Wild magic is not a common part of spellcasting. Usually, only Wild Mage sorcerers can tap into wild magic, but some magic items, areas of wild magic, or magical effects can cause wild surges.
A wild surge is when you cast a spell and a second, unexpected effect happens, usually tied to the power of your spell. Wild surges can happen at random to Wild Mage sorcerers, but they can also happen for other reasons. When you cast a spell and trigger a wild surge, you roll on a wild surge table to determine the effect of the surge.
Wild Surge Tables
When you trigger a Wild Surge for any reason, you roll on the Wild Surge Table appropriate to the spell’s level. Most of the time, your spell works as normal and then you trigger a random secondary effect.
- If the wild surge has an effect that requires a saving throw, the DC is your spell save DC.
- You cannot wild surge more than once per turn.
- Cantrips don’t trigger wild surges. There are 10 wild surge tables. The first 9 correspond to spells of 1st through 9th level. The 10th level surge table is very dangerous and best avoided. If you somehow get a surge above 10th level, roll on the 10th level table.
- Wild surges count as spells of the same level as the level of the table. They are subject to the same restrictions as other spells, such as line of sight requirements.
- If your surge requires you to choose a target and you don’t want to target a creature within range, you can target an object, which may be relatively harmless.
- If for any reason your spell is affected by more than one effect that causes a Wild Surge, then your Surge’s level increases by one level for each triggering effect. For example, if you use Voluntary Surge as a Wild Mage sorcerer and cast a 1st level Magic Missile in a wild magic zone where all spells are wild surges, you roll on the 2nd Level Surge Table instead of the 1st Level Surge Table. If you also trigger a random surge via the Wild Mage‘s Wild Surge feature, you would then roll on the 3rd level table.
Wild Mage Subclass
We feature this information on our main Sorcerer page, but we’ve included it here for easy reference.
If you want to use our Wild Mage without using the expanded Elkan 5e ruleset, you should gain the level 10 feature at level 14, and the level 14 feature at level 18. You’ll need to use Prismatic Bolt and Prismatic Spray from Elkan 5e regardless.
Class Abilities
Wild Mage
Your magic came to you seemingly at random. Whether the result of magical experimentation, a gift from a chaotic entity, or even appearing out of nowhere, your magic is chaotic and unpredictable. Some wild mages are spotted at a young age, whereas others discover their volatile magic when they’re older. A wild mage‘s spells always have a chance to do something random. Usually this is a good thing, but accidents do happen.
Level 1: Extra Spells Known
When you reach certain levels as a sorcerer, you gain the ability to cast higher level spells. When you do, you learn these additional spells. They do not count against the number of sorcerer spells you know.
Level 1: Random Wild Surge
Sometimes when you cast spells, unpredictable things happen. Tapping into the source of your chaotic power is usually helpful, but can also be violent and dangerous.
When you cast a spell of 1st level or higher, roll 1d6. If you roll a 5 or a 6, you trigger a wild surge, granting your spell an additional effect. The additional effect is not affected by your metamagic features.
See our wild surge rules above for details on wild surges.
In the world of Elkan, wild magic is the domain of Baphomet, the wild minotaur god.
Level 3: Avert Disaster
Once Per Turn – Self – 3/Long Rest – Magical
When you roll a wild surge and don’t like what you rolled, you can reroll the surge, taking either result.
Level 3: Voluntary Surge
Once Per Turn – Self – 3/Long Rest – Magical
Before you roll 1d6 to determine if your spell will be a random wild surge, you can force your spell to be a wild surge. You still roll the 1d6. If you roll a 5 or 6, your surge’s effect is rolled on the table one level higher (which is the standard rule for triggering a surge in two different ways). For example, if you voluntarily surge on a 2nd level spell and then roll a 6 for a random surge, you roll your surge on the 3rd level wild surge table.
Level 6: Delayed Surge
As you produce a wild surge, you bottle the magic within yourself for later use.
Reaction – 1/Short Rest – Magical
When you roll a Wild Surge, you can choose to delay the surge’s effects. You store the surge for up to 1 hour, and can trigger the surge at any time using another reaction. If you do not trigger the surge within 1 hour, it then triggers automatically.
