Wild Magic

Twinkle

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.

  1. Decide what your spell targets, what area it will affect, etc.
  2. Make a Wild Magic skill roll.
  3. Roll d100 on the Surge Tables, if necessary.
  4. Apply minor surge, then any major surge that explicitly states it applies before determining if the spell was successfully cast.
  5. Determine if the spell was cast successfully (concentration checks, saves, SR, etc.)
  6. If the spell succeeded, apply any major surges (if they haven't been applied yet).
  7. 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.

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NameLevelAlternate SchoolDescriptor
Divination [Wild]
Level:
Sor/Wiz 1
Components:
V,S,F
Casting Time:
1 round, minimum (see below)
Range:
Short (25 ft + 5 ft/2 levels)
Area:
1 ten-foot cube per 3 caster levels (S)
Duration:
Instantaneous
Saving Throw:
None
Spell Resistance:
No

This spell allows the caster to examine the random, broken remains scattered in an area and determine what object or objects they used to comprise.

The information gained by the spell is enough to allow the caster to reassemble the destroyed object(s), assuming she has the skills neccessary. If a destroyed object's components are only partially within the examined area, the resulting mental image will be equally incomplete. If less than 75% of the components are examined, the caster doesn't receive any image at all.

The casting of this spell takes 1 round for every ten-foot cube examined.

Focus: A round piece of glass, through which the caster examines the area.

All or part of this spell is open game content, as described here.

Reconstructionxx11DivinationWild
Abjuration [Wild]
Level:
Sor/Wiz 2
Components:
V,S,M
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
1 minute/level
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)

The subject of this spell emanates two separate fields, one out to 5 feet, the second out to 20 feet. Any missile that touches the inner field pauses slightly. A random creature inside the larger emanation (including the target of the spell) is chosen, and the missile changes direction to hit that target. Cover is recalculated according to the direction the missile is coming from, and bonuses that depend on intimate knowledge of the target (such as a rogue's sneak attack) are eliminated. Owing to the slight pause the missile makes, the new target gains a +2 dodge bonus to the attack, even if he was the original target.

Material component: A small curved mirror.

All or part of this spell is open game content, as described here.

Redirect Missilesxx22AbjurationWild
Transmutation [Wild]
Level:
Brd 4, Clr 3, Luck 3, Sor/Wiz 4
Components:
V,S,M,XP
Casting Time:
1 standard action
Range:
Short (25 feet + 5 feet/2 levels)
Target:
One creature
Duration:
Up to 11 rounds
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)

The subject of the spell gains the ability to double his chances at any particular task. Any time the target makes a die roll, he can choose to roll twice and take the better of the two rolls. Once the the luck is used, the spell ends.

There is an element of randomness to this, however. After the first round, there is a cumulative 10% chance every round that the luck fires prematurely. The next roll the target makes after this becomes the beneficial double-roll, ending the spell.

If the luck isn't used by the end of the 11th round, the spell ends and the potential benefit goes away.

The casting of this spell always creates a minor and major surge. It cannot be supressed by a Wild Magic skill check, or any magic less powerful than a miracle or wish.

This spell counters and dispels Wildly Unlucky.

Material component: A shiny copper piece.

XP Cost: 500 XP

All or part of this spell is open game content, as described here.

Wildly Lucky4343, 4TransmutationWild
Transmutation [Wild]
Level:
Brd 4, Clr 3, Luck 3, Sor/Wiz 4
Components:
V,S,M,XP
Casting Time:
1 standard action
Range:
Short (25 feet + 5 feet/2 levels)
Target:
One creature
Duration:
Up to 11 rounds
Saving Throw:
Will negates
Spell Resistance:
Yes

The caster gains some power over the subject of the spell, able to double the target's chances at failing any particular task. Any time the target makes a die roll while in the caster's line of sight, the caster can choose to activate the unluckiness, forcing the taget to roll twice and take the worse of the two rolls. Once the the unluckiness is used, the spell ends.

