| 1-3 |
Your spell don't hit, and you gain a splitting headache and take 1d4 psychic damage pr. spell level of the spell. |
| 4-6 |
Your spell hits you instead of the intended target |
| 7-9 |
The spell don't hit, and you roll on the Wild Magic Table (Players Handbook page 160) |
| 10-12 |
Randomize the effect of the spell to one of the same spell level. Only the effect is changed, you still use the intended spell. |
| 13-16 |
The spell hits and all dice rolled for damage automatically rolls maximum value but you take 5 psychic damage for each spell level of spell used. |
| 17-20 |
The spell doesn't hit and you are set on fire. Start of each turn you take 1d6 fire damage. A DC 12 Dexterity (Acrobatics) check, this attempt counts as an action. |
| 21-24 |
The spell doesn't hit and you take a level of exhaustion. |
| 25-28 |
The spell doesn't hit and a minor illusion of you appear next to the target. The illusion screams in pain. |
| 29-32 |
You take 1d4 ability damage in a random ability. |
| 33-36 |
The spell doesn't hit and your legs are frozen. You take 1d6 cold damage and gained the Restrained condition. You can attempt an action and a DC 12 Strength (Athletics) check to break free again. |
| 37-41 |
The spell doesn't hit and you are turned into a random animal for 1d4 turns. |
| 42 |
The spell hits. You gain advantage on all rolls for the next 1d6 turns. |
| 43-48 |
The spell doesn't hit, and you take a 1d6 Force damage, then take a Strength Save DC 12 or be knocked 20 ft. away from the target and become prone. |
| 49-53 |
The spell doesn’t hit, and you are Blinded as your eyes flees your skull. Your eyes crawl back ashamed in 1d4 hours. |
| 54-58 |
The spell doesn’t hit, and both your eardrums are ruptured. You are Deafened. |
| 59-62 |
The spell doesn’t hit, and all your fingers are turned into thumps. You have Disadvantage on all DEX rolls. The effect lasts 1d10 rounds. |
| 63-65 |
The spell hits and deals double damage but is burned from your mind/spellbook. You can’t cast it again until you have completed a long rest. If you're a Wizard you need to write the spell into your spellbook again. |
| 66 |
The spell hits the target and for the next 24 hours you are turned into a random sentient magic item. You can talk telepathically to all that touches you. |
| 67-68 |
Your brain is reduced and your muscles swell. For the 1d6 hours you loose 1d6 Intelligence but gain as much Strength. |
| 69 |
The spell doesn’t hit and you suffer Psychic Lasting Injury |
| 70-73 |
The spell doesn’t hit, and you are teleported 1d100x10 feet in a random direction. |
| 74-77 |
The spell doesn’t hit and for 1d6 turns you are turned into a gravitational anomaly. All creatures within 60 ft. of you must start their turns by succeeding a DC 12 Strength save or be dragged 15 ft. towards you. Large creatures have advantage and small creatures have disadvantage. |
| 78-82 |
The spell doesn’t hit, and you are turned into a Hostile Lemure. You are turned back when the Lemure is killed. |
| 83-87 |
The spell doesn't hit and you take 1d4 Charisma and Constitution damage as your face begins to melt. |
| 88-92 |
The spell hit but your target grow a size category. |
| 93-97 |
The spell hit but you and your target, change position. |
| 98-99 |
The spell hit and you create a Wild Magic Zone (DMG page 69) centered around you. It is 1d6x30 ft. in diameter. |
| 100 |
The spell doesn't hit and you create a Dead Magic Zone (DMG page 68) centered around you. It is 1d6x30 ft. in diameter. |