Wild Magic – An Arcane Tradition for D&D 5th Edition

Author’s Note:  I’m not sure why, but I’m not overly fond of the Sorcerer as presented.  Plus, I wanted to convert the AD&D Wild Mage (including the BGII version) to D&D 5th Edition.  Without further ado, enjoy.

image

Neera, Iconic Half-Elf Wild Mage

New Wizard Arcane Tradition – Wild Magic

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.  WildMagic 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.  For obvious reasons, this school of magic faces more persecution than the necromancy school.

Crunch after the jump

Wild Magic School:

Student of Madness – Upon reaching Level 2, you gain the ability to harness wild magic.  You also gain the use of Nahal’s Reckless Dweomer, which is always in your spellbook.  You can cast it spontaneously without ever having to prepare it, sacrificing a prepared slot instead.

Controlling Chaos – When a wild surge is activated, you can roll twice and the caster may choose either result.  You must take a short or long rest before using this ability again.

Twisting Reality – At level 10, your knowledge of wild magic slightly bends reality around you.  You can try to roll a dexterity check (with proficiency bonus) against a target’s attack to dodge their attack.  If your resulting check is higher than your current AC, use that as your AC versus their attack instead.  If this ability is used, you cannot use it again until you have taken a short or long rest.

Restrain Magic Surge – At level 14, you can prevent a surge from happening entirely.  Alternatively, you can use your Controlling Chaos ability another time instead.  You must take a short or long rest after using this ability.

 

New Level 1 Wizard/Sorcerer Spell – Nahal’s Reckless Dweomer –

Casting Time: 1 Action

Range: Self

Components: V

Duration: Instantaneous

The caster utilizes raw magical energy of this spell to cast from a list of spells the caster already knows.  In order to cast this spell without a Wild Surge, the caster must roll an arcana check above a Surge check equal to 15 + the Spell’s level.  Failure results in rolling from the surge chart.

 

Special:  Only a wild mage sorcerer or wizard can know this spell.  If a wizard plans on taking this path, they know it (and have the surge ability), even at level 1.

 

CLASS VARIANT: WILD MAGE

Quite simply, the Wild Mage gains the level 2 abilities at level 1 and gains an otherwise blank level for level 2.  Otherwise, treat them as a normal wizard.

 

