Archive for August 9th, 2019

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Pondering Wild Magic in D&D 5E

9 August, 2019

Wild?In my current D&D (5th Edition) games, I have two wild sorcerers, one in the Down and Out in Taren Kost adventures and the other in my learn to play game on one Friday night a month at Tyche’s Games.  So, I have been looking at wild magic in D&D and finding it . . . dull.

You can find the current wild magic table here and the effects range from “you accidentally kill the party” (07-08, fireball centered on you or 13-14, confusion centered on you), to nice for you (71-72, resistance to all damage for the next minute), to “you don’t get to have fun for the next in-game hour” (save or be polymorphed into a sheep for an hour) to “what? why?” (95-96, you and everyone else in 30′ become vulnerable to piercing damage for the next minute).  But they are both weirdly specific and static and do not give a sense of wild and chaotic magic, at least, not to me.

So, I am going to just go more free form and flexible.  I will use a deck of cards whenever a wild magic effect is triggered and the roll to trigger will be the spell level or less on a D20 when casting a spell, more powerful effects should be more likely to trigger.

My basic idea is:

  • Black card, negative effect (Spade, affects wild mage, Club, affects someone/thing else)
  • Red card, positive (Heart, affects wild mage, Diamond, affects someone/thing else)
  • Joker, draw twice more.

The higher value of the card, the greater the effect. Designed to be very free form and flexible.  I will post how it works out but it will be at least a week before I get to use it.

Notes: Image from a search for “chaos magic” and is “Veuve Clicquot HQ, Reims, France” by Matt Hamm is licensed under CC BY-NC 2.0.

 

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