I feel like the sheer goofiness of the Wild Magic Surge mechanic in D&D isn’t appreciated nearly enough. If you’re a sorcerer and choose the Wild Magic origin, you have some teeny problems controlling your magic, so that any time you cast a sorcerer spell, the DM can make you roll a d20 to see if you get a Surge. If you roll a one, it’s Surge time, and you have to roll a 1d100 to see what the heck has just happened to you.
Highlights from the list of 50 possible effects:
You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
You cast grease centered on yourself.
1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.
You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.
You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
For the next minute, you must shout when you speak.
You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.
I mean, it’s funny enough to picture a brand-new level 1 adventurer accidentally spitting out these super-powerful spells, but just imagine an epic-level sorcerer in the middle of a world-ending confrontation accidentally turning themself into a potted plant that takes double damage. Incredible.
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