Wild Magic Surge

Roll on the Wild Magic Surge table for chaotic magical effects

Wild Magic Table – Alternative

01-02
Roll on this table at the start of every other of your turns for the next minute, ignoring the result on following rolls until the effect ends.
03-04
You magically displace 10 feet in a random direction that is not occupied.
05-06
You gain advantage on your next attack.
07-08
The spell Armor of Agathys is cast on yourself at 1st level.
09-10
You take 2d6 psychic damage.
11-12
A creature of medium to large size is summoned within 30 feet of you. It must be a beast-type creature. The DM decides what it is and who it is hostile toward.
13-14
You gain one point of exhaustion.
15-16
You and one other creature of your choice within 30 feet gain a magical shield that grants +1 AC for 1 minute.
17-18
The spell Cloud of Daggers is cast in a random location within 60 feet of you at 2nd level.
19-20
An oak tree magically grows within 120 feet. It is 1d10+1 feet thick and 1d100+35 feet tall.
21-22
You and up to two allies within 60 feet heal 2d4+4 HP.
23-24
The spell Detect Magic is automatically cast on you.
25-26
You cast Fireball at 3rd level centered on yourself.
27-28
You can cast Misty Step without expending a spell slot for 1 minute.
29-30
You gain 2d6 temporary hit points.
31-32
Your hair grows 1d10 inches longer.
33-34
You are stunned at the beginning of your next turn (only for that turn).
35-36
Create Bonfire is cast three times in random locations within 60 feet.
37-38
In 10 minutes, it begins to rain within a 1-mile radius (if above ground).
39-40
You cast Flame Blade at 2nd level.
41-42
Conjure Elemental is cast at 5th level. DM decides hostility.
43-44
Two skeletons or zombies crawl out of the ground, hostile to everyone.
45-46
You go blind until the end of your next turn.
47-48
Dirt within a 20-foot radius melts into mud (difficult terrain).
49-50
You gain a 1d6 inspiration die for 1 minute.
51-52
Enlarge/Reduce is cast on you with a 50% chance of either effect.
53-54
You gain Darkvision for 8 hours.
55-56
You polymorph into a sheep until the end of your next turn.
57-58
You smell of fresh strawberries for 8 hours.
59-60
You can only speak Abyssal for 1 hour.
61-62
Your eyes turn yellow and glow for 1 minute.
63-64
You learn a random piece of lore or fact from the DM.
65-66
For 1 minute, you are resistant to slashing but vulnerable to bludgeoning.
67-68
A 10x10 ft. stone wall rises in front of you.
69-70
Four chickens conjure in front of you and scatter.
71-72
You gain devilish horns for 1 hour.
73-74
Beautiful flowers bloom from nearby corpses.
75-76
You magically displace 15 feet in a random unoccupied direction.
77-78
You become magically restrained by rope.
79-80
Nearby plants begin to move and wriggle.
81-82
Your next damage spell deals an extra 1d8 lightning damage.
83-84
You fall prone.
85-86
All magical items within 30 feet glow visibly for 1 minute.
87-88
You fall asleep until the end of your next turn.
89-90
Conjure Minor Elementals is cast at 4th level. DM decides hostility.
91-92
Water 30 feet from you becomes holy water.
93-94
You are magically pulled to the closest ally.
95-96
You sneeze 5 gold coins.
97-98
Until your next turn, you gain the effects of the Shield spell.
99-100
You regain a spell slot of the highest level you have available.

Wild Magic Table – Necromantic

01-02
Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
03-04
For the next minute, you can sense any undead creatures within 60 feet, regardless of cover or enchantments.
05-06
Summon a neutral Ghast or Ghoul (DM’s choice) within 5 ft. It disappears after 1 minute.
07-08
Cast Circle of Death as a 6th level spell centered on yourself (range reduced to 20 ft radius).
09-10
Cast Danse Macabre centered on yourself. If no corpses are nearby, summon 1 Skeleton and 1 Zombie.
11-12
Your clothing rots and frays. Non magical equipment no longer grants AC bonuses.
13-14
A silver coin appears at your feet and becomes the material component for Magic Jar.
15-16
For 1 minute, steal 1d4 HP from a random hostile creature in sight at the start of each turn.
17-18
Your hands become skeletal for 1 minute. They function normally.
19-20
Skeletal hands erupt from the ground in a 10 ft radius. Creatures must save or be knocked prone. Lasts 1 minute.
21-22
A sickly mist weakens your targets. They have disadvantage on saves against your next spell (within 1 minute).
23-24
Your skin turns monochrome. Only Remove Curse or Greater Restoration can end this effect.
25-26
Shadows cling to you. Gain advantage on Dexterity (Stealth) checks for 1 minute.
27-28
Summon 1d4 allied Skeletons (DM controls). They appear randomly within 30 ft and vanish after 1 minute.
29-30
You are swallowed by the ground and spat out in an unoccupied space within 60 ft.
31-32
You shift to a Lower Plane (DM's choice) until the end of your next turn, then return to your space or nearest unoccupied space.
33-34
Maximize the damage of your next damaging spell cast within 1 minute.
35-36
A doll appears within 5 ft. in green smoke. It's a fleshy replica of you, sewn with hair.
37-38
Summon 1d4 Crawling Claws in unoccupied spaces within 60 ft. They obey you and vanish in 10 minutes.
39-40
Siphon 2d10 HP from all non sentient creatures within 30 ft.
41-42
Summon 4d4 enemy Skeletons (DM controls). They appear randomly within 30 ft and vanish after 1 minute.
43-44
For 1 minute, you can teleport up to 20 ft as a bonus action if origin and destination are in shadow.
45-46
Cast Blindness/Deafness as a 2nd level spell.
47-48
For 1 minute, necrotic damage heals you. Healing spells instead restore radiant damage.
49-50
You vomit maggots and cannot speak for 1 minute.
51-52
An obsidian black ribcage erupts from the ground and attaches to you. Gain +2 AC and immunity to Magic Missile.
53-54
For 1 minute, all creatures within 30 ft become stable when reduced to 0 HP.
55-56
You emit a ghostly, spectral glow for 24 hours.
57-58
For 1 minute, any object you touch (not worn or carried) becomes coated in corrosive slime.
59-60
Regain your lowest level expended spell slot.
61-62
For 1 minute, you speak only in Abyssal.
63-64
Cast Darkness centered on yourself. It lasts 1 minute and does not require concentration.
65-66
Heal up to 3 creatures of your choice within 30 ft for 4d10 necrotic damage.
67-68
You are frightened by the nearest creature until your next turn; they appear skeletal and horrific to you.
69-70
You become bonded to the nearest hostile creature. Damage dealt to either is halved and shared.
71-72
Gain resistance to necrotic damage for 10 minutes. If already resistant, gain immunity.
73-74
A random creature within 60 ft becomes poisoned for 1d4 hours.
75-76
A swarm of spectral moths surrounds you for 1 minute, shedding dim light and lightly obscuring your space.
77-78
A ghostly chain wraps around your ankle. Your movement speed is reduced by 10 ft. for 1 minute.
79-80
A random creature within 30 ft gains vulnerability to necrotic damage for 1 minute.
81-82
A spectral raven lands on your shoulder and whispers an omen. You gain advantage on your next Wisdom check.
83-84
Your heartbeat becomes loudly audible within 20 ft, granting others advantage on Perception checks to detect you for 1 minute.
85-86
A skeletal visage overlays your face. Creatures within 10 ft must save or become frightened until the end of your next turn.
87-88
A random corpse within 60 ft rises as a harmless, mindless zombie that follows you for 1 hour before collapsing.
89-90
A spectral scythe swings through your space. You take 2d8 necrotic damage, but your next attack deals an extra 2d8 necrotic damage.
91-92
A ghostly choir wails around you. Creatures within 15 ft must save or be deafened for 1 minute.
93-94
Your shadow detaches and scouts ahead. For 1 minute, you can see through its eyes up to 60 ft away.
95-96
A skeletal steed manifests beneath you. It serves as a mount for 1 minute before crumbling into dust.
97-98
A necrotic pulse erupts from you. Creatures of your choice within 20 ft take 1d10 necrotic damage; you regain HP equal to half the total.
99-100
A deathly aura surrounds you for 1 minute. You gain resistance to all damage except radiant, and your spells deal +1d6 necrotic damage.

