Revised Wild Magic Surge Table

Update: After using the table below for a couple years, I decided to give it a makeover and it is now available, with expanded rules, on DMsGuild for only 3.99. Please follow this link and check it out!

https://www.dmsguild.com/product/265907/Expanded-Wild-Magic

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This replaces the Wild Magic Surge Table presented in the D&D 5e Players Handbook on page 104. It is offered as a transformative rule change for those who wish to use it. Below I’ll explain why I created it.

How to use this table: Several conditions exist in the rules that call for a roll on the Wild Magic Surge Table. Instead of using the table in the PHB, use this one instead. When called for a roll, first roll a d20 to determine which column (Extreme, Normal, or Nuisance). Next, roll d100 (Percentile dice) to determine the result. In my homebrew (Neuith) setting, using certain magic items lead to rolls on this table as well.

D20-> 1-3 4-9 10-20
D100 Extreme Normal Nuisance
1        A fireball explodes with you at the center. You and all within 20’ of you who fail a Dex save at your DC take 5d6 fire damage, or save for half. For the next day, your skin tone changes color every 30 minutes, cycling through the colors of the rainbow. A puddle of grease appears where you are standing, with a 10’ radius. You and anyone within 10’ of you must make a Dex (Acrobatics) check at your Spell DC or fall prone.
2        You recover all your expended spell slots. You are confused for 3d6 turns. You levitate 6” off the ground for 3d6 turns.
3        You lose the ability to hear for one day. Your Str is increased by 2 for one day. You gain tremorsense 30’ for 3d6 turns.
4        Each creature within 30’ of you takes 1d10 Necrotic damage. You heal HP equal to the sum of damage dealt. A third eye appears in your forehead, giving you Advantage on sight-based Wis (Perception) checks for 3d6 turns. You make no sounds for 3d6 turns and you gain advantage on Dex (Stealth) checks.
5        You teleport to an alternate plane then return to the location where you started after 3d6 turns. The damage is maximized for the next spell you cast within the next 3d6 turns that does damage. You grow a beard made of feathers, which remains until you sneeze. Afterwards, you are allergic to feathers for one day.
6        Make a Wis save at your own DC. If you fail, you are transformed into a large empty barrel for 3d6 turns, during which time you considered petrified. For the next 3d6 turns, each time you take a movement action, you teleport 20’ to an open space, which consumes your entire movement action. You can’t speak for 3d6 turns. When you try, pink bubbles float out of your mouth. You are unable to cast spells that have a Verbal component.
7        You are at the center of a 10’ radius Darkness spell for 3d6 turns. You become intoxicated for 2d6 hours. You are immune to intoxication for the next 5d6 days.
8        You are frightened by the nearest creature for one turn. Your Int is decreased by 2 for one day. You recover your lowest-level expended spell slot.
9        You are resistant to all damage types for 3d6 turns. Your Wis is increased by 2 for one day. For the next 3d6 turns, you must shout when you speak.
10      A random creature within 60’ of you is poisoned for 1d4 hours. For 3d6 turns, any flammable item you touch, that you aren’t already wearing or carrying, bursts into flame. Illusionary butterflies and flower petals flutter in the air around you in a 10’ radius for 3d6 turns.
11      Make a Wis save at your own DC. If you fail, you are polymorphed into giant dragonfly for 3d6 turns. Vines grow around you and you are restrained for 3d6 turns. You may attempt to escape with a Str check at your spell DC. You cast Mirror Image on yourself, which lasts for 3d6 turns and does not require concentration.
12      Three different creatures you choose within 30’ of you must take 3d10 lightning damage. A random creature within 30’ of you can now fly for 3d6 turns. You are surrounded by faint, ethereal music for 3d6 turns.
13      You immediately gain 20 temporary hit points. You may immediately take one additional action. You regain all expended sorcery points.
14      You teleport at least 30’ and up to 60’ to an unoccupied space that you can see. If you fall within the next day, you automatically have the benefit of the Feather Fall spell. Your hair grows to double its current length over the next 3d6 turns.
15      You are the center of a Silence spell, with a radius of 30’, for 3d6 turns. You recover one expended spell slot of your choice. Your hair falls out but grows back within one day.
16      You are vulnerable to Fiends for one hour. Such creatures gain advantage when attacking you. The damage is minimized for the next spell you cast within 3d6 turns that does damage. You recover one level of exhaustion as if you had taken a short rest.
