Okay so I grew up playing Baldur's Gate (BG) and loved the wild mage. Recently one of my players wanted to be a wild magic sorcerer and I wanted to add spells known to bring it into line with the Tasha's sorcerers. I thought a cool addition would be the Nahal's reckless dweomer. I have shared the spell below in italics. If i may let me explain my 3 main thoughts/intents behind this spell
1) I wanted to give the player some control as to when the wild magic surges occur to avoid it being down to DM fiat. (1st level spell as a cost seemed suitable)
2) I wanted to replicate the original spell to a certain extent but I thought a chance, however limited, to use 1st level spell slots to cast any spell level too powerful (in the BG game you could use it to cast level 9 and 10 spells) I was also toying with being able to cast any 1st level spell, would this be better?
3) I realize that the chances of casting this spell are low. She is currently 5th level so only a 5% chance. Im thinking of adding other spells such as chaos shield that would give a flat bonus to this but any ideas to tweak would be welcome. (Bear in mind this spell would be a way to reset tides of chaos when thinking of balance)
The caster attempts to force a surge of magical energy into a semblance of a spell known to them through sheer force of will. The caster chooses any first or second level spell they have access to and then roll on the wild magic surge table. If the roll is equal to or less then the caster's level then the spell is cast and they can control the surge result to a limited fashion. (They can alter the target of the surge to a creature they are aware of within 300 feet or change the location of the surge to occur anywhere within 300 feet) If the roll is higher then the caster's level then the magical energy ignores the attempt to shape it and does what it bloody well wants. The wild magic surge is released as normal.
At higher levels. The caster can attempt to duplicate a spell equal to or one level higher then the spell cast.
Over the course of a 1-20 campaign, I've seen multiple clerics *never* succeed on a Divine Intervention roll (same mechanic of 1d100 must roll lower than character level). Of course, if you make it a 1st level spell then it will probably be used a lot more.
But, why? The caster (a wild magic SORCERER) has 'access' to their chosen spells at all times. Unless you mean the entire sorcerer spell list, then there's little point to the spell. And even then, I don't think there's any player I've played with who would most likely waste a spell slot for the off chance of casting a different spell (which would've used a spell slot anyway). Plus, wild magic is 85% fluff and nonsense. If you succeed, usually you'll just transfer ethereal butterflies floating around an enemy.
It's a thematically very cool idea; but I think without a ton of tweaking, it'll never provide the wow factor you associate with it. I might be wrong here, but it seems like that spell was designed for a video game, and not the tabletop.
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I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
Huh, I'm years late to this, but I realized while writing up a custom feat based on Chaos, I was basically just recreating Nahal's Reckless Dweomer. And then I found this thread.
My idea was along these lines: (a) spend a spell slot, and trigger a Surge. (b) if you can still cast spells after the Surge is resolved, pick any one spell of the exact same spell level; make an INT/Arcana or CHA/Arcana check. DC is 10 + 2/spell_level, but add 5 if the spell isn't on your list, and 10 if you're just making stuff up ("Magic magic, do as you will!"). If you succeed, the spell occurs. If you fail, nothing else happens. [In my campaign, the caster also takes a tiny bit of unavoidable damage just for trying, for Story reasons, but that's not relevant here.]
Gaining this ability is a Feat, so it has to be *worth* spending a Feat on. I figured your average caster's Arcana check is going to be +6 at 5th level, so they should be able to make this work for a 3rd level spell just over half the time. So you might have fly and fireball prepared, but you need dispel magic; spend the 3rd level slot, roll against DC 16 (it's on your list), and voila, instant dispel. Or maybe you needed Spirit Guardians, because reasons... DC 21 now, because that's a cleric spell. Anything else - from upcast lower-level spells (invisibility but 2 people!) to down-cast upper level spells (I need dimension door, but only 50' not 500'!) to made up stuff (I want to change the ogre into a pink gorilla with a tutu, for reasons!), DC 26.
As a Feat, this is available for any spell slot you choose. Changed into a spell, I'd say it's a "1st level spell, that duplicates 1st level effects; it can be upcast to duplicate stronger effects" (i.e. treat like Dispel Magic) and takes up a Prepared Spell slot; maybe as a prepared spell, give the caster a bonus on the DC.