Level 10: Chaos Conductor
When you cast a spell with a random component you can control the chaos of that spell. You may choose to roll twice for every random component of a spell that isn’t an attack roll, saving throw, damage roll, healing roll, or illusion check, choosing which roll you want.
For example, every time a creature is confused by the Confusion spell and rolls for a random effect, you can roll twice and pick which result you wish to apply. With Mirror Image, you can roll twice to determine whether an attacker hits one of your images.
Level 14: Magical Blowout
You make yourself a conduit for chaotic powers, allowing your magic to run rampant.
No Action Cost – Self – 1/Long Rest – 1 Minute – Magical
- Every time you cast a spell, you can choose to trigger a wild surge. You still have the normal limit of one surge per turn.
- You can use Voluntary Surge or trigger a Random Wild Surge after choosing to surge this way, raising the level of your surge.
Tables
For each table, roll 1d20 to determine the result.
1st Level Surges
Show Table
| Roll | Effect | Roll | Effect |
|---|---|---|---|
| 1 | You fall prone. You also become clumsy for 1 minute, suffering disadvantage on all dexterity saving throws and skill checks. | 2 | Water splashes you in the face. You must make a DC 10 constitution save or your spell fails. |
| 3 | You learn the Faerie Fire spell as an extra sorcerer spell (or 1/long rest if not a sorcerer). If you roll this again, you lose the ability to cast Faerie Fire as a sorcerer spell. | 4 | If the spell that triggered this surge was not an area of effect spell and affected at least one creature other than yourself, you are also targeted by the spell. Otherwise, you feel tingly. |
| 5 | You suddenly look disheveled in a manner of your choosing. For example, your hair might become horribly tangled. | 6 | If you are holding a weapon, it now deals magical bludgeoning, piercing, or slashing damage. This effect ends if you stop touching the weapon or become incapacitated. |
| 7 | You grow a bit taller for 1 minute, your clothing growing with you. While taller, your speed increases by 10 ft. | 8 | You turn invisible for 1 round. |
| 9 | Choose a creature within 30 ft. A bright light flashes at their position. They must make a constitution save or be blinded for 1 round. | 10 | For 1 round, you begin floating and gain a fly speed of 30 ft., but you must end your turn on solid ground or fall. |
| 11 | You gain +2 to your AC for 1 minute or until you take damage. This manifests as a colourful barrier around you. | 12 | You feel lucky. You can reroll the next failed attack roll, skill check, or saving throw you make within 1 minute. |
| 13 | Choose a creature within 60 ft. The creature gets violent hiccups for 1 round. They must make a constitution save or lose concentration if they were concentrating. | 14 | You can immediately choose to cast any cantrip you know as a bonus action if it is your turn and you have a bonus action available. |
| 15 | A disembodied voice begins to loudly say nice things about you (which are all true) for 1 minute. This ends the confused, frightened and goaded conditions on you and makes you immune to those conditions for 1 minute. | 16 | A flower appears in your hand with an appearance of your choosing. It can be eaten as an action to recover 2d8 hit points, but becomes nonmagical when you complete your next long rest. |
| 17 | You regain 1 sorcery point. If you go above your maximum and don’t spend the excess points, your sorcery point total will be lowered to your maximum after 1 minute. | 18 | After casting your spell, you can choose to immediately cast Chromatic Orb as part of the same action. |
| 19 | Any metamagic options you apply to this spell are free. | 20 | Your surge is particularly powerful. Reroll on the 2nd level surge table. |
2nd Level Surges
Show Table
| Roll | Effect | Roll | Effect |
|---|---|---|---|
| 1 | You feel a powerful headache coming on, and must succeed on a intelligence saving throw or take 4d6 psychic damage (save for half). | 2 | You speak backwards for 1 minute. This has no effect on spellcasting. |
| 3 | You immediately teleport up to 30 ft. to a location of your choosing and land prone. | 4 | You’re pretty sure you can fly. For the next minute, you take no damage from falling. |
| 5 | You are affected by an illusion that makes you look like a creature of the same size as you for 1 minute (your choice). | 6 | You can send a six second message to a creature of your choice anywhere on the same plane of existence. |
