In places where gods have warred, or incredible mishaps of magic have occured, the structured facade of magic has been torn away, revealing the chaotic, true essence of magic itself. These places are known as Wild Magic Zones, and certain arcane spellcasters have studied them extensively, even creating new spells that draw directly upon this chaotic essence.
These new spells are identified with the [Wild] descriptor. Wild spells typically have uncontrollable features, overly random results, or cause other magical effects to behave strangely.
Because the wild magic involved in these spells is so chaotic and random, they cannot be controlled by usual means. This means that metamagic feats that directly affect the spell's effects will not create any changes in a spell with the Wild descriptor. Feats that modify other aspects of spellcasting, such as Quicken Spell, Silent Spell and Still Spell, work normally.
Any spell cast by a spellcaster in a Wild Magic Zone automatically gains the Wild descriptor. (Spells cast into a Zone by casters outside of the Zone behave normally.)
There are seven steps to casting a wild spell, several of which are a part of the normal spellcasting action.
- Decide what your spell targets, what area it will affect, etc.
- Make a Wild Magic skill roll.
- Roll d100 on the Surge Tables, if necessary.
- Apply minor surge, then any major surge that explicitly states it applies before determining if the spell was successfully cast.
- Determine if the spell was cast successfully (concentration checks, saves, SR, etc.)
- If the spell succeeded, apply any major surges (if they haven't been applied yet).
- Resolve the spell effects (if not nullfied by a surge).
When casting a Wild spell, you can choose to attempt to stop all wild surges, or only stop major surges. You do this through a Wild Magic skill check. If you are able to stop all surges, you cast the spell normally, without consulting the surge tables. If you are only able to stop major surges, you must roll on the Minor Surge Table, but ignore any text that tells you to roll on the Major Surge Table.
Rolling on the Minor Surge determines your effective caster level, as well as determining if you have created a Major Wild Surge. If your caster level is modified to -1 or below, the spell automatically fails. (It may also fail at other caster levels, depending on the specific spell.)
Rolling on either of the surge tables requires percentile dice. Wild Surges never check SR, nor can they be saved against, though in many cases saving or resisting a spell will render you immune to the effect of a surge. Any spell that completely fails does not create a Major Surge at all.
You may make use of a number of feats that deal with Wild Magic. Imbue With Wildness is a metamagic feat that can give any spell the Wild descriptor. Wild Mage boosts your Wild Magic skill. Wild Master boosts it further and allows you to reroll Surges. Wild Savant gives you the ability to direct certain Major Surges.
Wild Magic is open content.
Wild spells are presented as they are in the Player's Handbook. You can choose to sort by spell name, spell level, school, or descriptor (Sonic, Mind-Affecting, Evil, etc.) Spells are sorted according to your primary choice below. If two spells have the same school/level/whatever, they are sorted according to your secondary method.