Wild Magic Surge Table

Roll on 100 original wild magic effects for your D&D 5e game. Filter by severity and track every surge in your session.

100 of 100 effects available

d100

Roll to unleash a surge of wild magic.

Full reference

The Complete d100 Wild Magic Surge Table

All 100 effects on one page, free to use at your table. Roll a d100 and read across, or use the roller above to pick one at random.

d100EffectSeverity
1Your hair changes to a vivid, unnatural color of the DM's choice. It returns to normal after your next long rest.Until long restHarmless
2For the next minute, you can only speak in rhyming couplets. You understand language normally.1 minuteHarmless
3A shower of harmless, glowing butterflies erupts from your hands and disperses after 6 seconds.InstantaneousHarmless
4Your skin turns a faint shade of blue for the next 10 minutes. It has no mechanical effect.10 minutesHarmless
5A strong scent of fresh-baked bread fills a 30-foot radius around you for 1 minute.1 minuteHarmless
6Your voice drops two octaves for the next minute. You sound like you gargled gravel for breakfast.1 minuteHarmless
7Small, harmless flowers sprout from any surface you touch for the next minute.1 minuteHarmless
8You hiccup once, and a tiny puff of colorful smoke escapes your mouth. Nothing else happens.InstantaneousHarmless
9Your eyes glow faintly like embers for the next hour. This sheds dim light in a 5-foot radius.1 hourHarmless
10A spectral kitten appears on your shoulder for 1 minute. It purrs loudly, then vanishes.1 minuteHarmless
11Your footsteps produce tiny musical notes (visible, not audible) for the next 10 minutes.10 minutesHarmless
12You become aware of the exact number of copper coins within 60 feet of you. The knowledge fades after 1 round.1 roundHarmless
13Your shadow moves independently of you for the next minute, mimicking gestures you made an hour ago.1 minuteHarmless
14A single illusory firework explodes 20 feet above your head. It is loud and bright but deals no damage.InstantaneousHarmless
15Your fingernails turn to polished gold for 1 hour. They are cosmetic only and cannot be sold.1 hourHarmless
16You sneeze, and a small, non-magical gemstone (worth 1 gp) flies out of your nose.InstantaneousHarmless
17For the next minute, an echo repeats the last word of every sentence you speak.1 minuteHarmless
18A faint, ethereal crown of starlight appears above your head for 10 minutes. It has no mechanical effect.10 minutesHarmless
19Your clothing changes color to match your surroundings for 1 minute, like a chameleon. It provides no stealth benefit.1 minuteHarmless
20A gentle warm breeze swirls around you for 1 round, ruffling papers and cloaks within 10 feet.1 roundHarmless
21You gain the ability to perfectly mimic any animal sound you have heard before. This lasts for 1 hour.1 hourHarmless
22Faint arcane runes appear on your forearms, glowing softly. They are illegible and fade after 10 minutes.10 minutesHarmless
23Your next yawn (within 1 hour) produces a tiny, harmless lightning bolt that arcs between your teeth.Next yawn or 1 hourHarmless
24A phantom drumroll plays from nowhere for exactly 3 seconds. Everyone within 30 feet hears it.InstantaneousHarmless
25You taste copper in your mouth for 1 minute. Your tongue tingles slightly. No other effect.1 minuteHarmless
26You teleport up to 10 feet in a random direction. If the destination is occupied, you do not teleport.InstantaneousModerate
27You gain resistance to fire damage for the next minute.1 minuteModerate
28A fog cloud (as the spell) appears centered on you and lasts for 1 minute. You do not need to concentrate.1 minuteModerate
29You regain 1d4 hit points immediately.InstantaneousModerate
30You grow 1d6 inches taller for the next 10 minutes, then return to normal height.10 minutesModerate
31The next weapon attack made against you within 1 minute has disadvantage.1 minute or until triggeredModerate
32You can see invisible creatures and objects for the next round.1 roundModerate
33A shield of translucent energy appears around you. You gain +2 AC until the start of your next turn.Until start of next turnModerate
34You levitate 1 foot off the ground for 1 minute. Your movement speed is halved while levitating.1 minuteModerate
35Each creature within 10 feet of you takes 1d4 thunder damage as a shockwave ripples outward.InstantaneousModerate