| 7 | You can immediately end one temporary spell or magical effect that is affecting only you. | 8 | As soon as your spell is finished casting, magical darkness appears in a 20 ft. radius around you until the start of your next turn. |
| 9 | You suddenly feel like you are not being your authentic self and need a small change. You gain inspiration. | 10 | You regain a number of hit points equal to 5 + your sorcerer level. If you have wounds, they hiss as they close. |
| 11 | A creature of your choice within 60 ft. gains 10 temporary hit points and appears slightly ethereal for 1 minute. | 12 | You learn a language of your choice. If you roll this again, you can replace the language with a new one. |
| 13 | For 1 minute, you can choose to convert your spells’ damage to force damage. When you do, your spells verbally announce themselves by name in a voice of your choosing. | 14 | You can immediately declare your intent to destroy a creature. If that creature can hear you, they must make a wisdom save or be frightened of you for 1 round. |
| 15 | A floating hand with an appearance of your choice tries to push a creature of your choice within 60 ft. The creature must make a strength saving throw or be pushed 10 ft. in a direction of your choice. | 16 | An inanimate object briefly grows a mouth and gives you some advice on an immediate problem. You have advantage on your next attack roll, saving throw, or skill check. |
| 17 | You regain 2 sorcery points. If you go above your maximum and don’t spend the excess points, your sorcery point total will be lowered to your maximum after 1 minute. | 18 | After casting your spell, you can choose to immediately cast Prismatic Bolt as part of the same action. |
| 19 | Any metamagic options you apply to this spell are free. | 20 | Your surge is particularly powerful. Reroll on the 3rd level surge table. |
3rd Level Surges
Show Table
| Roll | Effect | Roll | Effect |
|---|---|---|---|
| 1 | You start singing your spells. For 1 minute, every time you try to cast a spell, you must succeed on a performance check (DC 10 + level of the spell, 10 for cantrips) or the spell has no effect and you lose the spell slot. | 2 | You must make a wisdom save or be goaded for 1 minute by a nearby mundane object of the GM’s choice belonging to one of your companions. |
| 3 | Your voice changes to something of your choice that sounds nothing like you. You have to spend an action coughing vigorously to restore your original voice. | 4 | You become slippery for 1 minute. You have advantage on rolls to avoid being grappled or restrained, but disadvantage on rolls to avoid being pushed or knocked prone. |
| 5 | A probably nonmagical cow appears in a spot within 15 ft. of you. The cow is controlled by the GM and is permanent. | 6 | A silent duplicate of yourself wearing a rainbow outfit appears near you for 1 minute. The duplicate has half your hit point maximum and only dances and takes the dodge action. |
| 7 | You become blurry. Creatures have disadvantage on attack rolls against you for 1 minute. | 8 | For 1 minute or until you become incapacitated, you tapdance flawlessly when you walk and can’t be knocked prone. |
| 9 | During your next short or long rest, a ghost of someone you knew appears before you and tells you something they want to tell you. This message isn’t always important. | 10 | Choose a hostile creature you can see. Illusions and harmless magical effects hinder them from harming your allies. They have disadvantage on attack rolls for 1 round. |
| 11 | You say something that’s edgy or confusing. A creature of your choice within 60 ft. must make a wisdom save or take 4d6 psychic damage. | 12 | You say something that’s nice or amusing. A creature of your choice within 60 ft. must make a wisdom save or be charmed by you for 1 minute. |
| 13 | You can choose to shout encouraging words at a creature who is injured, unconscious, or dying. Roll a DC 15 persuasion check. If you succeed, the target regains 10 hit points and stands up and regains consciousness if applicable. | 14 | Choose a target within 30 ft. You conjure flying animated kitchenware around a creature within 30 ft. Until they move, willingly or unwillingly, they have half cover. When they move, the kitchenware vanishes. |
