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.
Table of Contents
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
d100 | Effect | d100 | Effect |
01-02 | RolI on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. | 51-52 | A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile. |
03-04 | For the next minute, you can see any invisible creature if you have line of sight to it. | 53-54 | You are immune to being intoxicated by alcohol for the next 5d6 days. |
05-06 | A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. | 55-56 | Your hair falls out but grows back within 24 hours. |
07-08 | You cast fireball as a 3rd-level spell centered on yourself. | 57-58 | For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame. |
09-10 | You cast Magic Missile as a 5th-level spell. | 59-60 | You regain your lowest level expended spell slot. |
11-12 | RolI 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. | 61-62 | For the next minute, you must shout when you speak. |
13-14 | You cast confusion centered on yourself. | 63-64 | You cast Fog Cloud, centered on yourself. |
15-16 | For the next minute, you regain 5 hit points at the start of each of your turns. | 65-66 | Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. |
17-18 | You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. | 67-68 | You are frightened by the nearest creature until the end of your next turn. |
19-20 | You cast Grease, centered on yourself. | 69-70 | Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. |
21-22 | Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. | 71-72 | You gain resistance to all damage for the next minute. |
23-24 | Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. | 73-74 | A random creature within 60 feet of you becomes poisoned for 1d4 hours. |
25-26 | An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. | 75-76 | 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. |
27-28 | For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. | 77-78 | You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration. |
29-30 | You teleport up to 60 feet to an unoccupied space of your choice that you can see. | 79-80 | IlIusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |
31-32 | 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. | 81-82 | You can take one additional action immediately. |
33-34 | Maximize the damage of the next damaging spell you cast within the next minute. | 83-84 | Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |
35-36 | RolI 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. | 85-86 | You cast Mirror Image. |
37-38 | 1d6 Flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. | 87-88 | You cast Fly on a random creature within 60 feet of you. |
39-40 | You regain 2d10 hit points. | 89-90 | You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell. |
41-42 | 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. | 91-92 | If you die within the next minute, you immediately come back to life as if by the Reincarnate spell. |
43-44 | For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. | 93-94 | Your size increases by one size category for the next minute. |
45-46 | You cast Levitate on yourself. | 95-96 | You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
47-48 | A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. | 97-98 | You are surrounded by faint, ethereal music for the next minute. |
49-50 | You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth. | 99-00 | You 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 |
7-8 | Fireball |
9-10 | Magic Missle |
13-14 | Confusion |
19-20 | Grease |
45-46 | Levitate |
63-64 | Fog Cloud |
77-78 | Polymorph |
85-86 | Mirror Image |
87-88 | Fly |
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?
d100 | Creature Summoned |
5-6 | Modron |
37-38 | Flumphs |
47-48 | Unicorn |
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?
d100 | Effect |
3-4 | For the next minute, you can see any invisible creature if you have line of sight to it. |
9-10 | You cast Magic Missile as a 5th-level spell. |
15-16 | For the next minute, you regain 5 hit points at the start of each of your turns. |
21-22 | Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. |
25-26 | An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. |
27-28 | For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. |
29-30 | You teleport up to 60 feet to an unoccupied space of your choice that you can see. |
33-34 | Maximize the damage of the next damaging spell you cast within the next minute. |
39-40 | You regain 2d10 hit points. |
43-44 | For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. |
51-52 | A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile. |
59-60 | You regain your lowest level expended spell slot. |
65-66 | Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. |
71-72 | You gain Resistance to all damage for the next minute. |
81-82 | You can take one additional action immediately. |
85-86 | You cast Mirror Image. |
91-92 | If you die within the next minute, you immediately come back to life as if by the Reincarnate spell. |
99-00 | You 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?
d100 | Effect |
7-8 | You cast Fireball as a 3rd-level spell centered on yourself. |
13-14 | You cast Confusion centered on yourself. |
31-32 | 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. |
41-42 | 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. |
67-68 | You are frightened by the nearest creature until the end of your next turn. |
77-78 | You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration. |
83-84 | Each 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?
d100 | Effect |
01-02 | RolI on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. |
11-22 | RolI 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. |
17-18 | You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. |
23-24 | Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. |
35-36 | RolI 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. |
49-50 | You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth. |
53-54 | You are immune to being intoxicated by alcohol for the next 5d6 days. |
55-56 | Your hair falls out but grows back within 24 hours. |
61-62 | For the next minute, you must shout when you speak. |
75-76 | 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. |
79-80 | Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |
87-88 | You cast fly on a random creature within 60 feet of you. |
93-94 | Your size increases by one size category for the next minute. |
95-96 | You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
97-98 | You 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.
Before starting GameCows with his wife Kendra, he used to teach English Language Arts in the US. He combined his love of gaming with education to create fun game-based learning lessons until he eventually decided to run GameCows with Kendra full-time. He’s known for pouring over rulebooks in his spare time, being the rule master during game night, and as the perma DM in his DnD group. Bryan loves board games, writing, traveling, and above all his wife and partner in crime, Kendra.