Wondrous Item, Very Rare (requires attunement by a spellcaster)
Description:
The Ring of Wild Magic is a finely wrought band of silver and gold, inscribed with swirling runes that pulse faintly with chaotic energy. Its surface occasionally sparkles with colors that shift unpredictably, reflecting the boundless power of wild magic.
This ring taps into the raw, untamed forces of magic, granting its wearer access to unpredictable abilities. Those who dare to wield its power often find themselves at the mercy of magical chaos.
Properties:
- Random Spellcasting: As an action, the wearer can activate the ring to cast a random spell. Roll a d100 to determine the spell cast, using the Wild Magic Spell Table (DM’s discretion or a prepared list of spells). The spell is cast at a level equal to the highest spell slot the wearer can use or at its base level if the wearer cannot cast spells.
- Intentional Spellcasting: The wearer can attempt to cast a specific spell they know or have prepared through the ring. Roll a d20:
- On a result of 10 or higher, the spell is cast successfully.
- On a result of 9 or lower, roll on the Wild Magic Surge table (Player’s Handbook, p. 104 for 5E) instead. The intended spell fails.
- Wild Magic Surge (Optional): Each time a spell is successfully cast through the ring, roll a d20. On a 1, a Wild Magic Surge occurs.
Cautionary Note: While the Ring of Wild Magic offers immense potential, it is not for the faint-hearted. The chaotic nature of the ring means that the wearer must always be prepared for the unexpected—be it a harmless shower of flower petals or a catastrophic explosion of energy.
Lore: Tales tell of an eccentric archmage who sought to harness the chaos of wild magic to its fullest. His experiment resulted in the creation of several artifacts, of which this ring is the most infamous. Many adventurers and spellcasters crave its power, though few are brave enough to wield it for long.
Wild Magic Spell Table
| Roll (d100) | Spell | Level |
|---|---|---|
| 1–2 | Magic Missile | 1st |
| 3–4 | Shield | 1st |
| 5–6 | Chromatic Orb | 1st |
| 7–8 | Mirror Image | 2nd |
| 9–10 | Misty Step | 2nd |
| 11–12 | Fireball | 3rd |
| 13–14 | Lightning Bolt | 3rd |
| 15–16 | Counterspell | 3rd |
| 17–18 | Polymorph | 4th |
| 19–20 | Banishment | 4th |
| 21–22 | Wall of Fire | 4th |
| 23–24 | Cloudkill | 5th |
| 25–26 | Hold Monster | 5th |
| 27–28 | Cone of Cold | 5th |
| 29–30 | Bigby’s Hand | 5th |
| 31–32 | Disintegrate | 6th |
| 33–34 | Chain Lightning | 6th |
| 35–36 | Contingency | 6th |
| 37–38 | Reverse Gravity | 7th |
| 39–40 | Teleport | 7th |
| 41–42 | Plane Shift | 7th |
| 43–44 | Fire Storm | 7th |
| 45–46 | Dominate Monster | 8th |
| 47–48 | Incendiary Cloud | 8th |
| 49–50 | Power Word Stun | 8th |
| 51–52 | Prismatic Wall | 9th |
| 53–54 | Meteor Swarm | 9th |
| 55–56 | Power Word Kill | 9th |
| 57–58 | Wish | 9th |
| 59–60 | Blink | 3rd |
| 61–62 | Silent Image | 1st |
| 63–64 | Levitate | 2nd |
| 65–66 | Hypnotic Pattern | 3rd |
| 67–68 | Faerie Fire | 1st |
| 69–70 | Thunderwave | 1st |
| 71–72 | Spirit Guardians | 3rd |
| 73–74 | Call Lightning | 3rd |
| 75–76 | Daylight | 3rd |
| 77–78 | Darkness | 2nd |
| 79–80 | Invisibility | 2nd |
| 81–82 | Sleep | 1st |
| 83–84 | Gust of Wind | 2nd |
| 85–86 | Flame Blade | 2nd |
| 87–88 | Shatter | 2nd |
| 89–90 | Water Breathing | 3rd |
| 91–92 | Animate Dead | 3rd |
| 93–94 | Vampiric Touch | 3rd |
| 95–96 | Counterspell | 3rd |
| 97–98 | Tasha’s Hideous Laughter | 1st |
| 99–100 | Wild Magic Surge (PHB Table) | Special |
Notes:
- This is just a sample spell table. Modify this table to fit the tone of your campaign or include additional thematic spells.
- The Wild Magic Surge result ensures chaos is always possible, even when rolling on this table.
- Players and DMs can adjust spell levels to fit the intended power curve of the game.







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