Unstable Surge

A curated 58-entry surge table for Spellcraft's cast-time instability. Every beneficial outcome from the source table has been removed; what remains is bad, funny, or strange. This makes "Unstable" unambiguously a problem, not a hidden upside.

The entries are taken from Wild Magic Surge (which is itself reproduced from a community homebrew, see that page for attribution). They're spread across a 1d100 so the table stays a normal d100 roll: most entries cover a 2-roll range, sixteen cover a single roll. Probabilities are roughly even across the 58 outcomes (≈ 1.7%). If you'd rather use the full chaotic d100 with its mix of fortune and misfortune, link the unstable mechanic to Wild Magic Surge instead.

Foundry sync

The table below is the same data the Foundry module imports as a real RollTable (pinned id unstableSurge001, formula 1d100). Open it in the Tables sidebar and click Draw to roll.

Table

Roll — 58-entry curated chaos table.

RollResult
1For 1 minute, you emanate Wild Magic aura around you in a 30-foot radius. All creatures casting spells of 1st level or higher while in the radius must roll a d20 for Wild Magic.
2–3You sneeze every time someone thinks about you within the next hour.
4–5A fashionable hat appears on your head. A trail of shimmery glitter remains after the hat and anyone who is wearing it.
6A small cupcake with a large burning candle appears in front of you. Attached to the cupcake, there is a note that says "Make a wish".
7–8A miniature cloud appears above your head. There is constant drizzle coming from the cloud. The cloud constantly follows you around and disappears after 1d6 hours.
9–10You will be the main character of the next book you read.
11–12For the next hour, small combustible objects ignite if you look at them for longer than 1 round.
13For the next 24 hours, every time you enter a room, fanfare is heard around you and an illusory herald announces your arrival, addressing you as "lord".
14–15A small lead figurine of you appears in the air and falls to the ground, in a pose you had at the moment of casting a spell. Despite the size, it weighs as much as you.
16–17All doors and windows in a 120 foot radius slam shut.
18The ground within a 60-foot radius becomes covered in eggshells.
19–20You are unable to lie and withhold information for the next hour.
21–22For the next 24 hours, you involuntarily dance when you stand still.
23–24For the next 24 hours, any non-magical mirror you look into shatters.
25An egg appears on the ground next to you. If the egg breaks, a chicken will appear in its place. If the chicken's hitpoints drop to zero, it will turn into an egg with the properties identical to the original one.
26–27A tiny fairy appears next to you. She immediately starts saying nasty things about you. The fairy is intangible and disappears after 10 minutes.
28–29For the next 24 hours, you cast no shadow and do not appear in reflective surfaces.
30–31For 1 hour, items you try to pick up or use slip out of your hands.
32For 1 hour, objects around you whisper back everything you say.
33–34For the next 24 hours, steam comes out of your ears when you are angry.
35–36A festive cracker appears right next to your ear and explodes with a loud bang. You become deafened for 1 round.
37All fire sources within 60 feet of you flare up and deal 1d4 fire damage to all creatures within 5 feet of them.
38–39Posters randomly pasted on vertical surfaces appear within a radius of 1d10 miles. The posters show your face with an offensive nickname written below.
40–41You become charmed by the first creature that speaks to you. Charm effect disappears after 1d4 hours.
42–43All creatures within 60 feet of you know your exact location for 1 minute.
44You get a random strong obsession, such as setting everything on fire, attacking people, collecting all the flowers, etc. The obsession disappears after 1 hour.
45–46For 1 minute, if you come within 5 feet of any wall, ghostly hands will emerge from it and try to grapple you.
47–48You teleport to one of your relatives for 1d4 rounds.
49–50You begin to brightly glow for 1d4 hours, attracting the attention of all creatures within 60 feet of you.
51You feel a strong blow to the head, losing 1d4 points of Intelligence until the next sunrise.