Wild Magic Table – Random

01-02
Reality ripples; roll on any other Wild Magic table of your choice.
03-04
A random creature within 60 ft regains 2d6 hit points.
05-06
A random creature within 60 ft takes 2d6 force damage.
07-08
You teleport to a random unoccupied space within 30 ft.
09-10
A random creature within 30 ft teleports to a random unoccupied space within 30 ft.
11-12
Your spell slot immediately returns, but you take 1d6 psychic damage.
13-14
Your spell slot is consumed twice; you lose an additional slot of the same level.
15-16
A random creature within 20 ft becomes invisible for 1 minute.
17-18
A random creature within 20 ft becomes visible if it was invisible.
19-20
A swirling vortex of color surrounds you; you gain resistance to a random damage type for 1 minute.
21-22
A chaotic pulse erupts; you gain vulnerability to a random damage type for 1 minute.
23-24
A random creature within 30 ft gains +2 AC for 1 round.
25-26
A random creature within 30 ft suffers –2 AC for 1 round.
27-28
A spectral echo of yourself appears and mimics your actions for 1 minute.
29-30
A random creature within 20 ft is duplicated by a harmless illusion for 1 minute.
31-32
Your spell fractures; roll on this table again twice.
33-34
A random creature within 60 ft is affected by a random condition for 1 round (GM chooses).
35-36
A random creature within 60 ft is cured of one condition affecting it.
37-38
A chaotic burst of elemental energy erupts; choose fire, cold, lightning, or acid; all creatures within 10 ft take 1d6 of that type.
39-40
A soothing wave of energy pulses outward; all creatures within 10 ft regain 1d6 hit points.
41-42
A random creature within 30 ft grows or shrinks by one size category for 1 minute (no mechanical effect).
43-44
A random creature within 30 ft becomes weightless for 1 round.
45-46
A random creature within 30 ft becomes twice as heavy for 1 round.
47-48
A chaotic rift opens; a harmless extraplanar creature peers through, then vanishes.
49-50
A random creature within 20 ft is pushed 10 ft in a random direction.
51-52
A random creature within 20 ft is pulled 10 ft toward you.
53-54
A shimmering aura surrounds you; you gain advantage on your next d20 roll.
55-56
A disruptive aura surrounds you; you have disadvantage on your next d20 roll.
57-58
A random creature within 30 ft gains advantage on its next saving throw.
59-60
A random creature within 30 ft has disadvantage on its next saving throw.
61-62
A chaotic pulse warps your spell; the next spell you cast changes its damage type randomly.
63-64
A chaotic pulse warps your spell; the next spell you cast targets a random creature.
65-66
A random creature within 60 ft gains 10 temporary hit points.
67-68
A random creature within 60 ft loses 10 temporary hit points (if it has any).
69-70
A random creature within 30 ft is surrounded by swirling motes of light for 1 minute.
71-72
A random creature within 30 ft is surrounded by swirling shadows for 1 minute.
73-74
A chaotic burst of sound erupts; all creatures within 10 ft must succeed on a CON save or be deafened for 1 round.
75-76
A soothing hum fills the air; all creatures within 10 ft gain +1 to their next attack roll.
77-78
A discordant hum fills the air; all creatures within 10 ft take –1 to their next attack roll.
79-80
A random creature within 20 ft is lifted 5 ft into the air and held there for 1 round.
81-82
A random creature within 20 ft sinks 5 ft into the ground (no harm) and pops back up.
83-84
A chaotic ripple distorts time; you take an extra turn immediately after this one.
85-86
A chaotic ripple distorts time; you lose your next turn.
87-88
A random creature within 60 ft gains a fly speed of 30 ft for 1 minute.
89-90
A random creature within 60 ft has its movement speed reduced to 0 for 1 round.
91-92
A chaotic surge erupts; roll on any other Wild Magic table at random.
93-94
A random creature within 30 ft gains resistance to all damage for 1 round.
95-96
A random creature within 30 ft takes 2d6 psychic damage as reality bends.
97-98
A chaotic pulse warps fate; you may reroll one d20 roll in the next minute.
99-100
A catastrophic surge erupts; all creatures within 20 ft take 1d6 force damage and gain 1d6 temporary hit points.

