| 01-02 |
Roll again. For the next 24 hours, your chances of getting a wild magic result are quadrupled. |
| 03-04 |
You summon an illusory man named Myron. He is very polite. Myron is entirely unable to affect the world around him, but will obey any order you give him. Physical attacks pass through Myron, but spells and weapons of +2 or stronger enchantment can affect him. He has 4 hit points, and will leave behind an illusory corpse if killed. Myron disappears in 1d4 hours, and spends a full 60 seconds slowly fading away, loudly bemoaning his "death". |
| 05-06 |
Eight shadows rise from the ground sixty feet away from you. They sense that the PCs are powerful, and these shadows would rather find easy prey. They dash off in the direction of the nearest settlement. If the sun is out, they hide at the outskirts of the settlement until dusk before attacking. Note that this wild magic surge can lead to the total destruction of a smaller settlement, and the PC would technically be responsible. |
| 07-08 |
You open a miniscule gate (1 inch wide) to the negative material plane. Anyone touching this tiny black sphere takes 3d10 necrotic damage. Anyone within a 30' radius takes 1d4 necrotic dmg/round. This area shrinks down to 15' radius in 1d100 hours, and disappears entirely in double that time. |
| 09-10 |
Each round for the next minute, you may cast a cantrip as a bonus action. |
| 11-12 |
Every nonmagical metallic item you're carrying suddenly rusts to uselessness. Magical items made of metal grow tarnished, requiring significant polishing to regain any sheen. |
| 13-14 |
A nightmarish 6-foot wasp nest appears 20 feet above your spell target. It falls and bursts, knocking the target prone and filling the surrounding area with angry, stinging wasps out to a 15-foot radius. The area is lightly obscured, and each creature starting their turn in the area must make a CON save DC 12 each turn or take 2d8 piercing damage, 2d8 poison damage, and be understandably frightened until they leave the area. A successful save halves the piercing damage and eliminates the poison damage and the frightened condition. The wasp cloud remains for 1d6+1 rounds. |
| 15-16 |
You are affected by a super-powered Heal spell, and any lifelong afflictions your character may have, even those not normally affected by a heal spell, are cured. Around you, any plant life within ten feet withers and dies. |
| 17-18 |
Your spell target must make a CON save at disadvantage against your spell save DC or levitate into the air, rising 10 feet per round. You do not control this levitation. The effect ends after 1d6 rounds, dropping the target if it remains in the air. If the target succeeds the CON saving throw, then you are levitated, rising 10 feet per round for the duration. |
| 19-20 |
You and all others within 50 feet sink into the ground up to their waists. Escaping requires two successful DC10 athletics checks, each of which requires an action. A character trapped in the ground has its speed reduced to zero and has disadvantage on DEX saving throws. |
| 21-22 |
A magical portal opens, leading to a DM-determined (ally / enemy / acquaintance) of the PCs who is presently using an outhouse. This person is understandable outraged. The portal remains for 1d4 rounds. |
| 23-24 |
For one minute, you and everyone within 30 feet are affected by detect thoughts. Those affected are also stricken with the inability to shut out others' surface thoughts. This lasts for 2d6 rounds, during which time any concentration checks for spells are made at disadvantage. |
| 25-26 |
You feel a searing pain in the center of your back, and your clothing splits as two enormous, feathered wings sprout from your shoulder blades. You gain a fly speed of 50'. Each round, roll 1d20 - on a roll of 1, the wings shrivel and fall off and the effect ends. On a roll of 20, this check does not need to be made for 1d6 rounds. |
| 27-28 |
You cast Heroes' Feast. |
| 29-30 |
You cast an improved Blink spell - you vanish to the ethereal plane on a roll of 9 or higher. |
| 31-32 |
You summon a large school of cod which cover an area for a 15 foot radius around your position, making that area rough terrain. Simultaneously, you are teleported to the middle of the ocean. In 1d4 rounds, the fish vanish, and you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. You are soaking wet, freezing cold, and covered in seaweed. |
| 33-34 |
The triggering spell functions normally. The next spell you cast within one minute which would normally affect a single target instead affects every target within the spell's range, both friend and enemy, excluding you. Area effect spells are unaffected by this surge. |
| 35-36 |
Every magic item on your person which has a triggerable effect activates immediately. Single-use items such as potions and scrolls are unaffected, but other items are activated, and their charges are consumed as normal. Items which would normally affect only you, such as a hat of disguise or medallion of thoughts, affect only you. Items which require a target, such as a wand of magic missile or wand of polymorph will target whatever the triggering spell had been targeting. Other items such as a wand of fireballs or circlet of blasting have a 50% chance to activate in a random direction, potentially targeting nothing - otherwise the target is randomly chosen. Items with effects that make no sense in this context such as a rod of resurrection or ring of evasion are not triggered. The DM determines effects such as where a helm of teleportation brings you or what is created by a wand of illusions.
