Magic: Wild Magic

Normally, the power wielded by those who can tap into it via arcane means do so by putting careful restrictions and limitations on it. In its raw form, this power is chaotic and unpredictable, and can cause all manner of effects both beneficial and harmful to the surrounding area.

Some arcane casters, however, have sought ways to tap into this uncontrolled force, allowing it into this world without tight controls, believing that doing so is a path to greater power. This "wild mages", as they came to be known, were particularly popular during the

Wild Magic Surge

A wild magic surge can happen in a variety of ways, and the effects are entirely unpredictable. If the wild surge is triggered by an individual creature's actions, roll d100 on the Individual Wild Magic Surge Effect table, below; if the surge is triggered by something else, roll on the Area Wild Magic Surge table.

Individual Wild Magic Surge Effect

d100 Effect
01-02 Roll on this table at the start of each of your turns (or Initiative 20) for the next minute, ignoring this result on subsequent rolls.
03 For the next minute, you can see any invisible creature if you have line of sight to it.
04 You disappear, reappearing 1 minute later in exactly the same place, with no time having passed for you.
05-06 You and the target of your spell (or a random creature you can see if the spell is an area effect spell or has no target) both get an intense sense of kinship (treat as a mutual charm effect) and refuse to fight each other for 1d4 rounds. Any attack on one of you will immediately trigger an attack from the other against whatever creature (friend or foe) made the attack.
07-08 You cast Fireball as a 3rd-level spell, centered on yourself.
09-10 You cast Magic Missile as a 5th-level spell.
11-12 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.
13-14 You cast Confusion centered on yourself.
15-16 For the next minute, you regain 5 hit points at the start of each of your turns.
17-18 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
19-20 You cast Grease centered on yourself.
21-22 Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
23-24 Your skin is cursed and turns a vibrant shade of blue.
25-26 An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.
27-28 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
29-30 You teleport up to 60 feet to an unoccupied space of your choice that you can see.
31-32 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.
33-34 Maximize the damage of the next damaging spell you cast within the next minute.
35-36 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.
37-38 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.
39-40 You regain 2d10 hit points.
41-42 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.
43-44 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
45-46 You cast Levitate on yourself.
47-48 You feel like you really need to sneeze. Make a constitution saving throw with a DC of 10+your spell casting modifier. On a failure, you sneeze, and involuntarily cast prismatic spray (without consuming a spell slot) in the direction you are facing. On a successful save, you sneeze normally, without any ill effects.
49-50 You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
51-52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
53-54 You are immune to being intoxicated by alcohol for the next 5d6 days.
55-56 Your hair falls out but grows back within 24 hours.
57-58 For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
59-60 You regain your lowest-level expended spell slot.
61-62 For the next minute, you must shout when you speak.
63-64 You cast Fog Cloud centered on yourself.
65-66 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
67-68 You are frightened by the nearest creature until the end of your next turn.
69-70 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.
71-72 You gain resistance to all damage for the next minute.
73-74 The caster gets the hiccups, which last for 1d6 minutes. So long as the hiccups remain, the caster cannot cast any spell with a verbal component.
75-76 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.
77-78 You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.
79-80 2d8 gp fly out of the casters hands. 2d8 of them hit (if the second roll exceeds the first, they all hit), dealing 1d4-1 bludgeoning damage each.
81-82 You can take one additional action immediately.
83-84 The spell fails to take effect... until 1d4 rounds later.
85-86 You cast Mirror Image.
87-88 You cast Fly on a random creature within 60 feet of you.
89-90 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.
91-92 If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
93-94 Your size increases by one size category for the next minute.
95-96 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
97-98 You are surrounded by faint, ethereal music for the next minute.
99-00 You regain all expended sorcery points.

