some reason you now feel compelled to moonwalk — and only moonwalk, no matter how shitty you are at at — or the next 1d10 rounds. HEE! |
85 | Until after you've taken a long rest, you gain the know-how of a master chef. Any foods you prepare from now til then will be absolutely amazing regardless of what ingredients you have to work with, and regardless of whether you have or are proficient with Chef's Utensils. |
86 | You feel compelled to compliment the next person or creature you make eye contact with. How they react is dependent entirely on the situation at hand and how flattering the compliment is. |
87 | You feel compelled to share a pun relevant to the current situation. Failure to do so will result in 10d10 points of psychic damage, and you are aware of this fact. |
88 | The next time you reach into one of your bags, you pull out a scandalous copy of Busty Asian Beauties. The moment you realize what you've done, you immediately shove it back in and hope no one saw it! If for some reason you or someone else goes looking for it after you do so, however, it cannot be found. |
89 | Your eyes turn completely black, red, or white (your choice) for 1d6 rounds. Your vision remains unaffected, however. Others may or may not react to this sudden change. |
90 | You feel compelled to be the consumate gentleman for the next 1d6 minutes and live up to the chilvaric ideal to the best of your ability. |
91 | ''I'm getting too old for this s#!+.'' You feel compelled to repeat that mantra, or a variant thereof, each round for the next 1d10 rounds. |
92 | You feel compelled to steal a kiss from the most attractive person or creature in the room as far as you're concerned. How everyone present responds will depend entirely on the situation. If you're alone, you fall on your back, prone, and sigh wistfully for the next 1d4 rounds. |
93 | A pretty flower appears out of thin air. You feel compelled to reach down, pluck it, and add it to your attire. |
94 | One of your pouches, pockets, or similar container fills to overflowing with pretty, polished pebbles of all types. While valueless, they continue to pour out for 1d3 rounds. |
95 | With a noticeable jiggling, one random thingamabob appear in your bags. It is chosen from the Trinkets table. |
96 | A random occurrence manifests directly in front of you, chosen from the bag of beans. |
97 | This surge duplicates a vanilla wild magic surge. |
98 | This surge duplicates a wand of wonder effect! |
99 | You gain the ability to create a mirage arcana as per the spell of the same name. The illusion will persist for up to 10 days, but you must decide on the details of the arcana before the end of your next turn, afterwhich you lose control of the effect. |
100 | Nothing appears to happen. Oh heavens to mercy, that can't be good... that can't be good at all! The DM is free to invent their own surge, though it should be ''mostly harmless.'' |