(Fun) Wild Magic Surge Table Vol 3 (10216644)

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The document describes a table of 100 random magical effects that could occur from an event called a wild magic surge.

Effects range from cosmetic changes like gaining a second face or having hair turn to spaghetti to more impactful ones like time skipping forward or the nearest town developing a strange new religion.

Characters could gain abilities like seeing the future related to a mundane object, gaining flight by flapping their arms, or becoming able to shift between material and ethereal planes.

Not for resale. Permission granted to print or photocopy this document for personal use only .

(Fun) Wild Magic Surge Table Vol. 3

03
04
05
06

07
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09

10

11
12
13
14

15
d100
01

02

Effect
Whenever anyone in the party fails their
first death saving throw, a wooden coffin
magically appears around them to hold
their body. On a second fail, funeral
flowers in vases appear around the coffin.
On a final failed save, a priest appears and
begins giving a eulogy (has the stats of a
commoner), then disappears once
finished.
The casters eyes bulge an inch out of their
skull.

16

17

Every male within 1 mile instantly goes


bald.
The casters shadow becomes blue.
The nearest party member to the caster
gains 100 pounds in body weight.
The nearest dwarf has their limbs stretch
so that they are the same height as an elf,
though their torso and head do not change
to be proportionate.
All mice in the area gain the ability to run
at Mach 2.
Plants within a 1 mile of the caster begin
growing downward instead of upward an
no longer need sunlight in order to survive.
The nearest ally of the caster finds that
every time they attempt to grab their
weapons that they turn into slugs. The
slugs will then reform into their weapon
when the affected ally leaves the weapon
alone.
The party and anyone they are engaged
with (combat, dialogue, etc.) find that time
has skipped and that it is now the
following day.
The next body of water the party finds
freezes whenever they interact with it.
When spilled, the casters blood takes on
the taste and consistency of ketchup.
The nearest NPC or enemy creature
becomes two dimensional.
The nearest allied PC to the caster can
speak to animals permanently, but only
knows how to say the phrases, Hello,
Goodbye, Where is the bathroom?,
and Nice weather we are having. They
can understand the animals responses
perfectly however.
When the caster is knocked unconscious,
their body stands, and begins dancing and
singing show tunes. The caster has no
memory of this when they regain
consciousness.
The nearest wild animals fur coat turns to
gold and the animal can now shift between
the material and ethereal planes as a bonus
action.
The casters eyes become hollow and filled
with water. A small gold fish can be seen
swimming in each. This does not
negatively affect their vision in anyway,
besides the fact that sometimes a bubble or
two from the fish my float in front of their
eyes (purely cosmetic and flavor though).

Not for resale. Permission granted to print or photocopy this document for personal use only .

(Fun) Wild Magic Surge Table Vol. 3

18

19
20

21

22
23

24

25

26
27

28

29

30
31

32

33

34

The caster becomes permanently charged


with static electricity, such that everyone
they touch receives a painful (though
mostly just annoying) shock whenever
they touch the caster or the caster touches
them.
The casters body hair is replaced with
strands of wet spaghetti.
The next door the party opens leads to a
bottomless pit rather than where it
typically should.
Whenever the caster sneezes, they
discharge from their nose/mouth a random,
harmless, elemental effect.
The nearest settlement begins using peanut
butter as currency.
The caster finds themselves unable to
speak unless they end what they say with
the phrase, All will be one.
The nearest allied PC without a fly speed
gains a fly speed of 5, but only when they
flap their arms.
Black smoke pours from the casters nose
constantly, though not in a high enough
quantity to obscure vision.
The casters body permanently vibrates.
Whenever the casters teeth touch each
other, there is a burst of sparks from their
mouth.
Humanoids within 50 feet of the caster
begin disgorging frogs from the various
orifices of their bodies. This continues for
1d12 hours or until 1d1000 frogs have
been disgorged (DMs choice of course).
A small rift in space appears randomly
within 1 mile of the caster and serves as a
gateway to and from the Astral Sea.
The next person the caster looks at gains a
very noticeable lisp.
All leaves of plants within 10 miles
become vibrant neon colored. This does
not negatively affect the plants in any way.
The nearest allys head swells up like a
balloon and then pops, spraying candy in a
15 foot radius around them. Their head
regrows to its normal size instantly
afterward and the ally suffers no physical
harm from this.
The caster or a random ally within 100 feet
gets amnesia for 1d10 hours every time
they find treasure.
One of the casters items cannot be found
by them, no matter how hard they look.

