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| D100 | Effekt | Effekt | Effekt | EffektsV2 |
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| 1 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. | For 1 minute, you emanate Wild Magic aura around you in a 30-foot radius. All creatures casting spells of 1st level or higher while in the radius must roll a **d20** for Wild Magic. | Roll on this table at the start of each of your turns for the next minute. | There's now a narrator dramatically describing everything that everyone does. |
| 2 | You expend all sorcery points, taking 1d6 force damage for each point lost. You gain temporary hit points equal to the damage taken for the next hour. | A small bird delivers an envelope to you. The envelope contains a letter from an anonymous fan and a chocolate bar. | For the next minute, you can see any invisible creature within 60ft and not in total cover. | every player character swaps bodies with another player character at random. |
| 3 | Roll on this table twice, ignoring this result on subsequent rolls. | You sneeze every time someone thinks about you within the next hour. | A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. | Bananas keep appearing at places they really shouldn't be at. Eating one gives you advantage on your next roll. Potassium! |
| 4 | You cast see invisibility on yourself. | For the next 24 hours, you have a strong feeling that someone is watching you. You gain a **1d4** bonus to passive Perception for the duration of the effect. | You cast fireball as a 3rd-level spell centered on yourself. | Someone becomes aware of the 4th wall. Every character forgets that this happened after today's game. |
| 5 | A halo of letters appears around your head. For the next hour, you are aware if someone you can hear is lying. | A fashionable hat appears on your head. A trail of shimmery glitter remains after the hat and anyone who is wearing it. | You cast magic missile as a 5th-level spell. | There's a big red button now. Only the GM knows what it does. |
| 6 | For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame. Giggling laughter can be heard from the fire. | A small cupcake with a large burning candle appears in front of you. Attached to the cupcake, there is a note that says "Make a wish". | Roll a d10. Your height changes by a number of metres equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. | Every person gets a random 1st level spell they can cast once. |
| 7 | You cast dragon's breath. The damage type is random. | A miniature cloud appears above your head. There is constant drizzle coming from the cloud. The cloud constantly follows you around and disappears after **16d** hours. | You cast confusion centered on yourself. | All bodies of water or milk is turned into a pure water that glows orange; one decent drink of it recovers 1d6+1d4 damage and satisfy all need to eat, drink or sleep for the day; each creature can only partake of this once a day. Additionally if this drink touches the undead, it deals 2d6 damage (no save). |
| 8 | You cast fireball as a 3rd-level spell centered on yourself. | A 5 by 30 feet table appears in front of you, stuffed to the brim with your favorite food. | For the next minute, you regain 5 hit points at the start of each of your turns. | The first person to cast a spell is covered with an illusion that makes them look like a drawn cat with orange fur and black stripes; when they talk a speech bubble appears with text of what you said. This effect lasts either for a day, until dispelled, the caster is dipped in a specific mixture (mostly turpentine, acetone and benzene) or eats something vaguely like a lasagne |
| 9 | You cast ice storm as a 4th-level spell centered on yourself. | You will be the main character of the next book you read. | You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face | The first person to take damage during the night gets five silver tattoos; each tattoo has one specific spell and each tattoo can be expended (making it disappear) to either cast their spell or reduce an attack to 0 damage. The tattoo spells are Phantasmal Mimesis, Apprending Arcane Form, Damnation of the Sense, Velocitous Imbumenet and Consecrating Coffin. (Note these spells are from WWN, so if you want something else pick spells relevant to your game). |
| 10 | You cast magic missile as a 5th-level spell. | For the next hour, small combustible objects ignite if you look at them for longer than 1 round. | You cast grease centered on yourself. | All creatures that can see the caster and have a pc stat block gets one of the following benefits based on their highest attribute (roll in the case of a draw): Strength - treat Strenght modifier as being one level higher, Dexterity - the target's movement speed is double, Constitution - Can Breath underwater, Intelligence - Get +1 Ac, Wisdom - See through walls and flesh, but not bones or clothing, Charisma - The user gets a flying speed of 10 feet. This effect lasts until the targets put on or take off a mask. |
