Wild Magic in Galir | World Anvil
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Wild Magic

Your innate magic comes from the forces of chaos that underlie the order of creation. You might have endured exposure to raw magic. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause. However it came to be, this magic churns within you, waiting for any outlet.  

Origin Spells

Sorcerer Level Spells
1st Chaos Bolt
3rd Mirror Image
5th Blink
7th Confusion
9th Telekinesis

Wild Magic Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic.   Once per turn, if you cast a sorcerer spell of 1st level or higher, roll a d20. If you roll a 1, roll on the Wild Magic Surge Table to create a magical effect. If that effect is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration unless stated otherwise.   Wild Magic Surge Table  

Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a short or long rest before you can use this feature again.   Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge Table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.  

Bend Luck

Starting at 6th level, you have the ability to twist fate using your wild magic.   When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.  

Controlled Chaos

At 14th level, you gain a modicum of control over the surges of your wild magic.   Whenever you roll on the Wild Magic Surge Table, you can roll twice and use either number.  

Spell Bombardment

Beginning at 18th level, the harmful energy of your spells intensifies.   When you roll damage for a spell and roll the highest number possible on any of the dice, roll those dice again and add that roll to the damage. You can use the feature only once per turn.

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