Wild Magic Surge Table
A wild magic table is a d100 list of random magical effects that a Wild Magic sorcerer triggers when a surge happens. Roll a d100 and apply the matching result. This page rolls on our own original 50-entry homebrew table, where each effect covers two numbers, from harmless jokes to real danger.
Press Roll to roll d100 on the surge table below.
Homebrew wild magic surge table (d100)
| d100 | Effect |
|---|---|
| 01–02 | Your shadow peels away from you and follows you for 1 minute, copying your movements a moment late. It is harmless and can't be affected by anything. |
| 03–04 | Every creature within 10 feet of you, including you, sneezes violently. Each must succeed on a DC 10 Constitution saving throw or be unable to take reactions until the start of its next turn. |
| 05–06 | For the next hour, you can't speak above a whisper. |
| 07–08 | Sweet-smelling pink fog fills a 15-foot-radius sphere centered on you. The area is heavily obscured until the end of your next turn. |
| 09–10 | You gain a flying speed equal to your walking speed until the end of your next turn. If you are still in the air when it ends, you drift gently to the ground and take no falling damage. |
| 11–12 | You have advantage on the next spell attack roll you make in the next minute. |
| 13–14 | Every nonmagical flame within 30 feet of you, from candles to campfires, goes out at once. |
| 15–16 | Your eyes glow bright violet for 1 hour, shedding dim light in a 5-foot radius. You have disadvantage on Dexterity (Stealth) checks while they glow. |
| 17–18 | You swap places with a random creature you can see within 30 feet of you. If you can't see one, nothing happens. |
| 19–20 | Every hair on your body changes to a color of the DM's choice for 24 hours. |
| 21–22 | The magic snaps back at you. You take 2d6 force damage. |
| 23–24 | Warm golden light pulses out from you. You and each creature within 20 feet of you regain 1d8 hit points. |
| 25–26 | You rise 10 feet into the air and hover there until the end of your next turn, then float gently down. While hovering, you can't move unless something pushes or pulls you. |
| 27–28 | For the next 10 minutes, you must speak only in rhyme. Each time you say something that doesn't rhyme, you take 1 psychic damage. |
| 29–30 | A thunderclap booms from your position, audible up to 300 feet away. Each other creature within 10 feet of you must succeed on a Constitution saving throw against your spell save DC or be deafened until the end of its next turn. |
| 31–32 | A shimmering layer of raw magic coats your skin. You gain 2d8 temporary hit points. |
| 33–34 | Your feet briefly turn to stone. Your speed is halved until the end of your next turn. |
| 35–36 | A harmless spectral cat appears within 5 feet of you and follows you for 1 hour. It can't interact with anything and vanishes if touched. |
| 37–38 | A wave of irrational dread washes over you. You are frightened of the creature closest to you until the end of your next turn. |
| 39–40 | Everything you are wearing and carrying turns transparent for 1 minute. Nothing changes mechanically, but it is very hard to explain. |
| 41–42 | The ground lurches. You and every creature within 30 feet of you must succeed on a DC 12 Dexterity saving throw or fall prone. |
| 43–44 | The next time you cast a cantrip in the next minute, roll its damage dice twice and use the higher total. |
| 45–46 | Thorny vines burst from the ground around one random creature within 60 feet of you. It must succeed on a Strength saving throw against your spell save DC or be restrained until the end of its next turn. |
| 47–48 | Static crackles over your body for 1 minute. Any creature that touches you or hits you with a melee attack takes 1d6 lightning damage. |
| 49–50 | Your magic drains away. You lose 1d4 sorcery points (but not below 0). |
| 51–52 | You teleport 30 feet straight up, or as high as the space above you allows, and then fall. |
| 53–54 | A small rain cloud forms over your head and follows you for 1 hour, soaking you. While under it, you have resistance to fire damage. |
| 55–56 | For 1 minute, you understand every spoken language you hear, but you can't speak any language other than the ones you already know. |
| 57–58 | Healing magic floods through you. You regain 3d6 hit points. |
| 59–60 | The next spell you cast in the next minute that deals damage deals an extra 2d6 damage of the same type to one target of your choice. |
| 61–62 | Grass, moss and wildflowers sprout in a 20-foot radius around you. The ground there is difficult terrain for 1 minute. |
| 63–64 | Every coin you are carrying turns into copper for 1 hour, then changes back. |
| 65–66 | A blinding flash bursts from you. You are blinded until the end of your next turn, and each other creature within 10 feet of you must succeed on a Constitution saving throw against your spell save DC or also be blinded until the end of its next turn. |