Area Wild Magic Surge Effect

d100 Effect
01-02 Roll on this table at the start of each of your turns (or Initiative 20) for the next minute, ignoring this result on subsequent rolls.
03-04 A creature at random within the zone feet disappears, reappearing 1 round later in exactly the same place, with no time having passed for that creature.
05-06 All creatures within the zone are blinded and deafened for 1 minute, but gain tremorsense out to 60 feet.
07-08 For the next minute, all creatures within 60 feet roll 1d10 at the start of each of their turns; if the die roll is odd, they gain that number of hit points, and if the die roll is even, they lose that number of hit points.
09-10 All creatures within 60 feet must make a Wisdom saving throw against DC 25 or go berserk for 1 minute.
11-12 The entire area smells of fish. Any creature that navigates or uses smell as a sense is immediately blinded unless it is a creature that normally lives in the sea. Constructs and undead are not affected by this.
13-14 It rains literal cats and dogs for 1 round. Each creature will be randomly subjected to 1d4-1 falling cats or dogs, causing 1d4 bludgeon damage to any creature hit by a dog and 1d6 slashing damage to any creature hit by a cat. The dogs and cats run around in confusion for 1 round thereafter (making the terrain difficult), then dissipate.
15-16 Everyone in the zone has to make a DC 15 Con save; on a failed save, they fall asleep (unconscious) for 1d4 rounds. They can attempt a new save on the start of each round.
17-18 Butterflies and flower petals flutter in the air throughout the zone for the next minute. Visibility in the area is considered obscured.
19-20 A unicorn controlled by the DM appears in the zone, then disappears 1 minute later.
21-22 The smell of cinnamon fills the area.
23-24 A sinkhole, 10 feet deep and 20 feet in diameter, appears at a random location within the zone. Creatures caught within the radius must make an immediate Dexterity/DC20 save. On a failed save, they fall into the sinkhole, taking falling damage if appropriate. On a successful save, creatures move to the nearest location that is not within the sinkhole's radius.
25-26 Fog seeps up from the ground, obscuring everything within the zone.
27-28 A modron chosen and controlled by the DM appears in an unoccupied space inside the zone, then disappears 1 minute later.
29-30 A random creature inside the zone becomes poisoned for 1d4 hours.
31-32 Each creature within within the wild magic zone takes 1d10 necrotic damage and is necrotized. One creature, chosen at random, regains hit points equal to the sum of the necrotic damage dealt.
33-34 The shadow of each creature within the zone detaches from them and becomes a shadow. Each shadow immediately attacks the creature it detached from. If the shadow is defeated, the creature's shadow returns; if not, the creature's body fades into mist and the shadow flees.
35-36 Each creature in the zone is charged with lightning. The first time any creature touches another, regardless of intent, the recipient takes 1d6 lightning damage. Melee weapon attacks that result in a hit discharge the lightning; misses do not. Ranged weapon attacks do not discharge. Being touched does not trigger this discharge. If a creature has not discharged the lightning within 3 rounds, it discharges against themselves, and inflicts 2d6 lightning damage.
37-38 A storm of elemental fury erupts, centered on the (rough) center of the wild magic zone.
39-40 Silence falls on the entire zone. All creatures are treated as if they are deafened. The effect lasts for 1d10 rounds. No spells with a verbal component may be cast from within the zone, and no speech of any kind may be uttered. Thieves' cant, with its gestures, can be used to communicate basic concepts if both speaker and recipient are proficient in it. Telepathy functions normally.
41-42 An antimagic field fills the zone. It lasts for 1d6 rounds, and during this time, even as the antimagic field affects the creatures within the zone, a new Area Wild Surge Effect takes place each round, in conjunction with this one. If this effect is rolled while this effect is still in place, the two cancel each other out.
43-44 Aa uncontrolled sphere of annihilation appears in an unoccupied space in the center of the wild magic zone.
45-46 All creatures within the zone are immune to being intoxicated by alcohol for the next 5d6 days. They are all each aware of this effect, though they do not know how or why.
47-48 If any creature within the wild magic zone takes acid, cold, fire, lightning, or thunder damage within the next minute, they gain resistance to that type of damage for 1 hour.
49-50 1d6 flumphs controlled by the DM appear in unoccupied spaces within the wild magic zone. They vanish after 1 minute.
51-52 Strong winds swirl throughout the entirety of the wild magic zone for 1d10 minutes. During this time, no ranged weapon attack will hit its target, although ranged spell attacks are made at disadvantage.
53-54 Up to 6 corpses within the zone rise as zombies within the zone, and are hostile to all non-undead creatures.
55-56 All water within the wild magic zone evaporates instantly. Any water-based creature (such as a water elemental) immediately take 2d6 damage.
57-58 All creatures within the wild magic zone have haste cast on them for 3 rounds. When it wears off, each creature suffers 2 levels of exhaustion for 1d6 hours.
59-60 A chorus of ethereal voices begin to make compliments and offer criticism on everything that is happening inside the wild magic zone. For example, they may congratulate the caster on casting the spell and compliment the quality of both the casting and the spell itself. Anytime anyone uses magic within an hour of the casting of the original spell, they are met with the murmured approval and commentary of the voices.
61-62 Each creature in the wild magic zone is launched ten feet into the air, hangs there for a moment (permitting a reaction), then falls back down, taking falling damage.
63-64 1d8 Medium-sized purple tentacles rise from the ground throughout the wild magic zone. They are not aligned to any creatures within the zone, and attempt to grapple (Athletics/DC 14) anything within their reach of 10 feet. If they succeed, each round they deliver (randomly) either 1d6 healing or 1d6 necrotic damage. They have AC 15, 25 hit points, and will retreat back into the ground after 1 minute.
65-66 All creatures change places, randomly teleporting to a different place formerly occupied by another creature.
67-68 A fog cloud descends to fill the wild magic zone.
69-70 All creatures inside the wild magic zone each roll 1d6 twice, the first die roll indicating what kind of damage the creature gains immunity to, the second die roll indicating what kind of damage the creature gains vulnerability to: 1-2 bludgeoning damage; 3-4 piercing damage, 5-6 slashing damage. This effect lasts for 1 minute.
71-72 For the next minute, at the start of each round, the DM secretly rolls a d10; if the die roll is odd, all damage-based spells cure their targets instead, and all curative spells do necrotic or radiant (whichever is worse to that creature) damage instead. A creature can attempt an Arcana/DC25 check to tell which effect is in place.
73-74
75-76
77-78
79-80
81-82
83-84
85-86
87-88
89-90
91-92
93-94
95-96
97-98
99-00

