Custom Wild Magic Surge Table

by Bamstacks

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d100 Effect
1 Roll on this table at the start of each of your turns for the next minute, rerolling this result on subsequent rolls.
2 You lose concentration on any spells you are concentrating on, and your eyes swirl with energy, and you now passively emanate a 60 feet antimagic cone in the direction you face for the next minute.
3 You regain all expended sorcery points.
4 All of your teeth fall out of your mouth, and slowly regrow over 10 minutes.
5 You cast blindness/deafness on yourself with both effects, rolling your saving throw separately for each.
6 Your muscles suddenly grow in size and your bones reinforce. For 1 minute, your Strength and Constitution scores increase by 4. Your current and maximum hit points increase accordingly for the duration.
7 You cast fireball as a 3rd-level spell centered on yourself. Damage caused by this feature cannot reduce a creature to 0 hit points.
8 Roll a d20. If you roll an odd number, you shrink 1 size. If you roll an even number, you enlarge 1 size. This change lasts for a number of minutes equal to the result of the d20.
9 You cast magic missile as an Xth-level spell targeting a creature of the DMs choice, where X equals your Charisma modifier (minimum of 1).
10 You let out a loud, thunderous belch that replicates the effect of a 1st-level thunderwave spell.
11 Your height changes by 1d6 inches. If the roll is odd, you shrink. If the roll is even, you grow. If this effect is already in place when you roll this, you return to your original height. A remove curse spell can end this effect.
12 Up to 3 corpses within 30 feet of you rise as zombies hostile to all non-undead creatures.
13 You cast hypnotic pattern centered on yourself.
14 Your body and all your gear take on a glassy appearance for the next minute. During this time, ranged attacks that target you bounce off and target other random creatures within 30 feet of you instead.
15 You cast spiritual weapon in the nearest unoccupied space, and it immediately attacks you if possible. The weapon moves on the shortest path toward you before each of your turns and attacks you if possible. It disappears if you fall unconscious.
16 For the next minute, the only languages you know are Deep Speech, Primordial, and Sylvan.
17 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
18 You feel a drain on your soul, and you lose 1 of your lowest level spell slot.
19 You cast grease centered on yourself. The grease puddle moves with you.
20 Your cantrips deal damage as if you were 4 levels higher for the next minute.
21 Creatures have disadvantage on saving throws against the next spell you cast before your next long rest that involves a saving throw.
22 Your reaction time is slowed, and you gain disadvantage on the next Dexterity saving throw you make.
23 Your eyes and hair turn a random color determined by a 1d6. 1- red, 2- orange, 3- yellow, 4- green, 5-blue, 6-purple. If this effect is already in place when you roll this, they return to your original color. A remove curse spell ends this effect.
24 If you take acid, cold, fire, lightning, or thunder damage within the next minute, you gain resistance to that type of damage for 1 hour.
25 You gain one of the following incorporeal traits based on your alignment until your next long rest. Good- a halo floats above your head. Neutral- a flower blooms on your head. Evil- you sprout large devil horns.
26 Your skin becomes blotchy and thin, and you make Constitution saving throws at disadvantage for the next minute.
27 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
28 1d4 discolored blotches of small size appear on your skin permanently and cannot be removed except via Greater Restoration, Heal, or Wish.
29 Up to 4 creatures you choose within 30 feet of you take 4d10 lighting damage.
30 You cast haste on yourself.
31 You cast blink.
32 You cast silence centered on yourself.
33 Maximize the damage of the next damaging spell you cast before you finish a long rest.
34 Your feet and hands disappear. You fall prone and drop everything you are carrying. You cannot stand up or hold or manipulate objects until your appendages reappear at the start of your next turn.
35 Roll a d6. 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. If this effect is already in place when you roll this, you return to your original age. A remove curse spell ends this effect.
36 You cast disguise self and appear as the nearest humanoid to you you can see. If you cannot see a humanoid, you appear as a naked, bald, androgynous albino human with no facial features.
37 You cast inflict wounds on the nearest creature within 30 feet of you at the end of your next turn. If there aren’t any creatures nearby, you cast it on yourself.
38 You permanently learn one random 1st level spell from any spell list determined by the DM.
d100 Effect
39 You cast cure wounds as a 1d4th level spell on yourself.
40 You see briefly into the future. Roll a d20. The next time a creature makes an ability check, attack roll, or saving throw, the number rolled will be replaced by what you rolled.
41 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.
42 You become poisoned until you use your action to make a DC 12 Constitution check. On a success, you vomit and the effect ends.
43 You cast thunder step as a 3rd level spell.
44 The next spell that you cast in the next minute is cast as if cast with a spell slot 2 levels higher than the slot level you used to cast it.
45 You cast levitate on yourself.
46 All the coins you have on your person fall to the ground at your feet. It takes an action to pick up 100 scattered coins.
