Wild Magic

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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.

Wild Surges[edit | edit source]

In Advanced Dungeons & Dragons, when the Wild Mage was introduced, its unique attribute as a specialist Wizard was that when you cast a spell, you had to roll a dice and compare the result to a table to determine both your caster level for that spell, and whether or not you triggered a Wild Surge - a random effect intended to represent the wild mage trying and failing to control the raw magic they were handling, resulting in the magic expressing itself as it pleased. Certain spells only available to the Wild Mage also caused wild surges as a side effect of the casting, or even intentionally triggered a wild surge.

If you're familiar with Dungeons & Dragons 5th Edition, you probably think you think that you know the pain of a wild surge because you've seen the Wild Mage sorcerer subclass. Well, guess what, kids? You're playing with the watered down version. Below is the original d100 Wild Surge table from the original Tome of Magic... and as you can see, TSR got... creative.

  1. Wall of Force appears in front of caster.
  2. Caster smells like a skunk for the spell duration.
  3. Eight non-poisonous snakes shoot forth from caster's fingers. They do not attack.
  4. Caster's clothes become super-itchy, imposing a -2 penalty to initiative.
  5. Caster glows as per a Light spell.
  6. Spell effect is changed to a 10' radius centered on the caster.
  7. Next phrase spoken by caster becomes true, lasting 1 turn.
  8. Caster's hair grows 1 foot in length.
  9. Caster pivots 180 degrees.
  10. Caster's face is blackened by small explosion.
  11. Caster becomes allergic to their magical items, sneezing uncontrollably until either all magical items are removed or the allergy expires in 1d6 turns.
  12. Caster's head enlarges for 1d3 turns.
  13. Caster is Reduced (as per Reversed Enlarge) for 1d3 turns.
  14. Caster falls madly in love with target until a Remove Curse is cast.
  15. Spell takes effect, but cannot be voluntarily cancelled by caster.
  16. Caster is randomly Polymorphed.
  17. For 1 turn, the caster emits colorful bubbles instead of sounds when trying to speak; words are released when the bubbles pop. Spells with verbal components cannot be cast.
  18. All creatures within 60 feet of the caster are affected by a Reversed Tongues.
  19. Wall of Fire encircles caster.
  20. Caster's feet enlarge for 1d3 turns, halving movement rate and adding a +4 to Initiative rolls.
  21. Spell occurs, but caster suffers same spell effect as target.
  22. Caster levitates 20' for 1d4 turns.
  23. All creatures other than the caster within a 60' radius must save vs. a Cause Fear.
  24. Caster's voice becomes squeaky for 1d6 days.
  25. Caster gains X-Ray Vision for 1d6 rounds
  26. Caster ages 10 years.
  27. Silence 15' Radius centered on caster.
  28. 10' X 10' pit appears immediately in front of the caster, 5' deep per level of the caster.
  29. Reverse Gravity beneath caster's feet for 1 round.
  30. Colored streamers pour from caster's fingertips.
  31. Spell takes effect, but spell effect rebounds on caster.
  32. Caster becomes Invisible.
  33. Color Spray from caster's fingertips.
  34. Stream of butterflies pours from caster's mouth.
  35. Caster leaves monster's footsteps instead of their own until a Reverse Curse is cast.
  36. 3d10 gems, each worth 1d6 X 10 gold pieces, shoot from the caster's fingertips.
  37. Music fills the air.
  38. A Create Food and Water spell is cast instead.
  39. All normal fires within 60' of caster are extinguished.
  40. A randomly chosen magical item within 30' of the caster is permanently drained.
  41. A random normal item within 30' of the caster is permanently enchanted.
  42. All magical weapons within 30' of the caster increase their enchantment bonus by +2 for 1 turn.
  43. Smoke trickles from the ears of all creatures within 60' of the caster for 1 turn.
  44. A Dancing Lights spell is cast instead.
  45. All creatures within 30' of the caster begin hiccuping, which imposes a +1 casting time penalty and a -1 THAC0 penalty.
  46. All normal doors, secret doors, portcullises, etc (including those locked or barred) within 60' of the caster swing open.
  47. Caster and target exchange places.
  48. Spell is cast, but affects random target within 60' of the caster instead.
  49. Spell fails, but is not wiped from caster's mind.
  50. A Monster Summoning II spell is cast instead.
  51. The weather suddenly changes, with the new weather lasting for 1d6 turns.
  52. A deafening bang forces all within 60' to save vs. spell or be stunned for 1d3 rounds.
  53. Caster and target exchange voices until a Remove Curse is cast.
  54. A Gate opens to a random spot in the Outer Planes. 50% an extraplanar creature appears through it.
  55. Spell functions, but also shrieks like a shrieker.
  56. Spell effectiveness (range, duration, AoE, damage, etc) decreases by -50%.
  57. Spell reversed, if reverse is possible.
  58. Magical energy coalesces into an elemental-like creature, uncontrolled by anyone, whose touch causes the spell's original effect to occur (THAC0 equals caster's). The spell-form lasts for duration of the spell.
  59. All weapons within 60' of the caster glow for 1d4 rounds.
  60. Spell functions, but no saving throws (if any) are allowed.
  61. Spell appears to fail when cast, but instead manifests its effect 1d4 rounds later.
  62. All magical items within 60' of the caster glow for 2d8 days.
  63. Caster and target switch personalities for 2d10 rounds.
  64. Slow spell centered on target.
  65. Target is Deluded.
  66. A Lightning Bolt is launched at the target.
  67. Target is Enlarged.
  68. 'Darkness centered on target.
  69. Plant Growth centered on target.
  70. 1,000 lbs of non-living matter within 10' of the target vanishes.
  71. Fireball centered on target.
  72. Target turns to stone.
  73. Spell is cast, but caster retains memory of the spell and any material components.
  74. Everyone within 10' of the caster receives the benefits of a Heal.
  75. Target becomes dizzy (-4 AC and THACO, cannot cast spells) for 2d4 rounds.
  76. Wall of Fire encircles target.
  77. Target levitates 20' for 1d3 turns.
  78. Target suffers Blindness.
  79. Target is Charmed as per Charm Monster.
  80. Target Forgets.
  81. Target's feet enlarge for 1d3 turns, halving movement rate and adding a +4 to Initiative rolls.
  82. Rust Monster appears in front of target.
  83. Target is randomly Polymorphed.
  84. Target falls madly in love with caster until a Dispel Magic is cast.
  85. Target changes sex.
  86. Small black raincloud forms over target.
  87. Stinking Cloud centers on target.
  88. Random heavy object materializes over target and falls on it, inflicting 2d20 damage.
  89. Target begins sneezing uncontrollably for 1d6 rounds, rendering it unable to cast spells.
  90. Spell takes place, but effect changes to a 60' radius centered on target.
  91. Target's clothes become incredibly itchy, inflicting a +2 penalty to Initiative for 1d10 rounds.
  92. Target's race is randomly changed until a Dispel Magic is cast.
  93. Target turns Ethereal for 2d4 rounds.
  94. Target Hastened.
  95. All cloth on the target crumbles into dust.
  96. Target sprouts random leaves, which can be harmlessly pruned away.
  97. Target sprouts a random useless appendage (wing, arm, ear, etc.) until a Dispel Magic is cast.
  98. Target changes color until subjected to Dispel Magic.
  99. Spell is cast, but minimum duration becomes 1 turn.
  100. Spell is cast, but effectiveness increases by +200%.

