Wild Magic

Though many spellcasters like to consider their use of magic a science, the effects of magic are not always easy to predict. Wild, uncontrolled magic sometimes surges as a side effect of spellcasting or magical experimentation. Wild magic can be used in any situation where magic might cause randomness and chaotic effects. When a character casts a spell or takes an action that could trigger a surge of wild magic (see Implementing Wild Magic below), roll on Table: Wild Magic Surge.   Roll to determine the surge effect before the spell is cast, but apply the effect after the spell is cast unless it alters the spell itself in some way (such as changing the effective caster level). Any reference on the table to the spell or the spell’s level applies to the spell being cast, supernatural ability being used, or magic item effect being activated. Similarly, any reference to the caster applies to the character who triggers the surge. If an effect requires a caster level, use the caster’s full character level.   If the wild magic surge effect you roll isn’t possible due to the nature of the spell or effect, roll instead on Table: Universal Surge Effects. A wild magic surge effect doesn’t allow a saving throw, even if it’s replicating a spell that normally would, and any effect that would normally have a limit on the amount of Hit Dice it can affect ignores that limit. Higher results on the table are more likely to be beneficial, so a GM might give a bonus or penalty on the check if an action would alter how likely it is that the wild magic surge would be helpful.  

Causes of Wild Magic

Boost Casting

Also refered to simply as "wild magiking", boost casting refers to any attempt to push magic beyond normal limits. The most common occurance is when a caster attempts to apply the effects of a meta magic feat they know without altering the spell level and/or casting time of the spell. To do so, she must attempt a caster level check with a DC equal to 10 + the spell’s level + 5 for every increase in spell level the metamagic feat would normally cause. If she succeeds, her spell gains the metamagic feat’s benefit and she causes a wild magic surge. If she fails, she still rolls on Table: Wild Magic Surge, but subtracts from the result a number equal to the amount by which she failed the check.   This method of casting can also be used to push spells beyond their normal bounds. This can be done to emulate the effects of a metamagic feat which the caster does not know or to change some aspect of the spell such as target type. As an example, boosting enlarge person (which only targets humanoids) to affect a different creature type. When emulating an unknown metamagic spell, the effective spell level increase is two higher. When pushing a spell beyond its bounds, the GM determines what the effective spell level adjustment is. In both case, resolve the caster level check and wild magic surge as detailed above.

Planar effects

Some planes have effects which cause a wild magic surge to occur any time magic is used. These may even impart unique effects to the wild magic encountered there. Whenever a spell, spell-like ability, or supernatural ability is used in such a place roll on Table: Wild Magic Surge. Apply the effect as normal.

Table: Wild Magic Surge

d%Surge Effect
01–02The caster takes 1d6 points of damage per spell level.
03–04The caster is affected by a slow spell for 5 rounds.
05The spell takes effect at a random location within the spell’s range.
06The caster is confused for 1 round (as confusion).
07The caster takes 1 point of Constitution bleed.
08The caster takes 1 point of ability bleed that matches her spellcasting ability score (determine randomly if the creature isn’t a spellcaster).
09–10The caster is staggered for 1 round.
11–12The spell deals half as much damage as normal.
13The caster takes 1d4 points of bleed damage.
14The caster becomes moderately drosy for 2d4 minutes.
15–16The caster can’t cast or concentrate on spells for 1 round.
17The caster is affected by reduce person for 1 minute.
18–19The caster becomes sickened for 5 rounds.
20A zone of truth appears, centered on the caster.
21–29The caster is affected as if targeted by the spell.
30–32All targets of the spell are affected by lesser restoration.
33–38All targets of the spell are healed of 1d8+1 points of damage. This is a positive energy effect.
39–43The spell’s area or the targets of the spell become affected by silence for 3 rounds.
44–50All targets of the spell become invisible for 1 round (as invisibility).
51–58The area of the spell is filled with daylight. Creatures in the area must make a Fortitude save against DC 13 or be blinded for 1 round.
59–64A shatter spell affects a 5-foot radius around each target of the spell (or the spell’s area).
65–71The spell’s area is coated in grease.
72–74One random tree or animal targeted by the spell or in the spell’s area is affected by awaken.
75–78An instrument appears adjacent to each target (as summon instrument).
79–80Every door within 100 feet of the caster is affected by a knock spell.
81–83The caster teleports to a square of her choice adjacent to the spell’s target or within the spell’s area.
84–86The next spell targeting the caster is turned back, as spell turning.
87–90The caster gains 2d6 temporary hit points that last 1 hour and don’t stack with any other temporary hit points.
91–92A random creature from the summon monster I list is summoned in a square adjacent to the caster. It is under the caster’s control.
93–95The caster is affected by tongues for 10 minutes.
96–97The caster is affected by haste for 5 rounds.
98The spell is extended.
99The spell is maximized.
100The spell slot used to cast the spell is not expended.
  Table: Universal Surge Effects
d%Surge Effect
01–20The caster takes 1d6 points of damage that can’t be prevented in any way.
21–80The caster is affected by faerie fire for 1 round.
81–100The caster gains 1d6 temporary hit points that last for 1 hour. These don’t stack with other temporary hit points.

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