Wilder Magic Wild Magic Rules Wild Magic Rules

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Wild Magic Rules

New ways to use Wild Magic

  1. Wild Magic Surge
  2. Wild Magic Subclasses
  3. Wild Magic Items

Wild Magic locations

Wild magic can occur in places close to magical rifts, snarls, or areas where the boundaries between the planes are weak. Some creatures such as Fey and Demons are chaotic in nature and may trigger Wild Magic effects through their actions, or cause players nearby to trigger them. In addition, some characters are particularly susceptible to wild magic effects, especially those aligned with the fey, gods of trickery and chaos, and other mischievous entities.

Wild Magic class features

Surges are most often caused by Wild Magic class features such as those found in the Wild Magic Sorcerer, Way of Wild Magic Monk, or Path of Wild Magic Barbarian. In addition, the DM can decide when one of these surges is triggered whenever it feels appropriate.

Wild Magic items

Some magic or cursed items could trigger a Wild Magic Surge when used, such as the Wand of Chaos, the Ring of problem solving, or the Iridescent Spiral, found in this book.

Messing with magic

You can consider allowing your characters to push the limits of their magical abilities and in so doing trigger a Wild Magic Surge. For example, you could allow players to attempt to cast spells at higher levels than they have access to, or try to emulate casting a spell they do not know. If they fail an Arcana check with a DC equal to 15 + the spell’s level, they fail to cast the spell and instead trigger a Wild Magic surge. Pushing the limits and stretching the rules of magic comes with unpredictable results after all…

Roleplaying a Surge

It’s recommended that a DM doesn’t read aloud the result of the surge to their players. Instead consider giving them a sense of what it feels like.

The build-up to a surge can be a migraine, a tingling, a visible manifestation of magical energy around the character, or just a sense of unease or impending dread. As the surge resolves, the effect can be described vaguely to give a sense of mystery.

A lot of surges cause spell effects, but that doesn’t mean we should just state the name of the spell that was caused by the surge, instead describe how it feels, what happens, and let your players roleplay around that description.

Surges that create a spell effect

Any Wild Magic surge that includes a spell cast is subject to the following conditions unless otherwise specified in the effect description:

Identifying spell effects

When a spell is cast by a Wild Magic surge, any character can make an Intelligence (Arcana) check with their reaction or action to attempt to identify the spell. The DC to do so equals 15 + the spell’s level. If the spell is cast as a class spell and the character is a member of that class, the check is made with advantage.

Canceling spell effects

When a Spell is cast via a Wild magic effect that has a duration longer than one round the player who triggered the surge can spend an action to attempt to roll 11-20 on a d20 to cancel the spell. Nothing can modify this roll. This only applies to Wild magic results that are described explicitly as using a spell or gaining the effect of a spell and can only be attempted by players whose characters have first correctly identified the spell that has been cast.

Related Documents

Wild Magic Subclasses

  1. Wild Magic

    Now even wilder

    Presented as a modified version of the Wild Magic Sorcerous origin published by Wizards of the Coast. These changes are designed to increase the frequency of Wild Magic surges.

    Subclass sorcerer
  2. Way of Wild Magic

    Become one with chaos

    Some Monks reject a life of discipline and rigidity, instead choosing to embrace the chaos of Wild Magic. Monks who follow the Way of Wild Magic accept the inherent instability of the multiverse.

    Subclass monk

Wild Magic Items

  1. Wand of Chaos

    Abracadabra!

    This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the Chaos Bolt or Chromatic Orb spells from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

    The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, the wand has a 50% chance to instantly disappear.

    Each time you expend one or more charges from this wand, roll on the Wild Magic Surge table.

    Item rare wand
  2. Ring of Problem Solving

    Careful what you wish for

    Any attempts made to identify this item reveal it to be a Ring of Three Wishes with one charge remaining.

    While wearing this ring, you can use an action to cast the wish spell from it. No matter what you wish for, the result is a Wild Magic Surge.

    When you use the last charge the ring loses its magic and becomes an ordinary silver ring worth 10gp.

    Item rare ring
  3. Iridescent Spiral

    Contaminated with spirals

    This polished spiral shell has fluctuating patterns of color that ripple over its surface. If you spend 1 minute looking at the spiral, you gain a supernatural clarity of mind that allows you to make ability checks, saving throws, and attack rolls with advantage for the next hour. You can only gain this effect once per day.

    Curse
    This item is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with it. Whenever you miss a creature with an attack, you must then roll on the Wild Magic Surge
    Item rare wondrous item

~ Written by a Human Being ~

This entry last updated Nov 20 2024

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