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Wild Magic Table 5e

Last Updated on January 11, 2023

It was a simple spell. 

The Sorcerer was simply trying to make a light. They’d done it thousands of times before without incident, but the magic that welled up inside them shifted and changed.

As they called on their magic they felt the light almost manifest, but then they felt the magic shift. 

The light turned into a destructive force. Then it hardened and became a shield. They could hear creatures from other realms…

Finally, the magic solidified again and burst forth, the magic mutating and shifting as they cast their simple light spell. When the burst of light faded only a single sound could be heard in the dark. 

“BAAAAaaaaaAA” 

The Sorcerer had accidentally turned themselves into a sheep again. It would be another hour before the Wild Magic faded and they returned to their true form. 

What is Wild Magic?

Spell casters who use the Wild Magic feature gain their magical powers through primordial magics and random chance. 

These types of spellcasters tap into the unrestrained and untamed nature of magic. It offers them immense power, but it comes with a cost. While casting spells, there’s a chance that their spells go awry and the spell they are originally trying to cast shifts. 

When this happens the Wild Magic player is forced to roll a d100 on the Wild Magic chart. The effects can be good, bad, or completely neutral. 

Official d100 Wild Magic Surge Table

d100Effectd100Effect
01-02RolI on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.51-52A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
03-04For the next minute, you can see any invisible creature if you have line of sight to it.53-54You are immune to being intoxicated by alcohol for the next 5d6 days.
05-06A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.55-56Your hair falls out but grows back within 24 hours.
07-08You cast fireball as a 3rd-level spell centered on yourself.
57-58For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.
09-10You cast Magic Missile as a 5th-level spell.59-60You regain your lowest level expended spell slot.
11-12RolI a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.61-62For the next minute, you must shout when you speak.
13-14You cast confusion centered on yourself.63-64You cast Fog Cloud, centered on yourself.
15-16For the next minute, you regain 5 hit points at the start of each of your turns.65-66Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
17-18You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.67-68You are frightened by the nearest creature until the end of your next turn.
19-20You cast Grease, centered on yourself.69-70Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
21-22Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.71-72You gain resistance to all damage for the next minute.
23-24Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.73-74A random creature within 60 feet of you becomes poisoned for 1d4 hours.
25-26An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.75-76You 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.
27-28For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.77-78You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.
29-30You teleport up to 60 feet to an unoccupied space of your choice that you can see.79-80IlIusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
31-32You 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.81-82You can take one additional action immediately.
33-34Maximize the damage of the next damaging spell you cast within the next minute.83-84Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
35-36RolI a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1-year-old). If the roll is even, you get older.85-86You cast Mirror Image.
37-381d6 Flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.87-88You cast Fly on a random creature within 60 feet of you.
39-40You regain 2d10 hit points.89-90You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell.
41-42You 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.91-92If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
43-44For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.93-94Your size increases by one size category for the next minute.
45-46You cast Levitate on yourself.
95-96You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
47-48A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.97-98You are surrounded by faint, ethereal music for the next minute.
49-50You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.99-00You regain all expended sorcery points.

What d100 Rolls on the Wild Magic Table Cast Spells?

There are 9 rolls on the Wild Magic Table that forces the user to cast spells. 

d100 Spell
7-8Fireball
9-10Magic Missle
13-14Confusion
19-20Grease
45-46Levitate
63-64Fog Cloud
77-78Polymorph
85-86Mirror Image
87-88Fly

7-8 Fireball

Spell Level: 3
Target: All creatures in a 20ft radius centered on the Wild Magic user. 

9-10 Magic Missle

Spell Level: 5
Target: Player’s Choice

13-14 Confusion

Spell Level: 4
Target: All creatures within a 10ft radius including the Wild Magic user.

19-20 Grease

Spell Level: 1
Target: All creatures within a 10ft radius including the Wild Magic user.

45-46 Levitate

Spell Level: 2
Target: The Wild Magic User

63-64 Fog Cloud

Spell Level: 1
Target: 20ft Radius centered on the Wild Magic user.

77-78 Polymorph

Spell Level: 4
Target: The WIld Magic user.