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41

42

43

44

45
46
47

48
49

50

The casters pants become infested with


skunks.
The caster finds that all the hair on their
head has migrated to their back.
The nearest NPC splits into two copies of
themselves. One is chaotic evil and the
other is lawful good. Both are convinced
that they are the original and the other is
an imposter.
The nearest dragon begins giving their
hoard to charity, though once all their
treasure is gone they lose this feeling of
generosity and will certainly want their
hoard back.
The nearest woman becomes pregnant
with a clone of the caster.
Vines sprout from the ground and restrain
any creatures in a 30 foot sphere centered
on the caster. They can be cut away with
two attack actions.
The floor/ground within 200 feet becomes
lava, or at least behaves like it when
touched for the next 1d6 minutes. A
creature touching it will take 1d10 fire
damage. As long as a creature is not
touching the floor/ground, they are safe
from this damage.
The temperature in a 20 foot sphere around
the caster is 20F hotter than the rest of the
area.
A random creature within 30 feet of the
caster has a small rain cloud form above
their head that commences to precipitate
piles of dung which fall upon the creature
for the next 1d12 minutes.
The caster feels searing pain whenever
they put clothing on (though they are not
physically harmed by this).
A random bone in the casters arm or leg
becomes elastic.
The nearest mop gains the properties of a
Vorpal Sword for the next 1d4 weeks.
Every other day, the caster loses one of
their five senses. It returns the next day at
dawn.
A random PC becomes insubstantial while
under the light of a full moon.
Whenever the caster receiving healing,
slugs crawl out of their nose and attempt to
go in the casters mouth.
The nearest peasantry begins a revolution
against the nobility.

Not for resale. Permission granted to print or photocopy this document for personal use only .

(Fun) Wild Magic Surge Table Vol. 3

51
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53

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59

60
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64
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66

67

A random microbial organism within 50


feet becomes Large in size.
All birds within 1 mile turn inside out.
The casters clothing gains a desire to
consume the flesh of humanoids and
attempts to devour them.
All creatures within a 100 foot sphere
centered on the caster become contained in
glass jars with labels that show their stats.
The jars are large enough that the creatures
have free movement within their
respective jars and the jars have 5 AC and
10 HP.
The casters heart pumps 50 times louder
when they are afraid.
Whenever the caster is within 5 feet of
common household objects they begin to
levitate and follow the caster around.
When the caster is slain, all creatures
within 100 feet weep uncontrollably for 1
minute.
Whenever the caster lifts their right arm, a
trout materializes and leaps from their
armpit.
A random shoe within 20 feet of the caster
gains the properties of a bag of holding. It
loses these properties and expels its
contents after the next full moon.
The nearest princess/prince teleports into
the casters arms.
A random PC becomes obsessed with
cleaning a particular object or part of their
body.
The caster gains a soundtrack for their life.
As they go about their business,
thematically appropriate music plays
loudly enough for those around to hear, but
not so loud that it impedes communication
between the caster and others.
The nearest field of crops yields wax
versions of their produce rather than
healthy, edible food.
The nearest kobold becomes omniscient.
An elderly dwarven woman appears
dressed as a schoolmarm. She proceeds to
teach a lesson to the party as if they were
children about why mountains are big.
For the rest of the current encounter, or the
next encounter the PCs face, the
encounter is accompanied by a
disembodied voice giving a play-by-play.
A random ally of the caster believes that
the caster is actually a doppelganger.