17      For the next day, any time you make an ability check, roll 1d6 and subtract the result. You have a spectral shield for 3d6 turns, giving you +2 AC and immunity to Magic Missile. You are invisible for 3d6 turns. You become visible if you make an attack or cast a spell.
18      For any spell that requires a saving roll you cast within the next 3d6 turns, the target(s) gains Advantage. You and all creatures within 30’ of you gain vulnerability to piercing damage for 3d6 turns. Your eyes permanently change color. If they are a blue or grey shade, they turn dark brown, or vice versa.
19      The next single target spell you cast within the next 3d6 turns must target one additional target. For 3d6 turns, you gain resistance to non-magical bludgeon, pierce, and slash damage. Small birds flutter and chirp in your vicinity for 3d6 turns, during which time you automatically fail Dex (Stealth) checks.
20      A demon whose CR is equal to your level appears near you. Make a Cha save roll at your spell DC. If you make it, the demon is subservient, otherwise, it is hostile. The demon, if not banished or defeated, vanishes after one day. You are protected from Elementals for one hour. Creatures cannot attack you or harm you unless they succeed a Cha save at your spell DC. You feel the incredible urge to relieve yourself. Until you do, your Str and Int are -1. If you don’t relieve yourself in the next two minutes, the above effects are removed, but you suffer -4 Cha for one hour or until you change your trousers.
21      Every creature that hears you speak, and is within 60’, in the next 3d6 turns only hears insults as if you are casting Vicious Mockery at first level. For the next 3d6 turns, one creature of your choice within 20’ of you gets -2 Attack, -2 Damage and -2 AC. Gnats buzz around your head for 3d6 turns, distracting you. You must make a Con save at your own Spell DC to successfully cast any spell.
22      Make a Con save at your own DC. If you fail, you transform into a marble statue of yourself for 3d6 turns, during which time you are considered petrified. You and all creatures within 30’ of you gain vulnerability to bludgeon damage for 3d6 turns. You are surrounded by a faint, offensive odor for 3d6 turns. You get Disadvantage on all Cha checks.
23      You are protected from Aberrations for one day. Creatures cannot attack you or harm you unless they make a Cha check at your spell DC. You emanate light in a 30’ radius for 3d6 turns. Any creature within 5’ of you that can see is blinded for one turn. You automatically fail all Dex (Stealth) checks. For the next 3d6 turns, all spells with a casting time of one action or one bonus action require two consecutive actions to cast.
24      For 3d6 turns, a duplicate of yourself appears in the nearest open space which can take actions independently, and goes on the same Initiative as you. However, any damage it takes as well as any spell slots or sorcery points it uses applies to you as well. For the next hour, you gain Advantage on Cha-based ability checks when dealing with any creature wearing black, but disadvantage if they are wearing white. If they are wearing both, this doesn’t apply. You have the irresistible urge to scratch an itch in the middle your back, just out of reach, for 3d6 turns. If you don’t scratch it using a back scratcher or whatever, you must succeed a Con save, at your Spell DC, to cast a spell.
25      A loud boom emanates from you. All creatures within 15’ take 2d8 thunder damage and must make a CON save or be deafened for 1d6 turns. You are protected from Plants for one hour. Creatures cannot attack you or harm you unless they succeed a CHR check at your spell DC. You have a momentary vision of your own death. If you fail a Wis save at your spell DC, you are frightened for 3d6 turns.
26      All creatures within 60’ of you heal 2d8 HP. Your Int is increased by 2 for one day. Your Cha is increased by 2 for 3d6 turns.
27      For the next day, you have Advantage on the next 2d6 rolls you make where you don’t already have Advantage. Within the next hour, you have Advantage on the next roll you make where you don’t already have Advantage. Over the next 3d6 turns, all plants within 20’ of you grow as if affected by the plant growth spell when cast as an action.
28      You are immune to disease for one week. You gain +2 AC for 3d6 turns. Your eyes glow red for 3d6 turns.
29      You immediately drop to zero HP. For the next 3d6 turns, you are in ghost form. Your Con is increased by 2 for 3d6 turns.
30      Make a Wis save at your own DC. If you fail, you are polymorphed into a parrot for 3d6 turns. For the next 3d6 turns, you gain resistance to thunder and force damage. You gain proficiency for Cha-based ability checks for the next hour, if you don’t already have it.
31      You are protected from Beasts for one day. Creatures cannot attack you or harm you unless they make a Cha check at your spell DC. An imp appears near you. Make a Cha save at your spell DC. If you make it, the imp is subservient, otherwise, it is hostile. The imp, if not banished or defeated, vanishes after one day. Your spell components have been rearranged. Until you take a long or short rest, you must make an Int save at your spell DC to cast any spell that requires a material component.
