D&D 5E Sorcerer Wild Magic Surge

CapnZapp

Legend
I haven't had a Wild Mage in play yet. I think the wording of the surges mechanics allows for the DM to control really how often the weird effects take place. It reads quite discretionary to me.
The power of the subclass is getting to make a lot of rolls with advantage. That's what you get instead of all the cool toys the draconic subclass gets.

The potential of the Wild Mage is getting advantage N+1 times during a day, where N is the number of non-cantrip spell slots you have. (And with sorcery points, you have a lot of spell slots)

1. Use your advantage on an attack roll, save or ability check.
2. Cast a spell
3. Roll for a Wild Surge, to reset the advantage.
4. Repeat --> #1

So before you even create your character, talk to your DM.

Any DM that doesn't give you complete freedom in causing as many Wild Surges as possible, you choose another (sub)class. If the DM even starts talking about the bit where you get a surge when you roll a 1 on a d20, you choose another build. If the DM thinks she's being generous by allowing surges "often" or "as long as it's appropriate", you choose another build.

Also speak with the rest of the group. If your fellow players think it ridiculous with two dozen wild surges each and every day, don't play a Wild Mage with them. If your fellow players get nervous about the thought of two dozen wild surges each and every day, don't play a Wild Mage with them.

The Wild Mage has a great potential, but it truly is only for the strong of stomach.
 

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jrowland

First Post
I had a player roll a wild mage, but never actually show up (real life issues)...but...we discussed the following for the wild surge:

1) Always roll wild magic, no DM fiat when using the adv mechanic (tides of chaos?) - ie no DM fiat (i would always say to do it anyway)
2) Wild Mage can add or subtract up to Level+Cha on any wild surge table roll. Effectively giving a range of options.
3) I would have allowed player to choose which in the range goes into effect, but a DM could always choose as well. Whats best for your table...
 

Miladoon

First Post
Building a new table is always an option. But leaving california because you live in fear of earthquakes is an option, too.
 

Wednesday Boy

The Nerd WhoFell to Earth
You could modify the 2nd Edition Tome of Magic Wild Surge table. It has 100 options instead of 50, so that might expand your interest. It would require revamping at times because it has effects that are specific to 2nd Ed. and because some of the spells might function differently or not exist in 5E. It has longer durations than in 5E--many of its options are permanent or permanent until remove curse is cast but you could scale that back easily enough, if you wanted.
 

robus

Lowcountry Low Roller
Supporter
Got a player who's going to multi-class the Wild Surge features in with her Ranger. I like the idea that as she gets more experience the surges subside. So I think that every time she casts a spell she rolls a d20 - if the result is higher than her current level (XP not magic) then a wild surge occurs (i.e. the magic she triggered is too high for her and thus something crazy happens). This seems more entertaining than a 1 in 20 chance.

I also agree that some of the surges are dangerously powerful. We'll be looking at creating a custom surge list that smooths out some of the extremes.
 

feartheminotaur

First Post
The power of the subclass is getting to make a lot of rolls with advantage. That's what you get instead of all the cool toys the draconic subclass gets.

The potential of the Wild Mage is getting advantage N+1 times during a day, where N is the number of non-cantrip spell slots you have. (And with sorcery points, you have a lot of spell slots)

1. Use your advantage on an attack roll, save or ability check.
2. Cast a spell
3. Roll for a Wild Surge, to reset the advantage.
4. Repeat --> #1

This is exactly how we've played it. Nothing like a gaggle of flumphs watching your battle.

As for the "oooh, scary, fireball! oh noes!" There's a thread here (http://www.enworld.org/forum/showth...Universe-A-Slant-Guide-to-Wild-Magic-Sorcerer) that goes into the details, but almost half the table results are positive, with only 3 or 4 'bad' choices. And really a fireball could be pretty sweet if you're surrounded or a war mage.
 

5Shilling

Explorer
I also agree that some of the surges are dangerously powerful. We'll be looking at creating a custom surge list that smooths out some of the extremes.

On the other hand it can be a wonderful synthesis of in character/out of character behaviour as all of the party scramble to put some distance between themselves and "that crazy sorcerer" every time battle starts :D
 

Oofta

Legend
I've had people play wild mages in my campaigns a few times, and in this edition if you're looking purely at damage output you may be better off looking elsewhere ... but then again that's not why I see people playing wild mages.

People in my experience play wild mages because they can be fun. Every time they cast a spell, I secretly roll for a wild surge and the result (I just roll a d20 and percentile at the same time). If a whild surge is triggered sometimes I will use the effect I get, other times I make up something appropriate to the scene.

For example, the wild mage cast charm on an orc. The orc fell madly, permanently, in love with her. Even after the group eventually killed the orc, the ghost followed her around for a while (basically until it got old).