52–53Your magical focus turns into a potato for 1d4 rounds. If you do not have a focus, you yourself turn into a potato.
54–55A sheep appears in every doorway within 120 feet of you.
56For the next round, all creatures within 30 feet of you try to get as close to you as possible at all costs.
57–58For an hour, you can read the minds of all creatures within a 30-foot radius, but at the same time, all creatures can read your own thoughts within the same radius.
59–60A locked cage made of random metal materializes around you. The cage has the size that is sufficient to fit you.
61–62Your magical items begin to fill your mind with forbidden secrets. Make an Intelligence saving throw (DC equals to your saving throw DC). On a failed save, you take 1d6 psychic damage for each magic item you have, and half on a successful one.
63For 1 minute, all creatures within 30 feet of you gain vulnerability to one of the damage types determined by a d6 roll. 1 - Acid, 2 - Cold, 3 - Fire, 4 - Force, 5 - Electricity, 6 - Poison.
64–65You cast Faerie Fire centered on yourself.
66–67You cast Hypnotic Pattern centered on yourself.
68You cast Polymorph on yourself. If you fail the saving throw, you are transformed into a sheep for the duration of the spell.
69–70All creatures and objects within 60 feet begin levitating for 1d4 rounds.
71–72All pastries, sweets and cakes within a 1 mile radius are teleported to you.
73–74All non-flying creatures in the radius of 60 feet gain a flying speed of 30 feet for 1d4 rounds, while those who fly lose it.
75The weather within a 10 mile radius starts to change. Roll d6 to determine the weather effect: 1 - Scorching heat, 2 - Snowstorm, 3 - Pouring rain and thunderstorm, 4 - Intense wind, 5 - Dense fog, 6 - Solar eclipse. The weather takes up to 1 hour to take full effect. After 24 hours the weather returns to normal.
76–77All liquid water within 120 feet of you instantly evaporates.
78–79You cast Rary's Telepathic Bond, targeting the 8 creatures closest to you within range. Target consent is not required.
80–81If you try to sleep within the next 24 hours, a tiny shadow creature will appear next to you and keep you awake. As soon as you wake up, the creature will disappear and reappear when you fall asleep again.
82Each successive Wild Magic roll that does not result in a Wild Magic Surge increases the difficulty of the next Wild Magic roll by 1. The Wild Magic Surge ends this effect and resets the difficulty of the roll.
83–84Walls within a 120-foot radius that are less than 5 feet thick become intangible and translucent for 1 minute. Intangible walls continue to support what is above them. If any creature remains inside the wall at the end of this effect, it takes 1d12 bludgeoning damage and is pushed into the nearest free space.
85–86You move to another plane of existence until the end of your next turn, after which you return to the space previously occupied, or the nearest free space. Roll a d4 to find out which plane you will be transported to. 1 - Astral Plane, 2 - Feywild, 3 - Ethereal Plane, 4 - Shadowfell.
87For the next minute, when making an attack, roll an additional d20. On a 1, a shield forms around the target, reflecting the attack back at you.
88–89You and your equipment change your size for 1d4 rounds. Roll a d6 to determine your size. 1 - Tiny, 2 - Small, 3 - Medium, 4 - Large, 5 - Huge, 6 - Gargantuan. If the space you are currently in is unable to accommodate you, you expand to the maximum possible size.
90–91Make an Intelligence saving throw DC 15. On a failed save, you unattune from all magic items you are attuned to.
92–93All magic items within a 240-foot radius become unstable and emit a dim, iridescent glow for 1 hour. When an unstable item's magical effect is activated, the owner must roll a d20 for Wild Magic.
94For the next minute, if anyone (including you) attempts to cast a spell of 1st level or higher within 30 feet of you, you automatically use your reaction to cast a Counterspell on them.
95–96For the next 1d4 days, you will be waking up at a random location within a 1 mile radius of where you fell asleep.
97–98You cast Antimagic Field centered on yourself. The field of antimagic remains at the point where it was created. The spell ends in 1d6 rounds.
99–100Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
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