One aspect of Dungeons & Dragons 5th Edition that I like is the idea of wild magic areas. However, I don’t like wild magic effects tables that focus on effects that only last a few combat rounds, and I really don’t like ones that have a lot of positive effects, especially healing, which is part of the cleric’s domain.
So I created my own wild magic effects tables focused on what can happen in a wild magic area when magic is used, the effects of which are nearly always bad, and which tend to last for days. But also, I wanted wild magic effects to occur when a spellcaster is working with magic in unusual ways, such as creating a magic item or new spell or mixing magic together in unpredictable ways (drinking multiple potions at once, for example). Because of this, I wanted such experimentation to be more flavorful by mimicking the traditional vignette of a lone wizard or witch performing magic in an isolated location under the light of a full moon.
Wild Magic Areas
Some areas of the world are crossover points where the “seams” of the Material plane and that of the Ethereal plan cross or are areas that have worn thin between the planes. In these places, often quite small, the casting of spells and use of other magic can cause strange effects.
Magic that is affected includes sorcerer’s spells, creature’s spell-like powers, spells from magic items (a staff, wand, etc.), the use of the powers of magic items (boots of speed being used for their speed, for example), the drinking of potions (but not tonics), and the reading of scrolls. It does not include the bonuses of magic weapons and armor or the mere presence of magic items, nor does it include any holy or sacred items or the performing of rites (clerical spells).
Each time magic is used in the area, check difficulty 12 to determine if the magic works normally or (on a failure), the caster suffers a minor wild magic effect. On a natural 1, the spell fails but still causes a wild magic effect.
Be sure to read the effect first and decide how to relay it to the player. Some effects will not be obvious immediately. Effects are considered a curse and can be lifted as one. For some effects, the GM may rule the character is allowed a saving throw.
- Dawn means the effect lasts until the character is touched by the light of the first hour of dawn.
- Full moon means the effect lasts until the character is touched by the light of the full moon. If the effect occurs while the character is under a full moon, the effect lasts until dawn.
- Two full moons means the effect lasts until the character is touched by the light of the full moon after the next full moon. If the effect occurs while the character is under a full moon, the effect lasts until only the next full moon.
Minor Wild Magic Effects
| 1d100 | Effect |
| 1 | You are drained of your spells and suffer shock. |
| 2 | You become old in appearance (but not physicality). Full moon. |
| 3 | You change genders. Full moon. |
| 4 | Dogs find you contemptible and show their displeasure. Full moon. |
| 5 | Vegetation within 30 feet your current location grows surprisingly fast. Full moon. |
| 6 | Vegetation within 30 feet your current location withers. Full moon. |
| 7 | You leave a lot of dust in your wake. Dawn. |
| 8 | You lose your memory of the last 48 hours. Dawn. |
| 9 | You become a kleptomaniac and try to steal things. Dawn. |
| 10 | You believe you have become the ruler of the kingdom. Dawn. |
| 11 | You keep telling ridiculous lies. Dawn. |
| 12 | Light music wafts upon the breeze quietly wherever you go. Dawn. |
| 13 | Your appearance changes to that of the nearest person. Full moon. |
| 14 | Your footfalls are very loud. Dawn. |
| 15 | You suffer amnesia and forget who you are (but not your abilities). Full moon. |
| 16 | Dark music follows quietly wherever you go. Dawn. |
| 17 | You grow fur over most of your body. Full moon. |
| 18 | Your skin turns another color… (1d4: 1=gold; 2=silver; 3=blue; 4=green). Full moon. |
| 19 | You have a brief fit of hiccups. Then, whenever you’re being deceptive, you have another fit of hiccups. Full moon. |
| 20 | Under the light of the day, you appear normal; by firelight or the light of the moon, you appear hideous (the other players decide how). Full moon. |
| 21 | You develop an allergy to any magic near you. You sneeze and itch until magic-related things are removed. Dawn. |
| 22 | You attract harmless… (1d6: 1=birds; 2=frogs; 3=crickets; 4=squirrels; 5=mice; 6=bats). Full moon. |