Wild Magic Table – Wildfire

01-02
Roll twice on this table, ignoring this result.
03-04
For the next hour, thin flames wreath your body. Cast Fire Shield on yourself.
05-06
For the next minute, flaming wings cling to your back. You are affected by the Jump spell.
07-08
For the next hour, you leave illusory flaming footprints that last for one minute.
09-10
Select one item you are carrying. It becomes permanently immune to fire damage.
11-12
If you die within the next hour, you turn to ash and are reincarnated as if by a phoenix's revival.
13-14
Each creature within 30 ft of you takes 1d10 fire damage.
15-16
For the next minute, the energy type of all your spells is fire.
17-18
You cast a copy of your last cast fire spell.
19-20
You cast Scorching Ray.
21-22
For the next minute, your hands are bathed in continual flame. You may cast Firebolt as a bonus action.
23-24
You cast Immolation.
25-26
For the next minute, the range of all your fire spells is doubled.
27-28
You cast Burning Hands.
29-30
You cast Burning Hands on yourself and regain 1d4 sorcery points.
31-32
Your eyes turn tawny or red and glow with dim light. A Remove Curse spell can end this effect.
33-34
Gain the effects of Eagle's Splendor as if by the Enhance Ability spell.
35-36
For the next hour, your hair appears like fire, shedding light as if affected by Continual Flame.
37-38
For the next hour, you may cast Hellish Rebuke up to 2d6 times.
39-40
For the next hour, any metal you touch is affected as if by Heat Metal.
41-42
Your skin dries and cracks, appearing charred and magma veined. A Remove Curse spell can end this effect.
43-44
You can't speak for the next 1d4 rounds. Whenever you try, smoke pours from your mouth and you cough.
45-46
You cast Fog Cloud centered on yourself. The thick smog smells of brimstone.
47-48
For the next minute, all your fire spells shed bright light.
49-50
You regain 2d4 sorcery points.
51-52
Choose one: You are frightened by fire until the end of your next turn OR take 1d10 fire damage.
53-54
You turn to smoke and cast Misty Step.
55-56
You emit a cloud of ash. Cast Blur on yourself.
57-58
You summon 1d4 CR ½ fire elementals.
59-60
All fires within 30 ft of you are extinguished. Gain 1d10 HP for each 5 ft square put out.
61-62
For the next minute, all fire produced by your spells is blue and deals maximum damage.
63-64
A hell hound (DM controlled) appears within 5 ft of you, then disappears after 1 minute.
65-66
Your body temperature permanently increases by 2d10 degrees. You suffer no negative effects.
67-68
You gain the ability to consume coal as if it were a Goodberry.
69-70
For the next minute, you can't speak but can breathe fire as a bonus action (dragonborn breath attack).
71-72
For the next hour, magical fire you create is black, sheds no light, and makes no sound.
73-74
For the next minute, any flammable object you touch (not worn or carried) bursts into flame.
75-76
For the next minute, all your fire spells are cast as if affected by Empowered Spell metamagic.
77-78
For the next minute, all your fire spells are cast as if affected by Subtle Spell metamagic.
79-80
For the next minute, you can teleport up to 20 ft as a bonus action, leaving sulfurous smoke behind.
81-82
You cast Polymorph on yourself. If you fail the save, become a fire elemental for the duration.
83-84
You cast Fireball as a 3rd level spell centered on yourself, affected by Careful Spell metamagic.
85-86
For the next minute, you are immune to fire damage.
87-88
For the next minute, all your spells with a casting time of 1 action become bonus actions.
89-90
Maximize the damage of your next fire spell within 1 minute. It ignores fire resistance.
91-92
You feel a surge of warmth and regain 1d10 HP.
93-94
All non magical possessions you carry turn to ash in a bright flash.
95-96
You regain your lowest level expended spell slot.
97-98
Choose one: Cast Fireball on yourself as a 1st level spell OR as a 6th level spell.
99-100
You may select any result from this table.