| 15 | The veil opens, and you see everything in distorted colors for 1 minute. Other than this distortion, you have blindsight and truesight with a radius of 60 ft. for the duration. | 16 | Your skin becomes very hard to cut for 1 minute. You gain resistance to piercing and slashing damage for this duration. You are aware of this effect, but you look the same as before. |
| 17 | You regain 3 sorcery points. If you go above your maximum and don’t spend the excess points, your sorcery point total will be lowered to your maximum after 1 minute. | 18 | After casting your spell, you can choose to immediately cast Blink as part of the same action without you requiring to concentrate on it. |
| 19 | Any metamagic options you apply to this spell are free. | 20 | Your surge is particularly powerful. Reroll on the 4th level surge table. |
4th Level Surges
Show Table
| Roll | Effect | Roll | Effect |
|---|---|---|---|
| 1 | You must make a wisdom saving throw or spend your action on your next turn apologizing for what you did in the past minute. | 2 | You become drunk on your own power, and are poisoned for 1 minute. |
| 3 | You learn the fastest route to the nearest tavern within 5 miles. If no such tavern exists, this leads instead to the nesting place of a powerful monster, though you think it leads to a tavern. | 4 | Music blares in your mind. You are deafened for 1 minute. Roll a DC 15 charisma saving throw: on success, you gain inspiration. |
| 5 | A small animal delivers to you a personalized invitation to an event. The invitation was meant for someone else. | 6 | You let out a maniacal laugh without meaning to. If you were frightened, you are no longer frightened. |
| 7 | You gain the ability to speak into people’s minds telepathically for 1 hour so long as they are within 30 ft. | 8 | You can immediately jump up to 60 ft. in any direction without expending movement. |
| 9 | You can choose to reach for the nearest weapon and make a weapon attack. If you hit, the attack is a critical hit. | 10 | You briefly smell like something comforting. You and all creatures of your choice within 5 ft. of you gain 3d6 temporary hit points. |
| 11 | Choose a creature within 120 ft. They must make a intelligence save or forget who you are and what you can do for 24 hours. | 12 | You catch a glimpse of what fate has in store. Roll 1d20. Whatever number you roll replaces the next d20 roll you make. |
| 13 | A swarm of extinct insects appears in the air above you. For 10 minutes, whenever you are prone or incapacitated, they will cover you, granting you three-quarters cover. | 14 | All creatures of your choice within 30 ft. of you must make a dexterity save or take 3d10 force damage as swirling energy bursts from your body. |
| 15 | Small ethereal wisp-like creatures orbit your head for 1 minute, casting a spell. After 1 minute, the spell restores 4d10 hit points to you, restores your body, and raises you from the dead if necessary. | 16 | Choose a creature within 60 ft. The creature must make a wisdom save or do something foolish to make themselves vulnerable to attack, allowing all creatures within 5 ft. to use their reaction to attack them. |
| 17 | You regain 4 sorcery points. If you go above your maximum and don’t spend the excess points, your sorcery point total will be lowered to your maximum after 1 minute. | 18 | After casting your spell, you can choose to immediately cast Confusion as part of the same action without you requiring to concentrate on it. |
| 19 | Any metamagic options you apply to this spell are free. | 20 | Your surge is particularly powerful. Reroll on the 5th level surge table. |
5th Level Surges
Show Table
| Roll | Effect | Roll | Effect |
|---|---|---|---|
| 1 | An explosion erupts from your feet. You take 8d6 fire damage, and all creatures within 10 ft. of you must make a dexterity save or take the same damage (half damage on success). | 2 | Roll a wisdom save. On a failure, you become compelled to move to a new location. You must spend your movement on each turn moving away until you are 100 ft. from your starting position or 1 minute passes. |
| 3 | You are enveloped in a thin column of breathable water for 1 minute. Your speed is halved unless you have a swimming speed, but you have resistance to acid and bludgeoning damage. | 4 | You have a vision of your death. Roll a wisdom saving throw. On failure, take 4d10 psychic damage. On success, you feel prepared and gain 2d10 temporary hit points. |
| 5 | A small raincloud appears above the head of someone you choose within 120 ft. It rains on them for 1 minute. If you can’t see anyone, it rains on you. | 6 | Your hands and feet become sticky, even through clothing. For 1 hour, you can climb on walls and celings at half your walking speed (or your climb speed). |