36You gain darkvision (60 ft) for the next hour. If you already have darkvision, its range extends by 30 feet.1 hourModerate
37A small illusory double of you appears and mimics your movements for 1 minute. It cannot interact with anything.1 minuteModerate
38You become immune to the frightened condition for the next 10 minutes.10 minutesModerate
39Your walking speed increases by 10 feet for the next minute.1 minuteModerate
40The nearest unlocked door within 60 feet slams open (or shut, if already open).InstantaneousModerate
41You cast Detect Magic without expending a spell slot. You do not need to concentrate on it.10 minutesModerate
42One random creature within 30 feet of you (DM's choice) regains 1d8 hit points.InstantaneousModerate
43You gain proficiency in one tool or skill of the DM's choice for the next hour.1 hourModerate
44Gravity reverses for you for 1 round. You fall upward 10 feet, then gravity returns to normal.1 roundModerate
45Your next melee attack within 1 minute deals an extra 1d6 force damage.1 minute or until triggeredModerate
46All nonmagical flames within 30 feet of you are extinguished instantly.InstantaneousModerate
47You sprout ethereal antlers made of moonlight. They shed bright light in a 10-foot radius for 1 minute.1 minuteModerate
48You gain temporary hit points equal to your proficiency bonus. They last for 1 hour.1 hourModerate
49The ground within 10 feet of you becomes difficult terrain (covered in frost) for 1 minute.1 minuteModerate
50You learn the surface thoughts of one creature within 30 feet (as if you cast Detect Thoughts). This lasts 1 round.1 roundModerate
51Your weapon (or the nearest weapon within 5 feet) begins to hum and glow faintly for 1 minute, shedding dim light in a 5-foot radius.1 minuteModerate
52A spectral hand appears and drops a random mundane object (rope, torch, rations) at your feet, then vanishes.InstantaneousModerate
53You gain resistance to cold damage for the next minute.1 minuteModerate
54You shrink 1d6 inches for the next 10 minutes, then return to normal size.10 minutesModerate
55One random creature within 30 feet must succeed on a DC 12 Wisdom save or be unable to speak for 1 round.1 roundModerate
56A burst of wild energy heals you for 2d4 hit points but also pushes you 5 feet in a random direction.InstantaneousModerate
57You become translucent for 1 round. You gain advantage on Stealth checks but can still be seen.1 roundModerate
58A static charge builds on your body. The next creature that touches you takes 1d6 lightning damage.1 minute or until triggeredModerate
59You can read all written languages for the next 10 minutes.10 minutesModerate
60A phantom wind howls through the area. Every creature within 15 feet must succeed on a DC 10 Strength save or be pushed 5 feet away from you.InstantaneousModerate
61You cast Fireball centered on yourself at 3rd level. You and all creatures within 20 feet must make the saving throw.InstantaneousDramatic
62You are polymorphed into a sheep for 1 minute. You retain your mental ability scores but cannot cast spells.1 minuteDramatic
63You teleport up to 60 feet to a random unoccupied space. The DM chooses the destination.InstantaneousDramatic
64A spectral beast (use the statistics of a wolf) appears in an unoccupied space within 10 feet. It is hostile to all creatures and disappears after 1 minute.1 minuteDramatic
65You and each creature within 20 feet become invisible for 1 round. Attacking or casting a spell ends the invisibility for that creature.1 roundDramatic
66You age 1d10 years. This can be reversed by a Greater Restoration spell.Permanent (reversible)Dramatic
67Gravity reverses in a 20-foot radius around you for 1 round. All creatures and loose objects in the area fall upward 10 feet.1 roundDramatic
68You emit a blinding flash. Each creature within 30 feet must succeed on a DC 13 Constitution save or be blinded until the end of their next turn.Until end of next turnDramatic
69Your spell slot of the highest level you have remaining is consumed. If you have no spell slots, you take 2d6 psychic damage instead.InstantaneousDramatic
70A 10-foot-radius pit (10 feet deep) opens beneath your feet. You and any creatures standing on the spot must make a DC 12 Dexterity save or fall in.Permanent (terrain change)Dramatic
71You cast Confusion (as the spell, DC 13) centered on yourself. You are also affected. Concentration is not required.1 minuteDramatic
72Your maximum hit points are reduced by 1d10 until your next long rest. This cannot reduce your maximum below 1.Until long restDramatic
73You regain all expended sorcery points. If you have no sorcery points, you regain one 1st-level spell slot instead.InstantaneousDramatic
74Each creature within 15 feet must make a DC 12 Dexterity save. On a failure, they are restrained by conjured vines until the end of their next turn.Until end of next turnDramatic
75You cast Lightning Bolt in a random direction (DM determines the line). It uses your spell save DC.InstantaneousDramatic
76You become ethereal for 1 round. You cannot affect or be affected by the material plane. At the end of the round, you return to the nearest unoccupied space.1 roundDramatic
77A wave of healing energy surges outward. Every creature within 30 feet regains 2d6 hit points.InstantaneousDramatic
78You are launched 30 feet straight up into the air. Normal falling rules apply.InstantaneousDramatic
79Your body becomes living flame for 1 round. You are immune to fire damage, and any creature that touches you or hits you with a melee attack takes 2d6 fire damage.1 roundDramatic
80A zone of silence (as the Silence spell) appears centered on you for 1 minute. No concentration required.1 minuteDramatic
81Your next spell within 1 minute is cast as if using a slot one level higher than the one you spend.1 minute or until triggeredDramatic
82All metal objects within 10 feet of you become red hot for 1 round. Creatures holding metal objects take 1d8 fire damage.1 roundDramatic
83You summon a Tidal Wave (as the spell) originating from your position in a direction of the DM's choice.InstantaneousDramatic
84Your body crackles with static. For the next minute, any spell you cast that deals damage deals an extra 1d4 lightning damage.1 minuteDramatic
85You swap positions with a random creature within 30 feet (DM's choice). Neither creature is harmed by the swap.InstantaneousDramatic
86You cast Fireball at 5th level centered on yourself. Every creature within 20 feet (including you) must make the saving throw.InstantaneousCatastrophic
87You are petrified until the end of your next turn. You are unconscious and turned to stone. Greater Restoration ends this early.Until end of next turnCatastrophic
88An antimagic field (10-foot radius) surrounds you for 1 minute. All magic within the field is suppressed.1 minuteCatastrophic
89You are teleported to a random plane of existence. You return to your original location after 1 minute. (DM determines the plane.)1 minuteCatastrophic
90Every creature within 30 feet (including you) takes 4d6 force damage. No saving throw.InstantaneousCatastrophic
91You lose the ability to cast spells until the end of your next long rest. Cantrips still function.Until long restCatastrophic
92A hostile elemental (DM's choice of type, CR equal to half your level, minimum 1) appears within 10 feet and attacks the nearest creature.1 minuteCatastrophic
93Your wild magic becomes contagious. The next creature that touches you must roll on this table.Until triggeredCatastrophic
94You de-age 2d10 years. If this would reduce your age below 1, you become an infant with no ability to cast spells. Greater Restoration reverses this.Permanent (reversible)Catastrophic
95All of your non-magical equipment is teleported to a random location within 500 feet. Your armor, weapons, and pack are scattered.PermanentCatastrophic
96You trigger a localized earthquake. Every creature within 20 feet must succeed on a DC 14 Dexterity save or be knocked prone and take 3d6 bludgeoning damage.InstantaneousCatastrophic
97A permanent Wall of Fire (as the spell) appears in a 20-foot line starting from your position in a random direction. It lasts for 1 minute without concentration.1 minuteCatastrophic
98You and every creature within 15 feet are banished to a harmless demiplane for 1 round. You all reappear at the start of your next turn.1 roundCatastrophic
99Your wild magic surges again immediately. Roll twice more on this table and apply both effects simultaneously.InstantaneousCatastrophic
100A massive arcane detonation occurs. Every creature within 40 feet takes 6d6 radiant damage. You are at the center and take the full amount. A DC 15 Dexterity save halves the damage for other creatures.InstantaneousCatastrophic

