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.

  1. 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.
  2. O-level spells never go wild
  3. 1st and 2nd level spells on a roll of 10 followed by a second roll of 10
  4. 3rd, 4th, and 5th level spells on a roll of 10
  5. 6th, 7th, and 8th level spells on a roll of 9 or 10
  6. 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.

Spell Changes
  • 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.

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