I made a revised wild magic chart! Overall the goal was to eliminate the more silly effects that really can break immersion or the ones that basically won’t impact gameplay at all and to change others up and add more wild things to happen!(Other than the potted plant one! We still need at least one silly effect and that one is kind of memed a lot so I kept that one) I am assuming it may be a little imbalanced so I do want some tips on how it could be improved as I may revise it more again. Also give me tips on what you like/dislike about it! :D
The revised chart:
D100
01-02 Roll on the table every round for 10 rounds (1 minute).
03-04 you see through all illusions for 1 hour as well as see invisible creatures
05-06 You create a spherical dead magic zone centered on you with a radius of 1d12 x 20 feet. The magic zone is dispelled after 1 hour.
07-08 you cast fireball as a third level spell focused on yourself.
(variant of 07-08): If you don’t want for a PC to potentially be instakilled by this than maybe have this instead do 1d10 damage to you and all creatures in a 20 ft radius.
09-10 you cast magic missile at a certain level. If you are levels 1-5 it’s a 5th level spell, 6-13 is 6th level 14-16 is 7th level and 18-20 is 8th level.
11-12 You cast your spell as usual however the damage type changes. Roll a d10 to determine the damage type. 1 is acid, 2 is cold, 3 is fire, 4 is force, 5 is lightning, 6 is necrotic, 7 is poison, 8 is radiant, 9 is thunder, and 10 is the default spell damage.
13-14 You cast confusion centered on yourself
15-16 You regain 2d4 hp per round for one minute. This becomes 3d4 at level 10.
17-18 You cast the spell Jump centered on yourself
19-20 You cast grease centered on yourself
21-22 Creatures have disadvantage on saving throws against the next spell you cast. If the next spell is a weapon attack than you instead have advantage.
23-24 Your skin turns blue for 1d4 hours. A remove curse spell can end the effect.
25-26 A spectral object appears within 5 feet of you. You see what this object sees like it’s an eye. Time stops for 1 round. You can only think when time has stopped and cannot move. You can command the eye to leave your forehead and move around. The eye sees through all illusions, has a movement speed of 140 feet of flying, but cannot dash.
27-28 For the next minute all of your spells that have a casting time of one action have a casting time of one bonus action.
29-30 You teleport to an unoccupied point within 60 feet of your choice that you can see.
31-32 You enter the astral plane until the end of your next turn.
33-34 You feel a rush of arcane energy within your body. The damage of the next 2 spells you cast is maximized.
35-36 You and all creatures within a 30 feet radius sphere have all magical effects that require concentration dispelled from you.
37-38 Uncontrollable magic surrounds your body. All creatures that are not you in a 15 ft radius sphere take 2d10 force damage. This damage becomes 3d10 at 6th-11th level and 4d10 at 12th-20th level. You are knocked prone on the ground due to the power of the magic.
39-40 You regain 2d10 hit points. This becomes 3d10 at 7th level and 4d10 at 12th level.
41-42 You turn into a potted plant for the next turn. While you are a plant, you have vulnerability to all damage. If you drop to 0 hit points your form reverts ad the pot breaks.
43-44 For the next minute you can teleport 20 feet as a bonus action.
45-46 You cast levitate on yourself
47-48 You gain immunity to a random form of damage for one minute. Roll a d10 to see what it is. 1 is acid, 2 is cold, 3 is fire, 4 is force, 5 is lighting, 6 is necrotic, 7 is poison, 8 is radiant, 9 is thunder, and 10 is bludgeoning, piercing, and slashing.
49-50 Magic energy swarms around your legs. You become restrained for one round as the energy lashes out like tendrils at 2 or less enemies of your choice within 30 feet of you. The enemy must make a dexterity saving throw or take 2d10 force damage. No matter what the enemies get restrained if they are large of smaller. The force damage becomes 3d10 at 8th level.
