Download as docx, pdf, or txt
Download as docx, pdf, or txt
You are on page 1of 15

TRUE D1000 Wild Magic

1. Roll on this table every round for 1 minute 36. Caster grows antlers, sheds them in 24 72. Everything within 20’ pulled 10’ toward
2. Caster and target switch positions after hours caster
spell 37. 1d6 flumphs appear for 1 minute in 60’; 73. Random creature within 60’ is poisoned
3. Can see invisible creatures frightened of caster. for 24 hours
4. A flaming horse appears (Not Nightmare, 38. Caster and target flung 10’ in opposite 74. Caster smells like lavender for 1d6 days
real horse) directions 75. Glow brightly for 1 minute. Blind others
5. A modron appears within 5 feet for one 39. Regain 2d10 HP within 5’.
minute 40. Gravity reverses in 30’ radius till start of 76. Casters clothes become uncomfortably
6. Plants begin to grow explosively on caster next turn tight
7. Cast fireball at 3rd level centered on self 41. Become potted plant until start of next 77. Cast polymorph on self. Fail save: Sheep
8. Weapons in 60’ radius turn to food for 1 turn form.
minute 42. Caster distracted by cloud of gnats for 78. If spell would kill target, target’s
9. Cast magic missile as 5th-level spell next minute extremities fly apart
10. Caster breathes 30’ fire cone next time 43. For next minute, teleport up to 20’ as 79. Illusory butterflies/flowers flutter in 5’
they speak bonus action radius 1 min.
11. Change height by 1d10: Even: grow, Odd: 44. Spell ricochets off target to random 80. Caster trapped in a giant glass ball
shrink creature in 30’ 81. Take one additional action immediately
12. Target is cocooned in crystal until 45. Cast levitate on self 82. Caster’s fists become huge, deal 1d8 B
someone breaks it 46. Caster’s money cycles: CP -> SP -> GP -> CP dmg, 1 min.
13. Cast confusion centered on self 47. Unicorn appears within 5’ for next minute 83. Others in 30’: 1d10 necro dmg. Gain HP
14. Cast thunder wave centered on self 48. One of target’s eyes replaced by 500 GP equal to loss
15. Regain 5 HP every round for 1 minute sapphire 84. Loud voice ridicules caster on init count 20
16. Target is transported to Ethereal Plane for 49. Cannot speak, emit pink bubbles instead for 1 min
1 minute 50. Smoke fumes from caster’s ears for 1 85. Cast mirror image
17. Grow long beard made of feathers until minute 86. Caster’s arms become tentacles for 1
sneeze 51. Spectral shield, +2 AC, no magic missile for minute
18. Swarm of rats carry caster 30’ in random 1 minute 87. Cast fly on random creature within 60’
direction 52. Caster gains 3’ prehensile tail for 1 hour 88. Large floating eye follows caster for 1 hour
19. Cast grease centered on self 53. Cannot get drunk for 5d6 days 89. Become invisible/silent for 1 minute or till
20. Creatures within 30’ are stuck in place vs 54. All unlocked doors/windows in 60’ fly atk/cast
Str DC 15 open 90. Caster’s INT and STR swap for 1 hour
21. For 1 minute, spell targets have disadv. on 55. Hair falls out, grows back within 24 hours 91. If you die in next minute, come back per
saves 56. Caster’s face blackened by small explosion reincarnate
22. A mature oak sprouts in an unoccupied 57. For 1 minute, flammable touch (not 92. Caster sees everyone as a decaying corpse
space in 60’ worn/carried) for 24h
23. Caster’s skin turns vibrant blue till remove 58. Geyser lifts caster 50’ in air until start of 93. Size increases by 1 size category for 1
curse next turn minute
24. Caster can only speak to animals for 24 59. Regain lowest-level expended spell slot 94. All light sources within 60’ radius
hours 60. A confused bear appears within 60’ for 1 extinguished
25. Third eye grows; adv. on Perception for 1 minute 95. You and all in 30’: vulnerable to piercing
minute 61. For 1 minute, can only shout when dmg, 1 min.
26. Caster gains 100 lbs, move speed halved, 1 speaking 96. Caster becomes frightened of a color for 1
minute 62. Grass instantly sprouts to 3’ tall within 20’, hour
27. Spells cost additional bonus round cast 1 minute 97. Surrounded by faint ethereal music for 1
time 63. Cast fog cloud centered on self minute
28. Next turn caster takes no action, vomits 64. Caster can only breathe underwater for 98. Caster suffers a head cold for 24 hours
1d100 SP next minute 99. Regain all expended spell slots.
29. Teleport up to 60 feet away to unoccupied 65. Up to 3 creatures of choice in 30’:4d10 100. Next phrase spoken by caster becomes
space lightning dmg true
30. Caster’s hands become covered in sticky 66. Caster becomes an astral projection until 101. A screaming face grows out of one of your
goop dealt 15hp of damage or they return to body parts. It knows only pain. It
31. Transported to Astral Plane until end of their body. disappears in 1d6 rounds.
next turn 67. Frightened by nearest creature until end 102. You are possessed! A Demon inhabits your
32. Cabbages sprout abundantly within a 30’ of next turn body and tries to influence you by
radius 68. If target dies in next minute, its soul is whispering in your mind how great it
would be to commit acts of evil.
33. Max dmg of next damaging spell cast in consumed by the caster.
103. You grow a 2nd head. This head has a
next minute 69. Charisma score increases to 30 at sunset
different personality from you.. The head
34. Caster can mimic target’s voice perfectly and reverts at the next sunrise. believes itself to be the true owner of your
for 24 hrs 70. All within 60’ saves vs Wis 15 or drops w/e body. The Extra Head can be removed
35. Age changes 1d10 years. Odd: Younger, they hold with a Remove Curse Spell or something
Even: Older 71. Resistance to all damage for next minute sharp.
TRUE D1000 Wild Magic

104. 1 Random Creature within 50 ft of you is 124. An egg appears in your hand. 144. Your target's size increases one category
brought back to life at full HP. If none are 125. You grow extra limbs for 24 hours. Roll for 1d4 rounds.
dead, then nothing happens. 1d6. Stats do not change, the limbs mimic 145. Your target's size decreases one category
105. A floating dagger appears before you your regular limbs motions. 6 = 3 nipples; for 1d4 rounds.
there is a 50% chance it is real, of which a 5 = one arm; 4 = a penis; 3 = 1 Leg; 2 = 2 146. The region you are in experiences a year
25% chance it is a wonderous item, of arms; 1 = 2 arms and 1 leg of unprecedented fertility.
which 10% chance it carries a curse. 126. The Nearest dead body to the caster 147. The region you are in experiences a year
106. You cast Sleep as a 3rd Lvl spell centered becomes a Zombie and attacks the caster. of unprecedented drought.
on yourself. 127. You set the nearest flammable object 148. You gain an intelligence score of 30 for 1
107. A hole appears in space within 50 ft. ablaze. minute.
linking this plane to another. 128. Each creature within 20 ft of you becomes 149. You create a table… a wild magic table.
108. For the next minute, your weapon confused for the next 1d6 rounds. Roll a 150. There is a strange whistling sound around
becomes sentient with the soul of the last d10 at the start of its turn to determine its the corner for the next hour.
creature you killed. behavior. 151. Your feet become very hot for the next
109. Roll twice for 2 simultaneous effects on 129. You see the future. Roll 2d20. You may hour (your speed doubles)
this table, ignoring this result. replace any d20 roll by PCs or NPCs in the 152. Your target is duplicated after the effect of
110. Until the next sunrise, the last creature next day with one of these rolls. The the spell you just cast. If no target, you are
you killed appears as a ghost and follows decision to do this must be done before duplicated.
you around. Everyone can see and hear it, the die is rolled. 153. Your movements invoke music for the next
but it will only interact with you. It is 130. Caster summons an animal as if from the 1d6 days.
unaffected by all attacks and spells and Rust Colored Bag. 154. You receive a letter at the next
pesters you the entire time. Some will 131. Your foot falls asleep for 2d4 rounds. You establishment you walk into. The letter is
trash talk you, others will moan about take a -2 penalty to dex based rolls. from someone you don’t know and it only
being dead, some will just shriek the entire 132. 1 Random creature within 50 ft of the says “it’s done”
time. caster becomes invulnerable for 1d4 155. You gain a craving for human blood for the
111. A third eye appears in your forehead for rounds. next 12 hours.
10 minutes with a power determined by 133. 1 Random creature within 50 ft of the 156. One random creature within 20 ft of you is
this chart: 1- no power, just an eye; 2- caster becomes empowered for 1d4 blinded for 1d6 rounds.
dark vision; 3- shoots a magic missile as a rounds. Will automatically score a crit on 157. For the next minute, you see everyone as
bonus action; 4- cries acid doing 1d6 any hit for the duration. though they aren’t wearing any clothing.
damage each minute; 5- changes color 134. 1 Random creature within 20 ft of you 158. All creatures within 10ft of you must
with your mood; 6- true sight. becomes friendly towards you until the succeed on a STR save, DC = 15 or be
112. Amnesia hits you and you can't remember end of its next turn. pushed 15ft away from you.
who you are for 4d4 hours. 135. A tentacle reaches out of a tear in space 159. 2d20 Trees grow out of the ground, all
113. You cast friends on yourself. within 30 ft. and grasps for something to around you.
114. For the next minute, magical darkness fills pull into the void. DC15 dex /strength 160. Target’s weapon drops into the ground so
the area within 10 ft of you. 136. Your ability to cast magic is affected. For only the handle is showing.
115. You cannot speak until someone says your 1d6 rounds, any time you cast a spell, the 161. For the next minute, any time you speak, it
name. effects are replaced by another spell of the must be in rhyme. If it doesn't rhyme it
116. 1d100 gold coins rain down in a 30 ft same level. The DM rolls to determine the comes out as unintelligible gibberish and
radius. Anyone caught in the radius takes spell. The spell does not have to be class no one can understand you.
1d10 points of damage. it is a foreign or specific. 162. Regain 1 of your highest spell slots.
ancient currency 137. A new demon is created and considers you 163. Gain a 6th level spell slot until your next
117. For 1d6 rounds you go into a reckless its creator. rest.
barbarian rage, can perform 3 melee 138. A small group of persons, gathering for 164. 2d6 headless chickens appear at the
attacks per turn at adv, and are exhausted some other reason, spontaneously create caster’s feet and run away at top speed.
when the rage ends. a fanclub for you and know everything 165. You cast Inflict Wounds on the creature
118. Earthquake! The earth rumbles around that happened to you during a random 1 nearest to you as a Lvl 1 spell. If none are
you. Everyone in a 50 ft radius of you must month span. in range, cast it on yourself.
make a DC 15 Dex save or be knocked 139. You Gain 1d10 temporary HP. 166. You permanently grow a pair of small
prone. 140. Avalanche! The closest mountain to you horns on your forehead. Remove Curse
119. You turn into an eagle, akin to a non- has an avalanche occur. will remove them.
concentration polymorph. The only way 141. A rickshaw driver runs up and insists that 167. Your hands appear to have too many
to transform back is to fall to 0 hp. you ordered a ride. He/she will take you fingers. Counting reveals the correct
120. You find yourself surrounded by 1d100 anywhere within a day’s travel. amount but they still appear to be too
Rats. 142. A torrent of knowledge floods your mind many.
121. A rain of fish starts with you at the center. and you suddenly know the answer to the 168. All creatures within 10 ft of you become
1d6 fish fall from the sky per 5 ft. Each meaning of life. And it drives you mad! frightened of you until the end of your
does only 1 point of damage. Lasts for 1d6 Roll on the Short Term Madness Table. next turn.
rounds. 2 mile radius. The fish do not Effect lasts for 1d6 rounds. Then you 169. 1d6 Nymphs appear and try to charm you.
disappear after the rain ends. forget the meaning of life unfortunately, 170. You see a phantom dart fall from the sky
122. For the next hour, a small cloud hangs but it's always right there on the tip of and land in your foot *see number 678
over your head and rains on you. your tongue. 171. You evaporate any water within 2 miles of
123. You Vomit seashells for the next minute. 143. You receive a vision for a new flavor you.
Any concentration spells will be combination. If you write the recipe 172. For 1d6 rounds any attacks made by you
challenged. down, there is a 20% chance it’s a spell. must instead be attempts at diplomacy.
TRUE D1000 Wild Magic

