GMforPowergamers
Legend
I would rather you ditch sorcerer... warlock is the better classDitch warlock and roll some of its stuff into sorcerer.
Wild magic as an idea is cool but it's wierd to run and then a Fireball arises and the whole party die.
I would rather you ditch sorcerer... warlock is the better classDitch warlock and roll some of its stuff into sorcerer.
Wild magic as an idea is cool but it's wierd to run and then a Fireball arises and the whole party die.
Logical, makes sense, not sure I like it.Wild Magic unlike Dragonblooded, Divine Soul, Shadow Magic, Storm Magic, Psionic Soul, and Clockwork Soul felt less connected to ancestory type thing, and more a type of magic with a long history in D&D. So I think they are trying to play it up as Sorcerer magic is innately, but some how connected to that, unstable inheriantly, but its origin is still ancestory based, its just now the nature of sorcerers that they are unstable no matter what their ancestory.
Boo.Here is the relevent bit.
"We also wanted to build more of a core identity for the sorcerer and the warlock. The warlock and sorcerer does not have core identity at first level. Cleric doesn't have that problem because they do have channel divinity at first level. So what you'll see is that we're delving into innate magic for the sorcerer. So we've taken the concept of some chaos magic in side of you that you don't always have control over. You'll get Chaos Bolt for free"
Boo.
I quite like the idea that all sorcerers start out with “wild magic” but learn to control it better over time as they come into their bloodline.
That's very similar to what happens in DCC, where each spell has what amounts to its own wild magic surge table. For the most part, the results on that table just tweak the numbers in various ways, including up to the epic scale if the player rolls amazingly. Even when things go wrong, it still feels like the caster was trying to cast spell X, rather than getting a completely different result, like they were a human Wand of Wonder.I haven’t played DCC and don’t know what their random magical effects are like, but I have always felt that wild magic surges should be more like wild metamagic, altering the effect of your intended spell in some unpredictable way, rather than a completely random and unrelated effect. Make the AoE bigger, smaller, or a different shape, the duration longer or shorter, the damage greater or lesser, that kind of thing, instead of bizarre nonsense like summoning flumphs or growing facial hair made of feathers.
Agreed. But I get that others don't want that.I quite like the idea that all sorcerers start out with “wild magic” but learn to control it better over time as they come into their bloodline.
There are system differences that will make describing it sound more complicated than it is. I did some digging to save time & found this great summary on redditI haven’t played DCC and don’t know what their random magical effects are like, but I have always felt that wild magic surges should be more like wild metamagic, altering the effect of your intended spell in some unpredictable way, rather than a completely random and unrelated effect. Make the AoE bigger, smaller, or a different shape, the duration longer or shorter, the damage greater or lesser, that kind of thing, instead of bizarre nonsense like summoning flumphs or growing facial hair made of feathers.
Here’s an example of what I’d like to see for a “wild Metamagic surge” table. Roll 1d6 to determine what aspect of the spell is affected, and then roll 1d6 to see how it’s changed.I don't mind the losing control part. But even that losing control should be on a subclass or easily flavoured theme. Not turning pink or into a potted plant.
A fire themed sorcerer should be at risk of burning themselves and others around them. Not accidently blowing lavender scented bubbles out of their ears.
| Amplify (1-2) | Dampen (3-4) | Distort (5-6) | |
| Scale (1-2) | Double the size of the area or number of targets the spell can affect. | Halve the size of the area or number of targets the spell can affect (minimum 1 target). | Change the shape of the affected area or choose new target(s) at random. |
| Duration (1-2) | Double the duration of the spell or repeat its effect on the caster’s next turn if the duration was instantaneous. | Halve the duration of the spell, or if the duration was instantaneous, the caster must ready to cast the spell just before the start of their next turn or lose it. | Amplify on 5, dampen on 6. |
| Magnitude (1-2) | Roll the damage twice and take the higher result or increase the save DC by 5. | Roll the damage twice and take the lower result or decrease the save DC by 5. | Change the damage to a random type or the save to a random ability. |

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.