Wizard
Base Class: Wizard

Whether this unofficial school of magic was created through a desire to become the most powerful or out of sheer madness, wild magic is perhaps the most misunderstood and confusing method of magic. Wild Magic is understanding the raw powers of arcane energy itself, trying to harness it to the fullest, and seeing where the energy takes you as a result.

Wild mages were powerful wizards who had chosen to master the unpredictable art of casting wild magic, a form of arcane magic noted for its erratic behavior and random effects.[5] Devastatingly powerful, wild mages believed that the attempts of others to codify and define magic was a useless pursuit that could end only in failure. Instead, wild mages sought out what they considered magic in its purest form, accepting the risks that came along with wild magic in exchange for the chance to realize even more power in the random chance of a single spell.

Wild Magic Surge

When you choose this tradition at 2nd level, your spellcasting can unleash surges of untamed magic. Whenever you cast a wizard spell of 1st level or higher and the attack misses or a target succeeds on a saving throw, make an Intelligence saving throw (the DC equals 11 + the level of the spell cast). If you fail, roll a d100 on the following Wild Magic Surge table to create a magical effect. If the effect is a spell, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration unless specified otherwise.

Wild Magic Surge

d100

Effect

01–02

You explode, dealing a number of d10s equal to your level of force damage to every creature within 30ft of you (You immediately go to 0 HP).

03–04

You cast fireball as a 3rd-level spell centered on yourself.

05–06

Caster loses a number of d4s equal to the spell level from their maximum hit points until they take a long rest.

07–08

All magical items on your person lose all properties until the next dawn.

09–10

You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.

11–12

You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.

13–14

You cast antimagic field centered on yourself for one round.

15–16

Your spell targets the caster instead.

17–18

You take 2d8 radiant damage and the enemy closest to you regains hit points equal to the damage you took.

19–20

You cast bestow curse on yourself.

21–22

You suffer one level of exhaustion.

23–24

You panic and try to flee! You are frightened by the nearest creature until the end of your next turn.

25–26

Minimize the damage of the next damaging spell you cast within the next minute.

27–28

You cast confusion centered on yourself.

29–30

You emit an awful smell. You cast stinking cloud centered on yourself.

31–32

You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.

33–34

You feel horribly dizzy; For 1 minute you have disadvantage on saves to maintain concentration and you must roll a Dexterity saving throw or fall prone.

35–36

Your hair falls out but grows back within 24 hours.

37–38

Roll a d10. Your height changes by a number of inches equal to the roll. An even number increases your height, an odd number decreases your height.

39–40

Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.

41–42

You cast detect thoughts on the target you chose.

43–44

You instead cast goodberry.

45–46

Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute.

47–48

A cloud of 600 oversized butterflies fills a 30-foot-radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes.

49–50

You suffer the same effect of your spell as your target.

51–52

For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.

53–54

For the next minute, you must shout when you speak.

55–56

All clothing the target is wearing crumbles to dust.

57–58

All creatures within 15ft. of you randomly switches places with each other.

59–60

You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.

61–62

Your size increases by one size category for the next minute.

63–64

A monodrone chosen and controlled by the DM appears in an unoccupied space.

65–66

You grow an eye in the middle of your forehead. For the next minute you can see as if with true seeing, but Charisma skills checks are at disadvantage.

67–68

A stream of 1d4 × 10 gems, each worth 1 gp, shoots from your fingertips in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage.

69–70

You instead cast bless on yourself.

71–72

You cast mirror image.

73–74

You teleport up to 60 feet to an unoccupied space of your choice that you can see.

75–76

Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.

77–78

You and the target become weighed down for 1 minute. Your speed is halved.

79–80

Target must make a Wisdom saving throw against your spell save DC or become charmed for a minute. The creature can repeat the save at the end of its turn.

81–82

Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.

83–84

A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.

85–86

You regain 5 hit points every turn for 1 minute.

87–88

You cast polymorph on yourself. If you fail the saving throw, you turn into a giant ape for the spell’s duration.

89–90

You regain your expended spell slots equal to your level. None of the slots can be above 6th level.

91–92

All creatures within 20 ft. of you gain the benefits of the  haste spell until the end of the next round.

93–94

A young brass dragon controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.

95–96

If you die within the next minute, you immediately come back to life as if by the reincarnate spell.

97–98

For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.

99–00

Maximize the damage of the next damaging spell you cast within the next minute.

Reckless Dweomer

At 2nd level you learn the mysteries of this last-resort option for Wild Mages. Once per day you can attempt to cast a spell from your spellbook even if you did not prepare it that day. It still expends the spell slot that would normally be used to cast the spell, including if it was cast at a higher level.

When you do this, you intentionally disrupt the weave and roll a wild magic surge on the table for a magical effect. If the spell fails you must also roll the saving throw to not cause another surge afterwards. After performing this action you cannot do so again until after a long rest.

Wild Luck

Wild Magic is ultimately a study into the esoteric, as such wild mage can connect the dots across the spectrum of magic. Starting at 6th level, whenever you or another creature you can see within 30ft. of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to add 1d4 to the roll. You can do this a number of times equal to your Intelligence modifier. You regain all uses of this feature after a long rest.

Flux Shield

At 10th level you learn to protect yourself during a surge of magical energy. When you roll on the Wild Surge table, you can add or subtract an amount up to your intelligence modifier to the roll as a reaction. This ability cannot cause your roll to be lower than 1 or higher than 100. You can use this feature once per long rest.

Master of Chaos

By 14th level you learn to alter your spells in dangerously unpredictable ways. As a bonus action on your turn, you can change your spells in the following ways:

  • Double the range of the spell.
  • Cast a spell without its components.
  • Impose disadvantage on a saving throw.
  • Reroll the damage dice.

Whenever you alter your spells in this way, you have disadvantage on the saving throw for resisting a wild magic surge.

Previous Versions

Name Date Modified Views Adds Version Actions
8/14/2020 2:57:20 PM
22
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes