Much like shadow magic,
Wild Magic typically is not carried within a bloodline, at least not per se. It generally manifests in those with some other as yet untapped latent magical talent who are staring death or total ruin in the face, or who undergo major mental trauma. The overwhelming surge of emotion and adrenaline this releases may trigger the "corruption" of that latent magic into wild magic, which flares out instinctively to save its bearer. Wild Magic also manifests more commonly since the Daemon Winter due to the influence of the new god
Embrys, and those conceived or born when the Copper Moon is full are more likely to develop such powers.
Wild Mage is a
Sorcerer subclass from the PHB. It functions as printed, except as noted below.
I'm not comfortable with your defining class features, as published, only going off by DM fiat when I remember or feel like invoking them. So I am changing Wild Magic Surge and Tide of Chaos to have defined rules for when they apply and to be more subject to player control. The change to Wild Magic Surge also governs when casters of other classes or origins are subject to wild magic surges within a wild magic zone in the world, and for clerics of the gods
Embrys or
Idaedon, who also use wild magic.
Wild Spells
Unlike other sorcerers, you don't get a defined list of bonus spells. Instead, you simply know a bonus cantrip and one more spell at each spell level you have access to, from 1st through 9th. However, for these bonus spells you must roll twice in front of the DM as if randomly determining a spell scroll treasure drop of that spell level, and then choose between the two spells so rolled, which can be from any spell list. Unlike the bonus spells of other sorcerers, one of these bonus spells can be "retrained" each time you gain a level if you so choose, but you repeat this process to randomly determine which spells you choose from to replace the forgotten spell.
Spells Known
Instead of picking spells of your choice from only the sorcerer spell list, you can leave your "regular" sorcerer spells known up to chance as described above for Wild Spells. This potentially allows you to gain spells from any spell list, at the cost of these spells being randomly determined. You can make this choice independently for each spell you learn. When you retrain a spell at level up, you can choose whether to pick from the sorcerer list or roll randomly. The rolls for any spells you choose to learn randomly must happen in front of the DM.
Wild Magic Surge
EVERY time you cast a non-cantrip spell, roll 1d20 + half the spell's level (rounded up). You get a Wild Magic Surge on a result of 20 or higher. See
Wild Magic for the surge tables.
(These tables will not be finished by Session Zero. I had to prioritize getting everything else finished and on the website. If we get to playing before I update the Wild Magic page, we will use the PHB Wild Magic table in the interim. Rest assured that you will not randomly
fireball your party to death at the start of the game.)
Remember that the surge is
in addition to your spell rather than
in place of your spell; and if an effect produced by the surge would normally require concentration if you had intentionally cast it, that effect instead has a duration independent of you, cannot be ended early by you, and does not require concentration.
Tide of Chaos
After you use Tide of Chaos, the next non-cantrip spell you cast will always proc a Wild Magic Surge and therefore recharge Tide of Chaos. This means you can gain advantage as much you want (up to once per turn as long as you have spells to burn), but you will consequently have to deal with surges every time you use it. A different way to think about it is that if you want the chaos of more Wild Magic Surges, use Tide of Chaos more!
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