| 11 | You cast reduce on yourself. | For the next 24 hours, every time you enter a room, fanfare is heard around you and an illusory herald announces your arrival, addressing you as "lord". | Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. | Rain in the local area is turned into either little red dinosaurs or blue whales gummies the next time it rains. |
| 12 | Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. | A small lead figurine of you appears in the air and falls to the ground, in a pose you had at the moment of casting a spell. Despite the size, it weighs as much as you. | Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. | A mysterious shop appears near the players; the staff are friendly, having everything an adventurer or wizard might need. |
| 13 | Ill omen falls upon you. When making an ability check, attack roll, or saving throw, the DM may force you to roll with disadvantage once. | All doors and windows in a 120 foot radius slam shut. | Your skin turns a vibrant shade of colour. A remove curse spell of 5th level or higher can end this effect. | the target with the most Hit Points within one mile is hit by a shooting star; it deals 10d10 damage and will smash through any barriers to hit the target. |
| 14 | You cast confusion centered on yourself. | For 1 hour, you can telepathically open simple nonmagical locks that you can see by concentrating on them for 1 minute. | An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. | 100 feet in radius around the first person to mention the chaos god, high speed winds occur which change direction each caster's turn (use a D8 to determine direction, 1 - North, 2 - North-east, etc.). Any target moving in the same direction as the wind gets double their movement speed, and all movement directly against the wind is impossible |
| 15 | You cast hold person on a creature within 20 feet. If you choose no creature, you cast it on yourself. | The ground within a 60-foot radius becomes covered in eggshells. | For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. | Each PC and NPC present with them picks one random effect from this list. |
| 16 | For the next minute, you regain 5 hit points at the start of each of your turns. | You are unable to lie and withhold information for the next hour. | You teleport up to 60 feet to an unoccupied space of your choice that you can see. | 1d100 nearest creatures to the youngest person in the area each get 1d10 silver pieces |
| 17 | For 10 minutes, you speak in a stranger's unusual voice. The voice is disruptive, but how it sounds is up to you. | You cast Tongues on yourself. | You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. | The random person gets a picture of a monkey tattooed onto their skin. Any NPC that sees it must make a Mental save or else be filled with a desire to buy the tattoo; if they successfully buy the tattoo then it will be transferred to the buyer. The tattoo loses it's magical allure but if purchased will transfer from body to body. |
| 18 | You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. | For the next 24 hours, you involuntarily dance when you stand still. | Maximize the damage of the next damaging spell you cast within the next minute. | One of the party's items has been swapped out with a mimic. |
| 19 | For the next minute, creatures within 30 feet of you gain 5 temporary hit points at the start of your turn. These hit points do not stack. | For the next 24 hours, any non-magical mirror you look into shatters. | Roll a d10. 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. | Party members must speak in rhymes with certain NPCs. |
| 20 | You cast grease centered on yourself. | You cast Unseen Servant. | 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. | Players who speak in a bad accent for that turn get a +1 to attacks and spell DCs. They may not repeat an accent for that combat. |
| 21 | Your hair turns bright pink. | An egg appears on the ground next to you. If the egg breaks, a chicken will appear in its place. If the chicken's hitpoints drop to zero, it will turn into an egg with the properties identical to the original one. | You regain 2d10 hit points. | Gravity inverts / reverses around the party. |