If a surge effect replicates a spell which normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration. Some effects call for a saving throw; the saving throw DC is equal to your spell save DC (if the surge was triggered by a spell) or the item save DC (if the surge was triggered by a magic item).

Wild Magic Zones

Sometimes the release of wild magic takes root temporarily within a given area, creating what's known as a wild magic zone. These zones appear without warning, but most commonly in response to the use of wild magic (typically by a Wild Magic sorcerer or a Wild Mage, though zones have appeared in response to the rage of a Wild Magic barbarian or even sometimes to the actions of a Chaos or Madness cleric.) These zones are often small, measuring no more than 60 to 100 feet in diameter in a roughly circular shape, but zones as small as a single 5-foot square or as large as entire city blocks have been reported in the past. Legend tells of an entire city that disappeared into a wild magic zone, though not of what happened to it afterwards.

In addition to the effects of certain character classes' actions, a wild magic surge can be triggered by anyone who casts a spell (including cantrips), activates a magical item, or uses a magical ability while inside a wild magic zone, due to the unstable arcane forces that permeate that space. Note that for magical items, only the activation of an item will trigger a surge--a +1 longsword, for example, does not need to be activated to have its effects, but a wand of magic missiles must be activated in order to function, and would therefore trigger a surge. Generally speaking, only those items with charges (which then in turn require activation in order to function) will trigger a surge.

These zones are often unsettling to practitioners of arcane magic; Bards, Sorcerers, and Wizards can make a Perception/DC15 check to sense the nature of the area. Sometimes, visual clues (strangely-colored or brightly-lit flora, for example, or strange etheral music or flickering lights) can provide advantage on the check.

Using magic in a wild magic zone. Creatures can cast spells without difficulty (unless specified otherwise). Generally, the normal effects of a cast spell apply, in addition to any surge effects. Spells cast in a wild magic zone

Mantaining control in wild magic zones. While inside a wild magic zone, you can try to mantain control over a spell and prevent a surge from happening by succeeding on an ability check using your spellcasting ability. The DC equals 15 + the spell's level. It's impossible, however, to avoid surges caused by the activation of a magic item while inside a wild magic zone.