Wild Magic Table – Feywild

01-02
Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
03-04
For the next minute, you can't be charmed.
05-06
2d6 Giant Owls (DM controlled) appear in unoccupied spaces within 60 ft and are hidden.
07-08
You cast Silence centered on yourself. Lasts 1 minute and does not require concentration.
09-10
You cast Sleep as a 5th level spell.
11-12
Your hair changes color and sparkles in sunlight. Roll 1d10: 1–2: Bright Red 3–4: Yellowish Blonde 5–6: Pixie Green 7–8: Light Blue 9–10: Shiny Silver
13-14
You cast Dispel Magic as a 6th level spell.
15-16
A misty rain falls in a 30 ft radius around you. Creatures ending their turn in it regain 1d4 HP.
17-18
A flurry of luminous red clovers scatters across your skin. After 1 minute, they vanish. You are considered lucky for 1 hour. Reroll two things on your next turn and fall harmlessly off a cliff.
19-20
You cast Entangle centered on yourself. Lasts 1 minute and does not require concentration.
21-22
The next enchantment spell you cast in the next minute is affected by Extended Spell. Target also has disadvantage on the saving throw.
23-24
Your skin turns shiny gold. A Remove Curse spell ends this effect.
25-26
A magical veil of shifting lights covers you. For 1 minute, gain advantage on Dexterity (Stealth) checks in dim light or darkness.
27-28
The next spell you cast in the next minute can be cast using a bonus action.
29-30
You teleport up to 60 ft to an unoccupied space you can see.
31-32
You return to the Prime Material Plane until the end of your next turn, then return to your Feywild space or nearest unoccupied space.
33-34
The next enchantment spell you cast in the next minute that requires concentration does not require concentration.
35-36
Roll 1d10. You gain vague memories from a Fey creature whose CR equals the number rolled. DM controls how and when they surface.
37-38
2d4 Snifflers (DM controlled) appear in unoccupied spaces within 60 ft.
39-40
You are cured of all poisons, diseases, and curses.
41-42
You transform into a prism shard until the end of your next turn. While a prism, you are incapacitated and vulnerable to bludgeoning damage. If reduced to 0 HP, you shatter and die.
43-44
You can cast Tree Stride without a Dryad for 1 minute.
45-46
You cast Faerie Step on yourself.
47-48
A Dryad (DM controlled) appears in an unoccupied space within 60 ft.
49-50
You are unable to speak for 1 minute. When you try, pastel sparkling bubbles float from your mouth.
51-52
Illusory glowing fairies float around you for 1 minute. While present, you have resistance to psychic damage.
53-54
For 5d6 days, only alcoholic beverages quench your thirst. A Remove Curse or Dryad's kiss ends this effect.
55-56
All magical weapons, books, and similar items you touch immediately come undone.
57-58
For 1 minute, any object or creature you touch is affected by the Mending spell.
59-60
You regain your lowest level expended spell slot.
61-62
You cast Fireball centered on yourself in rhymes. Each time you fail to rhyme, take 1d4 psychic damage.
63-64
All creatures within 30 ft gain resistance to poison for 1 minute.
65-66
You cast Moonbeam as a 3rd level spell.
67-68
You are charmed by the nearest creature until the end of your next turn. They are your new friend.
69-70
Each creature within 30 ft becomes invisible for 1 minute. Invisibility ends when they attack or cast a spell.
71-72
You gain advantage on all spell saving throws for 1 minute.
73-74
A random creature within 60 ft becomes charmed by you for 1d4 hours.
75-76
Twinkling lights surround you in a 30 ft radius. Any creature starting its turn within 5 ft becomes incapacitated and invisible for 1d4 rounds.
77-78
You cast Polymorph on yourself. If you fail the saving throw, you become a flower for the spell's duration.
79-80
Illusory dragonflies and flower petals flutter in the air within 10 ft of you for 1 minute.
81-82
You can take one additional action immediately.
83-84
Each creature within 30 ft takes 1d10 thunder damage. You gain resistance to thunder damage for 1 minute.
85-86
You cast Speak with Animals.
87-88
You cast Freedom of Movement on a random creature within 60 ft.
89-90
You become invisible for 1 minute. During that time, other creatures can't hear you. Invisibility ends if you attack or cast a spell.
91-92
If you die within the next minute, you return to life as if by Resurrection, back on the Material Plane.
93-94
3d6 coins you hold turn to wood.
95-96
Each creature within 30 ft gains vulnerability to psychic damage for 1 minute.
97-98
You are surrounded by fey mist and enchanting ethereal music for 1 minute.
99-100
For 1 minute, you can use Bend Luck and Metamagic features without spending sorcery points.