32      Make a Con save at your own DC. If you fail, you transform into a stuffed animal resembling you for 3d6 turns, during which time you are considered petrified. For the next 3d6 turns, you gain resistance to fire and cold damage. For the next 3d6 turns, you have Advantage on the next roll you make where you don’t already have Advantage.
33      You stand at the center a circular Wall of Fire with a radius of 15’ and facing outward. Any creature in any of the spaces covered by this fire must make a Dex save at your spell DC or take 5d8 fire damage. The Wall of Fire remains for 3d6 turns. For the next hour, you gain Advantage on Cha-based ability checks when dealing with any creature wearing red, but disadvantage if they are wearing green. If they are wearing both, this doesn’t apply. Every creature within 15’ of you takes 1 point of Necrotic damage. If you are wounded, you heal HP up to the amount of damage dealt. If you are not wounded, you gain this amount of temporary HP.
34      Choose one permanent or triggered effect which hasn’t happened that you’ve received from this chart and remove it, even if it was beneficial. Gain the service of an Arcane Eye for 3d6 turns, but does not require concentration. A magic mouth appears on a nearby wall or flat surface. When you speak, your voice comes from the magic mouth. This lasts for 3d6 turns.
35      You are vulnerable to Beasts for one hour. Such creatures gain advantage when attacking you. You lose the ability to smell for one day. You can hear exceptionally well for 3d6 turns, gaining advantage for all Wis (Perception) checks related to sound.
36      You permanently lose the ability to smell. This sense can be restored with a Cure Disease or Remove Curse. You get -2 AC for 3d6 turns. You lose the ability to smell for one hour.
37      You are vulnerable to Celestials for one hour. Such creatures gain advantage when attacking you. You and all creatures within 30’ of you gain vulnerability to necrotic damage for 3d6 turns. For the next day, each time you say a word with the s sound, it sounds like a hissing snake.
38      Make a Wisdom save at your own DC. If you fail, you are polymorphed into a small cat for 3d6 turns. You become invisible and silent for 3d6 turns. During this time, you cannot cast any spell that requires a verbal component. A gentle gust of wind blows outward from you. All within 40’ can feel it, but it otherwise does nothing.
39      You are vulnerable to Plants for one hour. Such creatures gain advantage when attacking you Your Dex is increased by 2 for one day Your Dex is increased by 2 for 3d6 turns.
40      Gain the service of an Arcane Eye for one hour, but does not require concentration. You can detect the thoughts of one creature you can see within 30’ of you for 3d6 turns. Immediately take 1d10 radiant damage.
41      You are protected from Celestials for one day. Creatures cannot attack you or harm you unless they make a Cha check at your spell DC. For the next 3d6 turns, all melee attacks you make with a non-magical weapon gain +1 to hit and +1 damage, and are considered magical. One randomly chosen non-magical item in your possession that weighs 1 pound or less vanishes and is forever gone.
42      All your allies within 20’ of you gain +2 AC for 3d6 turns. Your Str is decreased by 2 for one hour. Your Wis is increased by 2 for 3d6 turns.
43      3d6 random gems appear near you, worth 50gp each. You gain Freedom of Movement for one day. You immediately gain 10 temporary hit points.
44      All allies within 20’ of you gain +2 Attack and +2 damage for any melee attack for 3d6 turns. Your Dex is decreased by 2 for one hour. 3d6 silver pieces appear near you.
45      For 2d6 days, you glow bright yellow. This gives anyone trying to perceive you advantage. You are affected by a Faerie Fire spell that lasts for 3d6 turns (you don’t get a save.) Heal 5 HP per turn for ten turns.
46      You stand at the center a circular Wall of Force with a radius of 15’, facing outward. Any creature in any of the spaces covered by this wall must make a Dex Save at your spell DC or take 5d8 Force damage. The wall remains for 3d6 turns. You are protected from Beasts for one hour. Creatures cannot attack you or harm you unless they succeed a Cha check at your spell DC. An imp appears near you. Make a Cha saving roll at your spell DC. If you make it, the imp is subservient, otherwise, it is hostile. The imp, if not banished or defeated, vanishes after one hour.
47      All creatures within 40’ of you that fail a Str save at your spell DC are pushed away from you 10’ and knocked prone. 3d6 gold pieces appear near you. Your speed is increased by 10’ for 3d6 turns.
48      You are vulnerable to Aberrations for one hour. Such creatures gain advantage when attacking you. For 2d6 hours, you have a faint pink glow. This gives anyone trying to perceive you advantage. You gain proficiency for Str-based skill checks for the next hour, if you don’t already have it.
