Venomous Magic Surges: 5e Wild Magic Table
A Corrupted Surge Table for the Ruins of Tolgorith Tower
What Is a 5e Wild Magic Table?
In a traditional campaign, a wild magic table adds unpredictability to spellcasting. However, in After the Fall or any Underdark-themed setting, magic itself may be corrupted by environmental forces.
The ruins of Tolgorith Tower are one such place—where magic no longer behaves as it should. Since the collapse of the structure and the breach into the Demi-Plane of Venom, arcane forces near the crater have been warped, frayed, and steeped in corruption.
Even divine and natural magics are not immune. In areas saturated with venomous residue—especially near venom pools, haunted chambers, or the Larval Pit—the act of casting a spell risks unsettling the corrupted weave that pulses beneath the ruins.
This 5e wild magic table is designed for GMs running After the Fall or any campaign involving magical corruption. Use it to bring the unstable nature of venom-touched magic to life at your table.
How to Use This 5e Wild Magic Table
Whenever a character casts a spell in a corrupted zone, ask them to roll a d20 Venom Surge Check.
- On a roll of 1–5: Something dangerous happens.
- On a roll of 6–15: A strange or thematic side effect occurs.
- On a roll of 16–20: The spell mutates in form or power—sometimes helpful, sometimes horrifying.
The spell still succeeds as intended. However, the surge causes a twist, boon, or complication.
Venomous Magic Surge Table (d20)
To improve readability, this 5e wild magic surge table is grouped by type of effect.
⚠️ Dangerous Magical Backlash (1–5)
1. Venom Bloom
Nearby venom sacs or toxic fungi erupt. All creatures within 15 feet of the caster take 2d6 poison damage (Con save DC 15 for half).
2. Whispers in the Veins
The caster hears hissing voices speaking in Undercommon and Deep Speech—their own blood seems to whisper back. These echoes are believed to be fragments of lost souls consumed by the Vidrefacte, laced with residual venom-plane magic. The caster gains disadvantage on Wisdom saving throws until they finish a long rest.
3. Tainted Threads
The Weave lashes back—roll 1d4. On a 1, the caster’s spell slot is expended but the spell fizzles. On a 2–4, it functions normally but they take 1d6 psychic damage.
4. Corrosive Feedback
Venomous energy lashes the caster. They take 1d8 acid damage and their spellcasting focus corrodes (minor visual degradation unless magical).
5. Contagious Echo
A shadowy echo of the spell leaps to a nearby ally, dealing 1d4 necrotic damage or causing a minor magical effect (GM’s choice).
🌀 Thematic or Unnerving Side Effects (6–15)
6. Green Veins Flash
For a brief moment, green veins pulse under the caster’s skin. No mechanical effect, but extremely unsettling to those nearby.
7. Venom Scar
The caster gains a faint glowing sigil on their skin for 1d4 hours. It has no effect unless observed by venom-mutated creatures, who can track it.
8. Sporesight
For 10 minutes, the caster can automatically see any invisible or hidden creatures within their line of sight, as if outlined by faint, glowing spores. This effect may reveal invisible stalkers, venom-mutated beasts, or Coalition spies tailing the party.
9. Dissonant Venom
For 1 hour, the caster’s voice takes on an eerie, serpentine echo. Creatures have disadvantage on saving throws against the caster’s Enchantment spells.
The caster gains advantage on Charisma (Deception) and Charisma (Persuasion) checks, but has disadvantage on Charisma (Intimidation) checks during this time.
10. The Web Remembers
For the next 1 hour, spiders and similar creatures will not attack the caster unless provoked.
11. Magical Chitin
Hard, insectoid patches briefly spread across the caster’s skin. The caster gains +1 AC for 1 hour, but has disadvantage on Dexterity (Stealth) checks during this time.
12. Slick Channeling
The spell feels unusually smooth to cast. The caster regains 1d4 hit points as residual venomic energy pulses through them.
13. The Weave Crawls
The spell’s visual effects distort to resemble spider legs, webs, or skittering shadows. Any enemies who witness the casting must succeed on a DC 10 Wisdom saving throw or be unsettled (disadvantage on their next attack roll).
14. Echo Pulse
A lesser version of the spell echoes 1 round (6 seconds) later in the caster’s space, affecting only one target within 10 feet (GM’s discretion).
15. Runoff Reaction
Pools of venom nearby shudder and ripple ominously. Nearby venom-tainted creatures are now aware of the caster’s presence.
🧬 Major Mutations and Arcane Transformations (16–20)
16. Surge of the Forgotten
The spell deals maximum damage or has maximum effect. However, the caster takes 2d4 poison damage as the venom claims its price.
17. Venom-Touched Spell
The spell’s damage type (if applicable) becomes poison or necrotic. If this bypasses a creature’s resistance, the caster gains temporary hit points equal to half the damage dealt.
18. Mycelial Memory
The caster connects with a venom-tainted fungal network that pulses faintly beneath the ruins. While in the area, the caster can telepathically speak with nearby fungus or mycelium clusters. These strange voices may reveal hidden items, creatures, or dangers. This connection ends once the caster leaves the corrupted zone.
19. Twisted Ascension
The caster sprouts spectral chitinous limbs or a crown of shadowy webs. For 1 minute, they gain advantage on all spell attack rolls—but their Charisma is considered 6 for non-combat social interactions.
20. Venomic Mutation
The caster or their target gains a semi-permanent mutation: glowing black eyes, venomous glands, or a chitinous appendage.
Gain a boon (e.g., resistance to poison, climb speed, tremorsense 10 ft.), but also suffer a bane (e.g., -1 Charisma, sunlight sensitivity, cannot be healed by divine magic).
Mutations may be removed by greater restoration, a lengthy ritual, or embracing the corruption.
Optional Rule: When to Trigger This 5e Wild Magic Table
To keep gameplay smooth, consider only rolling on this 5e wild magic table under the following circumstances:
- When casting in specific zones of corrupted terrain
- During use of 4th-level or higher spells
- When wielding drow or Naraneus-linked relics
- Or whenever you want to add tension, unpredictability, or cinematic weirdness
Closing Thoughts on Magic and Corruption
The ruins of Tolgorith Tower warp more than flesh—they reshape magic, intent, and perhaps even destiny. Every time the characters cast within its shadows, they risk binding themselves deeper to the corrupted weave.
This corrupted 5e wild magic table serves as a powerful tool to reinforce that theme—where the cost of magic is no longer predictable.

Rise of the Drow: After the Fall 🕷️
The City Has Fallen — Will You Rebuild, Rebel, or Rule?
The mighty drow city of Holoth lies in ruin, its elegant towers shattered, its streets filled with conflict and opportunity. The Coalition’s brutal occupation tightens its grip, but beneath the watchful eyes of their guards, power shifts in the shadows.
You are drow. Now is your chance to take the power back.