| 22 | The air charges with magic. Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. | A tiny fairy appears next to you. She immediately starts saying nasty things about you. The fairy is intangible and disappears after 10 minutes. | 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. | They hear singing behind them wherever they go. But not where they look. The plants are singing, they get quiet because they are just shy. |
| 23 | You infuse creatures with magic. Creatures of your choice within 30 feet of you have advantage against the next effect that involves a saving throw. | The next person to physically touch you (or hit you with a weapon) will take **1d6** lightning damage. | For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. | Everyone is polymorphed into a random animal |
| 24 | Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. | For the next 24 hours, you cast no shadow and do not appear in reflective surfaces. | You cast levitate on yourself | Every time a party member has a bad roll, a sad trombone plays. |
| 25 | You encase yourself in a block of earth that fills all 5-foot spaces surrounding you. If a creature is in a space where the earth appears, they are pushed to the nearest unoccupied space. Each 5-foot section of the block has 20 hit points, and an AC of 17. | For 1 hour, items you try to pick up or use slip out of your hands. | A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. | all magical items become cheese for 1 minute. They retain all of their other properties. |
| 26 | An eye appears on your forehead for the next hour. During that time, you have advantage on Perception checks that rely on sight. | For the next minute, you can Disengage as a bonus action. | You cant speak for the next minute. Whenever you try, pink bubbles float out of your mouth. | The barkeep only fills their glass halfway and then winks and says “Let me know when you want the other half” |
| 27 | Your hands become iron fists for the next minute. You cannot move your fingers, but your unarmed strikes deal 1d6 bludgeoning damage. | For 1 hour, objects around you whisper back everything you say. | A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile. | The gaps in the cobblestone road are much wider than they used to be. |
| 28 | For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. | Your voice booms like thunder for 1 minute. If you start speaking, all creatures within 15 feet that can hear you must make a Constitution saving throw DC 13. Creatures take **1d6** thunder damage on a failed save and half as much on a successful one. | You are immune to being intoxicated by alcohol for the next 5d6 days. | **Chaos-Storm:**<br><br>sections of the ground/sea 1d10 feet across float up before falling down |
| 29 | You become slightly intoxicated and have difficulty concentrating. You have disadvantage on maintaining concentration on spells for the next hour. | A sweet old lady appears in front of you, kisses you on the forehead and disappears. You regain 1 hitpoint. | You are intoxicated for the next 1d4 days. | a giant spike of rock 1d100 feet across erupts from the ground |
| 30 | You teleport up to 60 feet to an unoccupied space of your choice that you can see. | For the next 24 hours, steam comes out of your ears when you are angry. | Your hair falls out but grows back within 24 hours. | it begins to rain blood |
| 31 | For the next minute, any spell you cast with that costs one action allows you to immediately fly 15 feet via magic winds that carry you briefly and deposit you on a surface. This movement doesn't provoke attacks of opportunity. | A festive cracker appears right next to your ear and explodes with a loud bang. You become deafened for 1 round. | For the next minute, any flammable object you touch that isnt being worn or carried by another creature bursts into flame. | it starts to rain in reverse |
| 32 | You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. | You cast Jim's Magic Missile. The spell's level is determined by a **1d4** roll. | You regain your lowest-level expended spell slot. | a bolt of lightning strikes the ground and freezes in place |
| 33 | You cast misty step, arriving at your location in a burst of delicious foods. | All fire sources within 60 feet of you flare up and deal **1d4** fire damage to all creatures within 5 feet of them. | For the next minute, you must shout when you speak. | a bolt of lightning turns whatever it strikes to a precious material of similar appearance (eg: water to sapphires) |
| 34 | Maximize the damage of the next damaging spell you cast within the next minute. | Posters randomly pasted on vertical surfaces appear within a radius of **1d10** miles. The posters show your face with an offensive nickname written below. | For the next minute, you must whisper when you speak. | screaming mouths appear on a surface |
| 35 | Icy power swirls around you. For the next minute, you may cast ray of frost as a bonus action. | For 1 hour, you can sense the presence of non-friendly creatures in a 120-foot radius. | You cast fog cloud centered on yourself. | random items come alive temporarily |
| 36 | Roll a d10. 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. | You become charmed by the first creature that speaks to you. Charm effect disappears after **1d4** hours. | Up to three creatures chosen at random within 30 feet of you take 4d10 lightning damage. | gravity briefly changes direction |
| 37 | Your next damaging spell cast within the next minute creates a spectral fist that knocks the target(s) prone. | All creatures within 60 feet of you know your exact location for 1 minute. | You are frightened by the nearest creature until the end of your next turn. | any visible celestial body turns into an eye |
| 38 | 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. | For the next minute, any creature that attacks you is randomly teleported into a free space 15 feet away from it. | Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. | The area is drained of its chaos leaving behind a void of cosmic law. All attacks deal the average amount of damage |
| 39 | For the next hour, you leave a trail of flowers, fungi, and moss wherever you step. | You get a random strong obsession, such as setting everything on fire, attacking people, collecting all the flowers, etc. The obsession disappears after 1 hour. | You gain resistance to all damage for the next minute. | The weave in the area is permanently damaged, turning it into a writhing mass of chaos. All spells require an arcana check of ten plus the spells level or trigger a wild magic surge |
| 40 | You regain 2d10 hit points. | For 1 minute, if you come within 5 feet of any wall, ghostly hands will emerge from it and try to grapple you. | A random creature within 60 feet of you becomes poisoned for 1d4 hours. | A pillar of fire erupts from the ground reaching into the sky |
| 41 | You switch positions with a creature of your choice within 60 feet in a puff of smoke. | For 1 minute, you automatically succeed on Constitution saving throws. | You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. | Spell effects all take on abnormal shapes: ray of frost becomes globules or takes a spaghetti-like path, cone of silence comes out torus-shaped, etc |
| 42 | 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. | A blooming rose meadow 20 feet in diameter grows beneath your feet. The meadow is considered difficult terrain. If an enemy attacks you while standing on the meadow, it attacks with spiked stems, dealing **1d6** piercing damage. Meadow hit bonus is +0. | You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spells duration. | Temperature falls drastically into arctic conditions or worse. |
| 43 | You cast grasping vine. | You teleport to one of your relatives for **1d4** rounds. | You cast polymorph on yourself. If you fail the saving throw, you turn into a death slaad, and act accordingly for the spells duration. | Elementals manifest into existence inside of the storm. |
| 44 | For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. | You begin to brightly glow for **1d4** hours, attracting the attention of all creatures within 60 feet of you. | Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. | Random rifts open and close through the storm, teleporting objects and creatures around the area. |
| 45 | For the next minute, you are moved 5 feet in random direction at the end of each of your turns. | The scent of lavender permeates all around you. For 1 minute, any creature (including you) within 15 feet that drops to 0 hitpoints is automatically stabilized. | You can take one additional action immediately. | The ground turns into quicksand. |
| 46 | You cast levitate on yourself. | All creatures with whom you have interacted in the last 24 hours are instilled with a memory of having a wonderful tea party together with you. | Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. | Visions of the far realms force creatures to fend off madness. Fighting against it becomes harder the longer the exposure |
| 47 | For the next hour, you can walk on walls and ceilings. | You feel a strong blow to the head, losing **1d4** points of Intelligence until the next sunrise. | You cast mirror image. | Vivid hallucinations and illusions cloud the minds of those trapped inside of the storm, mingling and hiding the real dangers inside. |
| 48 | A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. | You cast Cure Wounds on yourself. The spell's level is determined by a **1d4** roll. | You cast fly on a random creature within 60 feet of you. | Molten iron falls from the sky instead of rain. |