d100 Entry 1 A caster teleports 25 ft. to the left of their location. A trail of fire appears from their starting position to their teleported position. 2
4 All the players randomly change bodies for 1d4 rounds. 6 Feathers - The caster hair follicle's sprout feathers of one type and in the next round, these fall off, or fly away and a round after, they sprout different feathers. This effect lasts a number of turns = d6+spell level . So the caster was casting Chain Lightning a 6th level spell. 6d6 turns. 7 A genie offers the caster a Wish, but refuses to grant it and disappears. 8 The caster can see one round into the future. 9
10
11
12 The caster loses containment of his or her magical power, which all goes pouring out to the nearest creature. The caster expends all his or her remaining spell slots and sorcery points, adding all the spell levels together (with each sorcery point counting as 1 level). The target takes 1d6 force damage for each spell level expended this way. If this damage kills the target, the leftover damage continues to the next closest creature, and so on until all damage has been applied. 13 The spell builds up at the users magical implement, charging. The spell is not cast this turn, but next, dealing double damage to those hit. 14 A force explodes out in a ring around the caster, knocking everybody back 5 feet (Fort save DC14, range 25ft) 15 The caster begins to glow. (As Light spell, no save) 16 The caster loses control of their bladder. Constitution save DC18 or they urinate on the spot. 18
19 You flash with golden light that seems to hang in the air around you. Everyone caught in this light (20 foot radius) receives double healing and cannot lie for the next 10 turns (one minute outside combat). 20 The world seems to dim and plants seem to wilt around you. Everybody in a 20 foot radius takes double damage from necrotic damage and take one point of exhaustion on any critical failures for the next 10 turns (one minute outside combat). 21 You feel very attractive... All unsecured objects and creatures in a 100 ft radius moves towards you by 5 feet. 22
23 The world seems to slow to a crawl around you. You get to take 1 additional action. 24
25 A small songbird pops into existence in mid-flight 10 feet above the caster. Roll a d20. On a 1, the bird poops and it lands on the caster. On a 20, the bird poops and it lands on the target of the spell. 26 The caster develops severe claustrophobia for 1d4 hours. 27
28
29 Any non-magical pouches or containers on the caster’s person tear open and spill their contents onto the ground. 30 Around the caster spawns 10 frogs, all of them are passive. 31 Around the caster spawns 10 rats, all of them hostile. 32 A lit birthday candle appears before the caster. In front of the candle is a note. The note reads “blow the candle out to make a wish. 33 A tiny elemental of the caster’s choice appears as a familiar. 34
35
36 The caster grows an extra finger on one of their hands. A remove curse spell or a successful DC20 medicine check can remove the finger. 37 The spell is unexpectedly loud and everyone within 10 feet of you (including you) takes 1d6 thunder damage and the spell can be heard 600 feet away. 38 The casters eyes catch on fire and their hands are covered in ice crystals. Any unarmed attack deals an additional 1d4 cold damage for 1d4 rounds. 39 Caster's race changes every day for the next week. 40 Both caster must make a DC 15 Wis save. On failure, they drop whatever they are holding. 41 Caster knows a new language, chosen by the DM. 42 Any loose objects move 10ft closer to caster. 43 Caster's hair changes color. 44 After casting the spell, the caster hears strange whispers in an unknown language for 1d20 minutes. Occasionally the whispers seem to go quiet, as though they know someone is listening. 45 After 1d4 rounds of casting the spell, a bear intent on violence towards the party, and with knowledge of their whereabouts, is summoned 200 feet away. 46 Five Violet Fungus sprout up from the ground and begin attacking the party when the spell is cast. 47 A Couatl, sensing a spell being cast, swoops within 10 feet of the party's heads, and flies away after examining the magic cast. 48 The caster experienced extreme discomfort in their stomach for 1d4 turns before finally releasing a monstrous belch for another 1d4 turns. This belch functions as per the description of the spell Gust of Wind, with the direction of the wind being whichever direction the caster is facing. 49 For the next 24 hours, the caster’s nose grows outwards by 1 inch every time they knowingly tell a lie. The nose returns to it’s previous size once the duration is up. 50 For the next hour, the caster bursts into a fit of evil, maniacal laughter every time they open their mouth. Each time they do so, they must make a DC 13 Wisdom saving throw or be compelled to pull a minor prank of some kind. The nature of the prank is at the player’s discretion, so long as it is suitably mischevious and harmless. 51 Every writing in a 10-foot radius of the caster immediately transforms into incredibly petty criticism of the caster. If the caster reads any of it, they must make a DC 10 Wisdom saving throw or believe whatever minor putdown the writing describes. 52
53 You immediately grow a bunch of body hair that falls off after a day. 54 Instead of the fireball you were expecting, you begin summoning countless cabbages, pouring out in a cone in front of you. 55 Instead of doing any damage the full points of damage would heal the person instead. 56 Instead of the cone of ice you wanted, a disgruntled 6 inch pixie appears, flies up to you, punches you in the forehead, sprinkles you with a dust that makes you sneeze violently, and then vanishes in a puff of neon pink and orange glitter. 57 The somatic components for the song are replaced with the theme song to friends, and the hand-gestures are the clapping. 58 They grow rabbit ears that give them advantage on all perception rolls for 1 hour. 59 The caster's eyes glow and they're able to see in the dark but the glow allows everything in the darkness to see them. 60 The cast vomits up a huge slug after casting the spell. 61 The caster's arms disappear and are replaced with mist-limbs. They can only lift up to ten pounds but can fit under doors, open non-magical locks, and even cool hot metals. Lasts for 1d10 minutes. 62 The target for the spell becomes immobilized for 1 round, and until they succeed in a con save (DC 10). 63 The target is effect by the same spell twice. The caster still uses one spell slot. If the first casting is within the caster's control (ploy morph, alter self), the second effect is totally random. 64 The caster spits glitter when he talks. It gets everywhere. The effect ends after 1 minute but the glitter never goes away. 65 The first person who says the casters name then has total mental control over them for 1d4 rounds. 66 Target turns into a marble figurine of itself. When the figurine is activated (by throwing it into an unoccupied space) it transforms back into its living form and is hostile towards all creatures. 67 Any keratin on the caster's body (hair, nails, feathers, some skin, horns, hooves, etc...) turn a vibrant hue. 68 The caster spontaneously combusts and is set ablaze. 69
70 Caster turns into massive oak tree. 71
72 The caster's hair grows very rapidly, if male, so does the beard. It grows to about 2meters length, and turns purple, green or blue. 73 Bubbles sprout from the casters mouth every time he exales, lasts 1 hour. 74 Next book the caster reads, has him/her as protagonist 75
76 Irregardless of the amount of time that passes in game the caster of this spell can see and hear all that happens in the real world surrounding the player of said character for the next 1d6 minutes per level of spell cast. 77 The caster and target switch classes but retain their respective level, if the target does not have a class then the caster switches classes with the closest humanoid with one. 78 In the next 1d6 hours the caster grows 1d6 feet, but gains no mass, so a halfling would become an extremely tall thin creature. No negative effects purely cosmetic, can be reversed with remove curse. 79 The casters eyes and veins glow in the dark for 1d6 days. 80 A weapon within 30 feet of caster becomes sentient, it's always grumbling about being dirty and grants disadvantage to the user if they don't spend an hour a day cleaning it. 81 The caster rolls 1d2. 1 = the age 1d10 years. 2 = they lose 1d10 years. 82 Any object or being that the caster touches for 1d10 rounds ( 1 minute out of combat) turns to leaves for 1d10 minutes. 83 If the caster is using a spell casting focus, it grows 100 times heavier for one minute. 84 The casters eyes flash with a strange color. To the caster, everybody's skin and muscles are transparent, revealing their organs. This lasts for 1 minute. 85
86 All noises the caster makes for the next minute are x100 times louder. 87 The next piece of metal the caster touches turns to gold. 88
89 A small lead figure of the caster in the exact pose they were in appears in mid air and falls to the ground. Despite being so small, it weighs exactly as much as the caster. 90 The caster suddenly witnesses a memory from one of their ancestors. 91 The casters hair disappears, reappearing 1d6 days later, washed, braided and decorated with flowers. 92 Instead of the effect you were intending, there is a burst of silent and illusionary fireworks in a 100 foot radius around you, and all creatures affected by them are stunned until their next turn. 93 Instead of the intended effect, 10d10 trees in the area grow mouths, and begin singing for 1d8 rounds. If the original spell was supposed to be a spell of healing, the song is a rousing chorus that washes away fatigue and ends any emotional (fear, charm, etc.) effect that is currently afflicting any that hear it. If the original spell was supposed to be an attack spell, the song is an irresistible tune that catches up all that hear it into singing it with the trees, and all the attitudes of the combatants is changed to neutral towards each other when the song ends. If the spell was supposed to be anything else, the song is a soothing song that makes the listeners sleepy, making it hard to take reactionary attacks until the song ends. 94 In front of the caster a portal, no larger than a fist, opens to the realm of infinite (insert desired liquid here). That liquid begins to pour out uncontrollably for 1 rnd / caster level. 95 The caster casts grease centered on self. 96 The caster is trapped in a giant glass ball. Must be broken to be freed. 97 The caster sees everyone as a decaying corpse for 24h. 98 The caster becomes a potted plant until start of next turn. 99 The caster has max damage on the spell they were casting. 100 The caster gains 50 lbs.