49      For the next day, you are in ghost form. You gain the ability to breath water for one day. Your Int is increased by 2 for 3d6 turns.
50      All allies within 20’ of you gain +2 Attack and +2 damage for any ranged attack for 3d6 turns. You and all creatures within 30’ of you gain vulnerability to slashing damage for 3d6 turns. One randomly chosen non-magical item in your possession that weighs 1 pound or less is duplicated.
51      You are at the center of a 10’ radius anti-magic field that negates all magic equal to or less than your level for one hour, but does not require concentration. Around you, in a 30’ radius, light and dark quickly alternates creating a strobe effect. Sight-based creatures get -1 on attacks and perception checks. Stealth checks get +1. This lasts for 3d6 turns. Mushrooms sprout around you in a 5’ diameter and vanish after 3d6 turns. If one is harvested and eaten within this time, the creature must make a Con save against your spell DC. If it fails, it takes 5d6 poison damage. If it succeeds, it heals 5d6 HP.
52      Make a Wis save at your own DC. If you fail, you are polymorphed into a small dog for 3d6 turns. All creatures within 20’ of you must make a Str save at your spell DC or be knocked prone. You can smell exceptionally well for 3d6 turns, gaining advantage for all Wis (Perception) checks related to odor. You also gain blindsight 10’ for the duration.
53      You are protected from Elementals for one day. Creatures cannot attack you or harm you unless they make a Cha check at your spell DC. You are protected from Undead for one hour. Creatures cannot attack you or harm you unless they succeed a Cha check at your spell DC. Your feet sink into the ground making you completely immobile for 3d6 turns. This has no effect if you are not standing on a solid surface.
54      All your hair falls out and will only regrow after a remove curse is cast on you. For the next 3d6 turns, you can pass through any solid, non-magical wall that is 6” thick or less. One random gem worth 100gp appears near you.
55      For the next seven days, you have terrible dreams when you sleep. Each time you rest, make a Cha save at your DC. If you fail, you do not gain the benefit of that rest, and you gain one level of exhaustion. You are protected from Fiends for one hour. Creatures cannot attack you or harm you unless they make a Cha check at your spell DC. For the next 3d6 turns, you have double vision. This gives you disadvantage on ranged attacks (including spell attacks) and Wis (Perception).
56      A 30’ cube hypnotic pattern appears with you at the center, affecting all creatures within it, including you. You permanently gain one first level spell slot but lose one cantrip. You are surrounded by a faint, pleasant odor for 3d6 turns. You gain Advantage on all Cha-based ability checks.
57      You permanently lose one random cantrip. You immediately gain 15 temporary hit points. You lose proficiency on all skill checks for 3d6 turns.
58      You immediately take 2d10 psychic damage. All gold you are carrying is now silver. You gain Freedom of Movement for 3d6 turns.
59      You are vulnerable to Undead for one hour. Such creatures gain advantage when attacking you. For the next 3d6 turns, you gain resistance to necrotic and radiant damage. You gain dark-vision 60’ for 3d6 turns. If you already have dark-vision, you lose it for 3d6 turns.
60      Make a Str save at your DC. If you fail, you transform into an iron statue of yourself for 3d6 turns, during which time you are considered petrified, You are the center of a 20’ radius Fog spell which lasts for 3d6 turns. Approximately 100 gallons of water appears over your head. All those within 10’ of you become soaking wet.
61      You gain one spell slot of your highest level for one week. Your Cha is increased by 2 for one day. You gain +1 AC for 3d6 turns.
62      If your HP drops to 0 within the next week, you automatically succeed your first Death Save. You and all creatures within 30’ of you gain vulnerability to lightning damage for 3d6 turns. You get a charley horse in both legs, reducing your normal speed by half for one hour.
63      You permanently gain one spell slot at one level below your highest, but lose one first level spell slot. You and all creatures within 30’ of you gain vulnerability to force damage for 3d6 turns. The next spell you cast within the hour uses a spell slot one level lower than what it normally requires, unless it is a first level spell.
64      All creatures that can perceive you must make a Cha save at your Spell DC or be frightened of you. For the next 3d6 turns, any creature you touch (succeed with an attack roll) takes 2d6 lightning damage. For the next hour, you are unable to read as the letters all appeared jumbled.
65      You are vulnerable to Elementals for one hour. Such creatures gain advantage when attacking you. You gain blindsight 60’ for 3d6 turns. For the next day, everything you say must rhyme. If it doesn’t, you take 1d6 psychic damage.