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80

The next NPC the caster touches begins to


turn to stone.
Each time the caster tells a lie they grow a
finger on a random part of their body.
All wild game within 1 mile become made
of balloons, but are otherwise unharmed
and continue to function as normal.
The next creature the PCs behead spays
candy from its wound.
The caster becomes naturally intoxicated
and alcohol now has a sobering effect on
them.
Each step the caster takes causes a small,
(mostly harmless) burst of magical energy
from beneath their feet that cycles through
the following types: fire, cold, acid, and
lightning.
The sky darkens and lightning flashes. A
deep roar echoes through the area and then
a voice speaks in draconic, saying, Soon,
you shall know my name and I shall
consume thee. After this the region
returns to normal, and nothing else out of
the ordinary occurs.
When the caster awakens from sleeping,
their voice goes up an octave every hour
until they sleep again. When they sleep
their voice resets to what it normally
sounds like.
A small parrot appears and begins
following them around and annoyingly
copying phrases the party says. The parrot
has a mocking tone and if killed, resurrects
1 minute later and resumes its copying.
The next spell the caster casts has the
opposite effect. The way the spell
manifests is up to the DM. For example,
the spell Fireball may instead be a ball of
ice and do cold damage, or perhaps instead
the spell heals the creatures in burst
instead of damaging.
The next item the caster touches replicates
instantly until there are 4 copies of the
original. It is impossible to distinguish
which is the original. The copies function
normally for 1d6 days, and then turn into
strawberry jelly, leaving only the original.
The area within a a mile of the caster
becomes covered in banana peels.
The caster gains the ability to unhinge
their jaw like a snake. Their nose also
shrinks until it is just two slits in their face,
giving them a reptilian look.

Not for resale. Permission granted to print or photocopy this document for personal use only .

(Fun) Wild Magic Surge Table Vol. 3

81

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92

The caster gains the ability to see into the


future, but only when it concerns a
particular mundane item in their
possession, such as a shoe or candle. For
example, the player may see a vision of
their party being slain by bandits if these
bandits, through their attack on the party,
would interact with the candle in some
fashion (damaging it or stealing it).
The nearest horse grows the wings of a
Pegasus, but cannot fly whatsoever.
All glass within 1 mile of the caster
reflects their image within it for 1 minute
and then shatters with a loud crash.
The caster grows a second face on the back
of their head. This face has its own
conscience separate of that from the caster.
It has no soul, though appears to have one
should anyone examine it or question it.
A random PC within 30 feet of the caster
begins sprouting roots from their feet
which then begin burrowing into the
ground. This occurs whenever they stay
still for more than 1 minute (unless they
are sleeping).
A random PC is teleported 1,000 feet from
the party and buried in the ground up to
their head in fresh soil. They also find a
small metal spoon in their mouth, which
they may of course use to dig themselves
out.
A goblin appears and claims to be the slave
of the caster. The goblin will not under any
circumstance leave the casters side.
A scroll appears at the feet of the caster.
Written on the scroll is some mundane,
though interesting prediction of the future,
such as the weather for the next month or
when the local villagers will bear children.
The nearest blacksmith crafts a sentient
item which calls out to one or more of the
PCs to be found and wielded.
The PCs become magically compelled to
travel in a conga line whenever they are
not in combat.
No matter how hard the caster tries, they
cannot satisfy an itch on their foot. They
become increasingly obsessed with this to
the point of absurdity.
The nearest rogue gains a flair for theatrics
and cannot help but leave a calling card
whenever they do something nefarious
from now on.

93
94

95

96

97

98

99

100

The caster finds they can only fall asleep


while standing on their head.
The nearest town develops a cult-like
fanaticism for one the party members and
begins a religion around them.
For the next 1d6 hours, the casters bones
all vanish. They are otherwise unharmed
by this.
The ground begins swelling beneath the
casters feet. This continues over the next
1d10 days until a mountain has formed at
the location where this surge first occurred.
The caster becomes terribly allergic to a
common creature or item found in the
region. Whenever they sneeze as a result
of this allergy, they produce a small puff of
flame.
Tattoos appear and cover a random PCs
body. They swirl and move about their
skin as time goes on, appearing to be alive.
All mundane weapons and armor within 50
feet of the caster begins floating and
ascends into space over the next 1d8
rounds.
A random item in the partys inventory
gains the same properties of a magic item
from the Dungeon Masters Guide (DMs
choice which item and the magic it gains).

Not for resale. Permission granted to print or photocopy this document for personal use only .

(Fun) Wild Magic Surge Table Vol. 3

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