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.