Wild Magic Table – Dangerous

01-02
A violent arc of unstable energy erupts from you; each creature within 10 ft takes force damage equal to your proficiency bonus × 2.
03-04
Your spell detonates inward; you take psychic damage equal to the spell's level × 3.
05-06
A rift opens beneath you, pulling you 10 ft straight down before sealing shut.
07-08
Your shadow becomes a hostile creature for 1 minute, attacking only you.
09-10
A blast of necrotic wind drains vitality; you gain one level of exhaustion.
11-12
Your skin crystallizes; your speed becomes 0 until the end of your next turn.
13-14
A random creature within 30 ft is teleported 60 ft in a random direction.
15-16
Your spell rebounds; succeed on a CON save or be stunned for 1 round.
17-18
A spectral hand grips your throat; you cannot speak for 1 minute.
19-20
A burst of wild flame engulfs you; take fire damage equal to twice your spellcasting modifier.
21-22
Gravity intensifies around you; all creatures within 10 ft are knocked prone.
23-24
Your magic destabilizes; the next spell you cast automatically fails but consumes the slot.
25-26
A pulse of entropy corrodes metal; one random nonmagical metal item you carry is destroyed.
27-28
A swarm of spectral blades circles you; take slashing damage at the start of your next 3 turns.
29-30
Your limbs distort; you have disadvantage on attack rolls for 1 minute.
31-32
A shockwave erupts; unsecured objects within 20 ft are hurled away from you.
33-34
Your blood ignites with arcane fire; take 1d6 fire damage at the start of each turn for 3 rounds.
35-36
A chaotic pulse dispels one beneficial effect currently active on you.
37-38
Your spell fractures into unstable shards; roll on this table again twice.
39-40
A void spark detonates; each creature within 5 ft must succeed on a DEX save or take force damage.
41-42
Your voice becomes a destructive resonance; speaking deals thunder damage to you.
43-44
A spectral chain lashes out; you are restrained until you succeed on a STR save.
45-46
Your magic collapses inward; you lose your reaction for 1 minute.
47-48
A burst of frost erupts; you and all creatures within 10 ft take cold damage.
49-50
Your spell tears a hole in reality; a hostile extraplanar creature glimpses you and marks your presence.
51-52
Your hands become intangible; you cannot hold objects for 1 minute.
53-54
A violent surge knocks you back 20 ft in a straight line.
55-56
Your spell consumes ambient life; plants within 30 ft wither instantly.
57-58
A chaotic pulse warps your senses; you are blinded for 1 minute.
59-60
A burst of unstable magic detonates; take force damage equal to the spell's level × 4.
61-62
Gravity destabilizes; you float 10 ft upward and remain suspended for 1 minute.
63-64
A spectral predator manifests and stalks you for 1 hour, visible only to you.
65-66
Your spell fractures your mind; you have disadvantage on concentration checks for 10 minutes.
67-68
A wave of necrotic decay sweeps out; one random creature within 30 ft takes necrotic damage.
69-70
Your magic backfires; you immediately drop to 0 hit points but are stable.
71-72
A chaotic explosion hurls you into the nearest solid object, taking bludgeoning damage.
73-74
Your spell tears your form; you become incorporeal for 1 round and cannot interact with anything.
75-76
A violent arc of lightning leaps from you to a random creature within 60 ft.
77-78
Your magic destabilizes your body; you are poisoned for 1 minute.
79-80
A pulse of entropy unravels your gear; one random nonmagical item turns to dust.
81-82
Your spell fractures time; you lose your next turn.
83-84
A chaotic burst of flame erupts; a random creature within 20 ft catches fire.
85-86
Your magic warps your bones; take 2d6 piercing damage and your speed is halved for 1 minute.
87-88
A void ripple erupts; all creatures within 10 ft must succeed on a CON save or be stunned.
89-90
Your spell tears open a micro‑rift; roll on this table again and apply both results.
91-92
A chaotic pulse disrupts your senses; you are deafened for 1 minute.
93-94
Your magic destabilizes your form; you become restrained as your limbs twist unnaturally.
95-96
A burst of wild frost encases your feet; you are immobilized until the end of your next turn.
97-98
Your spell collapses into raw chaos; you take psychic damage equal to your level.
99-100
A catastrophic surge erupts; each creature within 15 ft takes 2d6 force damage, and you take the same.

Wild Magic Table – Chaotic

01-02
Your skin briefly turns transparent, revealing glowing arcane veins for 1 minute.
03-04
Gravity around you flickers; you rise 5 ft, drop, rise again, then stabilize.
05-06
Your voice echoes with three overlapping tones; verbal components sound distorted.
07-08
A random creature within 30 ft swaps places with you in a flash of light.
09-10
Your hair grows 3 feet instantly, then slowly retracts over the next hour.
11-12
A harmless illusion of butterflies swarms around you for 1 minute.
13-14
Your eyes glow intensely; you shed bright light in a 20‑ft radius for 10 minutes.
15-16
A random nonmagical object you carry becomes weightless for 1 hour.
17-18
Your shadow detaches and mimics your movements with a half‑second delay.
19-20
A spectral bell rings above you; all creatures within 10 ft hear it.
21-22
Your hands emit harmless sparks whenever you touch something for 1 minute.
23-24
A random creature within 60 ft becomes invisible for 1 round.
25-26
Your clothing briefly cycles through random colors like a shifting rainbow.
27-28
A tiny elemental (your choice of type) appears, confused, then vanishes after 1 round.
29-30
Your footsteps leave glowing prints that fade after 1 minute.
31-32
A random spell component pouch within 30 ft teleports into your hand.
33-34
Your voice becomes booming and theatrical for 1 minute.
35-36
A harmless illusion of falling snow surrounds you for 30 seconds.
37-38
Your spell fractures; roll on this table again and apply both results.
39-40
A random creature within 20 ft is pushed 10 ft in a random direction.
41-42
Your eyes shift to a random color every 6 seconds for 1 minute.
43-44
A floating, glowing rune appears above your head for 1 minute.
45-46
Your spell leaves behind a faint trail of shimmering motes for 10 minutes.
47-48
A random object within 10 ft enlarges to twice its size for 1 minute.
49-50
A harmless thunderclap erupts at your location.
51-52
Your voice becomes a whisper that can be heard clearly up to 100 ft away.
53-54
A random creature within 30 ft gains a harmless illusionary halo for 1 minute.
55-56
Your shadow stretches unnaturally long for 10 minutes.
57-58
A random creature within 20 ft glows with dim light for 1 minute.
59-60
A harmless burst of confetti erupts from your hands.
61-62
Your spell causes a brief, localized time hiccup; everyone feels déjà vu.
63-64
A random nonmagical item you carry becomes slightly warm to the touch.
65-66
A faint musical chord plays whenever you move more than 5 ft.
67-68
A random creature within 60 ft teleports 5 ft in a random direction.
69-70
Your spell leaves behind a faint scent of ozone or flowers (your choice).
71-72
A harmless illusion of swirling motes surrounds your head for 1 minute.
73-74
A random creature within 30 ft becomes weightless for 1 round.
75-76
Your hands glow with soft light for 10 minutes.
77-78
A random object within 10 ft becomes intangible for 1 round.
79-80
A harmless illusion of a small creature (frog, cat, bird) appears and follows you for 1 minute.
81-82
Your spell causes a brief echo of laughter, whispering, or chimes.
83-84
A random creature within 20 ft is surrounded by swirling leaves or sparks.
85-86
Your hair briefly stands on end as if electrified.
87-88
A random creature within 30 ft is lightly pushed upward 2 ft before settling.
89-90
Your spell fractures into chaotic echoes; roll on this table again.
91-92
A harmless illusion of a floating orb follows you for 1 minute.
93-94
A random creature within 10 ft becomes translucent for 1 round.
95-96
A harmless burst of wind swirls around you, scattering loose objects.
97-98
Your spell leaves behind a faint afterimage of your movements for 1 minute.
99-100
A chaotic surge erupts; each creature within 10 ft is pushed 5 ft in a random direction.

