Hello, welcome to the world of magic, angels, and spells. We are sharing wild magic table 5e today, so let’s start the topic.
According to the world-building of the game, your wild magic comes from the wild forces of chaos that exist beyond the boundaries of the ordered realm of creation.
Hence these magical forces can reward you with destructive powers in the game but also make you worthy of defending and protecting yourself and your vision.
As an accessor of the wild magic surge, you must have chosen the sorcerous origin. A saucer has wild magic powers if they were exposed to some raw magic or had been blessed by a powerful creature in the game.
Hence the effect and repercussions of your magic will continue to follow the sorcerer.
To keep things real, the game does the cool thing where your sorcerer is always in the position of creating unexpected results from their spells which can be both helpful and harmful for your game.
Related: Hypnotic pattern 5e
Table of Contents
The wild magic table

The detailed guide to the 5E wild magic table is given in the player’s handbook. You require the role of a d100 to be able to determine the role of the wild magic surge table 5E effect.
Whenever you begin the process by casting a spell of the first level or higher the DM will give you the option to roll a d20. Starting from rolling 1, roll on the dnd 5e wild magic table to create the perfect random magical effect.
The following chart is taken from the player’s handbook of the dnd 5e game and can officially be named the ‘wild magic table 5E‘.
Wild Magic Surge | |||
d100 | Effect | d100 | Effect |
01-02 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. | 51-52 | A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile. |
03-04 | For the next minute, you can see any invisible creature if you have a line of sight to it. | 53-54 | You are immune to being intoxicated by alcohol for the next 5d6 days. |
05-06 | A Modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears I minute later. | 55-56 | Your hair falls out but grows back within 24 hours. |
07-08 | You cast Fireball as a 3rd-level spell centered on yourself. | 57-58 | For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame. |
09-10 | You cast Magic Missile as a 5th-level spell. | 59-60 | You regain your lowest-level expended spell slot. |
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. | 61-62 | For the next minute, you must shout when you speak. |
13-14 | You cast Confusion centered on yourself. | 63-64 | You cast Fog Cloud-centered on yourself. |
15-16 | For the next minute, you regain 5 hit points at the start of each of your turns. | 65-66 | Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. |
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. | 67-68 | You are frightened by the nearest creature until the end of your next turn. |
19-20 | You cast Grease centered on yourself. | 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. |
21-22 | Creatures have a disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. | 71-72 | You gain resistance to all damage for the next minute. |
23-24 | Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect. | 73-74 | A random creature within 60 feet of you becomes poisoned for 1d4 hours. |
25-26 | An eye appears on your forehead for the next minute. During that time, you have an advantage on Wisdom (Perception) checks that rely on sight. | 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. |
27-28 | For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. | 77-78 | You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration. |
29-30 | You teleport up to 60 feet to an unoccupied space of your choice that you can see. | 79-80 | Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |
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. | 81-82 | You can take one additional action immediately. |
33-34 | Maximize the damage of the next damaging spell you cast within the next minute. | 83-84 | Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |
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. | 85-86 | You cast Mirror Image. |
37-38 | 1d6 flumps controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute. | 87-88 | You cast Fly on a random creature within 60 feet of you. |
39-40 | You regain 2d10 hit points. | 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. |
41-42 | You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have a vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. | 91-92 | If you die within the next minute, you immediately come back to life as if by the Reincarnate spell. |
43-44 | For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. | 93-94 | Your size increases by one size category for the next minute. |
45-46 | You cast Levitate on yourself. | 95-96 | You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
47-48 | A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. | 97-98 | You are surrounded by faint, ethereal music for the next minute. |
49-50 | You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth. | 99-00 | You regain all expended sorcery points. |
However, there are only 50 possible outcomes. Many players have responded that 50 outcomes can tap only into very few available possibilities for this exciting game and that more outcomes should be possible.
Most effects listed in this table last for around a minute. This could translate to 10 rounds. The effects on this table that pertain to being spells do not get affected by Metamagic.
How to use the wild magic surge for your benefit?

Making use of the magic surge principles and using them to cast secondary spells that benefit you instead of harming them can be your perfect way of making this work for yourself.
Once you are well versed with the beginner levels you can choose to make your sorcerer multi-class.
The added benefit to the wild magic surge table 5e effects is that you do not need two concentrates to make the spell perform its job.
The 9 effects on the wild magic table that can cast spells: There are 9 ways in which you can cast space using the surge wild magic table 5E and its effects.
- At roll 7-8, you can cast the spell of the fireball. This can be generated on level 3 but will also be centered on yourself.
- At roll 9-10, you can launch a magic missile. This is quite a useful spell and can operate on level 5.
- At roll 13-14, you can cast a spell of confusion which will also be centered on your own self.
- At roll 19-20, you can cast the spell of Greece which will also affect your own performance.
- At roll 45-46, you can cause yourself to levitate. This is a spell that has a positive effect when targeted at yourself.
- At roll 63-64, you can cast the spell of fog cloud.
- At roll 77-78, you can cast the spell of polymorph on yourself. However if the save profiles you are made to turn into a sheep.
- At roll 87-88, you can compel any creature within 60 feet of you to fly.
What are the other cool things that one can do with wild magic powers?

The Wild magic table 5E Barbarian can use the wild magic to access many other powerful abilities that boost performance and enable the player to reach higher and higher levels.
Indeed, what can be achieved while playing through The wild Magic origin is not only fun but also practically useful? Among the best such abilities allowed by the game for you to possess, some are listed below.
Summon creatures
The effects of the wild magic search as shown in the wild magic table can also be used to summon creatures. By using different d 100 roll combinations you can summon Modron, 10d Flumphs, and Unicorn.
Along with that, you get to possess School abilities like seeing invisible creatures within your line of sight for one whole minute.
Manipulating the forces of chance and chaos
Starting from the very first level the sorcerer gets to manipulate the forces of chances and chaos to perform better on one ability check, attack roll, or saving throw. After a long rest, you can use this feature once again, which only doubles your power in the play.
Control your luck
From the 6th level, the sorcerer can change their own luck using wild magic. You can determine when another creature is using the attack roll, ability check, or saving throw, you can add a 1d4 to apply for the roll number as a bonus or penalty to the creature’s roll.
Using this ability, however, requires an adept knowledge of the wild magic table 5E and of using it in real time.
Magic awareness
From the third level, you gain the ability to detect magic. It opens your awareness to concentrated magic around you up to 6 feet of range. However, if the magic is under total cover this spell does not work.
Using the spell you can learn which school of magic your neighbor belongs to and what the spell has been cast. Like manipulating the forces of chance and chaos, you need to take a long rest to regain this power.
Bolstering magic
You as a sorcerer can from the 6th level spend an action to touch a nearby creature and award them with a benefit.
Rolling a d3 will give this creature an expended spell slot. Like some of the other options on this list, you can use this spell a number of times after each long rest.
These act positively on the bardic performance. The effect remains for long enough to make substantial impacts on the gameplay.
Unstable backlash
Whenever you receive damage or fail while raging at and after level 10, you can use a reaction to roll on the wild magic 5E table and immediately use your effect.
This power is a must to be used in our original role as a Tentacle. Judging carefully before using your reaction is important since it will rob you of the ability to get a wild magic effect instead.
Conclusion
Wild magic table 5E is really one of the most essential aspects of playing DnD from a sorcerer’s origin.
Mastering this table can make you into a fantastic sorcerer Barbarian and boost your performance to enable you to play on a multifold level.
Really understanding and using the table to the best of your abilities requires patients and good on-spot decision-making skills.