Wild Magic Table 5e
The Wild Magic Surge table for Wild Magic <a href="/characters/classes/sorcerer-5e/">Sorcerers</a> in D&D 5e, with random magical effects from d100 rolls.
Wild Magic Surge (d100)
| d100 | Effect |
|---|---|
| 01-02 | Roll again; both effects occur |
| 03-04 | You teleport 60 feet to a random space |
| 05-06 | Fireball centered on you (3rd-level) |
| 07-08 | Cast Magic Missile (5th-level) |
| 09-10 | You turn into a potted plant until start of next turn |
| 11-12 | Cast Levitate on yourself |
| 13-14 | Unicorn appears within 5 feet for 1 minute |
| 15-16 | You grow a long beard made of feathers |
| 17-18 | You regain your lowest-level expended spell slot |
| 19-20 | All creatures within 30 feet invisible for 1 minute |
Roll on this table when the DM calls for a Wild Magic Surge (typically when you roll a 1 on d20 after casting a spell).
Triggering a Surge
After a Wild Magic Sorcerer casts a 1st-level or higher spell, the DM can have them roll a d20. On a 1, roll on the Wild Magic Surge table.
Some DMs increase surge frequency. The sorcerer can also trigger surges using Tides of Chaos.
Common Mistakes
Common Mistake
Forgetting to roll for surges after spells
Common Mistake
Not having the table ready during sessions
Common Mistake
Ignoring surges that would be funny or dramatic
DM Tips
DM Tip
Roll for surges more often to embrace the chaos
DM Tip
Let surges create memorable story moments
DM Tip
Have the full d100 table bookmarked or printed