173. You lose all sense of taste for 2d12 days. elemental is controlled by you and acts on 217. 3d6 random gems appear near you, worth
174. You shed neon light for 1 minute. Any your turn. 50gp each.
creature that ends its turn within 5 ft of 197. A Chaos weapon is created and appears in 218. You are protected from Beasts for 1 day.
you is stunned until initiative 20. a void before you. The weapon is of your Such creatures cannot attack you or harm
175. Until the end of your next turn, you have design and is a +2 weapon with one you unless they save a Charisma saving
tapped into the fires of creation. Your eyes wonderous item attribute. throw against your spell save DC.
glow, your voice becomes deep and 198. A minor God contacts you and invites you 219. Your eyes glow red for 1 minute.
reverberating. You levitate 5 feet above for coffee. 220. Your Charisma is increased by 2 for 1
the ground and are wreathed in radiant 199. An invitation appears in one of your minute.
energy. Attacks on you must succeed at a pockets. 221. You become aroused beyond your control
dc15+charisma WIS save or fail. You are 200. You regain 9 levels of spell slots. for the next hour.
temporarily godlike. On your next turn, 201. Transform into potted plant with AC 5 and 222. Your Strength is increased by 2 for 1
you can choose to attack, teleport or 10 hp. Revert to normal in 2d12 hours or minute
create. If you choose to attack, you make a when reduced to 0 hp. 223. Your Intelligence is increased by 2 for 1
single attack, automatically critically 202. For 24 hours, add 1d6 to all ability checks minute
hitting your target with maximized 203. Gain proficiency with any one tool or 224. Roll a d20. On a 1 you are teleported to
damage (maximum die rolls). If you weapon for a week. another plane of existence. On a 20 you
choose to teleport, you move yourself and 204. All creatures within a 30 ft. radius gain are granted a feature of a separate class
up to nine others to anywhere/anytime in adv. On all saving throws against spells for 24 hours. On all other results you find
any existing plane. If you choose to create, cast by you for the next minute. a gem worth 5 gp on the ground by your
think of a single non-artifact magical item 205. One object in the room becomes a mimic. foot.
and it is created in front of you. After 1d6 206. All of the clothing and items in a 10 ft. 225. Your Wisdom is increased by 2 for 1
days the magic item becomes mundane. radius is suddenly teleported 20 ft. away minute.
176. Gain a fly speed of 80ft for 30 seconds. in a big pile. 226. Your Dexterity is increased by 2 for 1
177. Cast Banish on yourself. You may try to 207. Permanently increase one ability score of minute.
save from it. your choice by 1 point. Permanently 227. You increase one of your stats by 1 and
178. Your next spell gives everyone within a decrease a different ability score of your decrease another by 2. This can be
100-ft. radius a headache. choice by 1 point. A spell such as remove undone through remove curse.
179. Body Odor. Your body chemistry is altered curse can end this effect 228. Your Constitution is increased by 2 for 1
emitting a foul smell centered on you. For 208. Make a Constitution saving throw against minute.
1 hour, all creatures have advantage your spell save DC. If you fail, you are 229. You forget your favorite colour.
tracking you and know your exact location stunned for 1 minute. 230. You cannot correctly pronounce any name
if they are within 50 ft. 209. For 24 hours The target gains resistance to you know for the next 3d8 hours.
180. You learn a new language. the last type of damage they took. If there 231. Your Charisma is decreased by 2 for 1
181. Glass within 100 ft. shatters. is no target then the caster gains this minute.
182. Perspective switch. In the next minute resistance. 232. You suddenly know all of the steps
you may grab any one object you can see 210. The void fills your mind. Take 2d4 psychic required to make a random non-magical
as though it were right next to you and damage. item.
that same size. The object stays that size 211. Your sense of smell is heightened for 1d12 233. Your Strength is decreased by 2 for 1
and is storable until thrown by the caster minutes. You have blindsight in a 10 ft. minute
at which point it returns to its original size. radius and adv. On smell based perception 234. Your Intelligence is decreased by 2 for 1
183. A Zombie version of your childhood pet checks. minute
sprouts out of the ground as a companion. 212. One random gem worth 100gp appears 235. Your Wisdom is decreased by 2 for 1
184. You cast death ward on yourself. near you. minute.
185. The next spell you cast can be cast without 213. Mushrooms sprout around you in a 5-foot 236. Gain a +2 bonus to AC for 1 minute
verbal, somatic, or material components radius and vanish after 1 minute. If one is 237. Your Dexterity is decreased by 2 for 1
<100 gp. harvested and eaten within this time, the minute.
186. Time skips backward 1 minute for all creature must make a Constitution saving 238. Your Constitution is decreased by 2 for 1
creatures within a mile. throw against your spell save DC. On a minute.
187. A random dinosaur appears within 50 ft of failed save, it takes 5d6 poison damage. 239. Gain a -2 penalty to AC for 1 minute.
you. On successful one, it gains 5d6 temporary 240. All creatures within 60 feet of you regain
188. You regain 4 spellslots worth of spellslots. hit points. 2d8 hit points.
189. Your vision is tripled for 1 minute.. 214. For the next minute, light and darkness 241. You are immune to disease for 1 week.
190. You become invisible for 1 minute. During quickly alternate around you in a 30-foot 242. You have the irresistible urge to scratch an
that time other creatures can't hear you. radius, creating a strobe effect. Sight- itch in the middle your back, just out of
Invisibility ends if you attack or cast a spell. based creatures gain a -1 penalty on attack reach, for 1 minute. If you don't scratch it
191. The tide reverses. rolls against you and Perception checks using a back scratcher or some similar
192. Your target is paralyzed for # of rounds = against you, and you gain a +1 bonus to device , you must succeed a Constitution
to caster's level. Stealth checks. saving throw against your spell save DC to
193. Your blood becomes acid for 24 hours. 215. One randomly-chosen non-magical item in cast a spell.
Does not harm you. your possession that weighs 1 pound or 243. You are surrounded by a faint, pleasant
194. Your size decreases by one size category less is duplicated. odor. You gain advantage on all Charisma
for the next minute 216. You are vulnerable to Aberrations for 1 checks you make within the next minute.
195. You cast Blur on yourself. hour. Such creatures gain advantage when 244. lose the ability to speak one language you
196. You summon an elemental CR 1 of the attacking you. already know.
type of the last spell you cast. The
TRUE D1000 Wild Magic

245. You gain the service of a 2nd-level spiritual 267. The next single target spell you cast within 285. You gain spider climb for 1 minute, and it
weapon for 1 minute. the next minute must target one does not require concentration to
246. You gain the ability to speak with animals additional target. maintain.
for 1 day. 268. A demon whose CR is equal to your level 286. All food and drink within 30 feet of you is
247. You gain the ability to speak with plants appears near you. Make a Charisma saving purified.
for 1 day. throw against your spell save DC. If you 287. All allies within 30 feet of you gain a -2
248. You and all creatures within 30 feet of you make it, the demon is subservient, penalty to their AC for 1 minute.
gain vulnerability to thunder and lightning otherwise, it is hostile. The demon, if not 288. Zone of Truth is cast in a 50-foot radius
damage for 1 minute. banished or defeated, vanishes after 1 sphere centered on you.
249. The target gains the benefits of a short day. 289. Everyone seems to remember a day,
rest without having to spend HD. 269. You spontaneously climax week, month, holiday, year, or place that
250. You shrink 1d12 inches in height. You 270. You can only speak elven for the next 1d4 never existed, and no one seems to know
gradually return to your original height hours. where it went.
over the course of 1 day. 271. You immediately drop to 1 hit point and 290. Every inanimate object that isn't being
251. You are protected from Fiends for one gain a base AC of 20. Attempts to raise worn or carried within 40 feet of you
day. Such reatures cannot attack you or your hp fail. This reverts back to normal becomes enshrouded with shadows for 1
harm you unless they succeed on a after 12 hours. minute. Enshrouded objects are
Charisma saving throw against your spell 272. You are at the center of a 10-foot radius considered heavily obscured.
save DC. antimagic field that negates all magic 291. You hear the word “FORE” shouted from
252. You are protected from Fey for one hour. equal to or less than your level for 1 hour somewhere and are hit by a small ball
Such creatures cannot attack you or harm and does not require concentration. dealing 2d4 bludgeoning damage.
you unless they succeed on a Charisma 273. Your poops smell delicious for 1 week. (if _______ the ball will grant you _____)
saving throw against your spell save DC. 274. You are at the center of a 50-foot radius 292. You feel extremely nauseated. Make a
253. You and all creatures within 30 feet of you antimagic field that negates all magic Constitution saving throw against your
gain vulnerability to fire damage for 1 equal to or less than your level for 1 hour spell save DC. If you fail, you must spend
minute. and does not require concentration. your next action throwing up.
254. For the next 24 hours you can create a 275. Your name reverses. Everyone is saying it 293. A hag somewhere gets a vision of you and
single gold piece every minute. At the end wrong now. This can be removed with a decides that you are a threat worth
of the day, roll a percentile die to see how remove curse spell or greater restoration. dealing with.
much of that gold remains. 276. You are at the center of a 100-foot radius 294. Immediately lose 4 levels worth of spell
255. A bad joke comes to mind and until you antimagic field that negates all magic slots.
tell it (which takes an entire action), you equal to or less than your level for 1 hour 295. You jump forward in time exactly 1
suffer a Wisdom penalty of 1. and does not require concentration. minute, for 1 minute. From the
256. You gain the ability to walk on water for 1 277. You grant magical powers to the next perspective of everyone else, you cease to
day. person or object you touch. It gains the exist during that time.
257. You gain the use of an unseen servant for ability to cast 1 cantrip from any spell 296. The next time you dream, you are asked to
1 hour. table that makes sense with whatever it is. draw a picture using the world around
258. For the next hour, you are unable to read 278. Your clothes become dirty and filthy. Until you, an adjective, and a noun. (Whatever
as the letters all appeared jumbled. you can change and/or clean your clothes, is drawn becomes a real diety)
259. The next spell you cast within the next your Charisma is reduced by 1. 297. You gain the ability to breathe water for
hour uses a spell slot of one level lower 279. All of your clothing disappears. Your gear 24 hours.
than what it normally requires. If the spell is unaffected. Magical clothing items fall 298. Within the next hour, the next enemy to
is a spell of 1st level, you still must expend off and land at your feet. die instead becomes a stuffed toy version
a spell slot to cast it. 280. You and up to 4 willing creatures are of themselves for the next 100 years. At
260. For the next day, everything you say must teleported 200 ft. in a random direction to the end of that 100 years they are
rhyme. If it doesn’t, you take 1d6 psychic an unoccupied space. rejuvenated as a 20th level being.
damage. 281. 2d6 daggers appear floating above the 299. You hear a sentence of deep speech
261. You fall victim to a horrible cramp in both caster’s head. As a bonus action you may whispered in your mind. Make a dc20 WIS
legs, reducing your speed by 10 feet for 1 send a dagger toward a target using your save. On a failure, roll on the madness
hour. spellcasting modifier on the attack roll. table and take on that madness until a
262. For the next minute, you have double The daggers disappear after 10 minutes. restoration spell or remove curse spell has
vision. This gives you disadvantage on 282. Gain the sympathy effects of the been cast. On a success gain insight into
ranged attacks (including spell attacks) and antipathy/sympathy spell for 3d6 days. one profound truth about the universe.
Perception checks involving sight. 283. All money you were carrying is teleported 300. A magic door appears in the nearest wall.
263. You gain tremorsense with a range of 30 into an unlikely container which is held in The door seems normal in all ways. It can
feet for 1 minute. a room in your dreams. Each night there is only be opened once after-which it fades
264. You become intoxicated for 2d6 hours a 30% chance you’ll dream of this room. If from existence and it leads to a dragon’s
265. Your bag becomes lighter than air for 1 you open the correct container, you find treasure hoard. There is a 70% the dragon
minute and can lift up to 200 pounds. A the money in your pillow when you wake is currently there, and if any treasure is
dc15 strength check can negate the up. taken the dragon will track it and the
floating effect but movement is halved. 284. Your fingernails and toenails grow to an thieves down eventually.
266. For the next day, any time you make an uncomfortable length. Until you trim 301. You sneeze and 1d4 cultists form from
ability check, roll 1d6 and subtract the them, your Dexterity is reduced by 1, but your snot who worship you and go off to
result. your climb checks are increased by a +2 complete a single task you set for them.
302. A non-magical item in your pack is
transformed into a bag of sand.
TRUE D1000 Wild Magic