Wild Magic Table – Balanced

01-02
A soft pulse of magic restores hit points equal to your spellcasting modifier.
03-04
A harmless burst of light erupts; all creatures within 10 ft are lightly dazzled.
05-06
Your spell echoes; you regain 1 expended spell slot of the lowest level.
07-08
A random creature within 30 ft gains advantage on its next attack roll.
09-10
A random creature within 30 ft has disadvantage on its next attack roll.
11-12
Your skin briefly glows with protective energy; you gain +2 AC for 1 round.
13-14
A faint aura surrounds you; you shed dim light for 10 minutes.
15-16
A random nonmagical object you carry becomes magically repaired.
17-18
A random nonmagical object you carry becomes slightly damaged.
19-20
A gentle breeze swirls around you, clearing smoke, fog, or similar effects.
21-22
A sudden gust pushes you 5 ft in a direction of your choice.
23-24
A random creature within 20 ft is pushed 5 ft away from you.
25-26
Your spell leaves behind a shimmering afterimage that lasts 1 minute.
27-28
You gain temporary hit points equal to the spell's level + your proficiency bonus.
29-30
You lose temporary hit points equal to the spell's level × 2 (if you have any).
31-32
A harmless illusion of floating motes surrounds you for 1 minute.
33-34
A random creature within 30 ft becomes invisible for 1 round.
35-36
A random creature within 30 ft becomes visible if it was invisible.
37-38
Your spell fractures; roll on this table again and apply both results.
39-40
A random creature within 20 ft gains +10 ft movement for 1 minute.
41-42
A random creature within 20 ft has its speed reduced by 10 ft for 1 minute.
43-44
A faint protective ward surrounds you; the next time you take damage, reduce it by 1d6.
45-46
A faint disruptive pulse surrounds you; the next time you deal damage, reduce it by 1d6.
47-48
A random creature within 30 ft gains advantage on its next saving throw.
49-50
A random creature within 30 ft has disadvantage on its next saving throw.
51-52
Your voice becomes magically resonant; you gain advantage on your next Charisma check.
53-54
Your voice becomes unstable; you have disadvantage on your next Charisma check.
55-56
A harmless elemental spark (fire, frost, lightning) flickers around your hands.
57-58
A random creature within 20 ft takes 1d4 elemental damage (type of your choice).
59-60
A random creature within 20 ft regains 1d4 hit points.
61-62
A spectral hand pats you on the shoulder reassuringly.
63-64
A spectral hand slaps you lightly across the face.
65-66
A random creature within 30 ft teleports 5 ft in a direction of its choice.
67-68
A random creature within 30 ft teleports 5 ft in a random direction.
69-70
Your spell leaves behind a faint scent of flowers, ozone, or spice (your choice).
71-72
Your spell leaves behind a faint metallic or sulfuric scent.
73-74
A random creature within 20 ft gains resistance to one damage type for 1 round.
75-76
A random creature within 20 ft gains vulnerability to one damage type for 1 round.
77-78
A harmless illusion of swirling leaves or sparks surrounds a random creature.
79-80
A random creature within 10 ft is lifted 2 ft into the air before gently settling.
81-82
A random creature within 10 ft is briefly pulled 2 ft toward you.
83-84
A soft chime rings; all creatures within 10 ft gain +1 to their next d20 roll.
85-86
A discordant tone rings; all creatures within 10 ft take –1 to their next d20 roll.
87-88
A random creature within 30 ft gains a +2 bonus to AC for 1 round.
89-90
A random creature within 30 ft suffers a –2 penalty to AC for 1 round.
91-92
A chaotic pulse ripples outward; roll on this table again.
93-94
A random creature within 20 ft gains advantage on its next ability check.
95-96
A random creature within 20 ft has disadvantage on its next ability check.
97-98
A faint aura of balance surrounds you; you may reroll one d20 roll in the next minute.
99-100
A surge of equilibrium erupts; all creatures within 15 ft gain 1d4 temp HP and take 1d4 force damage.

