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Introduction
There are many fans of D&D that feel the wild magic chart for sorcerers (PHB p.104)
doesn’t quite fit with mood of a more serious campaign. This chart is intended to
replace the standard wild magic chart with options that are a bit more reasonable.
Instructions. Whenever a Sorcerer with the Wild Magic bloodline casts a spell, they
must roll a d20. If they roll a natural 1, their spell generates a wild magic event, and
must draw a card from this deck. If they roll a 20, the spell succeeds without expending
a spell slot.

roll result

01-03 BlinD – The world around you shudders and blurs until you are looking upon a scene that has nothing to do
with what’s going on around you. [You are Blind for 2 rounds as a result of uncontrolled clairvoyance. The place
you see is some random location on the same plane (DM’s discretion). The DM may also require special checks due
to the distracting nature of the vision.]
04-06 DeaF – You suddenly begin to hear sounds that are completely unrelated to what you are seeing around you.
Was that a... chicken? [You are eff ectively Deaf for 2 rounds due to a sudden bout of unfocused clairaudience. You
are listening to the sounds from a random location somewhere on the same plane (DM’s discretion). The DM may
require special checks if the foreign sounds are particularly distracting.
07-09 caster stunneD – A wave of arcane energy surges through your body. You feel as if you have been struck
in the head by a slice of lemon wrapped around a large, gold brick. [You are Stunned for 1d4 rounds.]
10-12 target stunneD – As your spell takes effect, a random spark of arcane power causes your target to reel as
if struck in the head. [Your target is Stunned for 1d4 rounds, even if they make a successful saving throw. If it
is an area eff ect spell, all creatures in the area are aff ected.]
13-15 Flash! – A bright light discharges from your body, blinding all those who can see you. [All creatures within 20
feet of you are blinded for 1 round.]
16-18 teleporteD – The scene around you disappears, and you reappear someplace very unexpected. [You teleport
up to 1000 feet in a random direction. Roll 1d12 to determine direction (using clock face directions), and roll d100 x
10 to determine distance in feet. If the result would leave you inside something solid or without adequate space, then
you appear in the closest open location.]
19-21 AntI-mAGIc SUrGe – Wild magic envelops you in a swirling purple haze of anti-magic. You’ve got a bad
feeling about this. [For 1d4 rounds the caster is aff ected by an Anti-magic Field spell.]
22-24 AntI-mAGIc StrIke – A sickly purple vapor erupts from your target. The look on their face is priceless. [For
1d4 rounds the target is aff ected by an Anti-magic Field spell. If the original spell was an area eff ect, the fi eld radiates
from the center of that area.]
25-27 mAGIc drAIn – Tendrils of a greenish, eerie light reach out from you in all directions. This can’t be good.
[The area around you, out to a distance of 30 feet, is drained of magic for 1 round per caster level. Treat it as
if the area was under the eff ect of a Dispel Magic spell.]
28-30 mIrrored cASter – An exact duplicate of yourself is standing a few feet away looking just as shocked as
you. Hopefully he’s on your side. [You gain a single Mirror Image (as the spell) for 2 rounds.]
31-33 mIrrored tArGet – Suddenly, there are two enemies where there was one only a moment ago. This just
got really complicated. [Your target gains a single Mirror Image (as the spell) for 2 rounds.]

