I went over the new Wild Magic Sorcery Table and was very confused as to what would actually happen on some of the rolls.
01- 04 makes you roll on the wild magic table at the beginning of each turn. Does this mean, because I can only roll once per turn that I essentially can't roll when I want to anymore? And if I ignore this result on subsequent turns does that mean nothing happens that turn if I roll this again or do I have to roll again for a different result? And if I am not in combat turns, will I just have to roll rapid fire for every six seconds, a total of 10 times all in a row?
09-12. Is this the same out of combat? I just rapid fire in the next minute regain 5 hp for a total of 50 hp?
13-16. The saving throws are plural, but the spell is singular so if I cast a long lasting spell that makes enemies save repeatedly, even if the spell lasts longer than a minute, the enemy has disadvantage right?
57-60. Some of the spells have more details, but most don't. What spell level is this random spell cast? Lowest level right? Or your highest spell slot level? In which case, does it USE a spell slot? Probably the former I guess, but it's annoying that it doesn't specify, though I can infer. Mostly I just wanna know even though the spell is random, if it doesn't say otherwise, do you get to choose where the spell lands (like with fireball?)? I would take this as a given normally, but considering it's supposed to be random and you can't use Metamagic, and what I know of how it worked in the 2014 version, it feels weird to assume that I can just plonk that fireball spell wherever I want it.
93-96. When a creature moves more than 30 ft away from me does their vulnerability vanish and when a creature moves within 30 feat they gain the vulnerability, or is it the set creatures that were near me when this roll was enacted have it for a minute along with me and moving closer or further away makes no difference?
These are just the few questions I came up with on a preliminary look through. I had to read through a couple of others multiple times before I felt I had a grasp on how they were used, too. And I bet more questions would come up in gameplay that'll just end up falling on the DM to answer.
I went over the new Wild Magic Sorcery Table and was very confused as to what would actually happen on some of the rolls.
01- 04 makes you roll on the wild magic table at the beginning of each turn. Does this mean, because I can only roll once per turn that I essentially can't roll when I want to anymore? And if I ignore this result on subsequent turns does that mean nothing happens that turn if I roll this again or do I have to roll again for a different result? And if I am not in combat turns, will I just have to roll rapid fire for every six seconds, a total of 10 times all in a row?
09-12. Is this the same out of combat? I just rapid fire in the next minute regain 5 hp for a total of 50 hp?
13-16. The saving throws are plural, but the spell is singular so if I cast a long lasting spell that makes enemies save repeatedly, even if the spell lasts longer than a minute, the enemy has disadvantage right?
57-60. Some of the spells have more details, but most don't. What spell level is this random spell cast? Lowest level right? Or your highest spell slot level? In which case, does it USE a spell slot? Probably the former I guess, but it's annoying that it doesn't specify, though I can infer. Mostly I just wanna know even though the spell is random, if it doesn't say otherwise, do you get to choose where the spell lands (like with fireball?)? I would take this as a given normally, but considering it's supposed to be random and you can't use Metamagic, and what I know of how it worked in the 2014 version, it feels weird to assume that I can just plonk that fireball spell wherever I want it.
93-96. When a creature moves more than 30 ft away from me does their vulnerability vanish and when a creature moves within 30 feat they gain the vulnerability, or is it the set creatures that were near me when this roll was enacted have it for a minute along with me and moving closer or further away makes no difference?
These are just the few questions I came up with on a preliminary look through. I had to read through a couple of others multiple times before I felt I had a grasp on how they were used, too. And I bet more questions would come up in gameplay that'll just end up falling on the DM to answer.
You're right that there's a lot of vagueness there, though I think some of your questions do have well-defined answers:
1-4. It doesn't say anywhere that you can only roll on the table once per turn. The main Wild Magic feature says that once per turn when you cast a Sorcerer spell with a spell slot you can roll to see if there's a surge; that has no impact on rolls made under other circumstances. The question of what happens to this when you're not in Initiative time is a good one; as a DM I might be inclined to say that this sort of thing happening kind of puts you into Initiative time the way that combat would.