There is an element of randomness to this, however. After the first round, there is a cumulative 10% chance every round that the spell fires prematurely. The next roll the target makes after this becomes the unlucky double-roll, ending the spell.

If the unluck isn't used by the end of the 11th round, the spell ends and the potential hinderance goes away.

The casting of this spell always creates a minor and major surge. It cannot be supressed by a Wild Magic skill check, or any magic less powerful than a miracle or wish.

This spell counters and dispels Wildly Lucky.

Material component: A dull, scratched-up copper piece.

XP Cost: 500 XP

All or part of this spell is open game content, as described here.

Wildly Unlucky4343, 4TransmutationWild
Illusion (Glamer) [Language-Dependant, Wild]
Level:
Brd 3, Sor/Wiz 3
Components:
V,S,M
Casting Time:
1 standard action
Range:
Touch
Targets:
Creatures touched
Duration:
1 minute/level (D)
Saving Throw:
Will disbelief (see text)
Spell Resistance:
Yes (see text)

The caster chooses a language she knows as she casts the spell. The subjects of the spell, when speaking in that language, appear to speak in gibberish that resembles a foreign language.

The caster can touch himself as a free action, can touch one friend as a standard action or up to six friends as a full-round action.

The subjects of the spell automatically make will disbelief checks, so they are always able to understand each other. Unwilling targets can make will saves or check SR to negate. People listening for more than a minute may make will disbelief checks if they suspect something. People may also make Spot checks to read the lips of the conversants.

Material component: One chopped-up animal tongue for every creature affected.

All or part of this spell is open game content, as described here.

Wild Speech3x33Illusion (Glamer)Language-Dependant, Wild
Abjuration [Wild]
Level:
Trickery 3, Sor/Wiz 3

As nondetection, but on a failed caster check, the diviner is given random, false information. The caster level check is made against a DC of 9 + your adjusted caster level. If you cast Wild Nondetection on yourself or an item currently in your possession, the DC is 13 + your adjusted caster level.

The information given to a failed divination is from a random location within a radius of the target of one mile per adjusted caster level.

Material component: Diamond dust worth 150gp.

All or part of this spell is open game content, as described here.

Wild Nondetectionx333AbjurationWild
Abjuration [Wild]
Level:
Clr 4, Sor/Wiz 4
Components:
V,S,M/DF
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
1 round/level
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)

This spell utilizes wild magic in a protective manner, cancelling the effects of major wild surges on the warded creature. It does not prevent side effects of major wild surges that do not directly affect the creature (such as raising a spell's DC).

The spell lasts until its duration expires, or until it prevents a single spell's major wild surge(s) from affecting the warded creature.

Multiple castings of this spell do not stack. This spell cannot prevent any major wild surge that occurs when it is cast, but such a surge does not end the spell early. The target cannot choose to drop this protection (if the major surge turns out to be beneficial, for instance).

Arcane material component: A warped silver mirror.

All or part of this spell is open game content, as described here.

Wild Shieldx444AbjurationWild
Abjuration [Wild]
Level:
Clr 2, Sor/Wiz 2
Duration:
1 round/2 levels

As Wild Shield, but it only protects from major wild surges that are caused by you.

All or part of this spell is open game content, as described here.

Wild Shield, Lesserx222AbjurationWild
Abjuration [Wild]
Level:
Clr 6, Sor/Wiz 6
Components:
V,S,M/DF
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
10 minutes/level
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)

This spell utilizes wild magic in a protective manner, reflecting major wild surges away from the warded creature and back to the caster whose spell created the surge. It does not affect side effects of major wild surges that do not directly affect the creature (such as raising a spell's DC). If the surge would be reflected back to the target, the surge is simply nullified.

The spell lasts until its duration expires, or until it reflects or nullifies 2d4 major wild surges.

Multiple castings of this spell do not stack. This spell cannot prevent any major wild surge that occurs when it is cast, but such a surge does not end the spell early. The target cannot choose to drop this protection (if the major surge turns out to be beneficial, for instance).

Arcane material component: A warped silver mirror.

All or part of this spell is open game content, as described here.

