Wild Magic Surge Table

An original d100 surge table for wild magic sorcerers and cursed places, with a roller that finds the result for you.

Does the spell surge? (2024: surge on a 20)

Surge

Roll the percentile die.

The table

d100Effect
01–02Your hair turns the colour of the last spell you cast (fire orange, frost blue, and so on) for 24 hours.
03–04For the next minute, every word you speak comes out as a bird call. You can still cast spells with verbal components.
05–06A harmless swarm of glowing moths circles you for 1 minute, shedding dim light in a 10-foot radius.
07–08You teleport up to 30 feet to an unoccupied space you can see, leaving a puff of lavender smoke.
09–10You regain 2d6 hit points as warmth floods through you.
11–12Each creature within 20 feet of you must succeed on a Wisdom save (DC = your spell save DC) or start dancing until the end of its next turn.
13–14Your shadow detaches and mimics you a half-second late for 10 minutes. It cannot act.
15–16You cast Fog Cloud centred on yourself without using a spell slot.
17–18A small rain cloud forms above your head and follows you for 1 hour. You can't be set on fire while under it.
19–20Your weight halves for 1 minute. Your jump distance doubles and you fall at half speed.
21–22Flowers sprout in every square you step through for the next minute, then wilt the next day.
23–24You become invisible until the start of your next turn or until you attack or cast a spell.
25–26You and one ally you can see swap places.
27–28For the next minute, you glow as if under Faerie Fire. Attack rolls against you have advantage.
29–30Your voice booms three times louder for 1 minute. You have advantage on Intimidation checks during that time.
31–32You grow a luxurious beard (or it doubles in length) that lasts until you shave it.
33–34You take 1d10 force damage as the magic snaps back at you.
35–36A spectral cat appears and follows you for 1 hour. Only you can see it, and it judges you.
37–38Your next spell that deals damage deals maximum damage.
39–40You cast Blur on yourself without a slot or concentration; it lasts 1 minute.
41–42Each creature within 10 feet of you, including you, is pushed 10 feet away from the point you were standing.
43–44Gravity reverses for you alone for 1 round: you fall up 10 feet, then down again, taking no damage.
45–46Every nonmagical light source within 60 feet goes out.
47–48Every nonmagical light source within 60 feet flares brightly; creatures facing it must succeed on a Constitution save or be blinded until the end of their next turn.
49–50You can speak and understand every language for 10 minutes, but only in rhyme.
51–52Your skin turns a vivid shade of green for 1d4 days. Remove Curse ends it early.
53–54You gain resistance to all damage until the start of your next turn.
55–56The next creature to touch you in the next minute takes 2d6 lightning damage.
57–58A duplicate of a random common object in your pack appears at your feet.
59–60You forget the last minute of your life. The DM describes what you did.
61–62For 1 minute, any flammable object you touch starts to smoulder (not burn).
63–64You cast Levitate on yourself without a slot; it ends at the end of your next turn.
65–66All creatures within 30 feet hear a distant bell toll three times. Undead in range are frightened of you until the end of their next turn.
67–68You sneeze and cast a random cantrip you know at a random creature within range.
69–70For the next hour, you smell strongly of fresh bread. Beasts are friendly to you.
71–72A 5-foot hole to a pocket dimension opens in the ground beside you for 1 minute. Anything left in it when it closes is gone.
73–74You regain your lowest-level expended spell slot.
75–76Your eyes turn solid silver for 1 hour and you gain darkvision to 60 feet (or add 30 feet to yours).
77–78The ground within 15 feet becomes difficult terrain, overgrown with grasping vines, for 1 minute.
79–80You age 1d10 years, or grow younger by the same, the DM chooses.
81–82A wild surge echoes: roll twice more on this table and apply both results.
83–84You are surrounded by faint, beautiful music for 1 minute. You have advantage on Performance checks.
85–86One random creature within 60 feet (not you) becomes poisoned until the end of its next turn.
87–88You shrink to Small size (or Tiny if already Small) for 1 minute. You have disadvantage on Strength checks.
89–90You grow to Large size for 1 minute. Your weapon attacks deal an extra 1d4 damage.
91–92Coins in your purse rearrange themselves into a stack of equal value in the next-highest denomination.
93–94For 1 minute you can breathe underwater and your speech bubbles up from your mouth.
95–96A friendly spectral hand (as Mage Hand) follows your commands for 10 minutes without concentration.
97–98You cast Magic Missile as a 3rd-level spell without a slot, the darts choosing random targets.
99–00You radiate calm. Every creature within 30 feet that fails a Charisma save can't take hostile actions until the end of its next turn.

Questions

What is a wild magic surge?

Wild Magic sorcerers can trigger a surge when they cast a leveled spell. Under the 2014 rules the DM can have them roll a d20 and a 1 triggers a surge; the 2024 rules let it happen once per turn on a d20 roll of 20. A surge means rolling on a d100 table of random magical effects.

Is this the official wild magic table?

No. This is an original homebrew table written for Game Master Kit, balanced to the same spirit: mostly harmless or funny, some helpful, a few risky. Use it alongside or instead of the book table.

How do I roll on a d100 table?

Roll two d10s, one for tens and one for ones (00 and 0 is 100), or press the roll button. Each entry here covers two numbers, so 01–02 is the first result.

Can other characters use this table?

Yes. DMs use surge tables for wild magic zones, cursed items, or any spell cast in a place where the Weave is broken.

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