Wild magic in Warhammer[edit | edit source]

In Warhammer Fantasy Wild magic or Lore of the Wild is a magical "discipline" used primarily by the Beastmen's Bray Shamans. It is said to be a corrupted version of beast magic with a higher emphasis on domineering and controlling rather than granting aspects of animals to allies and assisting animal units like in the lore of beasts. The spells are:

  • Bestial Surge - The shaman inflames the Beastmen's uncontrollable urge to rend the foe limb from limb, causing them to surge forward in a roaring, bellowing mass.
  • Bray-Scream - This spell unleashes a howling roar of such intensity that mashes brains and bursts eyeballs.
  • Devolve - Delving into his enemies' minds, the shaman magnifies the savage and animalistic parts of their psyche until they are no more than growling beasts.
  • Mantle of Ghorok - Ghorok was a legendary Minotaur, ferocious as a storm. His spirit mantle is terrible but dangerous to the bearer.
  • Primal Onslaught - With a guttural roar that shakes the roots of the world, the Bray-Shaman feeds the rage of the beasts around him.
  • Ruiner of the Wrought - Slamming his staff into the ground, the Bray-Shaman unshackles stock and stone from their bondings of artifice, unmaking the enemy's weapons of war.
  • Savage Dominion - The shaman sends his mind winging into the wilds and possesses the largest creature he can find, storming back onto the battlefield with a vengeance.
  • Traitor-Kin - Calling out to the war-beasts of the enemy, the shaman drives a red-hot spear of wrath into the wild hearts of the enemy's mounts, causing them to turn upon those who dared tame them with bit, bridle and spur.
  • Viletide - This spell calls to the creeping things that nest in the decaying undergrowth, creating a vile wave of spiders, centipedes and slug-beetles that swarm over the foe.