66      You are protected from Fey for one day. Creatures cannot attack you or harm you unless they make a Cha check at your spell DC. You are surrounded by a horrible, noxious odor for 3d6 turns. Anyone within 10’ of you must make a Con save or be poisoned. During the next hour, you may re-roll any one save, attack roll, or skill check. If you do, you must take the new result.
67      You gain the service of Mordenkainin’s Sword until your next short or long rest. Your Cha is decreased by 2 for one hour. You instantly grow 1d6+6 inches in height. You gradually return to your original height over the course of one day.
68      You permanently gain one cantrip from any caster type. However, it cannot be an attack spell. You gain the service of a phantom steed for one day. You immediately take 2d4 psychic damage.
69      All creatures within 20’ of you get -2 Attack and -2 damage for all melee attacks for 3d6 turns. You and all creatures within 30’ of you gain vulnerability to acid damage for 3d6 turns. For the next hour, any time you make an ability check, roll 1d4 and subtract the result.
70      All creatures within 20’ of you heal 3d8 HP. Your Wis is decreased by 2 for one hour. You gain the ability to speak with animals for one hour.
71      You lose the ability to see for one day, and are considered blinded. Your speed is increased by 10’ for one day. You get -1 AC for 3d6 turns.
72      You gain the service of a phantom steed for one week. You gain the ability to walk on water for one day. You gain the use of an Unseen Servant for one hour.
73      All creatures within 20’ of you, including you, must make a Con save at your spell DC. Those that fail are stunned for 3d6 turns. You and all creatures within 30’ of you gain vulnerability to psychic damage for 3d6 turns. The next spell you cast within the hour uses a spell slot one level higher than what it normally requires.
74      Make a Con save at your DC. If you fail, you transform into a stone statue of yourself for 3d6 turns, during which time you are petrified. One other creature of your choice within 20’ of you gets +2 Attack, +2 Damage and +2 AC for 3d6 turns. A bad joke comes to mind and until you tell it (which takes an entire action), you suffer a Wis penalty of 2.
75      All creatures within 20’ of you, including you, must make a Dex save at your spell DC or be affected by a Faerie Fire spell. You lose proficiency in one randomly chosen skill, tool, or weapon type for 2d6 days. You have a ringing in your ears for 3d6 turns. During this time, casting a spell that has a verbal component requires a successful Con check at your spell DC.
76      Permanently increase one stat of your choice by 1 point. Permanently decrease a different stat of your choice by 1 point. No stat may be increased above 18 or below 5. All food and drink within 30’ of you becomes putrid, spoiled, or rotten. Consuming this food causes 2d6 poison damage. You lose 1d6x5 pounds. You gradually return to your original weight over the course of one day.
77      You gain proficiency in one tool or weapon type you don’t already have it in for one day. All silver you are carrying is now copper. Your clothes become dirty and filthy. Until you can change and/or clean your clothes, your Cha is reduced by 1.
78      Make a Wis save at your own DC. If you fail, you are polymorphed into a giant spider for 3d6 turns. You and all creatures within 30’ of you gain vulnerability to fire damage for 3d6 turns. You gain proficiency for Wis checks for the next hour, if you don’t already have it.
79      Gain the Sympathy effects of the Antipathy/Sympathy spell for 3d6 days. You lose proficiency in all skill rolls for 1d4 hours. You shrink 1d6 inches in height. You gradually return to your original height over the course of one day.
80      You are protected from Fiends for one day. Creatures cannot attack you or harm you unless they save a CHR check at your spell DC. You are protected from Fey for one hour. Creatures cannot attack you or harm you unless they succeed a CHR check at your spell DC. Your skin permanently darkens as if you have a tan, or if you are already dark-skinned, your skin becomes one shade lighter.
81      All allies within 20’ of you get -2 Attack and -2 damage for any ranged attack for 3d6 turns. For the next hour, any time you make an ability check, roll 1d6 and subtract the result. For 3d6 turns, one creature of your choice within 30’ of you gets -1 Attack, -1 Damage and -1 AC.
82      For 3d6 turns, any spell with a casting time of one Action may be cast as a Bonus action. However, you cannot cast two spells during the same turn. For the next 3d6 turns, you gain resistance to poison and psychic damage. For the next hour, any time you make an ability check, roll 1d4 and add the result.
83      Make a Wisdom save at your own DC. If you fail, you are polymorphed into giant rabbit for 3d6 turns. For the next hour, any time you make an ability check, roll 1d6 and add the result. If you cast a targeted spell in the next 3d6 turns, the target gets Disadvantage on its saving roll.