|
| 37-38 |
You summon 3d4 grigs who declare you their king or queen. If a combat is in progress, they spend the first round noticing and worshipping their sovereign, and the second round surprised. The summoning is permanent. |
| 39-40 |
A five-foot meteor streaks from the sky and directly hits you, vaporizing you. The surrounding area is affected as per a fireball spell. In 1d4 rounds, the meteor hatches like an egg, and you crawl out, affected as though you had just finished a long rest. |
| 41-42 |
You become an illusion for 1d4 turns. You are unable to affect the physical world or be affected by it. During this time, any spells you cast are only illusory, but do not consume spell slots. A dispel magic will end this condition early. Other spells have no effect on you. |
| 43-44 |
A random item of clothing you're wearing becomes enchanted to grant its wearer +2 armor class and saving throws. This enchantment has a 25% chance to disappear at each sunset. |
| 45-46 |
You tap into a font of magical power. For the next hour, any spells you cast can be extended to double duration, cast at up to double range, or force targets to roll their saving throws with a -2 penalty. During this time, you also have advantage on concentration checks. |
| 47-48 |
A dark portal opens, vomiting forth a vile torrent of brown, rancid slime and 1d6 lemures which all bear your face. The slime acts as a grease spell, and the lemures are hostile to everyone in the area. |
| 49-50 |
For the next hour, you lose the ability to speak in Common. Any attempts by the PC to speak normally are perceived by all listeners as loud terrified screams. Any other languages your character knows are unaffected, and you are able to speak these normally. |
| 51-52 |
You have advantage on your saving throw against the next hostile spell cast against only you (not an area of effect). Furthermore, if the save succeeds, the spell has no effect on you and instead targets the caster. This effect vanishes after 24 hours if not used. |
| 53-54 |
You immediately become intoxicated, suffering -4 DEX and CHA. These penalties are reduced by one each hour as you sober up. |
| 55-56 |
Thunder sounds immediately, and 1 round later it begins raining very hard in a one-mile radius, lightly obscuring the entire area. The rain lasts for 1d6 hours. If indoors or underground, the rain forms on and falls from the ceiling rather than from outdoors. This may cause problematic flooding if underground. |
| 57-58 |
For the next hour, you are plagued by a terrible itch. Concentrating on any spell requires a DC 8 concentration check each round. |
| 59-60 |
The spell you had cast functions as normal, and you can cast the same spell again on the following 1d4 turns without using a spell slot if you use actions to do so. |
| 61-62 |
For the next 1d12 hours, you may speak only in rhyme. For each two hours of time rolled, you gain one use of d6 bardic inspiration which must be used during this time. The DM should award inspiration for exemplary rhyming. |
| 63-64 |
You cast Sanctuary on yourself. Attackers must make a DC 16 WIS save to target you. The spell lasts for up to one minute. |
| 65-66 |
Up to three creatures you choose within 30 feet of you immediately have their hair burst into flame. Bald characters or characters immune to fire are unaffected. These characters must make a DC14 CHA save or take 2d6 fire damage and spend their next turn fleeing. |
| 67-68 |
Fall asleep for 10 rounds. If anyone wakes you before the time is up, gain 1d4 levels of exhaustion. If no one awakes you, you may treat this as a short rest. |
| 69-70 |
Over the course of the next 60 seconds, if you're above ground, an oak forest grows around you in a 1000-foot radius. If you're underground, roots sprout around you in a 1000-foot radius, the area acting as if under the effect of a Plant Growth spell. The effect is permanent. |
| 71-72 |
For the next minute, you turn to living stone. You become resistant to non-magical slashing and piercing damage, but your speed is quartered, and your weight is quadrupled. |
| 73-74 |
The target of your spell must make a DC16 WIS save or become possessed by the spirit of a temperamental 6-year-old child named Spencer. Spencer refuses to do anything other than sit and pout and complain. He flees if attacked. The possession ends in 1 minute. |
| 75-76 |
You summon a shadow magic replica of a beholder. You control its actions, speech, and behavior. It has AC 14, 10 hit points, and can use one of its three eyebeam types each round: mage hand, ray of frost (+4 to hit, 1d8 cold damage), and sleep (WIS Save DC 12). The beholder has terrible bad breath but vanishes in 1 minute. |
| 77-78 |
A Silence spell comes into effect, centered on you. It moves with you and lasts for 10 minutes. |
| 79-80 |
You grow a long beard made of golden strands. Once shaven off, the gold is worth 250gp. |
| 81-82 |
A small black bead appears in your hand. As a bonus action, you can throw this bead with perfect aim to any point within 40 feet. Where it lands, a 10 x 10 x 10 foot pit appears. Anyone standing in that area when the pit appears must make a DEX save DC 14 or fall in, taking 1d6 falling damage. The bead disappears in 1 minute if not used, but the pit is permanent. |
| 83-84 |
Your body begins glowing, shedding bright light out to 30 feet and dim light for an additional 30 feet. Loud whistling flares begin bursting from your body. Each round anyone within 30 feet of you must make a DEX save DC 10 or be struck for 1d10 fire damage. Flammable objects catch fire. This effect lasts for 1d4+1 rounds. |
| 85-86 |
You gain the effects of Spider Climb and Feather Fall for 24 hours, no concentration required. |
| 87-88 |
You burst into flames, taking 1d4-1 fire damage each round. Whenever a creature within 5 feet of you hits you with a melee attack, the attacker takes 2d8 fire damage. This effect lasts for 1d4+1 rounds. |
| 89-90 |
You gain the effects of Tongues and Speak with Animals for 24 hours, no concentration required. |
| 91-92 |
You cast the spell Telekinesis, which lasts for one minute or until your concentration fails. |
| 93-94 |
Your lowest ability score becomes 20 for the next minute. |
| 95-96 |
Each creature within 30' of you must make a DC14 CON save. On a failure, flowers begin growing from the creature's pores. This is extremely painful. For two rounds, the creature has disadvantage on all attack rolls, ability checks, and saving throws, and cannot move more than 10 feet per round. Casting a spell requires a DC14 CON save. If the creature also happens to be allergic to pollen then really it's just even worse. |
| 97-98 |
The triggering spell functions normally. For the next 24 hours, you are unable to tell a lie. |
| 99-00 |
The spell functions as intended, but upcast to your highest level spell slot. In addition, you regain all expended spell slots as if you had taken a long rest. |