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34-36 Failure – Nothing happens, but you manage to make it appear as if you deliberately held your action for...
reasons. [The spell fails. The spell slot is not depleted, nor are the material components used up.]
37-39 Utter Failure – Nothing happens. In the awkward silence that follows you’re pretty sure you hear a chortle.
[The spell fails. The spell slot is depleted and all material components are used up.]
40-42 Screw-Up – Even as you release the magic, you know that something has gone horribly wrong. [You cast a
different spell than the one you intended. Choose a random spell from your spell list. The spell targets the
same creature or area as the original.]
43-45 Arcane Lag – Nothing happens... for about ten seconds. The tension is palpable. [The spell’s effects are
delayed for 2 rounds. If the spell is targeted, the spell affects the original target(s) if they are still in range. Otherwise,
it affects the next nearest creature. An area effect spell will affect the intended area.]
46-48 Arcane Display – You have no idea where those weird hallucinations came from, but it sure made for
an impressive show. [The spell is accompanied by harmless visual effects, such as mist, ghostly flames, color
changes, illusory snakes, and so on. These effects remain for the spell’s duration. The nature of the display is
up to the player.]
49-51 Arcane Sounds – What the hell was that? Did that sound come from your spell? You’re not sure, but it
was really creepy. [The spell is accompanied by harmless auditory effects, such as howls, hissing, thunder, keening,
and so on. These effects remain for the spell’s duration. The nature of the display is up to the player.]
52-54 Arcane Bedlam – You’re not sure if someone slipped mushrooms into your drink or what, but these
hallucinations are downright unsettling. [The spell is accompanied by harmless audio and visual manifestations,
such as howls, hissing, thunder, keening, mist, ghostly flames, color changes, illusory snakes, and so on. These effects
remain for the spell’s duration. The nature of the display is up to the player.]
55-57 Caster Blur – Your hands suddenly appear fuzzy. You think you might have a concussion. [The caster’s
outline becomes fuzzy as if affected by a Blur spell for 2 rounds.]
58-60 Target Blur – Your target is suddenly difficult to see. Either they’re more skilled than you thought, or you’re
having a stroke. [The target’s outline becomes fuzzy as if affected by a Blur spell for 2 rounds.]
61-63 Impotent – The spell felt a bit flaccid. This has never happened to you before. [Your target or targets have
Advantage on their saving throw against this spell. Your movement slows by half for 10 minutes.]
64-66 Potent – That was intense! You feel the nerves in your body burning from the sudden torrent of untamed
arcane power that just surged through you. [Your target or targets have Disadvantage on their saving throw
against this spell. You are burned by the additional power, suffering 1d4 points of necrotic damage, and your eyes
turn black for 10 minutes.]
67-69 Shortfall – Due to circumstances beyond your control, your spell lands short of the mark. [The spell only
goes half the distance you intended. Targeted spells effect the nearest creature at the new range (DM’s discretion).]
70-72 Overshoot – Your spell extends much farther than you intended. Hopefully there will be no collateral
damage. [The spell goes twice as far as you intended. The DM should choose a new random target that makes
sense. If the spell’s range is touch or caster, the spell effects a random creature within 10 feet. If there are no other
creatures, it has no effect.]
73-75 Abrupt – That spell didn’t last nearly as long as you had hoped. [The spell’s duration is halved. If the spell’s
duration is concentration or instantaneous, the spell fails, using up the spell slot plus any components.]
76-78 Boosted – The arcane energy pours effortlessly through you, fueling your spell for much longer than you
intended. You hands are a bit shaky. [The spell’s duration is doubled. If the spell’s duration is instantaneous there
is no effect. Additionally, the caster’s Strength is reduced by 2 points for 1 hour.]
79-81 Weakened – That spell really should have done more. Either that or your target is much tougher than you
thought. [If the spell was intended to inflict damage on the target, it only does the bare minimum amount of damage.
For example, an 8d6 fireball would only inflict 8 points of damage. Additionally, the caster suffers 1 level of Exhaustion.]