9-12. Sure. I don't know how else one could interpret that, if you're willing to have any of this happen outside Initiative order at all (see above).
13-16. Yes, that's correct, though I'm not sure there are any spells that offer repeated save attempts that last longer than a minute.
57-60. Spells cast this way don't use a spell slot, and spells cast without a spell slot are always cast at the minimum level. That's a fundamental part of the spellcasting rules, which is why it's not repeated everywhere. If the target isn't specified, then you specify the target; again, that's the general spellcasting rules not being overridden.
93-96. I agree that's worded in a very ambiguous way. I'd be inclined to rule that since you, the Sorcerer, are the source of the effect, it emanates from you and only applies when a creature is actually within 30 feet of you. But that's just my opinion.
I went over the new Wild Magic Sorcery Table and was very confused as to what would actually happen on some of the rolls.
01- 04 makes you roll on the wild magic table at the beginning of each turn. Does this mean, because I can only roll once per turn that I essentially can't roll when I want to anymore? And if I ignore this result on subsequent turns does that mean nothing happens that turn if I roll this again or do I have to roll again for a different result? And if I am not in combat turns, will I just have to roll rapid fire for every six seconds, a total of 10 times all in a row?
09-12. Is this the same out of combat? I just rapid fire in the next minute regain 5 hp for a total of 50 hp?
13-16. The saving throws are plural, but the spell is singular so if I cast a long lasting spell that makes enemies save repeatedly, even if the spell lasts longer than a minute, the enemy has disadvantage right?
57-60. Some of the spells have more details, but most don't. What spell level is this random spell cast? Lowest level right? Or your highest spell slot level? In which case, does it USE a spell slot? Probably the former I guess, but it's annoying that it doesn't specify, though I can infer. Mostly I just wanna know even though the spell is random, if it doesn't say otherwise, do you get to choose where the spell lands (like with fireball?)? I would take this as a given normally, but considering it's supposed to be random and you can't use Metamagic, and what I know of how it worked in the 2014 version, it feels weird to assume that I can just plonk that fireball spell wherever I want it.
93-96. When a creature moves more than 30 ft away from me does their vulnerability vanish and when a creature moves within 30 feat they gain the vulnerability, or is it the set creatures that were near me when this roll was enacted have it for a minute along with me and moving closer or further away makes no difference?
These are just the few questions I came up with on a preliminary look through. I had to read through a couple of others multiple times before I felt I had a grasp on how they were used, too. And I bet more questions would come up in gameplay that'll just end up falling on the DM to answer.
You're right that there's a lot of vagueness there, though I think some of your questions do have well-defined answers:
1-4. It doesn't say anywhere that you can only roll on the table once per turn. The main Wild Magic feature says that once per turn when you cast a Sorcerer spell with a spell slot you can roll to see if there's a surge; that has no impact on rolls made under other circumstances. The question of what happens to this when you're not in Initiative time is a good one; as a DM I might be inclined to say that this sort of thing happening kind of puts you into Initiative time the way that combat would.
9-12. Sure. I don't know how else one could interpret that, if you're willing to have any of this happen outside Initiative order at all (see above).
13-16. Yes, that's correct, though I'm not sure there are any spells that offer repeated save attempts that last longer than a minute.
57-60. Spells cast this way don't use a spell slot, and spells cast without a spell slot are always cast at the minimum level. That's a fundamental part of the spellcasting rules, which is why it's not repeated everywhere. If the target isn't specified, then you specify the target; again, that's the general spellcasting rules not being overridden.
93-96. I agree that's worded in a very ambiguous way. I'd be inclined to rule that since you, the Sorcerer, are the source of the effect, it emanates from you and only applies when a creature is actually within 30 feet of you. But that's just my opinion.
pronouns: he/she/they
really specific, ty
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