Did it have any mechanical impact? Not really, but it was worth a lot of laughs.

In other cases if a fireball is going to TPK the party, it would instead tar and feather everyone in a 20 ft radius or something similar.

The point is that as a DM I'm not tied to the table, the table is a suggestion of what might happen.
 

New to the forums. New to 5th Edition....

Searched for a related topic, but I don't think I quite have the hang on the search feature in the forum. So, apologies if this topic is covered elsewhere...

I recently created a Sorcerer character. Was considering the Wild Magic option. Then I started reading the Wild Magic Surge table on pp. 104 of the 5thEd Phb.

What? I know that the effects are triggered only on a roll of a 1. But many of the effect seem useless. EVen the spell effects will probably have nothing to do with the combat being conducted at the time. Grease. See invisibility? I get that it is random. But I can see much of the time, the reaction is: Meh! What do I do with this.....

Any better table of effects?

Well, you could use the original table from the Tome of Magic (2nd edition). I don't mind the 5E PHB table myself, but for reference and inspiration, here is the 2nd edition table:

Tome of Magic said:
Table 2: WILD SURGE RESULTS
D100
Roll Result
01 Wall of force appears in front of caster
02 Caster smells like a skunk for spell
duration
03 Caster shoots forth eight nonpoisonous
snakes from fingertips.
Snakes do not attack.
04 Caster's clothes itch ( + 2 to initiative)
05 Caster glows as per a light spell
06 Spell effect has 60' radius centered on
caster
07 Next phrase spoken by caster becomes
true, lasting for 1 turn
08 Caster's hair grows one foot in length
09 Caster pivots 180 degrees
10 Caster's face is blackened by small explosion
11 Caster develops allergy to his magical
items. Character cannot control sneezing
until all magical items are removed.
Allergy lasts Id6 turns.
12 Caster's head enlarges for Id3 turns
13 Caster reduces (reversed enlarge) for
Id3 turns
14 Caster falls madly in love with target
until a remove curse is cast
15 Spell cannot be canceled at will by
caster
16 Caster polymorphs randomly
17 Colorful bubbles come out of caster's
mouth instead of words. Words are released
when bubbles pop. Spells with
verbal components cannot be cast for 1
turn.
18 Reversed tongues affects all within 60
feet of caster
19 Wall of fire encircles caster
20 Caster's feet enlarge, reducing movement
to half normal and adding + 4 to
initiative rolls for Id3 turns
21 Caster suffers same spell effect as
target
22 Caster levitates 20' for Id4 turns
23 Cause fear with 60' radius centered on
caster. All within radius except the
caster must make a saving throw.
24 Caster speaks in a squeaky voice for
Id6 days
25 Caster gains X-ray vision for Id6
rounds
26 Caster ages 10 years
27 Silence, 15' radius centers on caster
28 10' x 10' pit appears immediately in
front of caster, 5' deep per level of the
caster
29 Reverse gravity beneath caster's feet
for 1 round
30 Colored streamers pour from caster's
fingertips
31 Spell effect rebounds on caster
32 Caster becomes invisible
33 Color spray from caster's fingertips
34 Stream of butterflies pours from caster's
mouth
35 Caster leaves monster-shaped footprints
instead of his own until a dispel
magic is cast
36 3-30 gems shoot from caster's fingertips.
Each gem is worth Id6 x 10 gp.
37 Music fills the air
38 Create food and water
39 All normal fires within 60' of caster are
extinguished
40 One magical item within 30' of caster
(randomly chosen) is permanently
drained
41 One normal item within 30' of caster
(randomly chosen) becomes permanently
magical
42 All magical weapons within 30' of caster
are increased by + 2 for 1 turn
43 Smoke trickles from the ears of all
creatures within 60' of caster for 1 turn
44 Dancing lights
45 All creatures within 30' of caster begin
to hiccup ( +1 to casting times, — 1 to
THAC0)
46 All normal doors, secret doors, portcullises,
etc. (including those locked or
barred) within 60' of caster swing open
47 Caster and target exchange places
48 Spell affects random target within 60'
of the caster
49 Spell fails but is not wiped from caster's
mind
50 Monster summoning II
51 Sudden change in weather (temperature
rise, snow, rain, etc.) lasting Id6
turns
52 Deafening bang affects everyone within
60'. All those who can hear must
save vs. spell or be stunned for Id3
rounds.
53 Caster and target exchange voices until
a remove curse is cast
54 Gate opens to randomly chosen outer
plane; 50% chance for extra-planar
creature to appear.
55 Spell functions but shrieks like a
shrieker
56 Spell effectiveness (range, duration,
area of effect, damage, etc.) decreases
50%
57 Spell reversed, if reverse is possible
58 Spell takes physical form of freewilled
elemental and cannot be controlled
by caster. Elemental remains
for duration of spell. Touch of the elemental
causes spell effect (THAC0
equal to caster's).
59 All weapons within 60' of caster glow
for Id4 rounds
60 Spell functions; any applicable saving
throw is not allowed
61 Spell appears to fail when cast, but
occurs 1-4 rounds later
62 All magical items within 60' of caster
glow for 2d8 days
63 Caster and target switch personalities
for 2dlO rounds
64 Slow spell centered on target
65 Target deluded [per spell]
66 Lightning bolt shoots toward target
67 Target enlarged
68 Darkness centered on target
69 Plant growth centered on target
70 1,000 lbs. of non-living matter within
10' of target vanishes
71 Fireball centers on target
72 Target turns to stone
73 Spell is cast; material components
and memory of spell are retained
74 Everyone within 10' of caster receives
the benefits of a Heal
75 Target becomes dizzy (-4 AC and
THAC0, cannot cast spells) for 2d4
rounds
76 Wall of fire encircles target
77 Target levitates 20' for Id3 turns
78 Target suffers blindness
79 Target is charmed as per charm monster
80 Target Forgets
81 Target's feet enlarge, reducing movement
to half normal and adding +4
to all initiative rolls for 1-3 turns
82 Rust monster appears in front of
target
83 Target polymorphs randomly
84 Target falls madly in love with caster
until a dispel magic is cast.
85 Target changes sex
86 Small, black raincloud forms over
target
87 Stinking cloud centers on target
88 Heavy object (boulder, anvil, safe,
etc.) appears over target and falls for
2d20 points of damage
89 Target begins sneezing. No spells can
be cast until fit passes (Id6 rounds).
90 Spell effect has 60' radius centered on
target (all within radius suffer the effect)
91 Target's clothes itch (+2 to initiative
for ldlO rounds)
92 Target's race randomly changes until
canceled by dispel magic
93 Target turns ethereal for 2d4 rounds
94 Target hastened
95 All cloth on target crumbles to dust
96 Target sprouts leaves (no damage
caused, can be pruned without harm)
97 Target sprouts new useless appendage
(wings, arm, ear, etc.) which remains
until dispel magic is cast
98 Target changes color (canceled by dispel
magic)
99 Spell has a minimum duration of 1
turn (i.e., a fireball creates a ball of
flame that remains for 1 turn, a lightning
bolt bounces and continues, possibly
rebounding, for 1 turn, etc.)
100 Spell effectiveness (range, duration,
area of effect, damage, etc.) increases
200%