47 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
48 You cast blur.
49 You can't speak for the next minute. Whenever you try, rainbow colored bubbles float out of your mouth.
50 You suddenly realize that you are nothing more than a fictional character in a game played by other creatures in another plane of existence, which causes you to be stunned. This existential crisis lasts until the start of your next turn, after which you shake it off as nonsense.
51 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.
52 You feel lucky. You automatically succeed on the next saving throw you make within the next minute.
53 You are immune to being intoxicated by alcohol for the next 5d6 days.
54 You gain 2d10 temporary hit points.
55 Your hair falls out but grows back within 24 hours.
56 You cast faerie fire centered on yourself.
57 For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
58 If you are in combat, you reroll your order in the initiative at the end of this round.
59 You regain an expended spell slot of 5th level of lower (player choice).
60 You feel your knowledge and skills disappear. You lose your proficiency bonus for the next minute.
61 For the next minute, your voice booms three times as loudly when you speak.
62 You feel a surge of knowledge that floods your mind. You gain one skill, tool, or language proficiency of your choice.
63 You cast fog cloud centered on yourself. The fog cloud moves with you.
64 You feel a piece of your knowledge leave your mind forever. You lose one skill, tool, or language proficiency of your choice.
65 You cast call lightning, but it lasts 3 rounds instead of the usual 10 minutes.
66 Your hands grow an additional finger on the opposite side of the hand to the thumb
67 You are frightened by the nearest creature until the end of your next turn.
68 You no longer need to breathe for the next 1d8 hours.
69 You and each creature within 30 feet of you becomes invisible for the next minute.
70 All the rations you are carrying turn to soap.
71 You gain resistance to all damage for the next minute.
72 You cast fear in the direction you’re facing.
73 A creature of your choice within 60 feet of you becomes poisoned.
74 A simulacrum of yourself appears within 20 feet of you. It defends itself if attacked, but it cannot speak and otherwise just looks around utterly confused. It turns to snow 1 minute later.
75 You glow with golden bright light in a 30-foot radius for the next minute, and your hair becomes gold and stands straight up. Any creature that ends its turn within 5 feet of you is blinded by your radiant glory until the end of its next turn.
76 You become colorblind until your next long rest.
77 You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.
78 A strong wind swirls around you in a 10-foot radius, making ranged attacks going into or out of this aura automatically miss.
79 Illusory butterflies and flower petals flutter in the air within 10 feet of you until your next long rest.
80 You gain truesight out to a range of 60 feet for the next minute.
d100 Effect
81 You can take one additional action immediately.
82 You sprout tiny fairy wings from your shoulders. You are under the effect of a slow fall spell until they disappear after 1d8 days.
83 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
84 For the next minute, everything you touch turns to gold. If you touch a creature, that creature must make a Charisma saving throw versus your spell save DC or else suffer the restrained condition as some of their limbs and muscles start turning to gold. You can finish the transformation by maintaining touch on the creature until this effect ends.
85 You cast mirror image.
86 You become petrified for 1d4 rounds.
87 You cast fly on yourself and every creature in a 30 foot radius with a duration of 1 minute instead of the usual 10.
88 A column 5 x 1d4 feet high and 5 feet in diameter rises beneath your feet. If this height causes it to collide with a ceiling or object above you, you are restrained and take 2d6 bludgeoning damage, pinned against the object, unless you use your reaction to succeed on a DC 11 Dexterity saving throw to jump off. The column slowly lowers into the ground 1 minute later, leaving no trace of it.
89 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.
90 You start having an intense headache. You must concentrate on alleviating this headache as if concentrating on a spell or take 1d8 psychic damage at the end of each of your turns.
91 If you die within the next minute, you immediately come back to life with full hit points, rolling on this table when you do so (even if you already surged that turn).
92 A tiny rain cloud appears above your head and rains in a 5-foot radius centered on you for the next minute. Open flames in the area are extinguished.
93 You cast enlarge on yourself.
94 Your arms stretch. You gain a reach of 15 feet with them for the next minute.
95 You and all creatures within 30 feet of you gain vulnerability to all damage for the next round.
96 You suddenly are surrounded by a whirlwind of childlike glee. One creature of your choice within 10 feet of you can immediately use their reaction to take an action as they are suddenly filled with enlivening magic.
97 You are surrounded by faint (but lively) music until your next long rest.
98 Your mind fortifies. You gain resistance to psychic damage until your next long rest.
99 Your mind weakens. You now have vulnerability to psychic damage until your next long rest.
100 Choose any surge you want (besides this one).
 

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