How Wild Magic Works in D&D 5e

Wild Magic is the "hold my beer" of D&D 5e subclass mechanics. The Wild Magic Sorcerer draws power from raw chaos rather than careful study or divine favor. Every spell they cast might backfire into something completely unrelated. You wanted to cast Shield? Congratulations, you are now a sheep.

Here is how it works. After a Wild Magic Sorcerer casts a sorcerer spell of 1st level or higher, the DM can ask the player to roll a d20. On a natural 1, the character rolls on the Wild Magic Surge table. The result takes effect immediately, whether the sorcerer wants it to or not.

When Do You Roll on the Wild Magic Table?

The rules give the DM discretion over when to call for the d20 roll. Some DMs call for it after every sorcerer spell. Others only trigger it during high-stakes moments. Either approach works, but consistency matters more than frequency. Your player chose this subclass because they want the chaos. If you never trigger surges, the subclass loses its identity.

The word that breaks this in practice is "can." A busy DM forgets, and a 1-in-20 chance that only fires when the DM remembers means a lot of Wild Magic Sorcerers go entire campaigns barely surging at all. The most popular fix is the escalating die, a house rule passed around tables for years. Start at a d20. Each leveled spell that does not produce a surge, the die shrinks: d20, then d10, then d6, then d4, then d2, resetting the moment a surge finally goes off. It guarantees the chaos shows up without making it constant, and it takes the "did you remember" burden off the DM.

Then there is Tides of Chaos. When a Wild Magic Sorcerer uses this feature to gain advantage on a roll, the DM can trigger an automatic surge on the sorcerer's very next spell. No d20 roll, just straight to the table. That surge immediately recharges Tides of Chaos, which makes it a loop: you get a free advantage now, you pay for it with guaranteed chaos soon, and the chaos hands the advantage back.

The 2014 Table, and What It Gets Wrong

The classic table is a d100 with 50 results, each covering two numbers. It belongs to Wizards of the Coast, so rather than reprint it line for line the way a dozen other sites do, here is how it actually behaves. The results fall into four loose moods:

CategoryWhat it doesExample
BeneficialA genuine gift, often combat-relevantRegain your lowest-level expended spell slot
CosmeticHarmless flavor that sticks for a whileYour skin turns blue, or your hair falls out and regrows in a day
DisruptiveAwkward and funny, rarely deadlyYou turn into a potted plant until your next turn, fully incapacitated
DangerousReal risk to you and everyone nearbyA fireball erupts, centered on you, as a 3rd-level spell

The famous results are famous for a reason. A unicorn appearing within 5 feet. Casting Magic Missile or Fireball off-script. Pink bubbles drifting from your mouth whenever you try to speak. Being unable to be intoxicated for several days, which is the kind of result that becomes a running joke for a whole campaign.

The honest weakness of the 2014 table is that some entries are dull, and some are punishing enough to feel like a tax for picking the subclass. That is exactly why so many groups roll on a community list instead.

What Changed in the 2024 Wild Magic Surge Table

If you are moving to the 2024 Player's Handbook, the Wild Magic Sorcerer is one of the bigger glow-ups in the book, and the table sits at the center of it. Two changes matter most.

The table got shorter and kinder. The 2024 list is curated down to a tighter set of results that lean toward fun and away from the purely self-destructive outcomes that made some players dread their own surges. You are far less likely to roll something that just makes your turn worse for no story payoff.

The trigger became reliable. This is the bigger one. Instead of hoping for a natural 1 that the DM remembers to ask for, a 2024 Wild Magic Sorcerer rolls on the table the first time they cast a leveled sorcerer spell after finishing a long rest. The surge is no longer theoretical. It is built into your day.