| 23 | You no longer have a reflection or cast a shadow. Two full moons. |
| 24 | Your eye color turns red. Full moon. |
| 25 | Your hair turns white but grows out its normal color at the normal rate. |
| 26 | You grow a tail as long as your forearm. Dawn. |
| 27 | You lose your sense of smell. Full moons. |
| 28 | During the night, butterflies settle on you. Hundreds of them, unless you can seal your sleeping chamber tightly, in which case they settle on the roof. Dawn. |
| 29 | You are unable to read and write. Full moon. |
| 30 | Everywhere you walk, mushrooms quickly grow. Full moon. |
| 31 | You lose the ability to speak one random language you know. Dawn. |
| 32 | Your skin becomes tough and leathery (+1 AC). Dawn. |
| 33 | You become grotesque-looking. If already grotesque, you become beautiful. Dawn. |
| 34 | You become confused and walk around in a daze. Dawn. |
| 35 | Your hair falls out and grows back at the normal rate. |
| 36 | You switch bodies (but not class type) with the nearest person. Dawn. |
| 37 | You leave the footprints of a random monster. Full moon. |
| 38 | You change to… (1d6: 1=human; 2=dwarf; 3=elf; 4=halfling; 5=half-orc; 6=gnome—if you roll your own species, you get dog). Dawn. |
| 39 | You suffer shock and develop a phobia about something within 30 feet of you. Full moon. |
| 40 | You become unable to speak. Dawn. |
| 41 | Any clothing you are currently wearing stiffens to the consistency of plaster, making it difficult to break out of it. |
| 42 | Colored ribbons stream from your fingertips when you attempt to cast a spell. Dawn. |
| 43 | Bubbles come out of your mouth every time you speak. Dawn. |
| 44 | You feel and act drunk. Dawn. |
| 45 | Food tastes bad and makes you slightly ill. Dawn. |
| 46 | Any clothing you are currently wearing stiffens to the consistency of thin stone. Perform a strength check to break out. |
| 47 | Your personal items seem very attractive to thieves. Full moon. |
| 48 | You lose your hearing, it seems, but actually radiate silence for 20 feet. Dawn. |
| 49 | You float up in the air 10 feet per minute for 3d6 minutes, then descend rapidly (but not fall) for 1d4 hp damage. While levitating, you have no control and may drift on the wind. |
| 50 | Any loose objects within 30 feet of you slide toward you until they (gently) hit you/each other. |
| 51 | You are encircled by a wall of fire that does 1d4 hp damage if you walk thru it. Lasts 1 hour. |
| 52 | You become incorporeal, like a ghost or phantom. Dawn. |
| 53 | You are safely teleported 100 yards in a random compass direction. Your clothing is not. |
| 54 | You are partially blinded by visions of spots (disadvantage on visual tasks). Dawn. |
| 55 | Any clothing you are currently wearing becomes animate and attempts walk you around wherever it wants to go. Dawn. |
| 56 | You sense the next person you encounter suffers a minor wild magic effect. |
| 57 | You are hurled 10 feet away for 1d4 points of damage. |
| 58 | You vomit up a live, garden (non-venomous) snake. |
| 59 | Your hair turns white permanently. |
| 60 | You become mildly magnetic to iron-based metals. Full moon. |
| 61 | Your voice is now… (1d6: 1=squeaky; 2=booming; 3=a foreign accent; 4=raspy; 5=over loud; 6=affected by a speech impediment of your choice). Dawn. |
| 62 | A small explosion blasts your face and hair for 1 hp damage, leaving your face smoke-blackened. |
| 63 | You become very hot and need to cool off by jumping into a pond, river, snowbank, etc., altho you aren’t so foolish as to do it fully clothed. |
| 64 | You have a vision of the death of someone you know to you whom you cannot name and which you cannot describe. The next death near you fulfills that vision and makes you suffer shock. |
| 65 | You have a vision of your own death and suffer shock. You can’t remember it. |
| 66 | The nearest magic item is drained of all its magic and reduced to pieces as its magic is used up to shoot showers of sparks out of it. |
| 67 | You shapechange into the next beast you see. You retain your intelligence but acquire its appetite. One hour. |
| 68 | You shrink several inches per day until you are the size of a squirrel, then after a week you grow back to normal at the same rate. |
| 69 | You grow several inches per day until you are three feet taller, then after a week you shrink back to normal at the same rate. |
| 70 | You have a vision of a primordial being of eldritch horror you now understand to be real and still in existence. |
| 71 | You become very romantically attractive. Full moon. |