51-52 Magic energy protects you for the next 10 rounds (1 minute) granting you a plus 2 to AC and immunity to magic missile
53-54 For the next 2 rounds and the remainder of the round after you gain this effect, all creatures within a 10 feet radius sphere of you are pushed away from you by 5 feet when they get in the sphere.
55-56 You cast your highest level spell that you can cast currently at what you were targeting with the spell you were initially casting. If you are in combat then it must be your highest level spell, but if you are not, you have the time to focus that arcane energy and cast your highest spell that does not deal damage if you choose.
57-58 Any flammable object that is not being worn of carried lights on fire that you touch with your hands. If you touch a creature you have the option to deal 1d10 fire damage to them.
59-60 You regain your lowest level spell slot
61-62 You cast thunderwave at whatever level of a slot you expended previously. However you have the option to instead of center it on yourself, center it on an a creature. That enemy takes the effects of the damage of the spell. You take no effect from the spell.
63-64 You cast Fog Cloud centered on yourself.
65-66 Up to three creatures within 30 feet of you take 4d10 lightning damage
67-68 The spell you cast imposes advantage on the saving throw against it or has disadvantage on the attack roll.
69-70 You and all creatures within 30 feet of you become invisible. The invisibility remains as long as you have concentration on the effect which starts when this effect happens.
71-72 You cast mage armor on yourself
73-74 The creature you centered your spell on gets poisoned for 1d4 hours
75-76 You glow with a bright light for 1 minute. Any creature that ends it’s turn within 5 feet of you is blinded until the end of it’s next turn.
77-78 You gain a +5 to your armor class for the next 2 rounds.
79-80 Tiny Illusory objects that relate to you in some way float around you for 1 minute
81-82 You cast your spell and can take one action immediately.
83-84 Each creature within 10 feet of you take 1d10 necrotic damage. You gain hit points equivalent to that damage.
85-86 You cast the spell Mirror Image
87-88 You cast the spell Fly centered on yourself
89-90 You become invisible for the next minute. During that period nothing can hear you. You are not invisible any more if you attack or cast a spell.
91-92 If you die within the next minute, you come back to life via the Reincarnate spell.
93-94 An enemy of your choice becomes frozen in ice and becomes restrained for 2 rounds if it is size medium or smaller. The creature takes 2d10 cold damage no matter what.
95-96 You fall unconscious however stable for the next minute. However all enemies within a 60 feet cube centered on you take damage equivalent to the spell that you have with the highest damage output with the type of damage that the spell deals.
97-98 An ally of your choice heals 3d10 hit points.
You can still screw your party over with the effects. As long as that's a thing, I will hate WM sorcerers, not play at a table that has them, and ban them from any game I run.
Rollback Post to RevisionRollBack
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
You can still screw your party over with the effects. As long as that's a thing, I will hate WM sorcerers, not play at a table that has them, and ban them from any game I run.
Yeah, but then that would eliminate a lot of fun from the game. Maybe instead of being angry at the dice then embrace the effects even if they are bad as it may make something memorable. This chart does have less negative effects though. I’d say the dead magic zone, the plant and the fireball and grease spells centered on yourself are the only 4 truely negative ones. Others are more alone the lines of neutral where they effect things in good/bad ways. Plus you could always make your own wild charts if you dislike the current ones if you dislike party screwing effects that have an absurdly rare chance of happening.
Wild magic never was made to buff the subclass but as a fun and unpredictable mechanic. I get why you dislike the class 100% and appreciate that opinion. :D
Idea: Maybe change the fireball and grease to be centered on an enemy of the player’s choice instead and the dead magic zone to be centered on an enemy of the player’s choice and make it smaller. You could change the only silly remaining effect, the dreaded potted plant into an enemy changing into a plant. There are some neutral ones that could be against party and enemies like the hp drain effect and the damaging sphere one which could be changed to only be enemies. These are some ideas to edit the negative/potentially negative effects that I think you may see as gamebreaking to hopefully make you like this a little more! :D
Being blown up by other's people "random fun" is not fun. I've been shafted too many times by wild magic to ever play at a table with one again. From an RP perspective, why would my character be hanging out with someone who's eventually going to suicide bomber you with some area effect? There'd have to be some really good backstory reason for me to be there; if it's some random PC that I met in an inn, answering a flyer for work? Nope, I'm out.
I totally get why people /like/ playing them. One of the guys in my group /loves/ that RNG factor. I'm totally cool with him turning himself blue, or turning into a potted plant; those are things that impact him. If I don't pick the class though, I shouldn't have to suffer (and that's what it is) the impact to my fun. I spent entire sessions waiting for the shoe to drop to the point that the session is un-fun for me, because my butt got blown up in second edition by wild magic way back when. I knew what was coming and in the second session with the 5e WMS, BAM AOE grease. There it is.
Now I'm just to the point that I simply will not play with them while they have AOE effects centered on themselves. I won't play with the wild soul barbarian if that makes it in for the same reason. For an ADL game, I would simply pack up my things and leave because no DND is better than bad DND and Wild Magic as presently implemented is bad DND.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
To post a comment, please login or register a new account.
I made a revised wild magic chart! Overall the goal was to eliminate the more silly effects that really can break immersion or the ones that basically won’t impact gameplay at all and to change others up and add more wild things to happen!(Other than the potted plant one! We still need at least one silly effect and that one is kind of memed a lot so I kept that one) I am assuming it may be a little imbalanced so I do want some tips on how it could be improved as I may revise it more again. Also give me tips on what you like/dislike about it! :D
The revised chart:
D100
You can still screw your party over with the effects. As long as that's a thing, I will hate WM sorcerers, not play at a table that has them, and ban them from any game I run.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
Yeah, but then that would eliminate a lot of fun from the game. Maybe instead of being angry at the dice then embrace the effects even if they are bad as it may make something memorable. This chart does have less negative effects though. I’d say the dead magic zone, the plant and the fireball and grease spells centered on yourself are the only 4 truely negative ones. Others are more alone the lines of neutral where they effect things in good/bad ways. Plus you could always make your own wild charts if you dislike the current ones if you dislike party screwing effects that have an absurdly rare chance of happening.
Wild magic never was made to buff the subclass but as a fun and unpredictable mechanic. I get why you dislike the class 100% and appreciate that opinion. :D
Idea: Maybe change the fireball and grease to be centered on an enemy of the player’s choice instead and the dead magic zone to be centered on an enemy of the player’s choice and make it smaller. You could change the only silly remaining effect, the dreaded potted plant into an enemy changing into a plant. There are some neutral ones that could be against party and enemies like the hp drain effect and the damaging sphere one which could be changed to only be enemies. These are some ideas to edit the negative/potentially negative effects that I think you may see as gamebreaking to hopefully make you like this a little more! :D
Being blown up by other's people "random fun" is not fun. I've been shafted too many times by wild magic to ever play at a table with one again. From an RP perspective, why would my character be hanging out with someone who's eventually going to suicide bomber you with some area effect? There'd have to be some really good backstory reason for me to be there; if it's some random PC that I met in an inn, answering a flyer for work? Nope, I'm out.
I totally get why people /like/ playing them. One of the guys in my group /loves/ that RNG factor. I'm totally cool with him turning himself blue, or turning into a potted plant; those are things that impact him. If I don't pick the class though, I shouldn't have to suffer (and that's what it is) the impact to my fun. I spent entire sessions waiting for the shoe to drop to the point that the session is un-fun for me, because my butt got blown up in second edition by wild magic way back when. I knew what was coming and in the second session with the 5e WMS, BAM AOE grease. There it is.
Now I'm just to the point that I simply will not play with them while they have AOE effects centered on themselves. I won't play with the wild soul barbarian if that makes it in for the same reason. For an ADL game, I would simply pack up my things and leave because no DND is better than bad DND and Wild Magic as presently implemented is bad DND.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha