D&D 5E Any interest in the not-quite-so-wild mage?

Redshirt

First Post
The Rod of Wonder has got to be the best magic item ever. It also helps one of my players will use one at any opportunity he gets. Oh, and a new chart would be fantastic!
 

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Archade

Azer Paladin
Already wrote up a more serious wild magic surge table, with fey leanings for our campaign...

SORCERER
Sorcery is the most intuitive form of magic practiced by all the races. It stems from creatures’ natural spell like abilities. The Elven Court taught mankind how to practice sorcery in the Western Marches, and many sorcerers carry the arcane or elemental bloodlines associates with the fey.

Sorcerous Origins
Draconic Bloodlines were brought to the Marchlands by the gith, and their magic has spread to mankind and the other races, not through lineage but through exposure, as if it were some sort of curse or disease passed on to those who are receptive, but instead of inflicting suffering, it brings power.
Wild Magic Bloodlines are the most pure form of fey magic, capricious and untameable. Use the Wild Magic Surge Table below.

D100 Wild Magic Surge Effect
01-02 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
03-04 For the next minute, you can see any invisible creature if you have line of sight to it.
05-06 A creature of Avalor (shadow mastiff, pixie, satyr, will o wisp, etc) chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.
07-08 Eldritch shadows rage about you (treat as fireball as a 3rd-level spell centered on yourself).
09-10 You cast magic missile as a 5th-level spell.
11-12 Roll a d10. Your height changes by a number of inches equal to the roll (if the roll is odd, you shrink. If the roll is even, you grow).
13-14 You cast confusion centered on yourself.
15-16 For the next minute, you regain 5 hit points at the start of each of your turns.
17-18 Your skin glows and motes of light gather about you, until they drift and fade away moments later.
19-20 You cast grease centered on yourself.
21-22 Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
23-24 Your skin turns a mottled shade of green. A remove curse spell can end this effect.
25-26 Your eyes and ears grow large and animalistic for the next minute. During that time, you have advantage on Wisdom (Perception) checks.
27-28 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
29-30 You teleport up to 60 feet to an unoccupied space of your choice that you can see.
31-32 You are transported to Avalor 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.
33-34 Maximize the damage of the next damaging spell you cast within the next minute.
35-36 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.
37-38 1d6 gremlins controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.
39-40 You regain 2d10 hit points.
41-42 You turn into an interwoven set of branches and leaves in the approximate shape of your natural form. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your shape collapses, and your form reverts.
43-44 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
45-46 You cast levitate on yourself.
47-48 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
49-50 You can't speak for the next minute. Whenever you try, you make sounds of wildlife.
51-52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.
53-54 You are immune to being intoxicated by alcohol for the next 5d6 days.
55-56 Your hair falls out but grows back within 24 hours.
57-58 For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
59-60 You regain your lowest-level expended spell slot.
61-62 For the next minute, your voice is booming when you speak.
63-64 You cast fog cloud centered on yourself.
65-66 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
67-68 You are frightened by the nearest creature until the end of your next turn.
69-70 Each creature within 30 feet of you become invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
71-72 You gain resistance to all damage for the next minute.
73-74 A random creature within 60 feet of you becomes poisoned for 1d4 hours.
75-76 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.
77-78 You cast polymorph on yourself. If you fail the saving throw, you turn into a goat or sheep for the spell's duration.
79-80 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
81-82 You can take one additional action immediately.
83-84 Each creature within 30 feet fo you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
85-86 You cast mirror image.
87-88 You cast fly on a random creature within 60 feet of you.
89-90 You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.
91-92 If you die within the next minute, you immediately come back to life as if by the reincarnate spell.
93-94 Your size increases by one size category for the next minute.
95-96 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
97-98 You are surrounded by faint, ethereal music for the next minute.
99-00 You regain all expended sorcery points.
 

ppaladin123

Adventurer
The wild mage is probably my biggest disappointment with 5e. I am not sure why one would play it over the dragon sorcerer. The DM can just decide to never/rarely let you roll for a chance at chaos. And if you do roll there is only a 5% chance that you'll get to the table and a good chunk of the results are just whimsical fluff (your hair falls out...hee hee) rather than do anything mechanically interesting. And a rather large (in my opinion) chunk of the mechanically interesting stuff could end up killing your party.

The dragon sorcerer is getting armor, flight, resistance, reliable bonus damage, and an aura.

You get:

the DM might let you roll for chaos

You can get advantage on a roll once a day. Maybe again if the DM lets you roll for chaos.

Spend points to alter other rolls (This is cool)

You can roll twice on the chaos chart..,if you ever get to roll for the chance and you happen to roll a 1.

Sometimes you get a little bonus damage.

Would it be so bad to automatically roll for a chaotic effect whenever you cast a spell and just have most options be minor benefits with a few big benefits and some rare catastrophes thrown in?
 
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Stalker0

Legend
I would be very interested, that wild mage table is WAY too wild for me. Some of the things you can do at even 3rd level with a good roll is just plain nuts.
 

Lanefan

Victoria Rules
Already wrote up a more serious wild magic surge table, with fey leanings for our campaign...


D100 Wild Magic Surge Effect ...

Thanks - I just yoinked about 6 of those entries for my already-massive WMS table. :)

A few suggestions to lob in:

- have some of the options possibly affect caster or target or what I call SPIN (Some Poor Innocent Nearby) rather than just caster; and note this can include the opponents as well
- have a few opposite effects e.g. one of your entries is to have caster gain resistance to all damage for a minute; why not have a second entry where caster gains vulnerability to all damage for a minute (or half a minute, whatever)? These could be at 1% chance each rather than the one being at 2% chance.

Lanefan
 

- have some of the options possibly affect caster or target or what I call SPIN (Some Poor Innocent Nearby) rather than just caster; and note this can include the opponents as well
- have a few opposite effects e.g. one of your entries is to have caster gain resistance to all damage for a minute; why not have a second entry where caster gains vulnerability to all damage for a minute (or half a minute, whatever)? These could be at 1% chance each rather than the one being at 2% chance.

Lanefan

Already planning both of those, never fear. :D
 

TwoSix

Uncomfortably diegetic
What I'd really like to see is a wild surge table with 99 varieties of potted plants to turn into, and a 1% chance to get the ending to Dr. Strangelove.
 

Klaus

First Post
It'd be pretty neat, and a less "wahoo!" table could lead to wild surges happening more often.

One of the easiest ways to add a touch of chaos to the wild mage is to allow for random damage types, including bludgeoning, slashing and piercing. For instance, a wild surge fireball could conjure an explosion of whirling blades that deal slashing damage instead of fire damage, while a wild surge lightning bolt could become a titanic chain that deals bludgeoning damage along the line of effect.
 



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