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82-84 Drained – A wave of dizziness and nausea washes over you. Maybe you should sit down for a while. [If
the spell has any variable numeric values (such as damage), it is reduced by half. Additionally, the caster loses 2
points of Constitution for an hour.]
85-87 Necrotic Bleed – Your spell inadvertently produces a sickly green tendril of necrotic energy that wraps
around your target’s throat. [In addition to any normal spell effects, you inflict 2d8 points of necrotic damage to
your target. The saving throw for the necrotic damage should be made separately, using the same DC. If the spell
causes an area effect, all targets are affected.]
88-90 Vermin – Black rats begin to pour from your clothes, covering the ground around you with a writhing carpet
of screeching fur and teeth. Watch where you step. [You summon a Swarm of Rats (MM p.339) centered on you.
They attack you and any creatures within 10 feet of you.]
91-93 Swarm – A black cloud of wasps erupts from your hands and billows around you. [You summon a Swarm of
Wasps (MM p.338) centered on you. They attack you and any creatures within 10 feet of you.]
94 Air – A howling cyclone swirls up around you and explodes violently outward, hurling dust, debris, and anyone
unfortunate enough to be near you! [You inadvertently open a momentary portal to the Plane of Air! The howling
blast of wind knocks you prone and forces everyone within 20 feet of you to make a Dexterity saving throw (DC 15)
or get knocked prone as well.]
95 Earth – The ground around you shudders and explodes with rough shards of stone in a circle around you.
[You inadvertently open a momentary portal to the Plane of Earth! The ground erupts with stone, forcing everyone
within 5 feet to make a Dexterity saving throw (DC 15) or get hurled 20 feet away from you, suffering 1d6 points of
bludgeoning damage and landing prone. A successful save means the are only knocked prone. You are now inside
a 3 foot diameter chimney of stone that is 1 foot taller than you. The stone is about 2 feet thick, and can be
broken by inflicting 30 hit points of damage.]
96 Water – A sphere of water suddenly forms around you and immediately collapses in a massive deluge.
[You inadvertently open a momentary portal to the Plane of Water! A 10 foot diameter sphere of water appears
centered on you. Everyone within 5 feet to make a Dexterity saving throw (DC 15) or get pushed 40 feet away
from you, landing prone. A successful save means they hold their ground. All fires in the area are extinguished.
If the area is small and can contain the water, this may result in other conditions determined by the DM.]
97 Fire – A ball of fire explodes around you! You hear screams of pain, dismay and anger. You’re in trouble.
[You inadvertently open a momentary portal to the Plane of Fire! A 20 foot diameter sphere of fire appears
centered on you. Everyone within that area must make a Dexterity saving throw (DC 15) or suffer 3d6 points
of fire damage. A successful save means taking half damage. Everyone and everything flammable in the area is
on fire. Burning creatures takes an additional 1d6 points of damage per round until someone uses an action
to put them out.]
98 Necrosis – A cold wave of purplish-black energy explodes from you in all directions. What have you done...
[You inadvertently open a momentary portal to the Plane of Negative Energy! You and everyone else within 10 feet
are hit by a wave of necrotic energy that deals 1d6 damage per 2 caster levels (maximum 5d6). Additionally,
everyone effected must make a Constitution saving throw (DC 15) or suffer an Energy Drain, reducing their
maximum hit points by 20% for the next 24 hours. Any undead within the area are healed 1d6 damage per 2 caster
levels (maximum 5d6).]
99 Light – A blinding flash of white light and warmth surrounds you. Enjoy it while it lasts. [You inadvertently
open a momentary portal to the Plane of Positive Energy! You and everyone else within 60 feet is hit by a wave
of positive energy that heals 1d6 damage per 2 caster levels (maximum 5d6). Any extra health is retained as
temporary hit points that disappear in 1d4 hours or are lost in battle. Any undead creatures within the area
suffer 1d6 points of damage per 2 caster levels (maximum 5d6). Every creature in the area is also blinded
for 1 round.]
100 Double Surge – Something has gone terribly wrong... [For one round nothing happens, though casters may
sense the subtle buildup of energy. Arcane casters with a Passive Perception of 20 or more will sense what’s coming,
allowing them to act first.]

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Copyright 2018 Alex Guillotte

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nicholas Kelsall (Order #6271244)
A Word About Wild Magic
In the darkest corners of the world, there are those who tinker with magic
as a child might play with an asp, thinking it a harmless garden snake. They
are called wild sorcerers, and they are rightly shunned by serious arcane
casters for their reckless disregard for the power they wield.

There are stories of a simple light spell going horribly wrong and turning
a tavern full of innocent people to kindling and gore. Wild sorcerers are
a menace to those around them, and a threat to all decent people.

This book is intended to warn the reader about the sort of dangers posed by
untamed magic in the hands of irresponsible people. If you should see one
of these wild sorcerers, report them immediately to the nearest wizard’s
guild or law enforcement.

– Captain Gothnog Dragonheart

nicholas Kelsall (Order #6271244)

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