Wild Magic Table – Whimsical

01-02
A shower of harmless glitter rains down on you for 6 seconds.
03-04
Your voice becomes squeaky and high‑pitched for 1 minute.
05-06
A tiny spectral duck appears, quacks once, and vanishes.
07-08
Your hair rearranges itself into an elaborate, stylish braid.
09-10
A random creature within 20 ft sprouts harmless illusory butterfly wings for 1 minute.
11-12
Your footsteps jingle like tiny bells for 1 minute.
13-14
A harmless illusion of colorful bubbles surrounds you for 30 seconds.
15-16
Your clothing briefly becomes formal attire before reverting.
17-18
A random creature within 30 ft smells strongly of fresh cookies for 10 minutes.
19-20
A small raincloud forms above your head and drizzles lightly for 1 round.
21-22
Your eyes turn into cartoonishly large sparkly orbs for 1 minute.
23-24
A random object within 10 ft emits a soft musical note when touched for 1 hour.
25-26
A harmless illusion of a tiny dragon flutters around you for 1 minute.
27-28
Your shadow performs exaggerated pantomime gestures for 1 minute.
29-30
A random creature within 20 ft gains a harmless illusionary mustache.
31-32
Your spell leaves behind a faint trail of pastel sparkles.
33-34
A random creature within 30 ft is surrounded by floating hearts for 1 round.
35-36
A harmless illusion of confetti bursts from your hands.
37-38
Your spell fractures; roll on this table again and apply both results.
39-40
A random creature within 20 ft briefly floats 1 ft off the ground.
41-42
Your hair cycles through the colors of the rainbow for 1 minute.
43-44
A tiny illusory bird lands on your shoulder and sings for 10 seconds.
45-46
Your clothing becomes polka‑dotted for 1 minute.
47-48
A random creature within 30 ft emits harmless sparkles when it moves for 1 minute.
49-50
A harmless illusion of a floating crown appears above your head.
51-52
Your voice echoes dramatically for 1 minute, as if on a stage.
53-54
A random creature within 20 ft gains an illusory halo.
55-56
A harmless illusion of swirling flower petals surrounds you.
57-58
A random creature within 20 ft smells faintly of lavender or peppermint.
59-60
A tiny illusory cat appears, circles your legs, and vanishes.
61-62
Your spell causes a brief chorus of whimsical chimes.
63-64
A random object within 10 ft becomes brightly colored for 1 hour.
65-66
A faint rainbow appears above you for 1 round.
67-68
A random creature within 30 ft teleports 5 ft and leaves behind a puff of glitter.
69-70
Your spell leaves behind a faint scent of candy or fruit.
71-72
A harmless illusion of a floating balloon follows you for 1 minute.
73-74
A random creature within 20 ft gains illusory bunny ears for 1 minute.
75-76
Your hands glow with soft pastel light for 10 minutes.
77-78
A random object within 10 ft becomes squeaky when touched for 1 hour.
79-80
A harmless illusion of a tiny marching band appears and plays a fanfare.
81-82
Your spell causes a brief echo of laughter or giggling.
83-84
A random creature within 20 ft is surrounded by swirling cartoon stars.
85-86
Your hair briefly stands straight up as if charged with static.
87-88
A random creature within 30 ft is gently lifted 2 ft upward before settling.
89-90
Your spell fractures into playful echoes; roll on this table again.
91-92
A harmless illusion of a floating orb with a smiley face follows you for 1 minute.
93-94
A random creature within 10 ft becomes translucent and sparkly for 1 round.
95-96
A harmless gust of wind swirls around you, scattering petals or glitter.
97-98
Your spell leaves behind a faint afterimage of rainbow colors.
99-100
A whimsical surge erupts; all creatures within 10 ft gain 1d4 temp HP and begin glowing faintly for 1 minute.

Based on the Wild Magic Surge table from the Player's Handbook