| 7 | A floating self-playing instrument with 20 hit points and 15 AC appears next to you, granting you advantage on saving throws while you can hear it. It disappears when destroyed or after 1 minute. | 8 | At the end of your turn, you will rapidly ascend up to 100 ft. in the air and remain floating until the start of your next turn, when you teleport harmlessly back to the ground. |
| 9 | A creature of your choice within 90 ft. must make a wisdom save or be goaded by an article of your clothing of your choice for 1 round. | 10 | You invent a harmless and mostly useless spell, such as ‘Crumple Paper’ or Summon Grain of Sand’. You gain inspiration, and gain the spell as an extra 1st level spell. |
| 11 | You can choose to hold out your hand to an ally within 90 ft. If your ally is willing, you switch places with them. | 12 | You may spit at a creature within 60 ft. Roll a ranged spell attack. On a hit, target takes 4d8 acid damage. |
| 13 | You are hasted for 1 minute. | 14 | Your body goes briefly numb. You regain 4d6 hit points. |
| 15 | You summon a dead clam, which comes to life, growing a humanoid body and becoming a ‘clambie’. This clambie has the statistics of a zombie but speaks only Clambie (every word sounds like ‘hububub’). The clambie is friendly to you. It helps you however it can for 7 days. | 16 | Your spirit becomes briefly detached from your body, allowing you to feed some of your life essence to others. You can grant as many of your own hit points as you want to a creature within 60 ft. |
| 17 | You regain 5 sorcery points. If you go above your maximum and don’t spend the excess points, your sorcery point total will be lowered to your maximum after 1 minute. | 18 | After casting your spell, you can choose to immediately cast Prismatic Spray as part of the same action without you requiring to concentrate on it. |
| 19 | Any metamagic options you apply to this spell are free. | 20 | Your surge is particularly powerful. Reroll on the 6th level surge table. |
6th Level Surges
Show Table
| Roll | Effect | Roll | Effect |
|---|---|---|---|
| 1 | You are thrown up to 30 ft. to be adjacent to as many hostile creatures as possible. If there are no hostile creatures within range, you are slammed into the ground, taking 4d6 bludgeoning damage. | 2 | You trip, take 2d6 bludgeoning damage, and fall prone. Your turn ends as soon as your spell is resolved. |
| 3 | Your mind suddenly clears. If you were concentrating or affected by the charmed, confused, frightened, or goaded conditions, you lose concentration and those conditions immediately end. | 4 | You teleport 5d10 ft. in a random direction. If this would land you in a solid object or somewhere that would cause you to immediately take damage, you are instead placed in the nearest safe space. |
| 5 | A miniature sheep appears on your head and happily keeps your ears warm. After 1 hour, it unravels into yarn. | 6 | A creature of your choice within 60 ft. must make a wisdom save or fall prone and forget how to stand up for 1 round. |
| 7 | You sneeze out a multicolored globule of sand. You feel renewed. You regain 6d6 hit points. | 8 | You bend space around a point in a 20 ft. radius. Anyone moving in the area spends only 5 ft. of movement for every 10 ft. travelled. |
| 9 | Choose three creatures within 90 ft. other than yourself. Targets immediately swallow sweet syrup and regain one 1st level spell slot, if they can. | 10 | You can choose an injured creature within 60 ft. That creature must make a constitution save or be drained by as many hit points as they’re missing. |
| 11 | You feel connected to the collective humanoid hive mind. If you or one of your allies within 60 ft. are concentrating on a spell, you can transfer concentration and control of the spell to yourself or a willing ally within 60 ft. | 12 | You conjure a painted egg the size of a medium creature with 10 hit points and 13 AC. If you (and only you) reduce the egg to 0 hit points it in the next minute, the egg casts a spell you know of 3rd level or lower, following your guidance for how and where to cast the spell. |
| 13 | You gain a swim speed of 20 or your swim speed increases by 20. For 1 minute, you can fly by swimming in the air. | 14 | A choir accompanies your spell. You and all allies within 30 ft. gain 2d12 temporary hit points. |
| 15 | You shoot burning beams of light from your eyes at a creature you can see within 90 ft. The target and all creatures between you and the target must make a dexterity save or take 2d10 radiant damage, or half as much on a save. | 16 | You immediately jump up to 200 ft. in any direction without expending any movement or taking fall damage. If you travel more than 200 ft. total during this jump (including falling) you teleport back to your point of origin. |
| 17 | You regain 6 sorcery points. If you go above your maximum and don’t spend the excess points, your sorcery point total will be lowered to your maximum after 1 minute. | 18 | After casting your spell, you can choose to immediately grant a creature within 30 ft. (including yourself) the benefits of the Mirror Image spell without you requiring to concentrate on it. |
| 19 | Any metamagic options you apply to this spell are free. | 20 | Your surge is particularly powerful. Reroll on the 7th level surge table. |
7th Level Surges
Show Table
| Roll | Effect | Roll | Effect |
|---|---|---|---|
| 1 | For 1 minute, you must use your bonus action to make an unarmed attack against yourself every round. | 2 | You are encased in an opaque large egg with 15 AC and 30 hit points. |
| 3 | All spell effects affecting you that can be dispelled are immediately dispelled. | 4 | You inflate like a spiky pufferfish for 1 minute. Your speed is halved and creatures that touch you take 2d6 piercing damage. |
| 5 | For 1 minute, all weapons within 60 ft of you scream when used in an attack. | 6 | For 1 minute, your creature type is ooze and you can squeeze your body through gaps as small as 1 inch across. |
| 7 | Choose a creature within 60 ft. The creature must succeed on a wisdom saving throw or be transported to the ethereal plane and replaced with a potted plant until the end of your next turn. | 8 | Select up to three willing creatures within 90 ft., including yourself. With a popping sound, you can switch the locations of the chosen creatures. |
| 9 | Choose a creature within 60 ft. Target must succeed a charisma save or have their feet phase downwards 2 ft. for 1 round. If they were standing on the ground, they are grappled by the floor. | 10 | You conjure a potion of Real Fruit Healing. It contains real fruit juice, and heals 8d4+8 hit points when you drink it as an action. After 1 minute, it becomes nonmagical. |
| 11 | You shine bright. All creatures of your choice within 15 ft. must make a constitution save or be blinded for 1 round. | 12 | You switch places with a creature within 60 ft. For 1 round, you look like each other (except to creatures with truesight). |
| 13 | Your mind feels a bit foggy. You are immune to psychic damage for 8 hours. | 14 | You can choose two creatures within 5 ft. of each other. They fuse together for 1 round, grappling each other. |
| 15 | You make the ground bouncy in a 10 ft. square somewhere within 60 ft. for 24 hours. If you jump while on this bouncy ground, you jump 5 times as far (without using more movement for the jump). | 16 | You grow an eye on your forehead, which lasts 24 hours. Through this eye, you have advantage on perception checks involving sight and truesight with a range of 120 ft. |
| 17 | You regain 7 sorcery points. If you go above your maximum and don’t spend the excess points, your sorcery point total will be lowered to your maximum after 1 minute. | 18 | After casting your spell, you can choose to immediately grant a creature within 30 ft. (including yourself) the benefits of the Blink spell without you requiring to concentrate on it. |
| 19 | Any metamagic options you apply to this spell are free. | 20 | Your surge is particularly powerful. Reroll on the 8th level surge table. |
8th Level Surges
Show Table
| Roll | Effect | Roll | Effect |
|---|---|---|---|
| 1 | For 1 minute, your hands are bricks. You cannot use somatic components for spells. The spell you just cast is unaffected. | 2 | You sneeze, taking 4d12 bludgeoning damage and becoming blinded for 1 round. |
| 3 | All water within 60 ft. of you boils (no effect on other liquids). A creature touching water takes 2d10 fire damage, and a creature underwater or made of water takes 8d10 fire damage. This may create light or heavy obscurement due to fog. | 4 | A minotaur is created within 5 ft. of you. There is a 25% chance the minotaur is helpful and a 25% chance the minotaur is violently hostile. Otherwise, the creature is ambivalent to you and your goals. |