Wild Turningx666AbjurationWild
Evocation [Wild]
Level:
Sor/Wiz 7
Components:
V,S
Casting Time:
1 standard action
Range:
60 feet
Area:
Cone-shaped burst
Duration:
Instantaneous
Saving Throw:
See below
Spell Resistance:
Yes

This spell causes seven shimmering, intertwined, multicolored beams of light to spray from your hand. Each beam has a different power. Creatures in the area of the spell with 8 HD or less are automatically blinded for 2d4 rounds. Every creature in the area is randomly struck by one or more beams, which have additional effects.

1d8Color of BeamEffect
1Red20 points fire damage (Reflex half)
2Orange40 points acid damage (Reflex half)
3Yellow80 points electricity damage (Reflex half)
4GreenPoison (Kills; Fortitude partial, take 1d6 points of Con damage instead)
5BlueTurned to stone (Fortitude negates)
6IndigoInsane, as insanity spell (Will negates)
7VioletSent to another plane (Will negates)
8Struck by two rays; roll twice more, ignoring any "8" results.

Note: This identical to the original spell, except that it now has the Wild descriptor.

All or part of this spell is open game content, as described here.

Prismatic Sprayxx77EvocationWild
Abjuration [Wild]
Level:
Sor/Wiz 8
Components:
V,S
Casting Time:
1 standard action
Range:
Close (25 ft + 5 ft/2 levels)
Effect:
Wall 4 ft/level wide, 2 ft/level high
Duration:
10 minutes/level (D)
Saving Throw:
See below
Spell Resistance:
See below

Prismatic Wildwall functions as Prismatic Wall, but it contains fewer colors, and they are in a different order each time. It creates a vertical, opaque wall -- a shimmering, multicolored plane of light that protects you from most attacks. The wall flashes with colors, each of which has a distinct power and purpose. The wall is immobile, and you can pass through and remain near the wall without harm. However, any other creature with less than 8 HD that is within 20 feet of the wall is blinded for 2d4 rounds by the colors if it looks at the wall.

The wall's maximum proportions are 4 feet wide per caster level and 2 feet high per caster level. A prismatic wall spell cast to materialize in a space occupied by a creature is disrupted, and the spell is wasted.

Each color in the wall has a special effect. The accompanying table shows the seven colors possible in the wall, the order in which they normally appear, their effects on creatures trying to attack you or pass through the wall, and the magic needed to negate each color.

The wall can be destroyed, color by color, in consecutive order, by various magical effects; however, the first color must be brought down before the second can be affected, and so on. A rod of cancellation or a mage's disjunction spell destroys a prismatic wall, but an antimagic field fails to penetrate it. Dispel magic and greater dispel magic cannot dispel the wall or anything beyond it. Spell resistance is effective against a prismatic wall, but the caster level check must be repeated for each color present.

Prismatic Wildwall can be made permanent with a permanency spell.

ColorOrderEffect of ColorNegated By
Red1stStops nonmagical ranged weapons. Deals 20 points of fire damage (Reflex half).Cone of cold
Orange2ndStops magical ranged weapons. Deals 40 points of acid damage (Reflex half).Gust of wind
Yellow3rdStops poisons, gases, and petrification. Deals 80 points of electricity damage (Reflex half).Disintegrate
Green4thStops breath weapons. Poison (Kills; Fortitude partial for 1d6 points of Con damage instead).Passwall
Blue5thStops divination and mental attacks. Turned to stone (Fortitude negates).Magic missile
Indigo6thStops all spells. Will save or become insane (as insanity spell).Daylight
Violet7thEnergy field destroys all objects and effects. Creatures sent to another plane (Will negates).Dispel magic
Swapping Table
d20New Order
1Swap Red and Orange
2Swap Red and Yellow
3Swap Red and Green
4Swap Red and Blue
5Swap Red and Indigo
6Swap Orange and Yellow
7Swap Orange and Green
8Swap Orange and Blue
9Swap Orange and Indigo
10Swap Yellow and Green
11Swap Yellow and Blue
12Swap Yellow and Indigo
13Swap Yellow and Violet
14Swap Green and Blue
15Swap Green and Indigo
16Swap Green and Violet
17Swap Blue and Indigo
18Swap Blue and Violet
19Swap Indigo and Violet
20Reverse the order of all colors
Removal Table
d20Remove Colors
1-2Remove Red
3-4Remove Orange
5-6Remove Yellow
7-8Remove Green
9-10Remove Blue
11-12Remove Indigo
13-14Remove Violet
15Remove Red and Violet
16Remove Orange and Violet
17Remove Yellow and Violet
18Remove Green and Violet
19Remove Blue and Violet
20Remove Indigo and Violet

