Really depends on why you have that power. Sure, your sorcerer may have been born with magic due to no reason at all, but nobody said any magical powers granted by a dragon must lead to Draconic Bloodline. If you were blessed after birth, it's probably not in your blood, right? In that case, Dragon's Breath could fit.
Anyway, Chaos Bolt is the only Sorcerer-exclusive spell and literally has the word 'Chaos' in it, so it's pretty self-explanatory. I could also see Thunderclap as a good Wild Magic spell if your character claps often and sometimes activates it by accident (also good for Storm Sorcery). Shield is also good, just flavour it as instinctively raising your hands to block the attack and unintentionally your magical powers activated to do just that. Anything can be flavoured if you take a moment to think about it. Misty Step is good too. If you don't think you'll need the spell slots for this day, just teleport randomly from time to time and claim it was a mistake. Polymorph is fantastic, as long as you always claim it was not what you were trying to do.
Generally it is accepted that if you want to surge often you should use attack spells over save spells. So you can use tides of chaos to gain advantage then surge immediately after to refresh it.
There is some weirdness where you could potentially surge to cast fireball or polymorph on yourself. Then counterspell yourself gain advantage on the roll and then surge again.
Generally it is accepted that if you want to surge often you should use attack spells over save spells. So you can use tides of chaos to gain advantage then surge immediately after to refresh it.
There is some weirdness where you could potentially surge to cast fireball or polymorph on yourself. Then counterspell yourself gain advantage on the roll and then surge again.
From my understanding, Surge is not done at will, but at the prompting of the DM, is that correct? So you couldn't necessarily use tides of chaos and then immediately use surge unless you DM says you can.
I mean Chaos Bolt and similar can fit well with the randomness aspect, but keep in mind that Wild Magic Surges only happen occassionally; you're not a sorcerer with no control over their powers at all, you're one who can occasionally have unexpected surges in that power.
So it really depends on the character; you can play a Wild Magic sorcerer as a bomb that could go off at any moment, or you could be a perfectly cool and composed sorcerer most of the time who just has the occasional accident because they're too powerful for their own good.
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Generally it is accepted that if you want to surge often you should use attack spells over save spells. So you can use tides of chaos to gain advantage then surge immediately after to refresh it.
There is some weirdness where you could potentially surge to cast fireball or polymorph on yourself. Then counterspell yourself gain advantage on the roll and then surge again.
From my understanding, Surge is not done at will, but at the prompting of the DM, is that correct? So you couldn't necessarily use tides of chaos and then immediately use surge unless you DM says you can.
You are correct but since the number of times you surge directly affects your granted advantage(the only direct benefit of the subclass) any dm who Essentially takes away an Use of your abilities is undermining the spirit of the class. The only time it should be denied is if it has the potential to drastically harm the Campaign or other pc's fun. That should be a rare occurrence. If a dm dosen't want me surging I don't want to play a wild mage with that dm.
No DM should let you surge at will, to avoid abusing this ability. On the other hand, you're right that not surging enough makes the subclass useless and not fun to play. A great way to handle it that many use is that you roll the d20 on every 1st or higher levelled spell, activate on 1 (instead of the DM asking you to roll occasionally). As for the Tides of Chaos, it activates the next time you cast a spell of level 1 or higher.
This is basically going RAW on the rules, but the DM always asks you to roll the d20 when he can, or the d100 if you used Tides.
This should only be done if your party is ready to deal with the surges. After all, you might cast Fireball in the middle of the team when you're all 1st level and everyone dies immediately. Not a fun ending to the campaign.
Generally it is accepted that if you want to surge often you should use attack spells over save spells. So you can use tides of chaos to gain advantage then surge immediately after to refresh it.
There is some weirdness where you could potentially surge to cast fireball or polymorph on yourself. Then counterspell yourself gain advantage on the roll and then surge again.
This is not exactly RAW, or not phrased well. The RAW is that you cast Fireball and you surged (whether because you rolled a 1 or because of Tides). The Fireball must be cast at level 4 or higher. Since the Fireball is above level 3, you need to make a check. You can use Tides on it to gain an advantage. Now, the next time you cast a spell of level 1 or higher, the DM can ask you to roll on the Wild Magic table. If you go by the variant above, you will automatically roll it, but still only on the next time.
You can surge twice if you roll the d20 for a wild magic surge on the Counterspell and roll a 1. This is up to chance though.
No DM should let you surge at will, to avoid abusing this ability. On the other hand, you're right that not surging enough makes the subclass useless and not fun to play. A great way to handle it that many use is that you roll the d20 on every 1st or higher levelled spell, activate on 1 (instead of the DM asking you to roll occasionally). As for the Tides of Chaos, it activates the next time you cast a spell of level 1 or higher.
If you mean surging every time a spell is cast means "at will". I agree. If you mean the dm should deny a use even when there is no reason except denying player surge predictability then I strongly disagree.
However, I don't believe surging every time possible is the same as at will. If a player is deliberately preforming An "action loop" so they need to refresh tides/auto surge every time they cast a spell then they should get 1 advantage per spell slot. A rouge needs to setup his sneak (via BA hide or teamwork) And a wild magic sorcerer needs to setup his surges (via tides refresh) Both should be getting to use their abilities 80-95% of the time.