| 49 | A loud voice narrates your thoughts and actions for the next minute. It can be heard clearly from up to 100 feet away. | For 24 hours, you attract small animals nearby and have advantage on Animal Handling checks. | You become invisible for the next minute. During that time, other creatures cant hear you. The invisibility ends if you attack or cast a spell. | The temperature rises sharply, water boiling away and flammable objects that arent being worn or carried igniting. |
| 50 | You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth. | Your magical focus turns into a potato for **1d4** rounds. If you do not have a focus, you yourself turn into a potato. | If a creature dies within 120 feet the next minute, you may have them immediately come back to life as if by the reincarnate spell. | Meteors fall from the sky |
| 51 | You cry uncontrollably for the next minute. Whenever you try to speak, you hiccup wildly and snot shoots from your nose. | Your next successful attack is guaranteed to be a crit. | The target of the spell becomes convinced they are a paladin named Bob on a holy quest for the duration of the spell. | The weave melds into the positive energy plane. Any undead or aberration takes 2d10 radiant damage while inside the affected area, Spells that heal would heal their maximum amount, any creature starting their turn inside the affected area will heal 5 hitpoints if they aren't undead or an aberration. |
| 52 | A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile. | A sheep appears in every doorway within 120 feet of you. | Your size increases by one size category for the next minute. | Walking in any direction lead you to your starting point. |
| 53 | A banana appears on your shoulder for the next minute. While holding the banana in your hand or mouth, you gain a +2 bonus to all saving throws. | For the next round, all creatures within 30 feet of you try to get as close to you as possible at all costs. | Your size decreases by one size category for the next minute. | Creatures start seeing sounds and tasting colours |
| 54 | You are immune to being intoxicated by alcohol for the next 5d6 days. A tattoo that says "sober" appears on your forehead for the same amount of time. | You lose the need to breathe for 1 hour. | You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. | A violent storm is visible but does not interact with anything. |
| 55 | Up to four creatures of your choice within 60 feet are knocked prone by a mysterious force. | For an hour, you can read the minds of all creatures within a 30-foot radius, but at the same time, all creatures can read your own thoughts within the same radius. | You are surrounded by faint, ethereal music for the next minute. | Creatures making sounds louder than a whisper are slapped in the face by hands coming from the ground. |
| 56 | Your hair falls out but grows back within 24 hours. | A locked cage made of random metal materializes around you. The cage has the size that is sufficient to fit you. | You are surrounded by HARDCORE ROCK music for the next minute. | Upcast spells are far more unpredictable. whenever you upcast roll a d6, 1 - the spell backfires on you, 2 - the spell does the opposite effect, 3 - wild magic surge a number of times equal to amount of levels upcast, 4 - roll a d8 the spells new level is the level you roll and does nothing if its lower than the spells original level, 5 - the spell changes and is cast from a different spell list, 6 - the spell works successfully... or does it. |
| 57 | Your skin rots and decomposes. You gain disadvantage on all persuasion checks, but undead ignore you unless attacked. This can be alleviated via a greater restoration spell. | The next merchant you buy from will be charmed by your manners and will give you a discount. | You are surrounded by loud but calm smooth jazz for the next minute. | Creatures find themselves moving in the opposite direction than they intended |
| 58 | A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. | For 1 minute, all Medium and Small humanoid corpses within 60 feet of you rise from the dead as zombies or skeletons (depending on the condition of the corpse). Reanimated corpses are passive and wander aimlessly unless attacked. When killed again, the corpse turns to dust. | You regain all expended sorcery points. | Rhyme time: Characters speaking in rhyme gain advantage, those who don't have disadvantage. Lasts next d20 turns. |
