so then this is the definitive table:

1)Wild Magic Surge - Magic Weapon - 1d4 force and always make critical hits until next long rest that effects everyone around you unknown range.
2)Wild Magic Surge - every spell you cast for the next Turn will return Sorc points based on spell level.
3)Wild Magic Surge - casts Blur on everyone in 9M
4) Wild Magic Surge - Spells of 1st level or higher will heal those within 3M for 1d4 per level.
5) Wild Magic Surge - Casts Invisibility on everyone 6m
6) Wild Magic Surge - Fog cloud centered on you.
7) Wild Magic Surge - when you cast a spell including cantrips you and your spell target will swap places.
8) Wild Magic Surge - Summon a mephit that is hostile to everyone
9) Wild Magic Surge - Until the end of your next turn you can use a bonus action to teleport 30 ft.
10) Wild Magic Surge - Set everyone around you on fire? Unknown range.
11) Wild Magic Surge - Keep surging?

I would like more clarification on number 11 and any ranges missing.


Blackheifer