84      The next time you use any magic item, you must roll on this chart. You immediately take 2d6 psychic damage. Your Str is increased by 2 for 3d6 turns.
85      For the next day, you gain proficiency in all skills that you do not already have proficiency. You gain proficiency in one skill of your choice that you don’t already have for one hour. One creature of your choice gets +1 Attack, +1 Damage and +1 AC for 3d6 turns.
86      The next time someone within 15’ of you uses a magic item or casts a spell, they must roll on this chart. Your Con is increased by 2 for one day. Immediately heal 2d10 HP.
87      You are vulnerable to Fey for one hour. Such creatures gain advantage when attacking you. You and all creatures within 30’ of you gain vulnerability to thunder damage for 3d6 turns. You gain proficiency for Int-based ability checks for the next hour, if you don’t already have it.
88      Make a Str save at your spell DC. If you fail, you transform into a wooden chest for 3d6 turns, during which time you are considered petrified. If the chest is opened, all your possessions are inside. You are protected from Aberrations for one hour. Creatures cannot attack you or harm you unless they succeed a Cha check at your spell DC. Your fingers are sore for one hour. During this time, you must succeed a Dex save at your Spell DC to cast a spell with a sematic component, and you have disadvantage with Dex (Sleight of Hand) checks.
89      Gain the Antipathy effects of the Antipathy/Sympathy spell for 3d6 days. You immediately lose all unspent sorcery points and may not regain them until you take a long rest. You gain 1d6x10 pounds. You gradually return to your original weight over the course of one day.
90      All (non-Fey) creatures within 30’ of you must make a Wis save at your spell DC. Those that fail fall asleep for 1d6 minutes. You and all creatures within 30’ of you gain vulnerability to radiant damage for 3d6 turns. You gain proficiency for Dex checks for the next hour, if you don’t already have it.
91      You are protected from Undead for one day. Creatures cannot attack you or harm you unless they make a Cha check at your spell DC. You are protected from Celestials for one hour. Creatures cannot attack you or harm you unless they succeed a Cha check at your spell DC. Your fingernails and toenails grow to an uncomfortable length. Until you trim them, your Dex is reduced by 1 and your Speed is reduced by 5’, even if you aren’t wearing shoes.
92      Make a Con save at your spell DC. If you fail, you transform into a medium-sized potted plant for 3d6 turns, during which time you are considered petrified. For the next 3d6 turns, you are unable to cast any spell that causes damage of any type. You gain the effects of the Blur spell for 3d6 turns, which does not require concentration to maintain.
93      The next time you fall below 0 HP within the next month, you automatically fail your first Death Save roll. You gain Spider Climb for 3d6 turns, but does not require concentration. You gain proficiency for Con checks for the next hour, if you don’t already have it.
94      You gain two spell slots at your second highest level for one week. You gain one level of exhaustion. You gain the use of a first level Spiritual Weapon for 3d6 turns.
95      For the next day, any time you make an ability check, roll 1d6 and add the result. You and all creatures within 30’ of you gain vulnerability to poison damage for 3d6 turns. For the next hour, any spell you cast does not require a sematic component.
96      Make a Wis save at your own DC. If you fail, you are polymorphed into a sheep for 3d6 turns. You gain the ability to speak with animals for one day. For the next hour, you appear to others to be the opposite gender.
97      All allies within 30’ of you get -2 AC for 3d6 turns. All food and drink within 30’ of you is purified. Everything within 40’ is enshrouded by shadows.
98      You are protected from Plants for one day. Creatures cannot attack you or harm you unless they save a Cha check at your spell DC. You and all creatures within 30’ of you gain vulnerability to cold damage for 3d6 turns. For the next hour, any spell you cast does not require a verbal component.
99      You jump forward in time exactly 3d6 turns. From the perspective of everyone else, you don’t exist. All your clothing and equipment teleports to the nearest open space at least 15’ from you that you can see, leaving you naked. You feel extremely nauseated. Make a Con save at your spell DC. If you fail, you must spend your next action throwing up.
100   All spells you cast within the next 3d6 turns automatically fail. Your Con is decreased by 2 for one hour. You immediately lose one unspent sorcery point.
If you are rolling on this chart because of a magic item, not from a caster, the DC is 15. If the result is in italics, re-roll on the same column until you get a roll that isn’t italics.