303. A target within sight is compelled to say “if 323. You can speak another language but 351. An identical body to the caster can be
you strike me down I will become more cannot understand it. found dead nearby.
powerful than you could possibly 324. You get an urge to do something odd and 352. Caster believes they are undead. A
imagine.” If killed this character instead have the choice to follow it or ignore it. restoration spell will cancel this belief.
disappears leaving only their clothing and This action sets off or alters a chain of 353. A porcupine appears in the caster’s pack.
become a ghost that occasionally speaks events in some way. 354. Caster can affect normal fires at will for
to the caster and gives advice and stuff. 325. The next creature you speak to will 1d10 days.
304. A trusted friend switches alignments and develop a psychic link with you as per the 355. Caster is hastened
creates a diabolical plan to thwart you. locate familiar spell. This link stays until 356. For 1d10 days all blades seem dull when
305. The next creature you kill is transformed either you or the creature dies, or a caster uses them.
into a card with their picture on it. The remove curse spell is performed. 357. For 24 hours, whenever the caster smiles
creature can be summoned from the card 326. For one minute, any spell with a casting all facial skin turns invisible.
at full hp. The creature makes a wisdom time of 1 action can be cast as a bonus 358. Faerie fire is cast spontaneously on the
saving throw against your spell casting action. caster and anyone within a 30 foot radius.
modifier and is friendly to you on a failed 327. Spell effectiveness (range, duration, area 359. A hole appears straight through the
save. Otherwise it considers you an of effect, damage, etc.) increases 200% caster’s chest, caster is unaffected. This
enemy. 328. Target's clothes itch (+2 to initiative for remains until your next wild surge.
306. The wind changes direction. 1d10 rounds) 360. All clothing worn by caster grows twice its
307. Your clothing becomes super gothic skully 329. Target hastened size.
necro-fancy. 330. Target's race randomly changes until 361. For 1d10 rounds all caster’s attribute
308. Your clothing becomes super cute flowery canceled by dispel magic or remove curse. scores drop to equal worst score.
toddler-tation 331. Spell effect has 60' radius centered on 362. For 1d10 rounds all caster’s attribute
309. 1d4 hell hounds crawl out of the ground. target (all within radius suffer the effect) scores rise to equal best score.
They disappear after 1 minute. 332. You may select up to your spell modifier’s 363. Caster sees what is inside the moon.
310. A cloud giant castle appears on the worth of creatures in the spell effect area 364. Caster crumbles to dust, reforms next
horizon. to not be affected. sunrise unharmed and fully rested.
311. The next phrase spoken gets said directly 333. All normal doors, secret doors, 365. Caster coughs up 2d20 matching odd
to a random diety as though through a portcullises, etc. (including those locked or items. Needles, stones, buttons, etc.
cleric’s direct line. barred) within 60' of caster swing open 366. The first thing caster says each day is
312. You change races keeping the same stats 334. One normal item within 30' of caster replaced with a rooster’s crow for one
but altering your racial traits. Remove (randomly chosen) becomes permanently month.
curse will undo this. magical 367. Caster falls asleep when exposed to pine
313. An antimagic zone appears in a 1 mile 335. One magical item within 30' of caster tree sap.
radius sphere centered on you. (randomly chosen) is permanently drained 368. Target must make a dc15 constitution save
314. A celestial appears and will attempt to 336. Stream of butterflies pours from caster's or spend their next turn vomiting suds and
help anyone with a good alignment, ignore mouth until end of next turn. Verbal bubbles.
unless provoked anyone with a neutral components of spells cannot be provided. 369. Caster’s legs turn invisible for 1d12 hours.
alignment, and act hostile toward anyone 337. 3d10 gems shoot from caster's fingertips. Dex checks for climbing, jumping, or
with an evil alignment. Each gem is worth 1d6 x 10 gp. acrobatics are made at disadvantage.
315. A fiend appears and will attempt to help 338. Winter begins immediately and lasts until 370. Caster’s hands turn invisible for 1d12
anyone with an evil alignment, ignore it should normally end. hours.
unless provoked anyone with a neutral 339. A storm appears within 10 miles. 371. For the next month, the caster always
alignment, and act hostile toward anyone 340. Target dies immediately if he is ever cut by knows the exact time.
with a good alignment. his own dagger. 372. An enemy on the field is overcome with a
316. You learn the name of someone on your 341. For the next day the caster’s teeth double desire to join the party.
plane who is in actuality the child of a in size whenever they tell a lie. 373. A random individual within a 50 ft. radius
diety. 342. A map appears on the back of the caster’s becomes next in line for the throne.
317. You become a crowned individual of hand. 374. Rodents follow target for the next 1d8
something somewhere. From kingdom 343. A non-magical weapon wielded by the days.
ruler to “king of ales” at a local pub target turns to silk and cannot cause 375. A powerful being on another plane
somewhere. damage. becomes a mortal enemy of the target.
318. You are suddenly flooded with knowledge 344. Caster’s eyes turn into mouths for 1 376. All bones in target’s body disappear for
and know the grade 3 social study report minute. 1d10 rounds.
details about a nearby city. 345. Caster’s eyes turn into obsidian spheres 377. An air elemental appears in the targets
319. You absorb the soul of the next creature for 1d12 hours lungs, friendly to the target, and providing
that dies within 15 ft. plus your level. You 346. Caster’s hands turn into lobster claws for 1 the target with air for the lifetime of the
gain one skill or sense that was possessed minute air elemental. A dispel magic spell will
by that creature for the next hour. 347. Caster’s eyes project 60 foot cone of light destroy the air elemental.
320. For the next minute, you gain resistance to for 1d4 days. 378. Target becomes immune to poison for 1
poison and psychic damage. 348. Caster’s dominant hand resembles an year.
321. A town crier in a random town forgets the eagle’s talon. 379. Nearest tree becomes sentient and
name they were trying to 349. Caster’s bones become flexible like rubber ambulatory.
condemn/congratulate and instead for 6 hours. Gains resistance to 380. 50 foot rainbow shoot out top of targets
announces your name and description. bludgeoning damage. head and follows them for 2 days.
322. You are able to leap 3x higher than normal 350. Caster’s hands become invisible. 381. Target’s movements provoke ethereal
for the next d10+CHA minutes. music for 1d12 hours.
TRUE D1000 Wild Magic

382. Spell’s range increases by 300% 413. Target purrs when lying. 429. An adventurer becomes obsessed with a
383. Target believes themselves to be the 414. Target begins sneezing uncontrollably. For random object you are carrying and will
rightful leader of their group. 1d6 rounds target must succeed a dc12 try to steal it for the next year. When
384. Target can’t help but apologize to constitution check or spend their turn asked why, the adventurer replies “this
everyone he hurts for 1 month. sneezing. belongs in a museum!”
385. Target becomes strikingly beautiful, 415. One person in a 20 ft. radius breaks their 430. You spontaneously catch a disease of the
gaining a natural charisma score of 20. ankle suffering dm’s choosing. This disease can be
386. Devil appears beside you but is confused 416. A 10 foot high by 15 foot wide wall of treated but not cured unless a remove
as to what is going on and will help stone appears in front of the caster. curse spell is used, or if it is negated by a
whoever makes the most compelling 417. For the next minute, everyone in a 50 foot wild magic effect.
argument. radius is convinced they are blind. 431. You are cured of an ailment that only
387. Target automatically passes their next 1d6 418. A perfectly comfortable and tasteful living “remove curse” could remove
saving throws. room set appears all around the room 432. You and everyone within a 10-foot radius
388. Caster automatically passes their next 1d6 you’re currently in, filling the space and are transported to a mirror dimension
saving throws. making it difficult terrain. If outdoors, the where reality can be bent by anyone with
389. Target becomes resistant to all damage living room furniture appears as though the ability to cast arcane spells by using
and suicidal for 1d10 days. spread around a 15 foot x 15 foot room their spellcasting modifier vs. an
390. A permanent zone of tapping appears on centered around the caster. environmental dc of 10 + number of
the target’s location where Everyone’s 419. A spectral team of chearleaders appears creatures present. An attempt to make a
shoes within a 50 foot radius area become and roots for the caster. They receive a +5 gate or portal back to the real world can
tap shoes. boost to all strength or dexterity based dispel the mirror dimension.
391. Target believes they are at full health and checks until the next enemy creature is 433. 100 wasps fly out of your nose and attack
all injuries up to that point have been incapacitated. Afterwhich the the nearest person.
illusory. chearleaders scream “touchdown!” and 434. You are teleported inside the nearest
392. Target can see into the ethereal plane for disappear with a pop. dwelling. Or outside your current dwelling.
2d12 hours. 420. You are suddenly hungry, sleepy, and chill. 435. You rip a big fart.
393. Target gains an insatiable thirst for Skill checks are made at disadvantage 436. Your head is suddenly encased in ice and
seawater. unless they relate to food or profound must be melted or chipped out before you
394. Caster gains an insatiable thirst for other’s understanding, in which case roll with suffocate.
spit. advantage. 437. Everything in a 10-foot diameter is
395. Target gains an insatiable thirst for good 421. A spectral team of chearleaders appears engulfed in magical darkness for 1 round,
alignement blood. and roots for the Target. They receive a and when it disappears you are 1 half step
396. Caster gains an insatiable thirst for good +5 boost to all strength or dexterity based to the side and beside you is an identical
alignment blood. checks until the next enemy creature is copy of yourself….. or are you the copy?
397. The nearest person with a tragic backstory incapacitated. Afterwhich the 438. Everyone within a 30 foot radius is
remembered it wrong, and actually they chearleaders scream “touchdown!” and suddenly facing the opposite direction.
had a pretty good upbringing, and in fact disappear with a pop. 439. Your head begins to inflate like a balloon.
they’re late for work! 422. An instrument appears in your hand. If you Over the next round it inflates to 4x its
398. Target forgets what they look like and attempt to play it a dc20 perform check normal size. Anyone that attempts an
when shown a reflection, this isn’t what it will grant you and your party a +2 attack on you must succeed at a dc15 WILL
looked like before, but they can’t Confidence bonus to all skill checks within save or become frightened of you. At the
remember what it looked like before. the next minute. Otherwise you hurt the start of your next turn your head pops and
399. A 4th level spell scroll appears in your pack. ears of anyone within 20 feet and they your normal head is inside as though
400. You gain 1d6 healing potions. take a -2 penalty to perception checks for nothing happened… you take 1d6 chaotic
401. Alchohol acts as a healing potion for 1 day. 1 minute. The instrument falls apart after damage.
402. Your fingers turn into knives for a week. an attempt to play it. 440. The earth drops 10 feet and everyone
403. Target is teleported 10 minutes into the 423. A pocket appears on your clothing that falls. Everyone must make a surprise
future. All others present see them vanish you have never noticed before. There reflex save in order to negate 10 ft. falling
as though teleported. may or may not be something in it. damage and land on their feet. Creatures
404. Not fount. 424. The funniest joke in the world pops into with a fly speed do not need to make this
405. Target feels euphoric, +2 luck bonus to your head and you begin to laugh check.
ability checks for 2d6 turns hysterically and must roll a Wis save with a 441. A loud crunching sound emanates from
406. Target feels hopeless, -2 luck penalty to dc equal to 10+1/2 spellcaster level + inside your body.
ability checks for 2d6 turns. current spellcaster modifier, otherwise 442. A ship in the middle of the ocean suddenly
407. Caster feels euphoric, +2 luck bonus to take 1d10 psychic damage. Attempting to ceases to exist.
ability checks for 2d6 turns tell the joke force you to repeat the saving 443. All your fingernails suddenly fall out. They
408. Caster feels hopeless, -2 luck penalty to throw. On a success you stop laughing but regrow in a week.
ability checks for 2d6 turns. cannot successfully tell the joke. 444. The target(s) of your last spell suddenly all
409. Target loses proficiency with main 425. You will wake up at exactly 4:25 am the get nosebleeds that don’t stop until a
weapon. next time you fall asleep. healing spell is performed on them.
410. Target gains 2d12 temporary hit points. 426. For 1d8 hours, fire damage heals you. 445. You suddenly disappear from the
411. Target gains blindsight in a 10 ft. radius 427. A typewriter falls from the sky and lands battlefield and in your place a 1x1 foot box
and has adv. On smell based perception directly behind you. suddenly appears. When the box is
checks for 10 minutes. 428. For 10 minutes, if you are dealt piercing or opened you pop out forcefully dealing 1d6
412. You and the target switch clothing and slashing damage, your blood solidifies and bludgeoning damage to the immediate
gear. adds +1 to ac and -1 dexterity damage. space in front of the box.
TRUE D1000 Wild Magic

