1d20 Wild Magic Surges
The Wild Magic Surge table for Sorcerors (PHB page 103) can be the source of some hilarious unintended side effects, as well as potentially powerful/crippling consequences depending on the circumstances. But it’s limited, and eventually you start to see the same results repeating themselves.
In order to breathe some freshness back into your game, I present you with another 20 random Wild Magic Surge results.
1d20 Wild Magic Surges | |
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1d20 | Result |
1 | Your clothing is suddenly clean and well-mended. |
2 | Once before the end of your next turn, you can cast ray of frost as a bonus action. |
3 | A spray of colored light explodes from your hand, with no effect. |
4 | For the next hour, you hear a bell ring any time another creature comes within 10 feet of you. |
5 | For the next hour your body is engulfed in harmless flames that give off bright light in a 20-foot radius and dim light for a further 20 feet. |
6 | You are encased within a shimmering field of light. The next attack against you is at disadvantage. |
7 | You suddenly know the direction and distance to the next tavern, and the name of a person you must meet there. |
8 | Your hand withers and turns black. The next creature you touch suffers 1d10 points of necrotic damage. |
9 | Tendrils of dark energy erupt from your body, striking every creature within 15 feet of you and dealing 1d10 points of necrotic damage. |
10 | For the next hour, you smell like burning wood. |
11 | The area of your spell is doubled for this turn. If the spell does not have an area effect, roll again. |
12 | Your spells deal the maximum possible damage for the next minute, but you also take half damage from each spell you cast. |
13 | You are ringed in faerie fire for the next 10 minutes. |
14 | A harmless tunderclap rumbles through the air around you. |
15 | Any food you are carrying withers to ash. |
16 | For the rest of the day, a whispering voice in your head announces the time every hour. |
17 | For the next ten minutes you are able to communicate only through mime. |
18 | You heal 1d10 points of damage. |
19 | You forget the names of your companions. |
20 | You gain a flash of insight, and have advantage on Wisdom checks and saving throws for the next ten minutes. |