D100 Wild Surge Effects Chart

  1. Anti-Magic field centered on caster (wastes spell) for 1 round; dispels all magic centered on caster, including own spells
  2. You change colors for 1d4 rounds
  3. Small animals appear around the caster
  4. You feel energetic and hyper (+2 initiative)
  5. The caster glows, creating a 60ft. light source.
  6. A Fireball is centered on the caster
  7. The caster’s biological sex is changed.  Alternatively, the target’s biological sex is changed.
  8. The caster and spell target switch bodies for 1d4 rounds.  If either of you die, the other is stuck in the living body.
  9. Everyone in the area pushed 5 feet
  10. Hold Person cast on everyone in 60 ft radius
  11. Target becomes in encumbered for 1 minute.  Its movement is cut in half
  12. Haste casted on everything within 30 ft of caster.
  13. Caster uses haste on self instead*
  14. Caster held (as if failing against Hold Person spell), no spell is cast
  15. Everyone randomly switches places with each other
  16. 80% of total party wealth vanishes for 1d6 days
  17. Target hit with Ray of Fatigue instead*
  18. Caster loses 1d10 maximum hit points until long rest
  19. Everyone in 30 ft hit with Inflict Wounds spell instead*
  20. Everyone in 30 ft hit with Cure Wounds spell instead*
  21. Caster regains 5 hit points every turn for 1 minute
  22. Caster must succeed Spell DC or take 4d10 damage
  23. You sound off a magical alarm, can be heard clearly for 60 ft., heard faintly another 60 ft.
  24. Cast Charm Person on spell target instead*
  25. You are the target of a Charm Person spell.  Failure = charmed by enemy creature.
  26. You feel horribly dizzy; must roll concentrate to cast; roll Dexterity saving throw or fall prone.  Lasts 2 rounds.
  27. You are the target of Bestow Curse spell.
  28. You create a temporary double instead; lasts until next round.  Double will follow and mimic same action.*
  29. Your spell becomes the sound of chiming bells and a celestial choir instead.*
  30. Original spell targets caster instead.
  31. If the original spell has a saving throw, target automatically succeeds.
  32. If the original spell has a saving throw, target automatically fails.
  33. A bright light flashes.    (wisdom save or become blinded for 1d6 turns.)
  34. Original spell targets ally of the DM’s choosing
  35. Your spell turns into Cloudkill*
  36. Cast cloudkill centered on yourself instead.*
  37. A wall of fire surrounds 5 feet around and moves with the caster for 1d4 rounds.  (Any creature starting in wall must Dex save or take 1d12 fire damage)
  38. Your spell turns into a burst of flowers.  This does nothing.*
  39. You instead cast Goodberry*
  40. Your spell fails, but the spell slot is not expended (if this applies)
  41. Your spell goes off as normal, but the spell slot is not expended (if this applies)
  42. You cast Polymorph on yourself.  The spell lasts for maximum duration.
  43. You cast Conjure Animals instead of your other spell.
  44. You Cast Conjure Minor Elementals “”“”“
  45. You have become mute for the next minute.
  46. You swap bodies with a random ally for 1d6 rounds.
  47. For 1 minute, you teleport an extra 20 feet every time you move.
  48. You trade bodies with an “alternate version” of yourself.  This alternate copy is also a wild mage, retains all of your memories, and is effectively you.  However, they may differ in some way.  The change could be cosmetic or result in a new race.
  49. You become allergic to magic items until Remove Curse is casted on you.  Every time you have a magic item on you, you itch everywhere and sneeze a lot. (Concentration every time you cast a spell or lose spell.)
  50. You resist a certain weapon damage type for 1 round (piercing, slashing, bludgeoning, etc)
  51. You cast Expeditious Retreat instead*
  52. A random creature within sight receives the benefit of Expeditious Retreat instead of you
  53. You raise one dead creature as a zombie or skeleton
  54. Your target gains the benefits of Mirror Image
  55. You cast Greater Restoration on yourself
  56. Your AC goes up by 2 for 1 minute
  57. Your maximum HP goes up by 1d10 for 1 minute
  58. You turn Invisible for up to 1 round
  59. Cast Mirror Image instead
  60. All doors, windows, chests, and anything locked within 60 ft. of you instantly unlocks
  61. Sudden change in weather (temperature change, rain, snow, etc) for 1d6 rounds
  62. You summon 1d3 bears in random locations.  They immediately become hostile
  63. You cast Disintegrate on a random target (You count as a potential target)
  64. Instead of words, colorful bubbles come out of your mouth when you try to speak for 1 round
  65. Random treasure created on caster’s person
  66. 5d20 gold pieces materialize on your person
  67. Each creature with 30 ft of you takes 1d6 necrotic damage.  You gain HP equal to the sum of necrotic damage dealt
  68. You take 2d8 radiant damage and the ally closest to you regains hit points equal to the damage you took.
  69. You panic and try to flee!  You must run away from your target.  However, you may use a bonus action to use the dash action.
  70. You teleport up to 60 ft away from your current position
  71. You are enraged!  The next time your spell fails or your attack misses during the same encounter, you must take a bonus action to attack the closest target to you.
  72. You conjure a Demon, the specific demon should be determined by the spell level’s strength.*
  73. You are the target of a Confusion spell.
  74. One flammable object within eye sight of you catches fire.  This cannot be a creature.
  75. Your spell’s duration will be minimum
  76. Target must save or become petrified
  77. 1d4 local guardsmen emerge from nowhere and fight by your side for up to 5 turns.
  78. You suffer the same effect as your target
  79. You cast Bless on yourself instead*
  80. Your spell’s duration will be maximum without concentration
  81. You cast Confusion instead*
  82. If your spell does damage, it will do the minimum
  83. If your spell does damage, it will do the maximum
  84. The next creature to die will automatically be brought back to full hit points and lose all status effects/conditions.
  85. You automatically cast Shield without expending a spell slot next time you are attacked or hit with magic missile
  86. You instead cast Sleep, centered on you*
  87. You instead create an explosion around yourself  It functions like fireball except you’re a target too and damage is 10d8 piercing and slashing damage*
  88. You cast Full Polymorph on yourself and turn into a creature of your choosing.  The spell automatically acts as Concentrated.  It cannot be made permanent*
  89. You cast Full Polymorph on yourself and turn into a creature of your choosing.  The spell automatically acts as Concentrated.  You keep this form until someone dispels its magic.  You gain the form’s stats and abilities.*
  90. You also cast Witch Bolt as a bonus action.  This does not cost a spell slot.  You MUST use your action to maintain Witch Bolt’s effect on subsequent rounds though
  91. You are encumbered.  You can only move half of your total speed for 1 minute.
  92. You grow 1 size for 1 minute.
  93. You shrink 1 size for 1 minute.
  94. You regain the spell slot for the spell you had casted
  95. All of your spell slots are instantly spent for the day
  96. You cast Sanctuary on yourself without spending a spell slot
  97. You start to age forward/backward!  Flip a coin (heads = forward, tails = backwards) and roll a d10 (die result = age lost/gained)
  98. The next time you die, you Reincarnate as per the spell
  99. You cast Power Word Kill instead*
  100. You suffer an indefinite madness effect, as per the DMG.  In addition, you are considered dominated and view all creatures around you as hostile.

*Neera picture by Syntia14

NOTICE:  The original art is by Syntia14.  The class and lore inspired by the Wild Mage created by TSR, Inc.  Adaptation by Doctor Necrotic.  Original rules for D&D 5th Edition are property of Wizards of the Coast and Hasbro.  All rights go to their respective owners.  Baldur’s Gate Enhanced Edition belongs to Beamdog.

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4 thoughts on “Wild Magic – An Arcane Tradition for D&D 5th Edition

  1. Pingback: Arcane Corruption: The Dark Side of Magic for D&D 5th Edition | Daemons & Deathrays

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