446. A sword appears dangling above your 469. “What are you looking at?” The image of 498. Your shoe feels weird and when you
head with an initiative of its own. At its sexual relations with the creature or investigate it you see a piece of paper
initiative the sword falls. If you have a object you are currently looking at pops stuck to the heel. It is a treasure map.
reaction you may use it to attempt a reflex into your head. It remains there for 1d6 499. The next shop you enter has a powerful
save dodge. DC-15 dodges the blade, hours. magical item for sale that they are
DC-?? Allows you to catch the sword 470. You are anchored to this plane for 1d20 unaware of.
which is a chaotic magical item. hours. You cannot teleport nor be 500. A rope within 20 feet animates as though
Otherwise the sword disappears after teleported for this time. you’d cast Rope Trick.
making impact with you or the ground. 471. Any attempt to drink for the next day fails. 501. You receive a message from an
447. The ceiling becomes a swirling void into a It either dribbles down the sides of your extraplanar entity that wants to make
dimension of chaos. Looking up can cause mouth or simply doesn’t leave the cup. contact with “the leader”
psychic damage, madness, or divine 472. Until dawn your mouth is stuck open. 502. Your jacket is fashionably restyled like you
understanding. Entering the void will 473. You unknowingly cast wish. The next bought it new only moments ago.
transport you to the other side, where thing you desire will be granted by the dm 503. Cast Owl’s Wisdom on yourself at 10th lvl
there is no gateway back. in one way or another. 504. Gain a fly speed of 30-ft for 1d10+1
448. You gain the title of “Duke” or “Duchess”. 474. You cast Major Image within 50 feet of a rounds.
449. Your jump distance is doubled for 1 min. great old one. 505. Your next skill check is an automatic
450. Your jump distance is halved for 1 min. 475. You become invulnerable when you sleep. critical success.
451. A Lamp appears on the ground 10 feet 476. The next time you fall in battle, you 506. Your next skill check is an automatic
from you. become immune to all types of damage critical failure.
452. One of your magical items gains sentience. until you either die or are revived. 507. Tickets for a ship appear in your pocket.
453. A nearby animal can suddenly understand 477. You lose your reflection for 1d8 days. 508. The next time the target deals damage,
you. 478. Your shadow becomes a negative version they deal equal damage to themselves.
454. A little girl appears in your peripheral of you. If it escapes or you do not subdue 509. Target(s) suck their thumb(s) compulsively
vision. When you look at her she is not it, you lose your shadow. for 1d4 rounds.
there. 479. You lose the ability to tell the truth for 510. You sprout atrophied wings out of your
455. A beholder is created within 10 miles. It 1d6+1 days. chest.
knows your face as its creator. How it 480. You lose the ability to lie for 1d6+1 days. 511. The bones in your legs reposition to the
feels about that is a mystery. 481. You are unable to speak without cursing shape of kangaroo legs. You gain a +4
456. If the caster dies within the next year, for the next day. racial bonus to jump checks. People look
their body turns to solid gold. They can 482. Your magical ability is suddenly trapped in at you funny.
only be brought back from the dead with a place in your body. You must pierce it in 512. The next time you try to be stealthy you
“reincarnate”. order to use magic again. have the urge to sneeze. Succeed at a
457. For the next 24 hours, a phantom water 483. You are suddenly ambidextrous. dc15 fortitude save or automatically fail
drip on the back of your neck causes you 484. You appear familiar to everyone you meet your stealth check.
to have disadvantage on concentration in the next town you enter. 513. The next time the target(s) try to be
checks. 485. A gelatinous cube appears 30 ft. behind stealthy they have the urge to sneeze.
458. The fingers of the target(s) of the last spell you. Succeed at a dc15 fortitude save or
cast are suddenly broken. 486. You double in size. automatically fail your stealth check.
459. An invisible explosive rune triggered by 487. You shrink to the size of a beetle. A 514. A 100 ft. antimagic cone shoots out of
proximity appears on a random object or perception 10+distance check will reveal your eyes for the next minute.
space within the current 100-foot radius of your true location, otherwise it appears 515. A pair of gloves appear within 20 feet of
the caster. that you’ve somehow teleported, you. If anyone puts these gloves on they
460. All water within a mile of the caster shapeshifted, or disappeared. cannot be removed without a remove
catches on fire. 488. You cast Feeblemind on yourself. curse spell. Attempts to remove them
461. For 1d10 rounds a fire elemental appears 489. You cast Feeblemind on everyone in a 10- make them squeeze the hands painfully.
in the lungs of one enemy in a 50-foot foot radius. 516. You teleport inside the nearest hollow
radius. It deals 1d10 fire damage per 490. You cast Greater Peacbond as a 20th lvl tree.
round. If the enemy dies the fire elemental caster centered on yourself. 517. Target’s eyelids become invisible.
escapes and begins to consume objects. 491. You cast Smug Narcissism on yourself. 518. Evidence linking you to an unsolved crime
Every object the elemental consumes adds 492. A phantom head appears beside you and appears in your pocket.
1d4 rounds to its existence. aligns itself with you. It knows 3 secrets 519. 1d6 umber hulks appear in the area.
462. You are suddenly terrified of the smell of but only divulges them if specifically asked 520. A deck of many things bubbles up from
grapes. in detail. Otherwise it gives you tactical within the earth at your feet.
463. For the next day, your touch temporarily advice (good or bad). The phantom 521. A storm appears around you.
animates statues and allows you to speak disappears when it decides to. 522. A hungry troll appears in the area.
with them. 493. A random dog appears and you get the 523. All males within 60 feet believe they are
464. You are at max hp. sense that it is in charge of something. suddenly covered in blood.
465. You know the contents of the nearest bag 494. A swarm of rats appears in the target(s) 524. All Females within 60 fee believe they are
of holding. clothes and begins to attack them. suddenly covered in blood.
466. Your boots suddenly fill with water. 495. Your initiative is switched with the target’s 525. Flowers within a mile suddenly die.
467. Your boots suddenly fill with sand. 496. A steaming cup of coffee appears on your 526. It is suddenly summer for the next 24
468. You receive 1d6 piercing damage, there is head. hours.
a knife in your back. The knife deals 1d6 497. Your shoe feels weird. 527. You belch a 50-foot radius poison cloud.
damage, and if pulled out moths fly out of 528. A delicious sandwich appears on a plate at
the wound until it is healed. your feet.
TRUE D1000 Wild Magic

529. Holes appear in the center of both your 550. In a 100 foot radius, grasping vines grow 575. Roll 2d20. On a matching result you may
palms. Attempts to catch anything smaller out of the ground. The terrain is learn any one spell of a level you are
than these holes require a dc15 reflex save considered difficult and a dc10 strength currently capable of casting. On two
to be successful check is required to resist being grappled. natural 20’s you may learn a 9th level spell
530. All dogs within 1 mile are suddenly 551. You turn into an adult dragon for 1 from any spell list. On two natural 1’s you
covered in bark. minute. die and may not be brought back to life
531. The nearest animal is transformed into a 3 552. An enemy on the field turns into an adult without someone first traveling to the
dimensional block letter word of their dragon for 1 minute. plane of your afterlife, then freeing &
name. 553. The next 100 feet is suddenly filled with 1 convincing your soul to return.
532. You become immune to one poison. inch wide, by 50 foot tall poles spaced 5 576. An Efreeti is created and your wellbeing is
533. You are vulnerable to Radiant damage. feet apart. Diagonal movement is the key to his magical ability.
534. A hand of card appears in your hand. If impossible. 577. All Birds within 1 mile sing “The Ride of
you play them onto a table, anyone sitting 554. You and whoever you consider your party the Valkyries”
at that table are aware that you “win” and are all suddenly wearing hideous 578. All wildlife within 1 mile disappear.
give you ½ the gold they are currently Christmas sweaters. 579. The souls of your boots glow red hot for
carrying. 555. You cast Horrific Doubles. 1d10 rounds. If you kick someone, the
535. You cast Time Stop on everyone in the 556. All dead within a 100-foot radius sphere boots deal an additional 1d6 fire damage.
area. You are all affected by it, and you suddenly animate and are aggressive 580. Wherever you are, you are suddenly
are all aware of the time going by. toward you. intimately familiar with your surroundings
536. An NPC is turned to Yarn. They are still 557. Each time you are dealt damage in the like it’s déjà vu.
sentient, ambulatory, and in all aspects next 24 hours it feels good and you gain a 581. All magic items within 500 feet that bear a
the same… just made of yarn. stacking +1 to fortitude saves. charge, lose a single charge.
537. A new landmass rises out of the ocean 558. Wall of Bone is cast behind you. 582. The inside of your clothing becomes sharp.
with a civilization already living 559. You speak abyssal for the next week as Every round you keep your clothing on you
somewhere on it. your native language. Attempts to speak suffer 1d6 slashing damage. Removing
538. You are compelled and have 10 minutes to common are dependent on a dc13 Will your clothing reveals nothing wrong with
find and drink a litre of water otherwise save. it. When put back on the clothing is
you fall asleep for one week. 560. A hole causes your money to slowly trickle normal.
539. Your left hand turns to marble. Remove out of your bags/pockets. You are losing 583. A play is set to open in the next town you
curse will allow you to use it as normal, money at a rate of 1gp/round leaving a enter and your name is billed as the lead.
and it will slowly revert to normal over 1 trail. Based on 3 performance rolls (additional
year. 561. 3d20 statues fall from the sky glaring skill checks may be allowed and a dc15
540. Another adventuring party begins to claim accusingly at everyone. success with those will reduce the
responsibility for your successes. 562. An object falls in the center of the performance dc by 1 point each.
541. Your muscles become defined and battlefield and it flashes & beeps at <20 – Just terrible! During a lull in the play
beautiful for 1d8+1 days. You gain a +4 increasing intervals for 1d6+4 rounds, at you feel like it’s your turn for a soliloquy
bonus to persuasion and intimidate the end of which an intensified and and people actually boo you. Half the
checks. maximized fireball erupts from the object. audience left before intermission. Just
542. Your muscles atrophy instantly and remain 563. The next time you deal damage, treat 1’s terrible.
atrophied until trained back to normal. as maximum damage. 20-30 – poor. Audience hates it. Bad
You take 5 points of strength damage. 564. The next time you deal damage, treat die reputation in this town
Each week you may attempt a dc5+STR maximums as minimum damage. 30-40 – warm reception. Not the best
check to increase your STR by +1. You can 565. The taste of a delicious meal is on your show but people enjoyed themselves
do this until you’ve added +1 to your tongue and you are fully satiated. 40-50 – Good show. A couple people even
Previous Strength score. (example. A 566. Any clouds directly above you in a 1 mile stood up at the end, and not just to leave
strength of 11 is reduced to 6, a -3 STR radius turn into slime. early!
bonus. Through successful strength 567. You deal all enemies on the battlefield 1d4 50-60 – The show is great! You’ll receive
checks you may rebuild your strength psychic damage. They know this pain wonderful reviews and people will buy you
score to a max of 12, or +1.) came from you. drinks if they recognize you.
543. A precarious stack of books 20-ft high 568. Your legs shorten by 1 foot. 60-70 – Excellent show! A standing
appears in front of you. 569. Your limbs all lengthen by 5 feet. You ovation! The run is extended if you want!
544. Your throat swells up for 1 minute. have a reach of 10 feet. <70 – the best show to come through this
545. You fall 10 feet through the ground. Solid 570. Your eyes glow vibrant black and gold. For theatre town in decades. You’ll find it
ground is replaced by your body but you the next minute you may cast spells as difficult to not be recognized in the streets
are paralyzed and suffocating. If there is opportunity attacks. for a while!
empty space 10 feet down you fall until 571. A possession of the nearest storm giant 584. Your tongue is burnt! People have
you hit ground. disappears and they assume it has been difficulty hearing you and for the next
546. You forget your first kiss. stolen. hour your spit does 1d4 acid damage if
547. A key falls from the sky into one of your 572. You can only speak in whispers for the you spit on someone or something.
pockets. next 2 days. 585. You find yourself humming the melody of
548. A bag of devouring appears within 20 feet. 573. You are suddenly thrown 100 feet in the a song you can’t remember the name of.
549. You fold up into a ball and are consumed air. Objects and structures may stop this 586. A boil appears somewhere on your body.
by the urge to move through a hole. You movement, as can an attempt to grasp This boil is actually a diamond worth
remain in this shape until you are something nearby. 200gp buried beneath your flesh. If you
successful. 574. You regurgitate the last thing you ate in its try to cure it, the boil disappears. If you
whole state.. dig it out you got yourself a shiny rock!
TRUE D1000 Wild Magic

587. A large half orc named Gary walks by. 612. A sword appears in a stone nearby. A dc 641. There is a hair in your mouth. Dex 10
588. For the next 2d10 days every spell you cast 30 athletics check will pull the sword from grabs the hair.
has a flourish of bubbles as an accent. the stone. Congrats! Add “sword” to your The hair is attatched to something. Str 15
589. You are compelled to get a high-five from inventory. pulls it out of your throat.
everyone within 30-feet. 613. A new constellation appears in the sky. It’s attached to a note. Linguistics 20
590. Everyone in a 30-foot radius suddenly 614. A demon lord appears and begrudgingly translates the code.
casts a random 1st level spell. claims you’ve summoned them. If you 642. If you’re wearing a hat it is suddenly full….
591. At the center of the room you are deny, they insist. If you continue to deny, There is a rabbit in your hat.
currently in (outdoors consider this point they get angry and aggressive. 643. A portal to an evil plane appears
30 feet away from you in one direction) 615. A meteor crashes into the ground nearby underneath a nearby town.
2d6 random spell scrolls fall from the sky. and creates an effect not dissimilar to 644. A portal to a good plane appears within a
592. You have to urinate very badly. When you Thunderwave and Fog Cloud but made of nearby mountain.
do, your urine is rainbow colored. dust. 645. The trees of the nearest forest turn upside
593. The next door you open has a spinning top 616. The idea to move into your home town down with their leaves as roots and their
directly behind it. The top spins for 60 suddenly pops into a serial killer’s mind. roots as leaves.
seconds, then stops. 617. You poop your pants. 646. You find a barrel of whiskey on the side of
594. In the next minute, if you say the words “I 618. Your right arm falls off. It can be sewed the road.
don’t know but I’ll find out” you back on and functions normally afterward. 647. A horse runs up and is kind and persistent.
immediately think of a dirty joke that 619. You cast Disguise Self. 648. You hear a rooster crow but no one else
makes you blush. 620. A Tsunami crashes into the nearest hears it.
595. The monarch of the region you are coastline. 649. You cough up a shirt.
currently in suddenly gains a distaste for a 621. If you are standing on grass it turns into 650. A gnome begins to track down a long lost
specific race. This festers into a full-blown spaghetti, otherwise nothing happens. lover and knows that you have details
hatred of the race. 622. Your mouth fills with icecream. regarding them.
596. A right arm painfully grows metallic scales Swallowing it will deal 1d2 brainfreeze 651. Your arm breaks in three places dealing
and resembles a dragon’s claw. damage. 3d6 fracture damage. Strength based
597. 1d8 giant eagles mistake you for deer. 623. The next dream you have opens a gateway checks with that arm are made with
598. Your feet turn backwards. from your dream world into the real disadvantage until it heals.
599. You hear the words “LOOK OUT” and a world. 652. Your heart beats extra fast with
second later an arrow wizzes over your 624. A wedding band appears around your ring adrenaline. Gain 3d10 temp hp for the
head from behind. When you turn around finger. next 5 minutes. You are stunned for 30
there’s no one there. 625. A silver necklace worth 20gp appears seconds after that.
600. An invisible fist punches you in the jaw. around your neck. 653. A nymph appears in the nearest forest.
You take 1d4+1 bludgeoning damage. 626. There are 2 people in the nearest clump of 654. A demigod is created at the day’s end.
601. You incur the wrath of a particular diety bushes. They have details about you and 655. A predatory cat begins to track you.
and they curse you as soon as possible. An your group in several notebooks and 656. A rumour about your sexual habits begins
homage, tribute, or odyssey in their name sketches. to circulate.
is required to remove the curse. 627. 4d8 pickle jars appear in the air around 657. You will stay awake for the next 72 hours.
602. A very expensive and rare bottle of wine you and fall to the ground and shatter. A long rest will give you your HD back,
appears in your bag. A wine opener is The pickles are delicious. however you must spend them, or use
nowhere to be found. 628. 1d6 carrots sprout from the ground at potions, to regain any hit points.
603. A 60 foot long, 100 foot deep chasm splits your feet. Eating one gives you darkvision 658. A chipmunk approaches you. If you are
the earth stretching out from you in a for 1 minute. able to speak to it, it tells you the name of
random direction. 629. All the hair on your body stands on end. someone you shouldn’t trust.
604. The nearest wall disappears and behind it 630. All cows within 1 mile become 659. A chipmunk approaches you. If you are
there are 7 cultists gathering for a secret carnivorous. able to speak to it, it tells you the name of
meeting. 631. Pink feathers sprout out of the top of your someone you should trust, but tells you
605. Your eyes sink an inch into your head. head in a crown fashion. Plucking each not to trust them.
Your vision is unaffected… you just look one makes you say one word of a 660. A lich appears, sings an operatic aria, and
weird. sentence that you don’t know where it then vanishes.
606. A boat falls from the sky within 50 feet of came from. 661. A giant hunting party is in search of new
you. 632. Anyone wearing armor within 180 feet pets.
607. The next bag you open up has a single must make a Will save or fall asleep. 662. You fall apart literally. Head, torso, two
hammer in it. The hammer allows the 633. Within 180 feet no one can get drunk for legs, two arms. It takes 10 minutes to pull
wielder to cast Mend 3 times per day. 12 hours. yourself together. There is a 10% chance
After using all 3 charges there’s a 5% 634. You trip and there is a ba-doom-PSHHHH. you switch your legs.
chance it loses it’s magical ability. 635. A rad drum solo resounds from the sky. 663. You feel the urge to kill. The next time you
608. Your party’s weapons are suddenly clean 636. A rad guitar lick resounds from the sky. attack someone you automatically use
and sharp. 637. The Seinfeld theme resounds from the sky. your highest powered attack and make a
609. Your party’s weapons are suddenly dirty 638. A 50ft. diameter area of the nearest body melee attack as a bonus action.
and dull. of water begins to boil. 664. A cake of your face is delivered to your
610. Your main weapon deals an extra +2 639. You shit a brick… there’s a brick in your current residence.
damage on successful attacks for the next pants. 665. Your ankles disappear. Just goes foot to
2d12 hours. 640. You’re suddenly aware that you haven’t shin. They regrow in a weeks time.
611. 1d6 random magic arrows appear in your blinked in the last 5 minutes. When you
pack. do make a Fortitude save or fall asleep.
TRUE D1000 Wild Magic

666. A multi-headed beast rises out of nearest 688. 6 inches below the ground in a 50-ft radius 714. A wet dog appears by your side. No one
body of water and commands a legion of area turns to acidic bog. Any heavy else seems to see it and everyone thinks
followers. movement breaks through the top layer. you smell like wet dog.
667. There is a woman in a town with a regular 689. Your pants fill with termites. If you are in 715. You’re pretty sure you are now german.
job, and she just became pregnant with a wooden structure they move into that 716. The person you are currently talking to
the next great tyrant of the age. and will destroy it in 5d6 minutes. finds you fractionally more important.
668. A flask full of silvery liquid is on the ground 690. Your nose hair grows 5 feet long. 717. The person you are currently talking to
at your feet. It only pours liquid when you 691. The target’s shoes explode. finds you fractionally less important.
personally attempt to pour it. For 692. For the next 24 hours any food you try to 718. The person you are currently talking to
everyone else it seems empty. eat turns to ash in your mouth. believes that you are the most important
669. You see an image of a person running 693. For the next week anything you try to person in the world regarding a very
frantically down a hallway. Away from drink turns into a solid. specific question they have.
something. 694. Whenever anyone speaks to you, you hear 719. Your nose falls off.
670. A bird flutters down and lands on your soft jazz behind their words. 720. Instead of speaking, the next thing you say
shoulder and says “don’t panic”, and then 695. You vomit cheese for the next minute. comes out as a bubble. It makes no sound
every round another bird comes and lands 696. Cracks appear everywhere you step for until it pops; when it does pop, the thing
on you until you are completely covered. the next hour. you said comes out.
Afterwards they all fly off. 697. Anyone that dies in the next minute has a 721. Your elbows grow blades for the next 3
671. A bird flutters down and lands on your 5% chance of resurrecting at full health. hours. Any sleeves you try to wear get
shoulder and says “don’t panic”, it then 698. For 24 hours, you can predict weather shredded.
lays a golden egg worth 5gp. patterns anywhere in the world at their 722. You cant bend your legs for 4d6 hours.
672. A bird flutters down and lands on your mention. 723. The hair on your body turns into a shell.
shoulder and says “don’t panic”, it then 699. The next time you attempt to negotiate a 724. Until your next wild magic surge, you have
begins to peck into your ear. It finds and price, the seller/buyer accepts your first extra sensitivity to ultraviolet light, and
pulls out a worm and flies away. suggestion. notice when it is being bent through
Coincidentally, at that moment you forget 700. The next time you attempt to negotiate a magic. You have a +4 bonus to perception
the name of one of your cousins. price, the buyer/seller refuses outright checks when you try to discover
673. The image of a teleportation circle pops and cancels the transaction permanently. something invisible.
into your head and you cannot get it out. 701. You are convinced that there is a 725. Wheels appear on your shoes. You have
If you draw out the teleportation sigil, it conspiracy regarding three subjects you’ve an additional 20 feet of movement,
leads to an entirely unexpected place. talked about today. however a dc15 dex check is required to
674. Nearest ship gains the ability to fly. 702. Your brain flips around. You function stop, otherwise slowing down and
675. The nearest body of water disappears for basically the same but all lefts have stopping is whole round action and you
6 seconds. become right and vice versa. move an additional 10 feet in the direction
676. The nearest suit of armor becomes a 703. You have no recollection of how you got you were heading.
sentient living suit of armor. here. 726. All clocks in the region suddenly jump
677. 1d6 party members suddenly switch 704. You only feel comfortable if your pants are ahead 1d6 hours.
clothing. pulled up as high as they can go. 727. The nearest 1d12 rocks turn into ice.
678. A group of adventurers trying to decide 705. A portrait of you replaces one of another 728. A layer of snow 3 feet deep suddenly falls
where to go while throwing a dart, throw person in a library. The placard below it from the sky in a 50-ft radius. The ground
a dart at their map and it lands exactly in has all the correct details about you. is now difficult terrain.
your current position. Everyone swears it has always been there. 729. You see that the world is now completely
679. Each creature within 30 ft of you becomes 706. An ancient elf tells a story in a tavern black and white.
invisible for 1 minute. Invisibility ends about how his mentor saved him from an 730. Your vision melts away and find yourself
when it attacks or casts a spell ancient evil when he was still a young falling through a vast tunnel. Colors begin
680. You grow a beard of weeds. You must elfling. His mentor had your name, your to whiz by. Color combinations vibrant
pluck them all otherwise the weeds grow physical description, your skills and voice, and plentiful streak past your vision in a
back after trimming. but was 50 years older than you. hypnotizing fashion. Sounds, voices and
681. Your voice gets higher by an octave. This 707. A new racial prejudice appears between grunts of animals eke out of the ether.
is how you speak now. two apparently similar types of the same Faster and faster you fall through this
682. You receive a letter congratulating you for race. chasm and you see a point of light begin to
your recent victory in a war that happened 708. Your mouth fills with vinegar. appear at the end. It’s changing color and
over a century ago. 709. Your saliva becomes super sticky. You can shape and you rush faster and faster
683. There is something in your throat. It is a create 1 Tanglefoot Bag effect by spitting toward it. You feel the meaning to all
shaft of wheat. on the ground. things approaching. And as you reach this
684. A ring in a nearby jeweler becomes 710. The next knife you withdraw turns into a point you begin to see shapes, foggy and
magical. sausage until you sheath it again. distorted appear within the light. Their
685. Your footsteps leave burn marks behind 711. A shop appears in a very inconvenient own colors begin to take form and as
for a short time. place. clarity and the shape itself approach your
686. You spot two halflings hiking through the 712. You hear a piccolo flute play a familiar vision of the point of light expands and
wilderness a long way off. One of them song from your childhood emanating from you find that this point of light is your
seems real whiney, and the other looks somewhere wild. vision and you find yourself still in the
like they’re just trying to get a job done. 713. You see the ground suddenly turn invisible same moment as when this journey
687. An indecipherable rune appears on your and stars appear beneath yours and began. It is the end of your turn.
palm. everyone’s feet. It is still solid ground, but 731. You feel cursed. Subtract 1d4 from every
you can’t seem to see it. Lasts 1 min. roll you make in the next 10 minutes.
TRUE D1000 Wild Magic

732. You feel lucky. add 1d4 to every roll you 761. Good DM thing. 796. A bouquet of flowers grows out of your
make in the next 10 minutes. 762. Good DM thing. nose.
733. A driving rain pelts you from behind. Your 763. Good DM thing. 797. You forget the meaning of the word
backside is soaked while your front is 764. Good DM thing. “danger”
relatively dry. If you were standing in 765. Good DM thing. 798. You cast Modify Memory on yourself, the
front of a wall there would be a circle of 766. Good DM thing. DM decides what memory is affected and
wet around you with a diameter of 15 767. Good DM thing. how.
feet, and a perfect outline of you. 768. Good DM thing. 799. You decide to try and alter the alignment
734. 1d8 hammers fall on your head dealing 1 769. Good DM thing. of one of your companions.
hp bludgeoning damage each. 770. Good DM thing. 800. Your head stays at the exact same level,
735. The terrifying knell of a death bell sounds 771. Cruel DM thing. but your body flips completely upside-
out. It is paralyzing. Anyone, including 772. Cruel DM thing. down and hovers there. You are in this
yourself, within a 120-ft radius must make 773. Cruel DM thing. position until you physically correct
a dc18 con save or be paralyzed for 1 774. Cruel DM thing. yourself by somehow getting your feet
round. 775. Cruel DM thing. planted on the ground again.
736. A giant spectoral hand appears hovering 776. Cruel DM thing. 801. A phantom horse and rider burst out of a
above you. 777. Cruel DM thing. nearby wall and attempt to lasso you. If
737. Someone nearby drops a book. The book 778. Cruel DM thing. they hit you are dragged, taking 1d6
is filled with pictures of you. The person 779. Cruel DM thing. bludgeoning damage for every 20 feet of
doesn’t know you. 780. Cruel DM thing. distance dragged. The effect ends once
738. A chain of events is triggered by the last 781. Benevolent DM thing. you escape the lasso, or when the rider
spell you cast. This chain of events will 782. Benevolent DM thing. passes through another wall and runs you
carry forward for more than a month 783. Benevolent DM thing. into it.
before causing something terrible to 784. Benevolent DM thing. 802. A knife cuts its way out of your wrist and
happen to you. 785. Benevolent DM thing. into your hand. If you throw, drop, or
739. A chain of events is triggered by the last 786. Benevolent DM thing. otherwise let go of the blade, it vanishes
spell you cast. This chain of events will 787. Benevolent DM thing. after it makes contact with another
carry forward for more than a month 788. Benevolent DM thing. surface and a new blade cuts its way out
before causing something Wonderful to 789. Benevolent DM thing. of your wrist. Lasts for 2d6 rounds.
happen to you. 790. You are transported somewhere and see 803. Any rope you are carrying jumps out of
740. A portal to an ancient evil opens at the roughly 100 feet away, a group of people. your pack, pockets, or possession and
bottom of the nearest large body of water. One of them looks like you, the others secures itself to another surface, tying
741. You gag on something. It is a sentient look familiar too. 3d20 seconds later you itself in advanced knots.
piece of toast trying to go down the wrong are transported back to where you were. 804. One of your eyes sees the world as though
tube. No time has passed. (see 911) there is no magic. Magical effects, events,
742. 2d4 raccoons run up and try to steal any 791. Another you is born somewhere in the or creatures take on different shapes and
food or rations you and your party are world. If you die, you become this other explanations in order to be possible when
carrying. you, possibly in a different region, viewed through that eye. Looking through
743. Your finger draws in space. As you move continent, and definitely with a different both eyes is taxing and distracting.
for the next 1 minute, everywhere your family, experiences, setting…. There is only 805. A drop of water falls from the ceiling. In
finger goes a colorful trail of matter hangs a 5% chance that you remember anything 1d6 rounds a bathtub holding 1 person of
in the air. from your previous life. interest will fall from the same place.
744. Your eyes pop out. You can still see from 792. Two rocket flames burst out of your feet 806. Any non-magical ammunition you were
them. As an action you can pop them and you are propelled in whatever carrying turns into two-dimensional
back in. direction you look at at a rate of 100-ft per drawings of that ammunition.
745. Your mouth disappears for 20 minutes. round for 30 seconds. A dc 10+lvl reflex 807. Any healing potions you are carrying turn
746. On the horizon you see a tower appear. In save allows you to steer accurately and into poisons.
12 hours the tower disappears again. land minimizing damage at the end of the 808. Any poisons you are carrying turn into
747. A giant egg falls out of the sky within 40 30 seconds. healing potions.
feet of you. 793. You run into an invisible wall. A second 809. Your vision goes black, and when you open
748. A jar full of platinum pieces hangs in the later it is gone. your eyes you are standing at a
air 50 feet from anything. 794. Everyone in your party randomly switches crossroads. Someone comes walking out
749. You cough your heart out. It is beating. places with each other. of the darkness and begins to make a deal
Anything done to your heart you can feel 795. Your hand falls off and gains the traits of a with you. This person wants to sell you
in your chest. familiar with no eyes or ears. You can THEIR soul, and they believe you to be the
750. Bad DM thing. control the hand up to a distance of 100- devil. Any deal you make actually
751. Bad DM thing. ft. The hand has tremor sense 20-ft, happens, however you don’t know how
752. Bad DM thing. blindsight-touch. As a swift action you can you’re supposed to collect.
753. Bad DM thing. make your hand vanish and reappear 810. For d100 days you can play an instrument
754. Bad DM thing. attached to your wrist again, ending the at a professional level that could easily
755. Bad DM thing. effect. If the hand is destroyed, a new sustain a comfortable career. You don’t
756. Bad DM thing. hand begins to grow out of your stump know what instrument (DM chooses
757. Bad DM thing. and will be back at full capacity in 1 week. secretly), and after the d100 days, you
758. Bad DM thing. Until the hand grows back, any forget how to play it entirely.
759. Bad DM thing. strength-based skill using that hand is 811. The spell fails to take effect… until 1d4
760. Bad DM thing. done at disadvantage. rounds later.
TRUE D1000 Wild Magic

