Choose a creature within range. It must make an Intelligence saving throw. If it succeeds, the spell has no effect. A creature can choose to fail if it wants to be targeted by the spell. If it fails the saving throw, the creature's magic is befuddled. Whenever that creature casts a spell of 1st-level or higher, it must roll on the Wild Magic Surge table (as found in the Player's Handbook).
A creature can repeat the saving throw at the end of each of its turns, ending the spell's effect on it on a success.
At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 60 feet of each other when you target them.
* - (a pinch of soot)
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Posted Oct 2, 2019WIld Magic surges for everyone!
I like the concept. Not sure about the spell level or current class availability. Would certainly fit certain subclasses more than others.
Perhaps specify some of the Wild Magic surge rules? (i.e. the wild magic surge effect doesn't replace the spell being cast, but is an additional effect; if the effect is a spell, it is too wild to be affected by Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration).