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Wild Magic

When Wild Magic surges, first 1d4 to find out if the effect will be Good, Neutral, Evil, or Extreme. Then 1d100 for the effect unless you rolled Extreme, then 1d20 .

Good Neutral Evil Extreme
1-2 For the next minute, you regain 5 hit points at the start of your turn. 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. You cast fireball as a 3rd level spell centered on yourself. 1. The spell fizzles in a puff of smoke.
3-4 An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. For one minute you can see invisible creatures. You cast confusion centered on yourself. 2. You instead cast another random spell you know of the same level with the same target.
5-6 You regain 2d10 hit points. 1d10 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. Your skin becomes a random colour. A remove curse or dispel magic spell will end the effect. 3. For the next minute, all your spells with a casting time of 1 action instead has a casting time of 1 bonus action.
7-8 A unicorn controlled by the DM appears 5 feet from you, then disappears 1 minute later. You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. 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. 4. 1d10 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.
9-10 A spectral shield hovers near you for the next minute, granting you +2 AC and immunity to magic missile. You cast grease centered on yourself. Your next damaging spell deals its max damage. 5. You can take an additional action immediately.
11-12 You regain your lowest level expended spell slot. You teleport 20 feet in a random direction with a 1d8 with 1 being North and 3 being East. You cast levitate on yourself. 6. If you die within the next 24 hours, you are instead brought back to life as if by the resurrection spell.
13-14 You gain resistance to all damage for the next minute. You can't speak for the next minute, when you try, pink bubbles float out of your mouth. You are immune to the effects of alcohol for the next 5d6 days. 7. You regain all expended sorcery points.
15-16 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. You cast fog cloud centered on yourself. Your hair falls out and grows back all at once after 24 hours has passed. 8. You learn a random 9th level spell you don't know. You may give yourself exhaustion to reduce the spell slot level required to cast this spell by 1 per level of exhaustion gained in this way. Once cast, you unlearn the spell.
17-18 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. You are frightened by the nearest creature until the end of your next turn. For the next minute, anything flammable you touch bursts into flames. 9. The next object you touch becomes solid gold with it's worth being it's weight in gold.
19-20 For the next minute, you must whisper when you speak. You cast mirror image. For the next minute, you must shout when you speak. 10. For the next minute, your walking speed is 100 feet. After the minute passes, if you moved more than 350 feet, you increase in exhaustion.
21-22 If you die within the next minute, you are instead brought back to life as if by the revivify spell. You spin 180 degrees as if blown by a strong wind. 3 random creatures, including yourself, within 30 feet of you take 4d10 lightning damage. 11. Re-roll twice on this table for 2 simultaneous effects, ignoring this result.
23-24 You are surrounded by faint music only you can hear for the next minute. You sneeze and are lifted 10 feet up, landing back down with no damage, but if you hit a ceiling of any kind, you take 3d4 bludgeon damage and are stunned until the start of your next turn or half that if you are wearing heavy armour or a helmet. A random creature within 60 feet of you becomes poisoned for 1d4 hours. 12. You transform into a red dragon for 1d4 turns, knowing only the draconic language and having the ability scores and features of a red dragon. Afterwards you return to your true form. If there is not enough space to transform, you don't and take 2d10 bludgeon damage.
25-26 The next creature you touch regains 1d8 hit points. You forget your own name but remember it after 24 hours pass. Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. 13. Your next roll is a 1.
27-28 You learn a random fact. You suddenly have a craving for cheese for the next 24 hours. An imp appears within 5 feet of you and will preform any command you give it and takes its turn with you. The imp disappears after 1 minute. 14. Your next roll is it's maximum result.
29-30 You gain 30 feet of truesight for the next minute. Your sex is changed to the opposite sex for 1 hour. Your hands become tentacles 1d4 feet long for 1 minute, causing you to drop anything you are carrying and not be able to hold anything for the time being. 15. You have access to the features of one of your class(es) 1 level above your current level as if you were that level for the next 24 hours.
31-32 You gain advantage on your next Intelligence (Religion) check. A second head grows on your shoulders that repeats everything you say, causing you to fail all Charisma checks. The head can be removed by cutting it off, dropping you to 0 hit points or with a remove curse spell. Everything you are wearing disappears for the next minute, including cursed items, and are reequipped after the minute ends if possible, or drops in front of you. 16. You have access to the features of one of your class(es) 1 level below your current level as if you were that level for the next 24 hours.
33-34 You gain 1d4 Constitution for 1 minute. For the next hour, a cloud hovers over your head, raining on you. You gain 1d4 Strength for 1 minute. 17. You are immune to the effects of exhaustion.
35-36 You cast speak with animals. You cast speak with plants. You cast speak with dead. 18. 1d8 You are immune to the effect rolled here.
37-38 You learn spare the dying if you don't already know it. It does not count towards your maximum known cantrips. A random object within 30 feet of you flies toward you. A small object will do 1d4 bludgeon damage while a larger object will do 3d4 bludgeon damage. A successful Dexterity saving throw will half the damage. 1d6 Reduce the rolled ability score, found here, by 1 19. 1d6 You become petrified in the rolled material, found here. A remove curse spell will end the effect.
39-40 Your hair turns 2.5 feet long and golden blonde, your face clears up and you seem to shine. For the next minute, your Charisma increases by 5. The effect ends after the minute ends. For the next minute, your limbs become invisible For the next minute, your mouth disappears and is replaced by 10 3 inch tendrils and you can only speak in Deep Speech. 20. Your heart stops, dropping you to 0 hit points.
41-42 A random dead creature within 30 feet of you is brought back to life as if by the resurrection spell. A copper piece rolls out of your ear. For the next minute, you are filled with rage. You deal an extra 1d4 damage with melee attacks, can't cast spells, and have advantage on Strength and Charisma (Intimidation) checks.
43-44 You learn the answer to many questions at once and become a little mad. Roll a Wisdom Saving Throw with a DC of 15. On a success, ask the DM 1 question and they must answer truthfully. On a fail, roll on the short term madness table. An acorn falls from the sky and hits you on the head. Demons haunt your mind, causing you to go insane. Roll a Wisdom Saving Throw with a DC of 20. On a success, you feel impowered with demonic power, your eyes glowing a fiery red. Once as a bonus action, choose a target you can see and deal 2d8 + your level fire damage to them as they burst into flames from your sight alone. On a fail, roll on the long term madness table.
45-46 For 1d4 days, all liquid you drink becomes wine. For the next hour, grey smoke emanates from your mouth when you open it. You are charmed by the next creature you see for 1d4 days.
47-48 Your fingers are turned into chocolate. A remove curse spell will end the effect. Any missing fingers will not be restored. Your next attempt to use rope, chain, or string will render you restrained by it. For the next 1d4 hours, magical healing has no effect on you.
49-50 Your blood can now act as a health potion for others. Your target becomes a plush voodoo doll for 1 turn. For the next minute, illusionary spiders crawl all over you.
51-52 You learn how to make gourmet food that lasts 48 hours out of 2 rations, a fire, and spices. Gourmet food works like a single ration and also increases each ability score by 1 for 24 hours. You cast goodberry. You gain 30 feet of dark vision for 10 minutes.
53-54 You cast daylight centered on yourself with a duration of 10 minutes. You appear to have the form of a dear while you sleep. A remove curse or dispel magic spell will end the effect. You cast darkness centered on yourself with a duration of 10 minutes.
55-56 You cast dispel magic at 5th level on yourself. For 1d4 hours, you feel as though you are dehydrating in a desert. For the next 24 hours, you can not cast the spell that triggered this wild magic surge.
57-58 You cast remove curse on yourself. You become allergic to the undead. For 1d4 hours, a skeleton only you can see follows you and mocks you constantly.
59-60 For the next 1d4 days, you are frightened by your own blood. A trinket appears in your pocket. For the next 1d4 days, you are frightened by your own skin.
61-62 You feel skilled in something, add +5 to your next skill check. Within the next 24 hours, if you die, you are reborn as a phoenix and are returned to your normal state when you reach 1 hit point or after 24 hours from when this wild magic surges. When you do return to your normal state, you are unconscious for 2d12 hours. For the next 1d4 days, you are frightened by fire.
63-64 The air around you suddenly gets extremely frigid. Roll a Constitution Saving Throw with a DC of 12. On a fail, take 1d6 cold damage and gain 1 exhaustion. On a success, take half damage. For the next 1d4 days, all metal feels extremely slippery causing you to not be able to hold anything metal. The air around you heats up to extreme temperatures. Roll a Constitution Saving Throw with a DC of 15. On a fail, your equipment burns your skin dealing 1d6 fire damage and you gain 1 exhaustion. On a success, take half damage.
65-66 You are resistant to cold damage while naked. You are resistant to lightning damage while barefoot on solid ground. You are resistant to fire damage while wearing heavy/winter clothing.
67-68 You share the damage you deal to your target, split in half, on your next turn. You are immune to non-magical fire for 1d20 hours. Your spell is so powerful that it sends you back 10 feet.
69-70 You are energized, receiving the benefits of a short rest. For the next 1d6 turns, the only spell you can cast is the one that triggered this wild magic surge. Your own name becomes a trigger word, next time you hear it, roll on the short term madness table.
