1-2 Wild Mage: Roll on this table at the start of each of your turns for the next minute. Subsequent rolls of 1-2 add another minute to the counter. God help you.

3-4 Wild Sight: Roll 2d6. For the next minute, you have only these two types of vision, and are otherwise blind. Range is doubled for duplicate results. 1: Normal vision (+5 perception on doubles). 2: Darkvision (But you can only see in the dark) 30ft. 3: Blindsight 10ft. 4: Tremorsense 30ft. 5:Detect Magic (all you see with this sense is outlines of magical objects) 60ft 6: Lifesight (Can only see the outlines of life forms) 30ft.

5-6 Gravity Warp: For one minute, 3 people you choose, 2 you don't, and you, gravity is changed. Roll six D6s to see the results, asign one D6 to each afflicted person before rolling. 1: Gravity is North. 2: Gravity is West. 3: Gravity is South. 4: Gravity is East. 5: Gravity is nullified. 6: Gravity is reversed.

7-8 Burning Barrier: A ring of fire bursts spontaneously around you, covering every space adjacent to you. When anyone, including you, enters the bonfires space for the first time, they must make a DC 13 Dexterity saving throw, or take 2d6 fire damage. If a creature ends it's turn in the fire, it must again make the save. While the fire appears magically, it is nonmagical fire, and can be put out as normal.

9-10 Unholy Hyde: Your size and stature grow to that of a brute of monstrous proportions, and hair grows all over your body. Until your next long rest, your strength is increased by 1, your size category is increased by 1, and you have +5 to Charisma (Intimidation) checks, but -5 to Charisma (Persuasion) and All Dexterity checks.

11-12 Wild Talents: Roll 2d10, and 1d6. 1 random stat becomes the result of the 2d10, depending on the result of the 1d6. 1:Str, 2:Dex, 3:Con, 4:Int, 5:Wis, 6:Cha

13-14 Turnabout: You, and everyone within 100 ft of you, immediately turns the opposite direction they were facing.

15-16 Aberrant Growth: Roll 2d6. You grow 1 extra limb out of an existing random limb. The first die determines the limb with the growth, the second die determines what grows. 1:Head, 2:Left Arm, 3:Right Arm, 4:Left Leg, 5:Right Leg, 6: The selected limb grows twice as long. If double 6s, roll for this effect 2 more times. This CAN chain, if the afflicted gets multiple instances of two 6s. The extra limbs last until the end of a long rest.

17-18 Tradeoff: You and a creature or object you are looking at at the time of the casting switch places for 1 turn. Then revert back.

19-20 Strange Soak: You are now soaked. Roll 1d4 to determine in what. 1:Water 2:Oil 3:Lard 4:Blood

21-22 Slickness: Your feet become near frictionless, making walking difficult for 1 minute. Your movement is halved. If you decide to take the Dash action, make a DC12 Dex save. If you fail, halfway through your journey, you slip and fall prone.

23-24 Twisted Green: Your skin becomes living plant fiber. You gain resistance to piercing damage, but vulnerability to fire damage. This ends at the start of your next turn.

25-26 Wild Locks: For the next hour, your hair becomes a different color and style every time you are out of sight from anyone, stays that way while observed, and immediately changes when you are out of sight again. You may decide the style for yourself, but at the end of an hour, your hair reverts to normal.

27-28 Temporal Tempermentalism: Until the end of your next turn, Actions become Bonus Actions, Bonus Actions can become Reactions, and Reactions become main actions.

29-30 Liftoff: You are flung 20 feet in a random direction. Roll a D10 1/N 2/NE 3/E 4/SE 5/S 6/SW 7/W 8/NW 9/UP 10/DOWN. You will sustain damage for ramming into objects, or the ceiling, as well as falling, as per falling damage rules.

31-32 Wild Luminescence: Your skin glows as though it has been gifted with the Light spell. This happens whenever you enter a dark or dimly lit place for 1d10 days.

33-34 Arcane Expression: All of your thoughts you say out loud, and when you attempt to speak, you transmit your words telepathically to one person. This lasts 1 minute.

35-36 Curdled Power: You gain the ability to turn milk directly into aged swiss cheese, AND back again for 1d20 days.

37-38 Wild Rebound: Anything you throw, fire, or even set down, will instantly return back to you with the same velocity for the next 1d8 hours.

39-40 Material Mimicry: Any constructs you see will attempt to mimic all of your actions for the next minute, and even inanimate objects seem to appear in your likeness.

41-42 Temporal Repetition: For the next minute, you MUST teleport 60ft as an action on each of your turns. Whilst doing this, you leave behind a shadow each time that repeats whatever you did before you teleported.

43-44 Wild Reshape: Roll 1d4. 1/Double in size, 2/Half in size, 3/Become gaseous as per gasious form, 4/Become petrified. The effect lasts for 1d4 rounds.

45-46 Arcane Puddle: You and all of your items begin melting into a puddle on the ground. At the start of your next turn, you climb out of the puddle, with all of your gear still in-tact. The sight is disturbing, and leaves a puddle of viscera that used to be the caster.

47-48 Hot Headed: Roll a D20. Your hair is on fire for that many rounds. It doesn't hurt, it just looks dope. And will catch anything directly above you on fire as well, including your hat, hood, or ceiling.

49-50 Arcane Swarm: A swarm of insects covers you, and the next creature you touch, regardless of time or intent. The panic causes you to move 5 feet in a random direction (1d8, 1/N 2/NE 3/E 4/SE 5/S 6/SW 7/W 8/NW), and take 1d4 piercing damage. As does the recipient of your touch.