Magic has an undercurrent of instability throughout the world. It is always subject to a wild surge at the most inopportune time.
The mechanics of wild magic.
- Every spell requires a d20 activation roll, this will be merged into any other roll required by the spell, but if the spell doesn’t normally require one then a separate roll will need to be made.
- O-level spells never go wild
- 1st and 2nd level spells on a roll of 10 followed by a second roll of 10
- 3rd, 4th, and 5th level spells on a roll of 10
- 6th, 7th, and 8th level spells on a roll of 9 or 10
- 9th level and epic spells on a roll of 9, 10, or 11
Spell-like abilities are treated as if they were 1st level spells. Extraordinary and Supernatural abilities do not incur any wild effects.
Upon rolling a wild surge, check the roll on the Wild Magic Table to get the effect.
With sufficient preparation and maintenance of an area, the wild effect can be temporarily suppressed.
- Divination and Teleportation spells now incur twice the wild chance plus the have a substantial factor of randomness.
- Alter Self and Polymorph spells and shapechange spell and ability you are limited to things you have intimate knowledge of.