Unless otherwise noted, all spells created by a
wild surge occur at the designated target point
and function normally (appropriate saving
throws are allowed). The caster's true level is
used when calculating range, duration, area of effect,
etc. of these spells.
The above list, while long, is only a small
fraction of the possible results of a wild surge.
The DM is free to create his own tables for wild
surges.

Tables like the one above cannot take into account
the situation at the instant of casting. It is
not feasible to create tailored effects for every
spell used in every possible way. Therefore, it is
quite likely that some wild magic results will
make no sense, be impossible, or have no visible
effect. In these cases, the wild surge has no effect.
For example, if a mage were casting a wizard lock
on a door and triggered a wild surge with the re-
sult "Target changes sex," no effect would be visi-
ble, since doors do not have a sex (at least as far
as we know). Likewise, a rock might be hastened
or a snake might have its feet enlarged. In these
cases, nothing happens—at least nothing that af-
fects play. When determining the result of wild
magic, the DM must use his best judgment.
Finally, not even the randomness of wild surges
should be allowed to ruin the story of an adven-
ture. As ultimate storyteller and arbiter of the
game, the DM can overrule any wild surge he
deems too destructive to the adventure. If this
happens, reroll the dice to get a new result. In a
case such as this, do not treat a wild surge as
having no effect.
 

Opinions vary widely on Wild Magic. Some folks look at the above and shout Sign Me Up! while I just cringe and mutter Not in my friggin campaign....

It's that accidental Fireball result that kills it for me. Really? You actually want to play a character who's a TPK waiting to happen just because he can't control his magical mojo? Who in their right mind would go on an adventure anywhere near this guy? How many XP is he worth - he's gonna explode! Kill him and take his stuff!

Just make sure he's a Paladin X/Wild Sorc 1 and put him on the front line in plate armor. Every once in a while when the Paladin casts Shield you'll get a free Confusion or Fireball dropped on all your enemies, while the rest of the party (30' or 60' back) is safely out of the Area of Effect.

On a back line wizard, the surges are about 50% good and 50% bad (ish), but on a front line tank it's more like 90% good, 10% bad. And you can Counterspell most of the bad ones, and/or use Tides of Chaos to save with advantage against them.
 

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