Quickleaf
Legend
[MENTION=6803346]basilforth[/MENTION] The AD&D wild mage had a similarly...zany...list of wild magic effects, so the 5e PHB version is playing off of that. For some groups and some games that's fine — a somewhat zany and off-beat dungeon romp is exactly what the group is looking for. And that's great!
However, in a more "serious" campaign, well... For example, for the Witcher game I'm running I created a heavily modified version of the sorcerer based on merging the ideas of the wild mage with the way "Sources" (untrained sorcerers) are depicted in the fiction. This led to a much clearer execution without the zaniness. My version addresses many of the issues raised by [MENTION=12731]CapnZapp[/MENTION], but it makes certain assumptions that support a game with a Witcher "feel."
I'd suggest starting with what you think a wild mage and his or her surges should look like, and talking with your DM about your idea so you can find a solution that fits better together.
However, in a more "serious" campaign, well... For example, for the Witcher game I'm running I created a heavily modified version of the sorcerer based on merging the ideas of the wild mage with the way "Sources" (untrained sorcerers) are depicted in the fiction. This led to a much clearer execution without the zaniness. My version addresses many of the issues raised by [MENTION=12731]CapnZapp[/MENTION], but it makes certain assumptions that support a game with a Witcher "feel."
I'd suggest starting with what you think a wild mage and his or her surges should look like, and talking with your DM about your idea so you can find a solution that fits better together.