85-86 Mirror Image

Spell Level: 2
Target: The Wild Magic user.

87-88 Fly

Spell Level: 3
Target: A random creature within 60ft. 

What d100 Rolls on the Wild Magic Table Summons Creatures?

d100Creature Summoned
5-6Modron
37-38Flumphs
47-48Unicorn

There are only 3 effects on the Wild Magic Surge table. The random monsters that appear are under the control of the Dungeon Master. Whether they are friendly or hostile is entirely up to the DM.

5-6 Modron

Number of Creatures: 1
Distance Summoned: Within 5ft.
Monster Stat Source:  Monster Manual pages 224 – 226
Duration: 1 minute (10 rounds)

37-38 Flumphs

Number of Creatures: 1d6
Distance Summoned: Within 60ft.
Monster Stat Source: Monster Manual page 135
Duration: 1 minute (10 rounds)

47-48 Unicorn

Number of Creatures: 1
Distance Summoned: Within 5ft.
Monster Stat Source:  Monster Manual pages 293 – 294
Duration: 1 minute (10 rounds)

What d100 Rolls on the Wild Magic Table are positive?

d100Effect
3-4For the next minute, you can see any invisible creature if you have line of sight to it.
9-10You cast Magic Missile as a 5th-level spell.
15-16For the next minute, you regain 5 hit points at the start of each of your turns.
21-22Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
25-26An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.
27-28For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
29-30You teleport up to 60 feet to an unoccupied space of your choice that you can see.
33-34Maximize the damage of the next damaging spell you cast within the next minute.
39-40You regain 2d10 hit points.
43-44For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
51-52A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
59-60You regain your lowest level expended spell slot.
65-66Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
71-72You gain Resistance to all damage for the next minute.
81-82You can take one additional action immediately.
85-86You cast Mirror Image.
91-92If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
99-00You regain all expended sorcery points.

All of the effects on this list are good. Luckily, the majority of the effects on the Wild Surge Table are positive. When you roll on the Wild Surge Table these are the ones that you’re trying to get. 

3-4 See Invisibility

This is situationally useful, but being able to see invisibility is never going to hurt you. 

9-10 Magic Missile

Magic Missile is an excellent spell. It requires no accuracy and always hits the target. You just need to see the target. 

It’s cast at 5th level so you’ll send out 7 darts that each deal 1d4+1 force damage. Damage can be spread out among multiple targets or all focused on a single target. 

15-16 Regain Hitpoints

This effect lets you regenerate 5 hit points at the beginning of the next 10 turns. 

21-22 Disadvantage on Saving Throws

If you have a lot of spells that require the target to make saving throws. For the next 10 turns any target of your spells that is forced to make a saving throw has disadvantage on the save. 

25-26 Advantage on Wisdom Checks

A third eye grows out of your forehead for the next 10 turns. That in itself is pretty horrifying, but as a bonus the eye grants advantage on all Wisdom (Perception) checks that require sight. It’s not always going to be useful, but it’s never going to hurt you. 

Maybe if a three-fingered monster poked you in all three eyes. 

27-28 Increased Casting Speed

This is one of the best rolls on the Wild Magic Surge Table. Any spell that has a casting time of 1 action can instead be cast as a bonus action. 

This basically lets you attack and cast a spell or cast two spells in a single turn. 

This effect lasts for 10 turns and can easily turn the tide of a battle. 

29-30 Teleport

You can Teleport to an unoccupied space you can see within 60ft. 

The best part is that you get to choose where you end up. If you were randomly teleported this could be really bad, but the fact that you get to choose where you teleport lets you take advantage of the battlefield. 

You can teleport to safety or a more advantageous attack position. 

33-34 Maximum Damage

When you roll this effect it’s time to spend all of your highest attack spells. For the next 10 turns all of your attack spells will deal the maximum amount of damage instead of having to roll for damage. 

39-40 Regain Hit Points

You regain 2d10. 

Easy, simple, and always useful. 

43-44 Teleport

This is another teleportation effect, but this is better than the 29-30 effect. 

For the next 10 turns, you can teleport up to 20ft as a bonus action. This lets you bonus around the battlefield multiple times and you can choose the location. 

51-52 Spectral Shield

The spectral shield gives +2 AC which makes you harder to hit and you also gain immunity to Magic Missiles. 

59-60 Regain Spell Slot

You regain the lowest-level spell slot. Extra spell slots are always great. It’s the lowest expended spell so you’ll need to expend your highest-level spells first to make the most use of this effect. 

Regardless it’s always going to be useful. 

65-66 Lightning

Choose up to 3 different creatures within 30ft to take 4d10 lightning damage. This is a ton of damage and it can be directed to targets of your choice. 

This alone can win some low-level encounters by itself. 

71-72 Damage Resistance

This is another great defensive effect. For the next 10 rounds, the user gains resistance to all damage types. 

81-82 Additional Action

The user gets an additional action, but keep in mind no matter how many actions a player has they only ever have one bonus action per turn. 

85-86 Mirror Image

Mirror Image is an excellent defensive spell. 

When being attacked the user rolls a d20 and as a result of 11+ the Mirror Image is attacked instead of the original. 

91-92 Reincarnate

If you die within the next 10 turns the Reincarnate spell is immediately cast on your body.

99-00 Regain Sorcery Points

Sorcery Points normally are only refreshed after a long rest. They power all of the Sorcerer’s Metamagic abilities and even a low percentage of having them refreshed mid-fight is an excellent bonus.

What d100 Rolls on the Wild Magic Table are Negative?

d100Effect
7-8You cast Fireball as a 3rd-level spell centered on yourself.
13-14You cast Confusion centered on yourself.
31-32You 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.
41-42You 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.
67-68You are frightened by the nearest creature until the end of your next turn.
77-78You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.
83-84Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.

All of the effects of the Wild Surge Table in this section are the ones that you don’t want to roll. They’ll either do damage to you, your allies, or have some other negative effect. 

7-8 Fireball

Normally a free Fireball spell is a good thing, but it’s centered on the user. It could potentially take out a lot of enemies, but since spellcasters are usually in the back line chances are they’re standing next to the other squishy spellcasters.

13-14 Confusion

Like the Fireball, a roll of 13-14 casts the Confusion spell on the user with a radius of 10ft. You might get lucky and hit a bunch of enemies, but unless your Wisdom score is high you’ll probably just end up hurting yourself and your allies. 

31-32 Astral Plane Teleportation

This one doesn’t sound so bad. You get teleported to the astral plane and then return. Nothing bad happens to you while gone, but you do lose a turn. 

41-42 Turn into a Plant

This can be absolutely devastating to the user. If you’re fighting against an intelligent creature they could simply pick you up and throw you over a cliff, into the ocean, or into a small steel box. As cute and funny as it sounds, it can be absolutely devastating if you’re up against an evil DM. 

67-68 Frightened

The Frightened condition means you have Disadvantage on all ability checks and attack rolls and they can’t move any closer to the creature they’re frightened of. This is only against the nearest creature, so it’s not as bad as some of the other effects on the list and it only lasts one turn. 

77-78 Polymorph

This is another cute but devastating result of the Wild Magic Surge table. The user is polymorphed into a sheep and gets all the stats of a sheep. 

This includes its intelligence and wisdom. You’ll be able to retain your personality, but getting dropped to 2 Intelligence is brutal. Worse yet the effect lasts for an hour or until you get dropped to 0 hit points or die. Any damage carries over to your original form. 

83-84 Necrotic Damage

This is the definition of a double-edged sword. Every creature takes 1d10 necrotic damage and the user gains health equal to the damage dealt. 

This can easily bring the user back to full health, but depending on where you’re standing you could be siphoning health from allies, enemies, or both. 

If you want to get really technical the writing of the rules does say every creature so any pack animals, wildlife, or pets will also take damage. 