71-72 Your next damaging spell you cast instead heals your target. For the next 2d8 days, you are extremely dyslexic and can not read any languages. For the next 1d4 turns, a shell of molten rock surrounds you. You can not move or take any actions and your AC becomes 20 if not already higher. Any creature that takes a melee attack action against you takes 1d6 fire damage.
73-74 Your blood is now iridescent. This effect can be reverted with a remove curse spell. A small amount of sand appears in your pocket. Your teeth and nails grow into fangs and claws. For the next 1d4 turns, you gain 2 additional actions: Bite and Claw.
75-76 For the next 1d4 turns, when you take damage you also gain 1d4 hit points. Magical energy builds within you. Your next spell adds +1 to any numerical effect of your choice. The next time you see your reflection, it commits suicide. Roll a Wisdom Saving Throw with a DC of 8. On a fail, you develop eisoptrophobia, becoming permanently frightened of your own reflection.
77-78 The next potion your drink also adds a random effect from the prestidigitation spell. You can no longer cast spells while wearing metal armour. The next melee attack you hit will cause the target's blood to boil. At the start of it's next turn, the target must made a Constitution Saving Throw with a DC of 13. On a fail, they burst into flames, taking 2d12 fire damage.
79-80 Thorns grow all over your body. For the next 10 turns, creatures who hit you with a melee attack within 5 feet of you take 1d4 piecing damage. For the next 2d12 days, anytime you drink a health potion it tastes absolutely fowl to you, roll a Constitution Saving Throw with a DC of 5. On a fail, the effects of the potion are halved. The next time you step into a body of water less than 1 foot deep, it becomes 10 feet deep and stays that way until you exit the body of water, by which it returns to its previous depth.
81-82 Your armour grows to fit a creature 1 size larger than you and no longer fits you. The spell you cast is twined, targeting the next nearest creature to you if any are valid. Once, when you are targeted by a spell of 1st level or higher that successfully hits or effects you, wild magic surges.
83-84 Once, when you sit or lay down, you suddenly become very tired and must take a short rest before getting up. If you don't, you gain 1 exhaustion. An arcane force bursts from you. All creatures within 20 feet of you must make a Dexterity Saving Throw with a DC of 10. On a fail, they fall prone. They must also make a Strength Saving Throw with a DC of 5. On a fail, they become disarmed. For the next minute, you are partially ethereal, granting you resistance to bludgeoning, piercing, and slashing from non magical weapons, Incorporeal Movement, and can not physically interact with the material plane.
85-86 You transform into a riding horse that can speak for 1d20 hours. You transform into an awakened tree for 1d4 turns. For the next 1d6 turns, your shadow is a shadow creature that follows your commands on your turn.
87-88 For the next 24 hours, all damage done to you is radiant damage. If you are wearing any raw animal hide, fur, or skin, you think you are that animal for 1d8 hours. For the next 24 hours, all damage done to you is necrotic damage.
89-90 A symbol appears on your left hand that glows if magic is detected within 30 feet of you. For the next 1d4 days, when someone speaks your name you teleport next to them. Rope hisses like a snake when you use it.
91-92 For the next 1d8 days, you do not need to eat, drink, or sleep and are immune to exhaustion. For the next 1d10 rounds, when you are touching rock or stone, you gain +5 AC. A shadowy black key with a skull appears in your pocket that can unlock any lock. Once used, it fades away in black smoke.
93-94 For the next 24 hours, you have infinite level 1 spell slots, but wild magic surges for any level 1 spell you cast. The next statement you make becomes true if not already. If someone speaks your name backwards your hit points are reduced to 0.
95-96 You feel reborn with a new purpose in life. You may change your traits, ideals, bonds, and flaws. You are immune to all transformation effects. A remove curse spell can end the effect. You no longer feel pain, you automatically succeed on all Constitution checks and saving throws, but damage is no longer reported to you. The effect ends when your hit points reach 0 or with a remove curse spell.
97-98 A deva appears in a flash of light and offers you redemption. Take it and become a Lawful Good, Light Domain Cleric of your current level. If you already are a Lawful Good, Light Domain Cleric, the deva instead offers it's healing hand, you magically regain 4d8+2 hit points and are freed from any curse, disease, poison, blindness, or deafness. Afterwards, the deva disappears in a flash of light. All wild magic effects are dispelled and removed from you and in a 5 mile radius centered on you. A Horned Devil appears in a pillar of fire and makes you a deal. Take the deal and you become an Evil Fiend Warlock of your current level. If you are already an Evil Fiend Warlock, then your patron appears instead. Afterwards, the devil disappears in a pillar of fire.
99-100 Reroll twice in the Good column for 2 simultaneous results, ignoring this result. Reroll twice in the Neutral column for 2 simultaneous results, ignoring this result. Reroll twice in the Evil column for 2 simultaneous results, ignoring this result.
Type
Metaphysical, Arcane

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