812. The caster teleports 25 ft. to the left of 828. All the players randomly change bodies for 847. The next person the caster smiles at has
their location. A trail of fire appears from 1d4 rounds. Friends cast on them.
their starting position to their teleported 829. You feel very attractive… All unsecured 848. Caster’s race changes every day for the
position. objects and creatures in a 100 ft radius next week.
813. Something Fishy: the caster is left smelling moves towards you by 5 feet. 849. Both caster and target must make a DC 15
of fish. The target of the spell also smells 830. The world seems to dim and plants seem Wis save. On failure, they drop whatever
of fish. If the spell affects an area, the area to wilt around you. Everybody in a 20 foot they are holding.
smells of fish. If the spell produces a radius takes double damage from necrotic 850. Caster knows a new language, chosen by
projectile the projectile becomes a fish(no damage and take one point of exhaustion the DM.
change to damage type). on any critical failures for the next 10 851. Any loose objects move 10ft closer to
814. It rains literal cats and dogs for one round, turns (one minute outside combat). caster.
causing 1d4 bludgeon damage to any 831. You feel like you really need to sneeze. 852. Caster’s hair changes color.
creature hit by a dog and 1d6 slashing Make a constitution saving throw with a 853. After casting the spell, the caster hears
damage to any creature hit by a cat. DC 10+your spell casting modifier. On a strange whispers in an unknown language
815. Feathers – The caster hair follicle’s sprout failure, you sneeze, and involuntarily cast for 1d20 minutes. Occasionally the
feathers of one type and in the next prismatic spray (without consuming a spell whispers seem to go quiet, as though they
round, these fall off, or fly away and a slot) in the direction you are facing. On a know someone is listening.
round after, they sprout different feathers. successful save, you sneeze normally, 854. After 1d4 rounds of casting the spell, a
This effect lasts a number of turns = without any ill effects. bear intent on violence towards the party,
d6+spell level 832. The world seems to slow to a crawl around and with knowledge of their whereabouts,
816. A genie offers the caster a Wish, but you. You get to take 1 additional action. is summoned 200 feet away.
refuses to grant it and disappears. 833. The smell of cinnamon fills the area in a 855. Five Violet Fungus sprout up from the
817. The caster can see one round into the 30-foot radius around the caster. ground and begin attacking the party
future. They roll a d20 and on their next 834. A small songbird pops into existence in when the spell is cast.
turn may assign the roll result to anyone mid-flight 10 feet above the caster. Roll a 856. A Couatl, sensing a spell being cast,
on the field. d20. On a 1, the bird poops and it lands on swoops within 10 feet of the party’s
818. 2d8 gp fly out of the casters hands. 2d8 of the caster. On a 20, the bird poops and it heads, and flies away after examining the
them hit (if the second roll exceeds the lands on the target of the spell. magic cast.
first, they all hit), dealing 1d4-1 835. The caster develops severe claustrophobia 857. The caster experienced extreme
bludgeoning damage each. for 1d4 days. discomfort in their stomach for 1d4 turns
819. The caster and the target both get an 836. A sinkhole, 20 feet deep and 10 feet in before finally releasing a monstrous belch
intense sense of kinship and refuse to fight diameter, appears at a random location for another 1d4 turns. This belch functions
each other. within 100 feet of the caster. as per the description of the spell Gust of
820. The caster loses containment of his or her 837. The caster gets the hiccups, which last for Wind, with the direction of the wind being
magical power, which all goes pouring out 1d6 minutes. DC10 linguistics check whichever direction the caster is facing.
to the nearest creature. The caster required to cast a spell for the duration. 858. For 24 hours, the caster’s nose grows
expends all his or her remaining spell slots 838. Any non-magical pouches or containers on outwards by 1 inch whenever they
and sorcery points, adding all the spell the caster’s person tear open and spill knowingly tell a lie. The nose sags and
levels together (with each sorcery point their contents onto the ground. slowly returns to it’s previous size once
counting as 1 level). The target takes 1d6 839. Around the caster spawns 1d10 frogs, all the duration is up.
force damage for each spell level of them are passive. 859. Your bottom half disappears and teleports
expended this way. If this damage kills the 840. Around the caster spawns 1d10 rats, all of to a point within a mile. Your weight is
target, the leftover damage continues to them hostile. halved and your speed is reduced to 10.
the next closest creature, and so on until 841. A lit birthday candle appears before the Your legs will seek you out.
all damage has been applied. caster. In front of the candle is a note. The 860. Every writing in a 10-foot radius of the
821. The spell builds up, charging. The spell is note reads “blow the candle out to make a caster immediately transforms into
not cast this turn, but next, dealing double wish. incredibly petty criticism of the caster. If
damage to those hit. 842. A tiny elemental of the caster’s choice the caster reads any of it, they must make
822. A force explodes out in a ring around the appears as a familiar. a DC 10 Wisdom saving throw or believe
caster, knocking everybody back 5 feet 843. A parallel universe appears suspended whatever minor putdown the writing
(Fort save DC14, range 25ft) upside-down above your world. There you describes.
823. The caster begins to glow. (As Light spell, and your party are… but there’s something 861. A chorus of ethereal voices congratulate
no save) different. After 1d10 rounds it disappears. the caster on casting the spell and
824. The caster loses control of their bladder. 844. The casters eyes catch on fire and their compliment the quality of both the casting
Constitution save DC18 or they urinate on hands are covered in ice crystals. Any and the spell itself. Anytime the caster
the spot. unarmed attack deals an additional 1d4 uses magic within an hour of the casting of
825. It begins to rain upward. Thunder creates cold damage for 1d4 rounds. the original spell, they are met with the
tremors in the ground. 845. The caster grows an extra finger on one of murmured approval and commentary of
826. Your shadow detaches from you and their hands. A remove curse spell or a the voices.
becomes a shadow (the creature). successful DC20 medicine check can 862. Your tongue lengthens until it is as long as
827. You flash with golden light that seems to remove the finger. you are tall. Pumping your ear slowly
hang in the air around you. Everyone 846. The spell is unexpectedly loud and retracts it.
caught in this light (20 foot radius) everyone within 10 feet of you (including 863. Instead of the spell you were expecting,
receives double healing and cannot lie for you) takes 1d6 thunder damage and the you begin summoning countless cabbages,
the next 10 turns (one minute outside spell can be heard 600 feet away. pouring out in a cone in front of you.
combat).
TRUE D1000 Wild Magic

864. Instead of doing any damage, the full 882. Grass clippings burst from the casters 900. The casters hair disappears, reappearing
points of damage heal the target(s) mouth every time he exhales, lasts 1 hour. 1d6 days later, washed, braided and
instead. Breath smells like fresh cut grass. decorated with flowers.
865. Instead of the spell you wanted, a 883. Next book the caster reads, has him/her as 901. The caster has max damage on the spell
disgruntled 6 inch pixie appears, flies up to protagonist they were casting.
you, punches you in the forehead, 884. 1d8 medium sized purple tentacles rise 902. Instead of the effect you were intending,
sprinkles you with a dust that makes you from the ground. They are semi-sentinel there is a burst of silent and illusionary
sneeze violently, and then vanishes in a and not aligned to caster nor foe. They fireworks in a 100 foot radius around you,
puff of neon pink and orange glitter. attempt to grapple anything within range and all creatures affected by them are
866. The verbal and somatic components for (DC 14) stunned until their next turn.
the spell are replaced with the theme song 885. Regardless of the amount of time that 903. Instead of the intended effect, 10d10 trees
to friends, and the hand-gestures are the passes in game the caster of this spell can in the area grow mouths, and begin
clapping. see and hear all that happens in the real singing for 1d8 rounds. If the original spell
867. You grow rabbit ears that give them world surrounding the player of said was supposed to be a spell of healing, the
advantage on all sound based perception character for the next 1d6 minutes per song is a rousing chorus that washes away
rolls for 1 hour. level of spell cast. fatigue and ends any emotional (fear,
868. The caster’s eyes glow and they’re able to 886. The caster and target switch classes but charm, etc.) effect that is currently
see in the dark but the glow allows retain their respective level, if the target afflicting any that hear it. If the original
everything in the darkness to see them. does not have a class then the caster spell was supposed to be an attack spell,
869. For 24 hours, any time you try to make a switches classes with the closest the song is an irresistible tune that catches
deal with someone, they proposition you. humanoid with one. A freaky Friday up all that hear it into singing it with the
870. The caster’s arms disappear and are situation is required to switch back. trees, and all the attitudes of the
replaced with mist-limbs. They can only lift 887. In the next 1d6 hours the caster grows 1d6 combatants is changed to neutral towards
up to ten pounds but can fit under doors, feet, but gains no mass, so a halfling would each other when the song ends. If the
open non-magical locks, and even cool hot become an extremely tall thin creature. spell was supposed to be anything else,
metals. Lasts for 1d10 minutes. No negative effects purely cosmetic, can the song is a soothing song that makes the
871. The target for the spell believes they are a be reversed with remove curse. listeners sleepy, making it hard to take
king or queen of something. They must 888. The casters eyes and veins glow in the reactionary attacks until the song ends.
succeed a dc15 history check to identify dark for 1d6 days. 904. In front of the caster a portal, no larger
this belief as false. 889. A weapon within 30 feet of caster than a fist, opens to the realm of infinite
872. The target is effect by the same spell becomes sentient, it’s always grumbling (insert desired liquid here). That liquid
twice. The caster still uses one spell slot. If about being dirty and grants disadvantage begins to pour out uncontrollably for 1 rnd
the first casting is within the caster’s to the user if they don’t spend an hour a / caster level.
control (ploy morph, alter self), the second day cleaning it. 905. The caster has minimum damage on the
effect is totally random. 890. A weapon within 30 feet of caster spell they were casting.
873. The caster spits glitter when he talks. It becomes sentient, it’s always bragging 906. The caster is trapped in a giant glass ball.
gets everywhere. The effect ends after 1 about being strong. A dc20 bluff check Must be broken to be freed. The ball has
minute but the glitter never goes away. can antagonize the weapon to deal an 15 hit points, an AC of 10, and hardness of
874. The first person who says the casters additional 1d8 damage for 10 minutes. 10. It is vulnerable to sonar damage.
name receives total mental control over 891. Any object or being that the caster 907. Your feet and hands switch places.
them for 1d4 rounds. touches for 1d10 rounds ( 1 minute out of 908. The caster teleports a mile up and
875. Target turns into a marble figurine of combat) turns to leaves for 1d10 minutes. polymorphs into a sperm whale.
itself. When the figurine is activated 892. If the caster is using a spell casting focus, it 909. The caster gains 50 lbs.
(through a trigger decided by the dm) it grows 100 times heavier for one minute. 910. The nearest optimal campsite has Hide
transforms back into its living form. 893. The casters eyes flash with a strange color. Campsite cast on it at 12th level. For 24
876. Any keratin on the caster’s body (hair, To the caster, everybody’s skin and hours the site looks forboding and
nails, feathers, some skin, horns, hooves, muscles are transparent, revealing their inhospitable. Having at least 1 foot within
etc…) turns to bone. organs. This lasts for 1 minute. the area of the spell allows the observer to
877. The caster spontaneously combusts. Roll a 894. Magical silence falls in a 50 ft radius that see the actual site devoid of spell effects.
d20. On a natural 20 the caster lasts for 1d100 minutes. 911. You notice someone appear roughly 100-ft
rematerializes and can now teleport 1 895. All noises the caster makes for the next away. They look like you. 3d20 seconds
time per day with a range of 25-ft. + 5ft minute are 100 times louder. later they disappear (see 790)
for every 2 caster levels. On a natural 1, 896. The next piece of metal the caster touches 912. A paper appears asking you what you
the caster is lost. Otherwise the caster turns to gold. need. After one item is added to the
rematerializes at the next full moon. 897. You and everyone in a 25-ft. radius paper, the best elemental for the job
878. The caster is launched 3d10 feet into the teleport to the summit of the nearest appears and attempts to help you achieve
air and falls back down. mountain. that thing.
879. Caster turns into massive oak tree. Once 898. A small lead figure of the caster in the 913. A giant coin rolls past you at a speed 50. If
every leaf has fallen, they turn back. exact pose they were in appears in mid air caught in 1d4 rounds, the coin turns into
880. All the PCs and NPCs including monsters and falls to the ground. Despite being so 50 platinum. If not caught it disappears
change places, rotate places 1d4 spots small, it weighs exactly as much as the into a phantom coin slot in space.
clockwise caster. Exposing the figurine to any 914. An animal runs out of the nearest habitat
881. The caster’s hair grows very rapidly, if temperature affects the caster’s body and befriends you.
male, so does the beard. It grows to about temperature. 915. A mug of tea appears in your hand. If you
2meters length, and turns purple, green or 899. The caster suddenly witnesses a memory don’t drink it in the next 1d4 rounds, the
blue. from one of their ancestors. mug disappears but the tea does not.
TRUE D1000 Wild Magic