| 5 | One article of your clothing of your choice becomes permanently animated, though it cannot speak. The item has a crawl speed of 5 ft. and only ever wants to get back to you. | 6 | You are harmlessly wreathed by lightning for 1 minute. The next time a creature touches you or hits you with a melee attack within the next minute, they take 4d8 lightning damage. |
| 7 | You conjure a slow-moving magic missile, targeting a creature you name. The missile travels through objects. It acts at the end of your turns, moving 10 ft. toward the target every round. When it makes contact, it deals 25 force damage. | 8 | You feel hungry. As your stomach rumbles, quakes resound in the ground around you. All creatures of your choice within 30 ft. must make a Strength saving throw or fall prone. |
| 9 | You turn invisible for 1 hour. | 10 | You conjure oatmeal in a 30 ft. radius around a point within 60 ft. The area is difficult terrain for 1 minute. |
| 11 | Your hands glow blue for 1 hour or until you touch a creature or object other than yourself that is currently under the effects of a magical effect. When you do, all temporary spell or magical effects on that creature or object end. | 12 | A giant nonmagical object, such as a dodecahedron or massive wonton dumpling, falls from the sky, centered on a point within 90 ft. All creatures within 10 ft. of the point must succeed on a Dexterity saving throw or take 8d10 bludgeoning damage. |
| 13 | A weapon of your choice within 60 ft. turns to rubber for 1 round, rendering it incapable of dealing damage. | 14 | You throw conjured cheese at a creature within 120 ft. Make a ranged spell attack. On a hit, you deal 2d12 psychic damage. |
| 15 | You feel limber. The next attack made against you within 1 hour automatically misses. | 16 | You focus on your spells with unusual clarity. You automatically succeed on all concentration checks for the next minute. |
| 17 | You regain 8 sorcery points. If you go above your maximum and don’t spend the excess points, your sorcery point total is lowered to your maximum after 1 minute. | 18 | Choose up to 5 creatures within 60 ft. Targets must make a Wisdom saving throw or be confused for 1 minute. Targets repeat the saving throw at the end of their turns, ending the effect on a success. |
| 19 | Any Metamagic options you apply to this spell are free. | 20 | Your surge is particularly powerful. Reroll on the 9th-level surge table. |
9th Level Surges
Show Table
| Roll | Effect | Roll | Effect |
|---|---|---|---|
| 1 | After casting your spell, you cast the Prismatic Bolt spell at 9th level without expending a spell slot, targeting yourself. | 2 | You feel a terrible sense of foreboding. Until the end of your next turn, all your d20 rolls are counted as if you rolled a 1. |
| 3 | You float up to 10 ft. above the ground, become prone, and start spinning for 1 minute. Your speed is reduced to 0 and all attacks have disadvantage against you. | 4 | All creatures within 120 ft. of you, including you, must roll a wisdom saving throw or be confused for 1 round. |
| 5 | You conjure a potted plant. You have the sinking feeling it was once a Wild Mage. | 6 | For 1 round, every time you take damage you must teleport 15 ft. in a direction of your choice. |
| 7 | You glow red. Your blood lashes any creature that deals bludgeoning, piercing, or slashing damage to you for 1 minute. After taking damage, make a melee or ranged spell attack against your attacker. On a hit, they take 4d8 slashing damage. | 8 | You glow orange. A blaring siren resounds from your skull, which is uncomfortable. All creatures of your choice within 60 ft. must make a strength save or be pushed up to 15 ft. away from you. |
| 9 | You glow yellow. You become a tremendous source of static electricity for 1 minute. You can use a bonus action to briefly magnetize yourself to a metal object within 90 ft., instantly moving to within 5 ft. of the object. | 10 | You glow green. A creature of your choice within 60 ft. is swarmed by disintegrating frogs appearing from thin air. They must make a dexterity save or take 6d6 acid damage. On a successful save, they take half damage. |
| 11 | You glow blue as your skin is coated with magical ice for 1 minute. While ice, you have resistance to piercing, slashing, and cold damage. | 12 | You glow indigo as magical force shields you. For 1 minute, your armor class increases by 5. You cannot benefit from this spell and the Shield spell at the same time. |