What d100 Rolls on the Wild Magic Table are Neutral?

d100Effect
01-02RolI on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
11-22RolI a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
17-18You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
23-24Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.
35-36RolI a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1-year-old). If the roll is even, you get older.
49-50You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
53-54You are immune to being intoxicated by alcohol for the next 5d6 days.
55-56Your hair falls out but grows back within 24 hours.
61-62For the next minute, you must shout when you speak.
75-76You 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.
79-80Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
87-88You cast fly on a random creature within 60 feet of you.
93-94Your size increases by one size category for the next minute.
95-96You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
97-98You are surrounded by faint, ethereal music for the next minute.

Most of these effects are neutral and have no bearing other than a cosmetic or thematic change for a short period of time and they’re pretty self-explanatory. Things like losing your hair or butterflies flying around your head won’t really affect much other than introducing a fun little effect. 

There are a few different neutral effects that could be either useful or damaging depending on the situation, so I put them in the neutral category. We’re only going to be looking at the neutral effects that are situationally good or bad in this next section. 

01-02 Additional Surge Table Rolls

This basically forces the user to roll on the Wild Magic Surge table for the next 10 turns.

Depending on your luck with the rolls, this could be very good or bad.  

49-50 Can’t Speak

This one reminds me of my babysitter that would threaten to wash our mouths out with soap. This Wild Magic Effect basically does the same thing.

The player won’t be able to speak and every time they do pink bubbles float out of their mouth. It’s silly, but if you’re trying to cast a verbal component to a spell you won’t be able to do it until the effect is over. 

53-54 Immune to Alcohol

This is a silly ability, but it can be used to get into an alcohol-drinking competition at a tavern to make some extra gold. 

61-62 Shouting Speach

More annoying than anything, the user cannot speak without shouting. This is more annoying to characters around them, but if you’re trying to sneak or in the middle of a stealth mission your cover will be blown immediately. 

75-76 Glowing Light

Emitting a massive glowing light isn’t the worst effect on this chart, but it also forces all of your allies to stay at least 5ft away from you otherwise they’ll also be blinded. 

87-88 Random Fly

Flying above your enemies and attacking with ranged attacks is a great strategy. Unfortunately, you don’t get a choice on which creature gets the benefit of the Fly spell. 

An allied ranged attacker flying in the air is useful. 

An ally melee fighter is less useful. 

Granting flying to any of your enemies is always going to be negative. 

93-94 Size Increase

This only has one real effect. Changing one size larger or smaller doesn’t actually affect your stats, but it will affect your ability to grapple enemies. If you get smaller enemies could more easily pick you up and grapple. 

95-96 Piercing Vulnerability

This one is extremely situational. First, to take advantage you’ll need a weapon attack that has the piercing quality. Second, everyone is affected by this including your party. 

Wild Magic Surge Tables 5e FAQ

What Book is Wild Magic Table 5e?

Wild Magic Table can be found in the Player’s Handbook.

How many effects does the Wild Magic Table have?

The official Wild Magic Surge table has 50 different possible effects that can happen. 

Can I make my own Homebrew Wild Magic Table?

Yes. There are many homebrewed Wild Magic tables. Some are more balanced than others and some are more silly and ridiculous.
As always it’s entirely up to the DM whether it’s allowed in-game or not. 

What is Wild Magic 5e?

What is Wild Magic 5e?
Wild Magic is a subclass for the Sorcerer. The Sorcerer is granted their magic through the wild magics of the world. This is typically done through exposure to the raw magics, either through extraplanar creatures or the planes themselves. 
When casting spells, their spells can surge and cause unwanted or unexpected effects found on the Wild Magic surge tables. 

Is Wild Magic a subclass?

Wild Magic is a subclass for the Sorcerer.

How does Sorcerer Wild Magic work?

After a Wild Magic Sorcerer casts a spell the DM can force them to roll a d20. On the result of “1” the Wild Magic Sorcerer must then roll on the Wild Magic Surge table. The Wild Magic Surge table then forces a random magical effect. 

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02/06/2023 10:30 am GMT
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D&D Player’s Handbook
$49.95 $26.10

Buy on Amazon Buy at Noble Knight
We earn a commission if you make a purchase, at no additional cost to you.
02/06/2023 10:30 am GMT