I know this won’t display well on phones or small tablets. Sorry. I’m just glad it renders properly on PC screens!

Why? I don’t like the WMST in PHB because it’s too harsh. Most players are risk-adverse and refuse to play a Wild Magic Sorcerer because they’re afraid of turning into a potted plant in the middle of a battle. However, Wild Magic Sorcerers offer several class abilities that, I think, outweigh the risks, especially when you compare them to the other option – dragon origin. (Now, with Xanathar’s Guide, there are a couple more options, but this was created before XGtE was published.)

This variant does three significant things different from PHB.

  1. Instead of 50 possible outcomes, there are 300.
  2. We now have 3 levels of outcomes, and their likelihood is better balanced. The Severe outcomes (the ones that can win or lose a battle) are less likely than the Nuisance outcomes.
  3. The really nasty outcomes are now guarded by a saving roll, giving one last chance to prevent the worst possible outcomes to happen.

My intent is to make the chart palatable for players, making the wild magic origin sorcerer a more viable choice during character creation. Admittedly, this does require extra die rolls and keeping the chart handy. However, in my own play-tests, this has worked reasonably well.

The reason I posted it here is two-fold: Instead of directing people to a third-party website (D&D Wiki), I’d rather bring them here. The version posted there is an earlier draft and doesn’t contain the latest changes. It is far too cumbersome to keep that site updated compared to here. Also, I’d just rather bring people to my site in hopes they (you!) spend time reading the other stuff I keep here.

Let me know if you have any thoughts or questions. Thanks!

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