d100 Effect 1 - Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. 2 - 3 - For the next minute, you can see any invisible creature if you have line of sight to it. 4 - All of your teeth fall out of your mouth, and slowly regrow over 10 minutes. 5 - A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. 6 - You become affected as if you just drank a philter of love. 7 - You cast fireball as a 3rd-level spell centered on yourself. 8 - Your size decreases by one size category for the next minute. 9 - You cast magic missile as a 5th-level spell. 10 - You let out a loud, thunderous belch that replicates the effect of a 1st-level thunderwave spell. 11 - 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. 13 - You cast confusion 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 - For the next minute, you regain 5 hit points at the start of each of your turns. 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 - Your body (none of your clothing or gear) teleports 10 feet in a random direction. 19 - You cast grease centered on yourself. 20 - You cast Tasha’s hideous laughter on the nearest creature to you. If there is no other creature within range, you target yourself. 21 - Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. 22 - A deck of many things appears hovering in front of you expectantly, only visible and touchable by you. It disappears at the end of your next turn. 23 - Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. 25 - An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. 26 - You gain a random form of short-term madness (see the Dungeon Master’s Guide). 27 - For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. 28 - You break your attunement with 1d3 of your magic items to which you are attuned. 29 - You teleport up to 60 feet to an unoccupied space of your choice that you can see.