| 72 | You are compelled to tell a joke to each person you encounter. Until you come up with the joke, you can have no other interaction with the person. Dawn. |
| 73 | There is a sudden thunderstorm, highly localized to your current location (100 yards). |
| 74 | You vomit up 1d20 of your own gold pieces. |
| 75 | A swarm of rats, bats, or other small creatures from the area, attacks you. |
| 76 | You forget all memorized spells, but you can memorize them as soon as you can study them. |
| 77 | All items made of metal within 30 feet of you move glow with the strength of a torch. Dawn. |
| 78 | You smell like you got sprayed by a skunk. Dawn. |
| 79 | You teleport safely to a distant land you’ve heard of. Dawn (you return to your own bed once you fall asleep in the distant land). |
| 80 | You have a vision of the secret shame of a local noble and suffer shock. |
| 81 | You can only speak in questions. Dawn. |
| 82 | Every time you cast a spell, you become very hungry and must eat immediately or faint. Dawn. |
| 83 | A prized possession vanishes, but you know exactly where it is 3 miles away from you. |
| 84 | A prized possession vanishes and reappears somewhere 100 yards away from you, so you have to search. |
| 85 | You smell delicious to carnivorous beasts. Dawn. |
| 86 | All creatures up to 100 feet away from your current location suffer a random minor wild magic effect themselves. |
| 87 | You lose 1 point of a random ability score. Full moon. |
| 88 | You lose 2 points of a random ability score. Dawn. |
| 89 | You lose 3 points of a random ability score. One hour. |
| 90 | You lose 1 point in all ability scores. One hour. |
| 91 | You are compelled to go carousing every night for one week. Full cost; keep the luck. (See Carousing rules.) |
| 92 | Your shadow detaches from you and becomes a shadow being. You only get a normal shadow again if it’s killed. |
| 93 | The area near your current location becomes saturated with heavy fog. Dawn. |
| 94 | Wherever you go, all potions, ale, soup, etc. within 20 feet of you spoil. Full moon. |
| 95 | Birds become very hostile to you—squawking, chasing, possibly biting. Full moon. |
| 96 | Your feet grow too large for your shoes or boots, which must be removed. Dawn. |
| 97 | You suffer a debilitating migraine. You can barely move for the pain. One hour. |
| 98 | All normal fires near you are extinguished. |
| 99 | Your voice becomes very loud. Dawn. |
| 100 | Roll 2d20 on this table. The effect is permanent as a curse. |
Major Wild Magic Effects
If the effect includes “the vicinity”, it is a half-mile radius.
| 1d100 | Effect |
| 1 | The nearest magic item (or spell) is cursed such that using it always causes the user a minor wild magic effect. |
| 2 | You are turned to stone until the full moon, after which you suffer shock. |
| 3 | You are turned to iron until the full moon, after which you suffer shock. |
| 4 | You grow two extra arms out of your torso. At the next full moon, they begin to rot. At the following full moon, they fall off. |
| 5 | You grow a third eye on your forehead. It affords no advantages. Full moon. |
| 6 | You lose 1 point of a random ability score. Two full moons. |
| 7 | You lose 2 points of a random ability score. Two full moons. |
| 8 | You lose 3 points of a random ability score. Two full moons. |
| 9 | You lose 1 point in all ability scores. Two full moons. |
| 10 | You can only eat fresh blood and crave it immediately; animal blood will do. Full moon. |
| 11 | Spiders become very attracted to you. They would like to eat you, but they aren’t big enough… except for ones that are. Two full moons. |
| 12 | You switch bodies with the last person you touched. Two full moons. |
| 13 | You shapechange into the last beast you saw. You retain your intelligence but acquire its appetite. Two full moons. |
| 14 | Your eyes occasionally seep tears of blood. Two full moons. |
| 15 | Your spirit is trapped in a nearby object you are drawn to, and your life lasts as long as the… (1d6: 1-2=apple; 3=cherry; 4=pear; 5=peach; 6=mushroom): 3d10 days, waning gradually. |
| 16 | You are cursed with the ill luck of the gambler. You get -2 on all d20 rolls until you win at gambling, whereupon the ill luck transfers to the loser. Your ill luck includes gambling rolls. |
| 17 | The area near your current location becomes saturated with heavy fog. Two full moons. |
| 18 | You safely teleport to a distant land you’ve heard of. You return at two full moons. |
