D50 of less-intrusive, but fight-altering Wild Magic effects

I’m a very gentle DM – and oftentimes, tables of Wild Magic effects are just a bit too harsh for me. So instead, I created a D50 table of things that allow me to homebrew how Wild Magic works a bit more – which I found out to be quite fun for the entire party. My favourite change is to have it happen whenever someone uses something arcane, instead of having to roll and waiting for a Nat1 to occur. Because – let’s be frank – nothing is more boring than being in a Wild Magic zone and nothing happens.

If you’re also looking for something a little bit less intrusive and, well, lethal, but able to change the fight you’re having regardless, have a look at this:

  1. Your spell becomes single-target if it was AoE, or AoE if it was single-target.
  2. Your size increases by one category for 1D4 rounds.
  3. Your size decreases by one category for 1D4 rounds.
  4. The air around you crackles with static; the next melee attack against you deals 1D4 lightning damager to the attacker.
  5. You are pushed 10 feet in a random direction.
  6. Your hand becomes spectral for 1D4 rounds, passing through anything non-magical.
  7. You are coated in a fine layer of glittering dust; stealth is impossible for 1D4 rounds.
  8. Your movement speed is halved for 1D4 rounds.
  9. Your movement speed is doubled for 1D4 rounds.
  10. The next ranged attack aimed at you is reflected at another random creature within range.
  11. Your weapon (or spellcasting focus) hums with energy for the next 1D4 rounds; gain +1 to attack rolls.
  12. Your next attack or spell requires a successful DC15 Strength check due to a sudden gust of wind.
  13. Your next spell targets a random creature within 30 feet.
  14. Your next spell manifests as a different damage type (DM’s choice or roll a dice)
  15. You float for the next 1D4 rounds.
  16. You gain resistance to bludgeoning damage for 1D4 rounds.
  17. You gain vulnerability to piercing damage for 1D4 rounds.
  18. You automatically fail your next Constitution check.
  19. You automatically fail your next Dexterity check.
  20. You automatically fail your next Strength check.
  21. You automatically fail your next Wisdom check.
  22. You automatically fail your next Charisma check.
  23. Your AC increases by 2 for 1D4 rounds.
  24. Your AC decreases by 2 for 1D4 rounds.
  25. Your next attack has disadvantage, but if it hits, it deals an extra 1D6 force damage.
  26. Your next spell affects an additional creature within range.
  27. You are slightly blurred, imposing disadvantage on the next attack against you.
  28. Your next ranged spell automatically misses.
  29. Your next melee attack becomes a ranged spell (30ft.)
  30. All non-magical light sources within 30 feet are extinguished.
  31. The ground in a 10 feet radius around you turns into difficult terrain for the next 1D4 rounds.
  32. Your shoes/feet make loud squeaky noises for 1D4 rounds, making stealth/hiding impossible.
  33. A random cantrip you know activates on its own.
  34. Your melee attacks deal an additional 1D4 psychic damage for 1D4 rounds.
  35. You can understand but not speak any language for the next 1D4 rounds.
  36. Your footsteps make no sound for 1D4 rounds, gaining advantage on stealth.
  37. The next healing effect on you is doubled.
  38. The next failed attack is rerolled.
  39. The next successful attack is rerolled.
  40. Your next damage roll is maximised.
  41. Your next damage roll is minimised.
  42. The next attack roll against you automatically misses.
  43. The next spell cast within 30 feet of you sparks with harmless static.
  44. Your next spell or attack produces only harmless fireworks upon impact.
  45. Your next attack roll is an automatic critical hit.
  46. Your next spell or attack has its range doubled.
  47. Your next spell lasts double its normal duration.
  48. Your legs stop working – you are involuntarily prone for the next 1D4 rounds.
  49. Your arms and hands stop working – you are only able to attack with spells without a somatic component.
  50. Roll twice and both effects happen.

Remember, that the enemies or allies you control as a DM also fall under this category. In the interest of not carrying over or having to remember a bunch of stuff, I always assume that lingering effects such as “until x happens” are negated by the end of the encounter. Enjoy!

[Picture by Joanna Kosinska – thank you!]

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