| 13 | You glow purple. You become instantly aware of all dead creatures within 90 ft. of you. You can choose to detonate one of them. All creatures within 10 ft. of the corpse must make a constitution save or be unable to regain hit points for 1 minute. | 14 | You glow white for 1 minute, shedding sunlight and bright light in a 120 ft. radius, then dim light for another 120 ft. beyond that. The light is so bright you benefit from the invisible condition. |
| 15 | You glow with prismatic light and regain all lost hit points. | 16 | Roll once each on the 1st, 2nd, and 3rd level surge tables. |
| 17 | You regain 9 sorcery points. If you go above your maximum and don’t spend the excess points, your sorcery point total will be lowered to your maximum after 1 minute. | 18 | After casting your spell, you can cast the Prismatic Bolt spell at 9th level without expending a spell slot. |
| 19 | Any metamagic options you apply to this spell are free. | 20 | Your surge is particularly powerful. Reroll on the 10th level surge table. |
10th Level Surges
Show Table
| Roll | Effect | Roll | Effect |
|---|---|---|---|
| 1 | You collapse in on yourself, crushing your internal organs. You instantly die. You can be revived by a resurrection spell or similar magic. | 2 | You are cursed and transformed into a potted plant. If the plant dies, you die, but you are otherwise unaffected by damage or changes to the plant after the curse is removed. |
| 3 | You are blinded by dazzling lights that fill your vision. This is permanent until you are affected by Greater Restoration or a similar 5th level or higher spell. | 4 | You are frightened. While frightened in this way, your speed is 0, and you feel that any step you take could move you out of your reality. This is permanent until you are affected by Greater Restoration or a similar 5th level or higher spell. |
| 5 | Horrifying magical fire erupts from you. You take 10d10 fire damage, and every creature within 30 ft. Of you must succeed on a dex save or take the same damage. | 6 | A pack of animals awakened by the awaken spell are unleashed on your hometown. The animals pull nonviolent pranks, target your family or friends if possible, and leave evidence implicating you. |
| 7 | You have a revelatory vision and are incapacitated for 1d4 rounds. During this time you are prone, drooling, and gibbering. The vision reveals a secret of the DM’s choosing. | 8 | You are cursed, transforming you into a minotaur, your clothes and equipment changing shape to fit. If you are already a minotaur, you are sent to a chaotic plane of existence, such as The Maze in Elkan. |
| 9 | You conjure a black orb that can answer yes/no questions. 50% of the time, or when the question is meant to predict the future or is impossible to answer, the orb gives a useless answer like ‘ask again’ or ‘mayhaps’. The orb shatters after 5 questions. | 10 | You permanently gain the ability to speak a new language. Unfortunately, no one else has ever spoken this language, and every time you or anyone else speaks at least 6 seconds of the language, they take 1d6 psychic damage for every 6 seconds (rounded down). |
| 11 | 5d10 clambies (see 5th level surge table) rise from the nearest body of water, intent on making a small settlement and living peacefully. | 12 | You become charmed for 24 hours. While charmed, you are convinced that if you eat enough cheese, you’ll figure out how to save the world. |
| 13 | You are telepathically contacted by both a powerful celestial and a powerful fiend. They both have one sentence of advice for you. | 14 | You are immediately transported to the ethereal plane. After 1 minute, if you are still there, you are transported back. |
| 15 | You stop aging. If you roll this result again, your body rapidly ages for all the time your haven’t been aging. | 16 | Something happened, but you’re not sure what. Your GM chooses an effect, but it can’t be something immediately obvious. |
| 17 | You glow with magical power. You gain an extra action this turn. For this turn only, you ignore the usual limit of one spell of 1st level or higher per turn. | 18 | You cast this spell without expending a spell slot. |
| 19 | You slip into a daydream of better times. You teleport to the ethereal plane until the start of your next turn. You return with all hit points and sorcery points restored. | 20 | You hit the limit of what magic is available to mortals. Your spell collapses and has no effect, consuming a spell slot as normal. You take 10d10 force damage. |