Wild Magic

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Revision as of 19:50, 15 August 2019 by 1d4chan>QuietBrowser (Transcribed Wild Magic explanation from the Wild Mage page.)
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Wild Magic, as its name suggests, is a form of magic that is exceptionally chaotic and unpredictable. Whether it is the natural state of magic before being refined and focused by various means, or it is magic that has been deliberately made unstable by some external factor, wild magic is an erratic power that can potentially hold salvation or damnation, depending on your luck.

To better explain wild magic, one has to understand that wizards and sorcerers in D&D cast spells by tapping into the raw energies of magic, shaping it tightly to their will, and unleashing it in specific patterns of rigidly controlled force. The wild magic user, in comparison, just grabs it, roughly shapes it into the desired format, and then lobs it out at his foes like a hot potato. This makes for both a strength and a weakness; wild magic is often more potent than the carefully controlled spells used by most arcanists, but it also has a tendency to behave... erratically. This can make wild magic users almost as dangerous to their allies and themselves as they are to their enemies.

This form of magic has made repeated appearances in Dungeons & Dragons. Practitioners of wild magic are commonly referred to as Wild Mages, stemming from the name of the original kits from Advanced Dungeons & Dragons.

In the Forgotten Realms, so-called "Wild Zones" are places where the natural flow of magic has been corrupted, causing all magic within that area to become wild magic. These places are also known as Helmlands, a taunt to the God of Guardians who inadvertently created them when he smote the Goddess of Magic, Mystra.

"Spellscar Magic" is a unique strain of semi-wild magic unleashed by the effects of the Spellplague.