| 59 | You can speak with small animals for 1 hour. Birds and critters seek you to tell you random secrets they've acquired. | Your magical items begin to fill your mind with forbidden secrets. Make an Intelligence saving throw (DC equals to your saving throw DC). On a failed save, you take **1d6** psychic damage for each magic item you have, and half on a successful one. | A letter addressed to you appears in your hands. | A swirling globe appears. Those who look into it receive a vision.(roll 1d6: 1-2: a vision of the past; 3-4: a vision of a potential future; 5-6: Now! The Here and Now! The Now Now!) |
| 60 | You regain your lowest-level expended spell slot. | For 1 minute, all creatures within 30 feet of you gain vulnerability to one of the damage types determined by a **d6** roll. 1 - Acid, 2 - Cold, 3 - Fire, 4 - Force, 5 - Electricity, 6 - Poison. | The season changes by one in a 50-ft radius around you. | |
| 61 | Your eyes glow like multicolored lanterns for the next 24 hours. | All creatures that have a rope within 60 feet of you make a DC 15 Dexterity saving throw. On a failed save, the rope entangles its owner. | You gain the interest of a powerful entity. | |
| 62 | For the next minute, you must shout when you speak. | You cast Faerie Fire centered on yourself. | Your hands are knives for 1 minute. | |
| 63 | You cast entangle centered on yourself. | Your skin becomes hard as stone. You gain resistance to all damage types for 1 minute. The effect ends if you move. | Someone loses a limb. | |
| 64 | You cast fog cloud centered on yourself. | You cast Phantasmal Force on all creatures within 30 feet. The illusion produced by the spell is the same for everyone and is chosen by the DM. | You become a golem version of yourself. If remove curse isn't cast on you in 3d4 days, it's permanent. | |
| 65 | You create a burst of psychic feedback to yourself and a creature within 60 feet. The creature takes 6d6 psychic damage and you are stunned until the end of your next turn. | Your purse explodes, sending your coins flying in all directions in a 30-foot radius. Each creature in the radius must make a DC 13 Dexterity saving throw. On a failed save, the target takes **1d6** bludgeoning damage for every 100 coins in the purse (up to **8d6**, remaining coins fall to the floor next to you), and half on a success. If the purse has less than 100 coins in total, it does not explode. Instead, **2d10** gold coins and a fancy calling card advertising a get-rich-quick scheme appear inside. | A permanent portal to the feywild opens where you are. | |
| 66 | Up to three creatures of your choice within 30 feet of you take 4d10 lightning damage. | For the next minute, a ghostly shield hovers near you, granting a +2 bonus to AC and immunity to magic missile. | You cast speak with plants on the target of your spell. | |
| 67 | An illusory copy of you appears. At the start of your next turn, it runs to the nearest creature you regard as an enemy within 60 feet and explodes, dealing 3d10 force damage in a 20 foot radius. If there is no enemy, it runs to you. | You cast Hypnotic Pattern centered on yourself. | Your party (including you) all switch bodies for 1d4 minutes. | |
| 68 | You percieve the nearest creature as saying something hurtful about you. You are frightened of that creature until the end of your next turn. | You cast Polymorph on yourself. If you fail the saving throw, you are transformed into a sheep for the duration of the spell. | For the next minute, whenever you cast a spell that effects a single target you cast it on everyone in a 20ft radius. | |
| 69 | A random creature within 30 feet is charmed by you until the end of your next turn. | All creatures and objects within 60 feet begin levitating for **1d4** rounds. | Someone in a 20ft radius secretly becomes a vampire for 1d4 weeks. | |
| 70 | Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell. | A tree **1d10** feet high grows under your feet. The tree has **1d4** sparkling fruits that trigger a Wild Magic Surge when eaten. | You summon fireworks! | |
| 71 | You no longer require food, other than at least one cup of tea a day. If you roll this outcome again, then you revert. | All pastries, sweets and cakes within a 1 mile radius are teleported to you. | You summon Tingle, god of parties, or his equivalent in your game. | |
| 72 | You gain resistance to all damage for the next minute. | You regain the spell slot you used to cast the spell that triggered the Wild Magic Surge. | You cast a random spell that you know, with a random target. | |
| 73 | You cast fear. | For a moment, you gain a bit of control over the magic surge. Roll three times on this table, re-rolling if you get this effect again. From the rolled effects, choose one. | For 1d4 days You love animals, then hate them for 1d4 days. | |
