Introduction to the Wild Magic Table
In Dungeons & Dragons 5th Edition, the Wild Magic Table is a unique feature associated with the Wild Magic Sorcerer subclass. This subclass is known for its unpredictable and chaotic spellcasting, where magical effects can be both thrilling and dangerous. The Wild Magic Table introduces an element of randomness into the game, reflecting the volatile nature of wild magic.
This guide will provide a detailed overview of the Wild Magic Table, including how it works, its effects, and tips for managing the chaos it brings to your game.
What is the Wild Magic Table?
The Wild Magic Table is a list of 50 different magical effects that can occur when a Wild Magic Sorcerer casts a spell. This table is used to determine the outcome of a Wild Magic Surge—a random magical effect that can happen whenever a Wild Magic Sorcerer casts a spell of 1st level or higher. The unpredictability of the Wild Magic Table adds an exciting and often humorous element to gameplay.
How the Wild Magic Table Works
Wild Magic Surge
When a Wild Magic Sorcerer casts a spell, the Dungeon Master (DM) may call for a Wild Magic Surge. This is usually determined by rolling a d20. If the roll meets or exceeds a certain threshold set by the DM (often a roll of 1 on a d20), a Wild Magic Surge occurs.
Rolling on the Wild Magic Table
If a Wild Magic Surge is triggered, the DM rolls a d100 (a percentile die) to determine which effect from the Wild Magic Table takes place. Each result on the table is associated with a specific effect, ranging from beneficial to detrimental.
Example of a Wild Magic Surge
Suppose a Wild Magic Sorcerer casts a spell, and a Wild Magic Surge is triggered. The DM rolls a d100 and gets a 35. According to the Wild Magic Table, the effect corresponding to 35 might be something like “You cast Fireball centered on yourself.”
The Wild Magic Table (5E)
Here is the Wild Magic Table with all 50 effects. Each effect adds a unique twist to the game, ranging from spells being cast to strange physical changes.
d100 Roll | Effect |
---|---|
01-02 | A Fireball spell (as if cast by a 3rd-level caster) erupts from you. |
03-04 | You cast Confusion centered on yourself. |
05-06 | For the next minute, you must shout when you speak. |
07-08 | You are frightened by the nearest creature for 1 minute. |
09-10 | You cast Fly on yourself. |
11-12 | You cast Invisibility on yourself. |
13-14 | You cast Magic Missile as if using a 1st-level spell slot. |
15-16 | You cast Mirror Image. |
17-18 | You cast Ray of Enfeeblement on yourself. |
19-20 | Your skin turns a vibrant shade of blue. |
21-22 | You become invisible for the next minute. |
23-24 | You grow a long beard made of feathers. |
25-26 | You are stunned for 1 round. |
27-28 | You cast Polymorph on yourself (as if using a 4th-level spell slot). |
29-30 | Your hair falls out but grows back within 24 hours. |
31-32 | You cast Giant Insect on yourself. |
33-34 | You cast Teleport (as if using a 7th-level spell slot). |
35-36 | You cast Fireball centered on yourself. |
37-38 | You are polymorphed into a sheep for 1 minute. |
39-40 | You cast Grease centered on yourself. |
41-42 | You gain 10 temporary hit points. |
43-44 | You cast Levitate on yourself. |
45-46 | You and your equipment become invisible for 1 minute. |
47-48 | You are unable to speak for 1 minute. |
49-50 | You cast Fly on a creature within 30 feet of you. |
51-52 | You cast Mage Hand. |
53-54 | You emit a faint odor of roses for 1 hour. |
55-56 | You gain the ability to speak with animals for the next hour. |
57-58 | You cast Web centered on yourself. |
59-60 | You cast Polymorph (as if using a 4th-level spell slot) on a creature within 30 feet. |
61-62 | You cast Dimension Door. |
63-64 | You are covered in glittering, multicolored lights for 1 minute. |
65-66 | You gain a +2 bonus to Charisma checks for the next hour. |
67-68 | You cast Cloudkill. |
69-70 | You cast Etherealness. |
71-72 | You become paralyzed for 1 minute. |
73-74 | You are surrounded by a faint aura of blue light for 1 minute. |
75-76 | You cast Counterspell. |
77-78 | You cast Dispel Magic on yourself. |
79-80 | You become an ethereal version of yourself for 1 minute. |
81-82 | You cast Arcane Eye. |
83-84 | You are polymorphed into a random animal for 1 minute. |
85-86 | You gain the ability to breathe underwater for 1 hour. |
87-88 | You cast Flesh to Stone (as if using a 6th-level spell slot). |
89-90 | You cast True Polymorph on a creature within 30 feet of you. |
91-92 | You cast Wish. |
93-94 | You are surrounded by a horde of harmless, tiny, flying creatures for 1 minute. |
95-96 | You cast Banishment on yourself. |
97-98 | You are polymorphed into a random creature of CR 1 or lower for 1 minute. |
99-00 | You cast Power Word Stun on a creature within 30 feet of you. |
Tips for Managing Wild Magic Surges
Embrace the Chaos
One of the best ways to handle Wild Magic Surges is to embrace the chaos they bring. The unpredictable nature of the Wild Magic Table can add excitement and depth to the game. Use the surges as opportunities for role-playing and creative problem-solving.
Communicate with Your DM
If you’re a Wild Magic Sorcerer, communicate with your Dungeon Master about how often Wild Magic Surges will be rolled. Establishing clear guidelines can help maintain balance and ensure everyone is comfortable with the level of unpredictability.
Plan for the Unexpected
Prepare for potential outcomes of Wild Magic Surges by considering how your character might react to various effects. For instance, if a surge causes you to be polymorphed into a different creature, think about how your character would handle the situation and how it could impact the party.
Use Surges to Enhance Storytelling
Wild Magic Surges can be used to enhance storytelling in your campaign. Unusual effects can create memorable moments and plot twists. Collaborate with your DM to integrate these surges into the narrative and make the most of their impact on the game.
Conclusion
The Wild Magic Table is a thrilling aspect of playing a Wild Magic Sorcerer in Dungeons & Dragons 5th Edition. It introduces an element of unpredictability that can make every spell cast an adventure in itself. By understanding how the table works, preparing for potential outcomes, and using surges to enhance storytelling, you can fully embrace the chaotic nature of wild magic.
Whether you’re a player eager to explore the wonders of Wild Magic or a Dungeon Master looking to introduce some unpredictable fun into your campaign, the Wild Magic Table offers endless possibilities for excitement and creativity in your game.