| 19 | Your current location (50-yard radius) becomes a wild magic area. Two full moons. |
| 20 | You smell of death. Carrion eaters gather around you, expecting you to die. |
| 21 | You suffer shock. Any damage you inflict on others you suffer also. Two full moons. |
| 22 | You suffer shock. Any time you cast a spell, it causes you damage equal to the spell level. Two full moons. |
| 23 | You suffer shock. Any time you cast a spell, you suffer a minor wild magic effect. Two full moons. |
| 24 | Your skin becomes thin and translucent (-1 AC). Two full moons. |
| 25 | Roll 2d20 on the Minor Wild Magic Effects table; the effect is permanent. |
| 26 | All your possessions that are up to 50 yards away, including your clothes, are teleported 100 miles away in a random compass direction. |
| 27 | You have a vision of a dragon in a cavern on a pile of treasure. It now knows you. You suffer shock. |
| 28 | Your face is permanently disfigured; it frightens children and evokes disgust in adults. |
| 29 | You have a vision of a unicorn; you are so struck with its beauty, meeting it becomes a quest. You suffer shock. |
| 30 | Your current location (50-yard radius) become a wild magic area permanently. |
| 31 | Touching metal burns you for 1 hp damage per round, permanently. |
| 32 | By a scribe’s error that is difficult to correct, you are declared an outlaw. |
| 33 | Normal food no longer sustains you. You must eat… (1d6: 1=weeds; 2=wood; 3=ashes; 4=hair; 5=bark; 6=wool). |
| 34 | You are cursed with lycanthropy of the type… (1d6: 1=werewolf; 2=werebear; 3=wearboar; 4=wererat; 5=werefox; 6=werelynx). If you are currently touched by a full moon, you transform immediately (as an NPC for the night). |
| 35 | Your clothing becomes animated and attempts to strangle you. Perform a strength check to tear it off. |
| 36 | Your clothing catches fire. You take 2 hp damage per round until it’s removed or doused. |
| 37 | You are teleported into the nearest body of water, 2d6x10 feet from shore. |
| 38 | You are teleported into the nearest body of water. You are transformed into one of the sea folk permanently. |
| 39 | You suffer shock. Now, each day, you gain a tattoo that summarizes what you did that day. Two full moons. |
| 40 | You have a vision of yourself falling down stairs and being killed. From now on, you must check difficulty 5 with dexterity every time you walk up or down stairs or take a fall for 1d6 hp damage. On a natural 1, you take a serious tumble and must check difficulty 8 or suffer a serious injury (reduced to zero hp; save or die). On a natural 20, you’re cured. |
| 41 | You are affected by a reversal of gravity and fall upward. If in an open area, you drift away from the affected area after falling up 1d12x10 feet, presumably then falling back down. |
| 42 | The life is drained out of all creatures who are within 30 feet, giving them 5 ranks of fatigue and causing them to faint. |
| 43 | All creatures who are within 30 feet suffer visions of eldritch horror that result in a bout of madness. |
| 44 | All creatures who are within 30 feet turn to stone until the next full moon. |
| 45 | All creatures who are within 30 feet turn to iron until the next full moon. |
| 46 | All creatures who are within 30 feet are teleported safely 2d4 miles in a random compass direction. |
| 47 | From now on, you can sense wild magic (areas, bad potions, etc.). It makes you vomit. |
| 48 | You are safely teleported 1d100 miles away in a random compass direction. |
| 49 | The vicinity is deluged with… (1d4: 1=heavy rain; 2=a flash flood; 3=sleet; 4=snow). |
| 50 | You take to sleepwalking permanently. Waking a sleepwalker causes shock. |
| 51 | Your personal possessions within 30 feet your current location become random oozes. |
| 52 | You suffer shock. Everyone you encounter suffers a minor wild magic encounter. Full moon. |
| 53 | You are hurled by a fiery blast 30 feet away for 3d4 points of damage, which catches any normal clothes you’re wearing on fire for 1 point per round until you put them out. |
| 54 | You are hurled straight upward for 1d6x10 feet and potentially suffer falling damage. |
| 55 | Dogs become very hostile to you—barking, chasing, possibly biting—permanently. |
| 56 | A prized possession vanishes… (1d4: 1=forever; 2=and reappears in the next dungeon you explore; 3=but you know exactly where it is: in a dungeon 2d4+1 days’ ride away). |
| 57 | You are cursed with bad luck and take -1 on all d20 rolls. Two full moons. |
| 58 | All small beasts and larger in the vicinity panic and stampede thru your current location. |
| 59 | Talking to any creature forces you to perform a charisma check or faint. |
| 60 | The trees in the vicinity grow bent and gnarled over the next few minutes. |
| 61 | Your skin turns another color permanently… (1d4: 1=gold; 2=silver; 3=blue; 4=green). |
| 62 | Vegetation within 20 feet of you wherever go are begins to wither after 24 hours, permanently. |
| 63 | You are drained of spell levels and suffer shock. |
| 64 | The ground under your feet rumbles and opens a crack a handspan wide for 20 feet. |
| 65 | You experience a vision of a dark and calamitous future that you and your companions alone can prevent. You suffer shock. |
| 66 | You smell delicious to carnivorous beasts, permanently. |
| 67 | Your spirit becomes bound to a prized possession you cannot bear to be without from now on. If you die, you become a ghost, and it is your spirit anchor. |
| 68 | It rains… (1d8: 1=frogs; 2=small fish; 3=locusts; 4=blood; 5=dead birds; 6=ordinary snakes; 7=small hail; 8=large hail) in the vicinity. |
| 69 | You learn a dark secret about the world and suffer a bout of madness. |
| 70 | From now on, everywhere you walk in moonlight, mushrooms grow. |
| 71 | Your voice is now… (1d6: 1=squeaky; 2=booming; 3=a foreign accent; 4=raspy; 5=over loud; 6=affected by a speech impediment of your choice). Two full moons. |
| 72 | You manifest sympathy. When a creature within 30 feet takes any damage, you take 1 hp. If there is any person drunk, crying, or laughing, you do the same. |
| 73 | You faint. From now on, if you take at least 1 point of damage, you faint. |
| 74 | You faint and suffer a small wound for 1 hp damage. You don’t heal naturally any more. |
| 75 | All potions now cause a minor wild magic effect on you as well as their normal effect. |
| 76 | Birds become hostile to humanoids in the vicinity. Two full moons. |
| 77 | Birds become attracted but not hostile to humanoids in the vicinity. Two full moons. |
| 78 | Your skin becomes hypersensitive to sunlight, taking 1 hp damage per minute exposed. |
| 79 | You forget how to cast first level spells permanently. |
| 80 | You are teleported inside the nearest large barrel, displacing your volume of what it already holds (1d6: 1=pickles; 2=ale; 3=water; 4=stale urine for tanning; 5-6=air). It is… (d6: 1-4=sealed, 5-6=unsealed and easily opened). |
| 81 | You are rendered comatose until dawn. This does not protect you from animals. |
| 82 | The vicinity becomes a… (1d4: 1=marshland; 2=forest; 3=brambly waste; 4=rocky crag; if the vicinity is already that thing, it becomes a desert). |
| 83 | You now obey all orders directed at you by anyone. They don’t automatically know this. Two full moons. |
| 84 | You become quite hungry. Any food you attempt to eat instantly rots into a putrid gruel. Eating it anyway to keep from starving requires a successful constitution check or you vomit it back up. Two full moons. |
| 85 | If you take any damage, perform a successful wisdom check or panic. |
| 86 | You and all objects within 20 feet of you are shaken violently and scattered around the area for 2d4 hp damage. |
| 87 | A rift in the planar fabric opens, and a nature spirit enters the Material plane. This location is now its demesne. |
| 88 | Everything you do (all d20 rolls) seems to either be a great success (natural 20 if 11+) or awful failure (natural 1 if 10 or less). Two full moons. |
| 89 | You contract a disease… (1d4: 1=pox; 2=cough; 3=fever; 4=the bloody flux). |
| 90 | A creature of the last type you helped kill appears 100 yards away, moving toward you, intent on revenge. |
| 91 | The ground before you opens, and out comes a hungry giant constrictor snake. |
| 92 | 2d4 livestock or wild animals in the vicinity become fatally ill. |
| 93 | A minor earthquake occurs in the vicinity. |
| 94 | A rift opens between the material and Ethereal planes, and a nature spirit manifests and attacks you. |
| 95 | You are unable to read and write permanently. |
| 96 | You have a mild hallucination and later can’t sleep and begin to suffer hallucinations after the first night. Lose 1 point of wisdom each week. Two full moons. |
| 97 | You are struck by lightning for 5d6 points of damage. |
| 98 | A tear in the fabric of the planes opens, and a demon is summoned thru it. |
| 99 | You lose 1 point of wisdom with each full moon until (at 0) you are insane. |
| 100 | Roll 2d12 on this table; the effect is permanent as a curse. |