| 67–68 | Your skin becomes slick as soap for 1 minute. You have advantage on checks and saving throws to escape a grapple or restraint, but if you take damage you drop whatever you are holding. |
| 69–70 | One random creature within 30 feet of you must succeed on a Wisdom saving throw against your spell save DC or be charmed by you until the end of your next turn. |
| 71–72 | A burst of force radiates from you. Every other creature within 15 feet of you is pushed 10 feet directly away from you. |
| 73–74 | Your magic sputters and stalls. You can't cast spells until the end of your next turn. |
| 75–76 | Raw magic refills your reserves. You regain 1d4 expended sorcery points. |
| 77–78 | Frost explodes outward from you. You and each creature within 10 feet of you take 2d4 cold damage, and the ground in that area is slick with ice (difficult terrain) for 1 minute. |
| 79–80 | You gain tremorsense out to 30 feet for 1 minute. |
| 81–82 | Your weight drops to a few pounds for 1 minute. You can jump three times as far as normal, but any effect that pushes you moves you twice as far. |
| 83–84 | One random creature you can see within 60 feet of you, friend or foe, has advantage on the next attack roll it makes before the end of its next turn. |
| 85–86 | Wild energy overloads your nerves. Make a Constitution saving throw against your own spell save DC. On a failed save, you are stunned until the end of your next turn. |
| 87–88 | Every unattended object weighing 5 pounds or less within 30 feet of you floats 1 foot off the ground for 1 minute. |
| 89–90 | Magical darkness fills a 15-foot-radius sphere centered on a point you choose within 60 feet of you until the end of your next turn. |
| 91–92 | For the next hour, you speak in the voice of the last creature you heard talk. |
| 93–94 | A bolt of lightning leaps from you to one random creature within 30 feet of you other than you. It takes 4d10 lightning damage, or half as much on a successful Dexterity saving throw against your spell save DC. |
| 95–96 | For 1 minute, your spells that deal fire damage deal cold damage instead, and your spells that deal cold damage deal fire damage instead. |
| 97–98 | Choose one damage type. You have resistance to that type for 1 minute. |
| 99–00 | Your magic surges with power. If the next spell you cast before the end of your next turn uses a spell slot of level 3 or lower, that slot isn't expended. |
How Wild Magic Surges work
Our table, not the book's: The official Wild Magic Surge table is printed in the Player's Handbook as part of the Wild Magic sorcerer subclass. The table on this page is our own homebrew alternative, written from scratch for this site. It follows the same idea, a d100 roll with 50 effects covering two numbers each, so you can swap it in or alternate between the two at your table.
2014 rules: Right after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. On a 1, you roll on the surge table. Your Tides of Chaos feature lets you take advantage on one attack roll, ability check or saving throw; you get it back after a long rest, or earlier if the DM has you roll on the surge table after a 1st-level or higher sorcerer spell.
2024 rules: The revised Player's Handbook takes the decision away from the DM. Once per turn, right after you cast a sorcerer spell using a spell slot, you can roll a d20, and on a 20 a surge happens. Tides of Chaos still grants advantage on one roll; after you use it, casting a sorcerer spell with a spell slot before your next long rest triggers a surge automatically and restores the feature.
At the table: Read the result out loud and apply it at once. Effects that ask for a saving throw use your spell save DC unless they give a fixed DC. Where an effect says "random creature", roll a die for the creatures in range. If a result makes no sense in the moment, the DM can call for a reroll. To learn how a percentile roll works, see percentile dice explained.
Wild Magic Surge Table FAQ
How do you roll on the Wild Magic Surge table?
Roll a d100, either one percentile roll or two d10s for tens and ones, and find the matching range. On this table each effect covers two numbers, such as 01-02 or 99-100.
When does a Wild Magic Surge happen?
In the 2014 rules, the DM can ask you to roll a d20 after you cast a sorcerer spell of 1st level or higher, and a 1 causes a surge. In the 2024 rules, you roll a d20 once per turn after casting a sorcerer spell with a spell slot, and a 20 causes a surge.
Is this the official Player's Handbook table?
No. This is an original homebrew table written for this site. The official table appears in the Player's Handbook, and you can use either one with your DM's approval.
What spell save DC do surge effects use?
Any effect on this table that calls for a saving throw uses your sorcerer spell save DC, unless the effect lists a fixed DC instead.
Can a wild magic surge hurt my own party?
Yes. Some effects hit every creature near you, and a few pick a random target that might be an ally. That risk is part of the fun of playing a Wild Magic sorcerer.
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