The new subclass also adds Tamed Surge at 18th level, which lets you skip the dice once and choose an effect from the table outright. After eighteen levels of the universe deciding for you, you finally get to point the chaos.

Having run both: the 2024 version is simply better designed. The 2014 subclass had a great idea and a frustrating delivery, where the signature mechanic could vanish for months at a time. The new one guarantees the moments people picked the subclass for. Worth knowing if your group mixes editions: the trigger and the table are independent, so you can pair the reliable 2024 trigger with the older d100 results, or the other way around, and nothing breaks.

Treantmonk walks through the new table result by result in this breakdown, which is the clearest visual tour available:

Wild Magic Surge Table in D&D 2024 (video)

DM Tips for Running Wild Magic

  • Be consistent. If you only trigger surges when it would be funny, your player will stop trusting the mechanic. Pick a rule and stick with it.
  • Let the dice tell the story. A surge that heals the party mid-combat is just as valid as one that drops a fireball on their heads. Both make great stories.
  • Severity is not punishment. Catastrophic surges are memorable moments, not DM cruelty. The player chose this subclass specifically to experience these moments.
  • Track your surges. Keeping a record of what happened makes for incredible session recaps and gives the player a highlight reel of their character's chaos.

Pro Tip

If a player is new to Wild Magic Sorcerer, start sessions with the severity filter set to Harmless and Moderate only. Once they are comfortable with the chaos, unlock the full table. This tool's session history feature also makes it easy to drop a recap of every surge into your group's Discord channel after the game.

Why We Wrote Our Own Table

The official Wild Magic Surge table in the Player's Handbook has 50 entries. It belongs to Wizards of the Coast, and rather than copying it word for word (which many sites do), we wrote 100 original effects organized into four severity categories. More variety, and you can control the tone. Want a lighthearted session? Filter to Harmless. Running a deadly dungeon? Open it up to Catastrophic and let the dice decide.

Every effect on our table tells you exactly what happens, how long it lasts, and who is affected. No "the DM decides something cool." We avoided vague or overpowered effects that force you to improvise rules mid-combat. You have enough to deal with already.

Building Your Own Wild Magic Table

Once you have run a few sessions, the natural next step is a custom table that fits your world. A campaign about a dying god of fire wants a fire-themed surge table. A necromancer's apprentice wants results that leak the grave into the room. Themed tables are some of the most-shared homebrew in the hobby for a reason: they turn a generic gimmick into a fingerprint for your specific character.

Good homebrew entries follow three rules. Say exactly what happens, say how long it lasts, and say who it affects. Avoid "something cool happens, DM decides," because that sentence is where momentum goes to die mid-combat. A clean entry reads like this: "For the next minute, whenever you take fire damage, a burst of harmless sparks erupts from you, and every creature within 5 feet must make a DC 12 Dexterity save or take 1d4 fire damage." It says what happens, how long it runs, and exactly who it touches, so nobody has to stop and invent a ruling.

You can also start from the table above and use the severity filters to carve out the tone you want, then layer a few personal entries on top. Rolling up the sorcerer causing all this chaos in the first place? The point buy calculator handles the ability spread under either edition, and for everything beyond wild magic our roundup of the best D&D tools for players and DMs covers what is actually worth your time.

Track the Chaos So It Pays Off Later

The best wild magic moments are the ones that come back. A surge turns a sorcerer's skin bright blue in session 3, everyone laughs, and six sessions later the city watch recognizes the party on sight from the blue-skinned sorcerer they were warned about. A throwaway result becomes the reason the whole group gets marched to a cell at the worst possible moment.

That is the quiet problem with wild magic. It generates permanent consequences faster than any other mechanic in the game, and those consequences are easy to lose between sessions. Whatever happened at the table has to live somewhere, or it turns back into fiction. The same discipline is what keeps any long game coherent, which is the subject of how to keep track of a D&D campaign.

Wild magic is hard to track across sessions

Saga20 records your sessions and builds a searchable wiki of everything that happened. The surge that turned your sorcerer into a sheep? It is in the wiki.

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