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Okay so I grew up playing Baldur's Gate (BG) and loved the wild mage. Recently one of my players wanted to be a wild magic sorcerer and I wanted to add spells known to bring it into line with the Tasha's sorcerers. I thought a cool addition would be the Nahal's reckless dweomer. I have shared the spell below in italics. If i may let me explain my 3 main thoughts/intents behind this spell
1) I wanted to give the player some control as to when the wild magic surges occur to avoid it being down to DM fiat. (1st level spell as a cost seemed suitable)
2) I wanted to replicate the original spell to a certain extent but I thought a chance, however limited, to use 1st level spell slots to cast any spell level too powerful (in the BG game you could use it to cast level 9 and 10 spells) I was also toying with being able to cast any 1st level spell, would this be better?
3) I realize that the chances of casting this spell are low. She is currently 5th level so only a 5% chance. Im thinking of adding other spells such as chaos shield that would give a flat bonus to this but any ideas to tweak would be welcome. (Bear in mind this spell would be a way to reset tides of chaos when thinking of balance)
The caster attempts to force a surge of magical energy into a semblance of a spell known to them through sheer force of will. The caster chooses any first or second level spell they have access to and then roll on the wild magic surge table. If the roll is equal to or less then the caster's level then the spell is cast and they can control the surge result to a limited fashion. (They can alter the target of the surge to a creature they are aware of within 300 feet or change the location of the surge to occur anywhere within 300 feet) If the roll is higher then the caster's level then the magical energy ignores the attempt to shape it and does what it bloody well wants. The wild magic surge is released as normal.
At higher levels. The caster can attempt to duplicate a spell equal to or one level higher then the spell cast.
Over the course of a 1-20 campaign, I've seen multiple clerics *never* succeed on a Divine Intervention roll (same mechanic of 1d100 must roll lower than character level). Of course, if you make it a 1st level spell then it will probably be used a lot more.
But, why? The caster (a wild magic SORCERER) has 'access' to their chosen spells at all times. Unless you mean the entire sorcerer spell list, then there's little point to the spell. And even then, I don't think there's any player I've played with who would most likely waste a spell slot for the off chance of casting a different spell (which would've used a spell slot anyway). Plus, wild magic is 85% fluff and nonsense. If you succeed, usually you'll just transfer ethereal butterflies floating around an enemy.
It's a thematically very cool idea; but I think without a ton of tweaking, it'll never provide the wow factor you associate with it. I might be wrong here, but it seems like that spell was designed for a video game, and not the tabletop.
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
Huh, I'm years late to this, but I realized while writing up a custom feat based on Chaos, I was basically just recreating Nahal's Reckless Dweomer. And then I found this thread.
My idea was along these lines: (a) spend a spell slot, and trigger a Surge. (b) if you can still cast spells after the Surge is resolved, pick any one spell of the exact same spell level; make an INT/Arcana or CHA/Arcana check. DC is 10 + 2/spell_level, but add 5 if the spell isn't on your list, and 10 if you're just making stuff up ("Magic magic, do as you will!"). If you succeed, the spell occurs. If you fail, nothing else happens. [In my campaign, the caster also takes a tiny bit of unavoidable damage just for trying, for Story reasons, but that's not relevant here.]
Gaining this ability is a Feat, so it has to be *worth* spending a Feat on. I figured your average caster's Arcana check is going to be +6 at 5th level, so they should be able to make this work for a 3rd level spell just over half the time. So you might have fly and fireball prepared, but you need dispel magic; spend the 3rd level slot, roll against DC 16 (it's on your list), and voila, instant dispel. Or maybe you needed Spirit Guardians, because reasons... DC 21 now, because that's a cleric spell. Anything else - from upcast lower-level spells (invisibility but 2 people!) to down-cast upper level spells (I need dimension door, but only 50' not 500'!) to made up stuff (I want to change the ogre into a pink gorilla with a tutu, for reasons!), DC 26.
As a Feat, this is available for any spell slot you choose. Changed into a spell, I'd say it's a "1st level spell, that duplicates 1st level effects; it can be upcast to duplicate stronger effects" (i.e. treat like Dispel Magic) and takes up a Prepared Spell slot; maybe as a prepared spell, give the caster a bonus on the DC.