916. You see a vision of a bedroom and there 932. You turn into a gelatinous cube. You are creation, every hand and transfer, every
seem to be two people doing the nasty. If sentient and retain your memories but can use. The item vibrates dangerously and
you turn away, you return to the moment. no longer speak. Once you consume your you take 2d6 psychic damage.
If you investigate you discover it is the original bodyweight in matter, you revert 952. Any statues or dolls within a 40-ft radius
night of your conception. Make a dc20 WIL to your original body. come to life.
save or you will be haunted by this image 933. You have a compulsion to say your name 953. You talk like a pirate for the next 3d4 days.
whenever you speak to or reference your as a sign off after everything you say. 954. You and 1 member from your party are
parents. A restorative spell can fix this 934. All light sources in whatever room you are instantly teleported into the nearest body
ailment, as can therapy. in suddenly go dark. of water.
917. All of your spell slots become equivalent 935. A bag of gold weighing 50 lbs. appears. 955. You are suddenly very sensitive to the
with the highest spell slot you have. Each gold piece has a distinct pattern sound of any flies within 60 feet for 10
918. All your spell slots become level 1 spell imprinted on it. (The gold belongs to a hours. The sound is maddening.
slots. crime family and they will actively be 956. Your mouth is suddenly full of cheese.
919. You believe an unbelievable thing. looking for it.) 957. You see 1d6 arrows *fkdldldllddl into a
920. A group of cultists spontaneously decide 936. A demigod with a spellcasting modifier of nearby tree. There is no one in sight who
to usurp the crown. +8 casts suggestion on you from another might have shot them, and in fact they
921. Whenever you hear the name of the plane of existence. have grown out of the tree itself.
region you are in, you instead hear your 937. Your ears are suddenly pierced and big 958. A stack of plates appears 15 feet up just to
own name. hoop earrings appear. your left, and falls to the ground making a
922. You hear galloping approaching. A steed 938. You become a devout worshipper of a large smashing sound.
runs up to you fully saddled. Any attempt random deity and know that their greatest 959. A shadow begins to follow you like a
to ride it causes the steed to panic and try desire of you is to have you start a cult in hunter. When you least suspect it, the
to buck you off. If you succeed 3 REFLEX their name. shadow jumps you.
saves in a row (dc10/15/then20), you may 939. You transform the nearest party member 960. Your head begins to hurt…. It really
name the steed and once per moon cycle into the creature they resemble the most. hurts…. You are in agony… you have a
you can whisper their name into the wind 940. Everyone within a 50-ft radius begins splitting head…… splitt. Your head splits
to have them come to you. If you fail any blinking uncontrollably. open and 1d6 swarms of beetles fly out.
of the reflex saves, the horse bucks you off 941. There is suddenly another party member They are hostile to everyone. Your head
and tramples you. in your group… they have always been stitches itself back together and you feel
923. A pig flies overhead (dc25 perception to there and everyone just forgot about much better.
notice), and a very unlikely thing happens them. 961. Your body turns into a body of water and
somewhere in the world. A 1000 to 1 odds 942. A lion appears and is hostile to the group. all you desire is to be poured. Once
sort of thing. After 1d6 rounds a man appears wearing a someone pours you, you turn back to
924. Caster cannot cast spells on themselves leaf hat and skins. He fights the lion for normal.
for 1d20 days. you then yells “what year is it?!?” before 962. A bag falls from the sky and 2d10 -2 giant
925. Your skin becomes almost transparent for running off. rats are in it. They are pissed… except for
1d12 days. During that time you are 943. A fully trimmed Christmas tree appears 30 the two rats at the bottom of the bag, they
vulnerable to all damage types while in feet in front of you. There is a present at die from impact.
direct sunlight. under it for everyone in your party. Each 963. Your eyes flash a milky white then return
926. You are pulled upwards through the sky gift is very disappointing. (socks, towels, to their original hue. Roll a d20, your
and into the void. You travel for etc.) vision is reduced by that amount.
thousands of miles until you finally stop in 944. A fully trimmed Christmas tree appears 30 964. Your eyes flash gold then return to their
front of a moon. The moon turns and feet in front of you. There is a present at original hue. Roll a d20, your vision is
speaks to you. It was lonely and bored. A under it for everyone in your party. Each increased by that amount.
DC40 persuasion check is required to have gift is a magic item. (rare.) 965. The next time you are outdoors, a giant
it send you back. The dc can be lowered 945. A fully trimmed Christmas tree appears 30 bat mistakes one of your party members
by making promises, pacts, or feet in front of you. There is a present at for a piece of fruit.
arrangements to visit. under it for everyone in your party. Each 966. A masked luchador bursts out of the next
927. You sneeze lava all over the ground in gift is very dangerous. (animals or traps) closet you pass by and attempts to wrestle
front of you. It stays molten until cooled 946. Everything around you is suddenly you to the ground using stunning blows,
with magic. spotless and clean. grapples, trips, and whenever possible
928. The ground rumbles beneath you and a 947. You yawn and your jaw just keeps opening flying attacks.
dwarf breaks through. Looks like they until you turn yourself inside out, then 967. 1d8 Chickens fall out of the nearest tree
should’ve taken that left toin at outside in again. with their heads cut off. They run around
albekoikee. 948. The nearest shrubbery turns into a for 1 minute then explode in a flurry of
929. The god that controls all weather shambling mound. feathers.
discovers that they are being cheated on. 949. You begin to hover just an inch above the 968. The nearest 2d6 Trees suddenly have
930. Electricity erupts out of the ground within ground. It is enough that you are unable to mouths and begin to debate a topic.
50 feet of you and takes the shape of a push off the ground and travel forward. 969. Your clothing falls apart into the loose
tree. The tree has 3d6 branches and each Unless you find something to propel you threads that made them up. A simple
one makes attacks at random. Dc16 reflex forward you are stuck in place. Mending spell can reverse this.
save negates. 950. A solitary door appears in the floor. 970. A playwright begins following you around
931. A sign at a crossroads within a mile falls Behind it is a wild boar, there is simply and writing your every action down. The
over and spins. It’s impossible to tell which nothing more. play he creates becomes the most famous
way it was originally pointing. 951. You see the entire history of the next item drama to come out of this region.
you touch in a single instant. From its
TRUE D1000 Wild Magic

971. Looking up you see two massive creatures 987. Your neck turns invisible and your head
engaged in some kind of battle up beyond appears to float above your shoulders.
the sky. They are horrific, and completely 988. The last death you caused is undone and
strange. Succeed at a DC20 WILL save or that person/animal is brought back to life.
take 3d6 psychic damage. 989. A fire elemental is suddenly thrown out of
972. You hear a cackling voice inside your head. the plane of fire and lands on top of
The voice belongs to a Lich who has whatever place you consider home right
suddenly been exposed to your deepest now.
fears. After 1 minute the laughter stops. 990. A new plane is created and you’re positive
973. A country concedes to another with a that you know everything about it.
letter of surrender. There was no war, the 991. Your legs disappear and instead are
letter is a surprise to everyone, even the replaced by a vapour for 1d4 weeks. In
senders. that time, you are often confused for a
974. Your teeth vibrate. If you look at them, genie.
they are dazzling and white. Gain a temp 992. Your home is Renovated in a completely
+1 bonus to CHA based checks. different style.
975. A 1 inch sphere appears within 50 feet. 993. Your fingernails become and dangerously
This sphere creates a vacuum that pulls Sharp. Until you cut them, your melee
everything in a 50 foot radius toward it at attacks do an additional 1d6 slashing
a speed of 15 feet per round. DC15 damage.
Athletics check can avoid being pulled. 994. A small gnomish creature begins to stalk
Terrain in the 50 foot radius of the sphere you because it wants to be your friend.
is considered difficult terrain. The sphere Any attempt to talk to the creature makes
disappears after consuming 500 pounds of it run from the room and hide with a +10
matter. stealth.
976. A plaque appears on the nearest wall 995. Your head is suddenly stuck in a big ball of
congratulating you on an accolade you Jello. You must spend 30 seconds eating
don’t remember achieving. your way out as a bonus action or
977. Your lips get longer and make a flapping suffocate. After eating your way out you
sound every time you speak. have +5 temp hp, and a -2 to reflex saves
978. An Unmoveable Rod appears in your bag for 2 hours.
activated. Your bag cannot move from 996. Four walls and a roof appear around you
this space until you find the rod and in a 10x10x10 cube. The temperature
deactivate it. The rod is yours until you begins to rise. After 1 minute the
attempt to use it for the 13th time. temperature begins to cause fire damage.
979. Your right shoe is blasts apart at the toe. in 10 minutes the heat is fatal. The box is
980. The world appears yellow. vulnerable to force damage but resistant
981. A Samurai appears and challenges you to a to all other types of damage. each wall
duel. If it knocks you unconscious, he says has 40 hp and a hardness of 5
“you fought honorably” and disappears 997. An object within 100 feet becomes a
into the nearest foliage. If you reduce his mimic. The mimic is friendly unless
hp to 0, instead of falling unconscious he attacked.
stops the fight and says, “you are a fierce 998. A Knight appears and vows to be in your
warrior”. The Samurai is now indebted to service until he saves your life.
you and will keep watch over you. The 999. A knight appears and vows to be in your
next time a creature scores a critical hit, service until he saves your life, but once
the samurai jumps out of the nearest he does he just kind of hangs around. All
hiding spot and takes the hit for you. “I die of his stats scores are 10.
an honorable death” 1000. You are wrenched from reality and find
982. Three wrapped figures run past you and yourself waking up in a cold sweat. You
attempt to stealthily steal something. If are a normal person in a normal life. You
you chase them down and look at what have a family, a job, a pet. You get up and
they’re carrying, you find the item they get yourself a glass of milk. You need to
stole and 1d6 “magic” items from the get back to sleep cause you have that
actual world. presentation tomorrow morning. The
983. Killer whale falls from the sky and lands on powerpoint is done, it’s just about staying
the nearest vehicle. calm and going over your talking points
984. You suddenly taste apples. You feel the before you get there. Life is good. You go
urge to cough or sneeze. If you sneeze an back up to bed, crawl in, your partner
apple Pie falls out. If you cough 1d12 stirs, shifts their weight and snuggles up
apple cores fall to the ground. against you. You close your eyes and drift
985. You are unable to submerge yourself in off into deep sleep. YOU ARE BACK
any liquid for 1d12 days, even if you tried. WHERE YOU WERE…… What a crazy vision.
986. You have a vision of a strange and distant
future.

You might also like