30 - You cast haste on yourself.

31 - 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.

32 - You cast silence centered on yourself.

33 - Maximize the damage of the next damaging spell you cast within the next minute, instead of rolling.

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 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.

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 - 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.

38 - An overexcited flock of colorful birds (use the stat block of a swarm of ravens) appears in your space and attacks you. The flock disappears 1 minute later.

39 - You regain 2d10 hit points.

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 - For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.

44 - You fall asleep and have extremely happy dreams for the next minute, or until you take damage or a creature uses its action to shake you awake.

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, pink 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 the magic missile spell. 52 - You feel lucky. You automatically succeed on the next saving throw you make within the next minute. 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 your lowest-level expended spell slot.

60 - You lose your proficiency bonus for the next minute.

61 - For the next minute, you must shout when you speak.

62 - Your pants fall down. Until you use a bonus action or action to raise them up again, your walking speed is reduced to 10 feet and you have disadvantage on Strength and Dexterity saving throws. If you are not wearing pants, you instead fall prone.

63 - You cast fog cloud centered on yourself.

64 - You immediately make an unarmed strike against a random creature within 5 feet of you. If there is no creature within range, you target yourself.

65 - Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.

66 - A pit 1d10 feet deep and 5 feet in diameter appears beneath your feet. You fall unless you use your reaction to succeed on a DC 11 Dexterity saving throw to grab the edge of the pit. The bottom of the pit magically rises upward 1 minute later, leaving no trace of the pit.

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 - 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.

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 random creature within 60 feet of you becomes poisoned for 1d4 hours.

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 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.

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 -

79 - Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.

80 - You gain truesight out to a range of 60 feet for the next minute.

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 - Everything made of gold on your person (including coins) turns into silver, and everything silver turns to gold.

85 - You cast mirror image.

86 - You become petrified for 1d10 rounds.

87 - You cast fly on a random creature within 60 feet of you.

88 - A column 1d10 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 - A coil of 50 feet of hempen rope immediately appears and ties you up. You are restrained. A creature can break the ropes by dealing 5 slashing or fire damage to them or by succeeding on a DC 11 (Strength) Athletics check. You can also escape with a successful DC 11 Dexterity (Acrobatics) check.

91 - If you die within the next minute, you immediately come back to life as if by the reincarnate spell.

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 - Your size increases by one size category for the next minute.

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 piercing damage for the next minute.

96 - Roll a d10. Your weight changes by a number of pounds equal to the roll. If the roll is odd, you lose the weight. If the roll is even, you gain it.

97 - You are surrounded by faint, ethereal music for the next minute.

98 - You take 2d10 psychic damage. This damage can’t reduce your hit points below 1.

99 - You switch souls with a random creature within 30 feet of you. You control it on its next turn, and it controls you on your next turn. You go back to your regular bodies at the end of your next turn, if the body is still alive.

100 - You regain all expended sorcery points.