| 74 | A random creature within 60 feet of you becomes poisoned for 1d4 hours. If they use an action to vomit and take 3d10 poison damage, then the poisoned condition ends. | All non-flying creatures in the radius of 60 feet gain a flying speed of 30 feet for **1d4** rounds, while those who fly lose it. | Every creature in a 30ft radius must succeed on a wisdom saving throw or become frightened of you for 1 minute. | |
| 75 | You cast stoneskin on yourself. While the spell is active, your walking speed becomes 10 feet. | The weather within a 10 mile radius starts to change. Roll **d6** to determine the weather effect: 1 - Scorching heat, 2 - Snowstorm, 3 - Pouring rain and thunderstorm, 4 - Intense wind, 5 - Dense fog, 6 - Solar eclipse. The weather takes up to 1 hour to take full effect. After 24 hours the weather returns to normal. | You summon many frogs. | |
| 76 | You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. | All liquid water within 120 feet of you instantly evaporates. | You become very tired. | |
| 77 | You cast speak with dead on the next corpse you touch. | A small tattoo of a four-leaf clover appears on your neck. Roll **2d20**. For the next 24 hours, you can use one of the numbers rolled instead of any **d20** roll. Each number rolled can only be used once. | You become magically aware of the location of a powerful magic item. | |
| 78 | You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration. | If you take a Short Rest within the next 24 hours, you can spend one hit die to restore Sorcery Points instead of health. | You cast animate objects on the objects around you.You cast gaseous form centred on yourself. | |
| 79 | You cast bestow curse as a 5th-level spell on the next creature you touch. | You cast Rary's Telepathic Bond, targeting the 8 creatures closest to you within range. Target consent is not required. | You cast gaseous form centred on yourself. | |
| 80 | Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. | If you try to sleep within the next 24 hours, a tiny shadow creature will appear next to you and keep you awake. As soon as you wake up, the creature will disappear and reappear when you fall asleep again. | You can only speak deep speech for 1d4 days. | |
| 81 | A massive farting sound emenates from you. It is audible from 300 feet away. | Each successive Wild Magic roll that does not result in a Wild Magic Surge increases the difficulty of the next Wild Magic roll by 1. The Wild Magic Surge ends this effect and resets the difficulty of the roll. | Flowers sprout from all earth and soil in a 1d4 mile radius. | |
| 82 | You can take one additional action immediately. | Walls within a 120-foot radius that are less than 5 feet thick become intangible and translucent for 1 minute. Intangible walls continue to support what is above them. If any creature remains inside the wall at the end of this effect, it takes **1d12** bludgeoning damage and is pushed into the nearest free space. | You summon 5 cubic metres of water in a point centred around you. | |
| 83 | Your tongue turns into silver. You speak and understand all languages for an hour. | The damage of your next successful attack will be equal to the maximum values of the dice instead of their roll. | You are both immune to fire damage and also on fire for 1 minute. | |
| 84 | Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. | You regain **1d6** spent spell slots, starting with the lowest ones. | A storm starts. | |
| 85 | A burst of color erupts from you. Each creature within 30 feet of you heals 3d10 hit points, except you. | You cast Divine weapon [Spiritual weapon]. The weapon has the form of a cast-iron statue of your mother in the middle of spanking you as a kid. | You cast enlarge/reduce randomly on a random target. | |
| 86 | You cast mirror image. | For the next minute 1 minute, if your hit points drop to 0, make a DC 15 Constitution saving throw. On a success, you do not fall unconscious and regain 1 hitpoint. With each success, the difficulty of the saving throw increases by 2. | One of your stats becomes 1 for 1 minute. | |
| 87 | You cast detect thoughts. This lasts for 1 hour and you do not need to concentrate to maintain the effect. Each time you use your action to focus, you take 1d6 psychic damage. | You involuntarily let out a loud scream. Each creature (except you) within a 30-foot radius must make a Constitution saving throw (DC equals to your your saving throw DC). On a failed save, non-flying creatures are knocked prone and flying creatures fall to the ground. | One of your stats becomes 20 for 1 minute. | |