As for the Counter spell Discussion, Both tides of chaos and wild magic surge use the word "after". Counter spell forces you to make a check as part of its casting. The surge would happen after that is resolved because the spell would then be finished after the check. I still think it applies but am not going to argue if a dm denies it under those circumstances.
The only problem is if to casting counter spell on yourself on a surged fireball Because its a 3rd slot but polymorph and confusion should work.
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What are some thematically appropriate spells for a wild sorcerer (Blink or Prismatic Spray, for example)?
Chaos bolt, Color Spray, Prismatic Spray, Anything else related to color, Polymorph...
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literraly anything with an attached random table
a lot of transmutation spells
spells of a variety damage types
chromatic orb
luck themed spells
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Really depends on why you have that power. Sure, your sorcerer may have been born with magic due to no reason at all, but nobody said any magical powers granted by a dragon must lead to Draconic Bloodline. If you were blessed after birth, it's probably not in your blood, right? In that case, Dragon's Breath could fit.
Anyway, Chaos Bolt is the only Sorcerer-exclusive spell and literally has the word 'Chaos' in it, so it's pretty self-explanatory.
I could also see Thunderclap as a good Wild Magic spell if your character claps often and sometimes activates it by accident (also good for Storm Sorcery). Shield is also good, just flavour it as instinctively raising your hands to block the attack and unintentionally your magical powers activated to do just that. Anything can be flavoured if you take a moment to think about it. Misty Step is good too. If you don't think you'll need the spell slots for this day, just teleport randomly from time to time and claim it was a mistake.
Polymorph is fantastic, as long as you always claim it was not what you were trying to do.
Varielky
Generally it is accepted that if you want to surge often you should use attack spells over save spells. So you can use tides of chaos to gain advantage then surge immediately after to refresh it.
There is some weirdness where you could potentially surge to cast
fireballor polymorph on yourself. Then counterspell yourself gain advantage on the roll and then surge again.From my understanding, Surge is not done at will, but at the prompting of the DM, is that correct? So you couldn't necessarily use tides of chaos and then immediately use surge unless you DM says you can.
Whatever you want 😝
I mean Chaos Bolt and similar can fit well with the randomness aspect, but keep in mind that Wild Magic Surges only happen occassionally; you're not a sorcerer with no control over their powers at all, you're one who can occasionally have unexpected surges in that power.
So it really depends on the character; you can play a Wild Magic sorcerer as a bomb that could go off at any moment, or you could be a perfectly cool and composed sorcerer most of the time who just has the occasional accident because they're too powerful for their own good.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
You are correct but since the number of times you surge directly affects your granted advantage(the only direct benefit of the subclass) any dm who Essentially takes away an Use of your abilities is undermining the spirit of the class. The only time it should be denied is if it has the potential to drastically harm the Campaign or other pc's fun. That should be a rare occurrence. If a dm dosen't want me surging I don't want to play a wild mage with that dm.
No DM should let you surge at will, to avoid abusing this ability. On the other hand, you're right that not surging enough makes the subclass useless and not fun to play. A great way to handle it that many use is that you roll the d20 on every 1st or higher levelled spell, activate on 1 (instead of the DM asking you to roll occasionally). As for the Tides of Chaos, it activates the next time you cast a spell of level 1 or higher.
This is basically going RAW on the rules, but the DM always asks you to roll the d20 when he can, or the d100 if you used Tides.
This should only be done if your party is ready to deal with the surges. After all, you might cast Fireball in the middle of the team when you're all 1st level and everyone dies immediately. Not a fun ending to the campaign.
This is not exactly RAW, or not phrased well. The RAW is that you cast Fireball and you surged (whether because you rolled a 1 or because of Tides). The Fireball must be cast at level 4 or higher. Since the Fireball is above level 3, you need to make a check. You can use Tides on it to gain an advantage. Now, the next time you cast a spell of level 1 or higher, the DM can ask you to roll on the Wild Magic table. If you go by the variant above, you will automatically roll it, but still only on the next time.
You can surge twice if you roll the d20 for a wild magic surge on the Counterspell and roll a 1. This is up to chance though.
Varielky
If you mean surging every time a spell is cast means "at will". I agree. If you mean the dm should deny a use even when there is no reason except denying player surge predictability then I strongly disagree.
However, I don't believe surging every time possible is the same as at will. If a player is deliberately preforming An "action loop" so they need to refresh tides/auto surge every time they cast a spell then they should get 1 advantage per spell slot. A rouge needs to setup his sneak (via BA hide or teamwork) And a wild magic sorcerer needs to setup his surges (via tides refresh) Both should be getting to use their abilities 80-95% of the time.
As for the Counter spell Discussion, Both tides of chaos and wild magic surge use the word "after". Counter spell forces you to make a check as part of its casting. The surge would happen after that is resolved because the spell would then be finished after the check. I still think it applies but am not going to argue if a dm denies it under those circumstances.
The only problem is if to casting counter spell on yourself on a surged fireball Because its a 3rd slot but polymorph and confusion should work.