| 88 | Toxic pustules grow on your body and explode. Creatures within 5 feet take 3d10 acid damage. For the next 1d6 days you have disadvantage on all Charisma checks. | A kobold wearing a top hat and a monocle appears next to you. The kobold is friendly to you, very smart and polite, his initiative is equal to yours. As a bonus action, you can give him a simple task, such as walking to a specified location, hiding, picking up an item, and so on. If you are concentrating on a spell, as a bonus action you can ask the kobold to begin concentrating on it for you if the kobold is not concentrating on anything already. If the kobold dies, the spell he was concentrating on ends. The kobold refuses to perform actions directly aimed at causing harm to anyone, explaining that he is a pacifist. The kobold disappears after 10 minutes, leaving a note asking for forgiveness for his sudden departure. | You cast zone of truth, centred on yourself. | |
| 89 | You cast web. | You move to another plane of existence until the end of your next turn, after which you return to the space previously occupied, or the nearest free space. Roll a **d4** to find out which plane you will be transported to. 1 - Astral Plane, 2 - Feywild, 3 - Ethereal Plane, 4 - Shadowfell. | Creatures in a 30ft radius must suceed on a charisma check or be charmed by you for 1d4 minutes. | |
| 90 | 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. | For the next minute, when making an attack, roll an additional **d20**. On a 1, a shield forms around the target, reflecting the attack back at you. | You cast mass suggestion, with the suggestion being the last statement you made. | |
| 91 | You learn a random 1st level spell. | You and your equipment change your size for **1d4** rounds. Roll a **d6** to determine your size. 1 - Tiny, 2 - Small, 3 - Medium, 4 - Large, 5 - Huge, 6 - Gargantuan. If the space you are currently in is unable to accommodate you, you expand to the maximum possible size. | You cast reverse gravity, centred on yourself. | |
| 92 | If you die within the next minute, you immediately come back to life as if by the reincarnate spell. | Make an Intelligence saving throw DC 15. On a failed save, you unattune from all magic items you are attuned to. | Your blood turns a little fiendish. | |
| 93 | You become athletic. You have advantage on all strength, constitution, and dexterity checks for the next minute. | All magic items within a 240-foot radius become unstable and emit a dim, iridescent glow for 1 hour. When an unstable item's magical effect is activated, the owner must roll a **d20** for Wild Magic. | You summon a lot of donuts. | |
| 94 | Your size increases by one size category for the next minute. | For the next minute, if anyone (including you) attempts to cast a spell of 1st level or higher within 30 feet of you, you automatically use your reaction to cast a Counterspell on them. | A large, strange egg appears on the ground in front of you. | |
| 95 | Charisma radiates from you for the next minute. You may use your action to strike a pose. A creature of your choice that can see you gains a d8 inspiration dice that they may add to an attack roll, ability check, or saving throw. This dice lasts until the end of the minute and does not stack if the creature already has one of these dice. | For the next **1d4** days, you will be waking up at a random location within a 1 mile radius of where you fell asleep. | You gain a +4 INT for the next 3 days, but lose -2 INT for the next 6 days. | |
| 96 | You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. | You cast Antimagic Field centered on yourself. The field of antimagic remains at the point where it was created. The spell ends in **1d6** rounds. | Everyone in a 50ft radius' mildly annoying fears manifest for 1 minute. | |
| 97 | Reroll, and you may spend 1 sorcery point to move one space up or down this table from the rolled result. You may pay this multiple times to move multiple spaces. | Next spell you cast will be cast 1 level higher than the slot you used. Cantrips are not affected by this effect. | You summon a banquet of food and everyone in a 100ft radius, centred on you, sits down to eat together until the food is gone, regardless of whether they were hostile. | |
| 98 | You are surrounded by faint, ethereal music for the next minute. | You can immediately take one additional action. | You are polymorphed into a chimera for 8 hours. | |
| 99 | A pillar of wild magic explodes from you, and you regain all expended sorcery points. | You transform into a red dragon wyrmling for 1 round. In this form, you do not have access to your class abilities and equipment. | Everyone in a 100ft radius rolls on the wild magic table. | |
| 100 | You cast greater restoration on yourself and regain all lost hit points. | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. | You cast Mighty fortress, Druid Grove or Temple of the gods | |