To determine the configuration of your wall, first roll three times on the Swapping Table, making adjustments to the order of the colors each time. Then, roll on the Removal Table to see which colors are removed. A Wildwall always has five or six colors, never the full seven.

A creature within 20 feet of the wildwall and perfect vision can tell which colors are flashing across the wall. If that creature is familiar with Prismatic Wall and makes a Spellcraft check vs. DC 17 + your adjusted caster level, he can tell in which order your Prismatic Wildwall is arranged.

All or part of this spell is open game content, as described here.

Prismatic Wildwallxx88AbjurationWild
Abjuration [Wild]
Level:
Sor/Wiz 9
Components:
V
Range:
10 feet
Effect:
A 10-ft radius sphere centered on you

This spell functions like Prismatic Wildwall, except you conjure up an immobile, opaque globe of shimmering, multicolored light that surrounds you and protects you from many forms of attack. The sphere flashes in many colors of the visible spectrum.

The sphere's blindness effect on creatures with less than 8 HD lasts 2d4x10 minutes.

You can pass into and out of the Prismatic Wildsphere and remain near it without harm. However, when you're inside it, the sphere blocks any attempt to project something through the sphere (including spells). Other creatures that attempt to attack you or pass through suffer the effects of each color, one at a time.

Typically, only the upper hemisphere of the globe will exist, since you are at the center of the sphere, so the lower half is usually excluded by the floor surface you are standing on.

The colors of the sphere have the same effects as the colors of a Prismatic Wildwall. The composition and order of the colors in the sphere are determined in the same way as Prismatic Wildwall.

Prismatic Wildsphere can be made permanent with a permanency spell.

All or part of this spell is open game content, as described here.

Prismatic Wildspherexx99AbjurationWild
Transmutation [Mind-Affecting, Wild]
Level:
Sor/Wiz 7
Components:
V,S
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
1 round/level
Saving Throw:
Will negates (harmless)
Spell Resistance:
Yes (harmless)

The creature touched gains a +20 enchancement bonus to Wild Magic skill checks.

All or part of this spell is open game content, as described here.

Wild Sensexx77TransmutationMind-Affecting, Wild
Transmutation [Mind-Affecting, Wild]
Level:
Sor/Wiz 9
Components:
V,S
Casting Time:
1 standard action
Range:
Medium (100 ft + 10 ft/level)
Area:
A 20-ft radius emanation centered on a point in space
Duration:
1 round/level
Saving Throw:
None
Spell Resistance:
No

Spellcasters within the area of effect gain a +20 enhancement bonus to Wild Magic skill checks.

All or part of this spell is open game content, as described here.

Wild Impedimentxx99TransmutationMind-Affecting, Wild
Abjuration [Wild]
Level:
Sor/Wiz 9
Components:
V,S
Casting Time:
1 standard action
Range:
Medium (100 ft + 10 ft/level)
Area:
A 20-ft radius emanation centered on a point in space
Duration:
1 day/level
Saving Throw:
None
Spell Resistance:
No

You create an area bounded by shifting, shimmering light that functions like an antimagic field against spells with the Wild descriptor. Wild spells cannot be cast inside it, nor may they be targeted at anything within it. Creatures within the area of effect are treated as if they are under the effect of Wild Shield.

This spell accepts permanency.

XP Cost: 1000 XP

All or part of this spell is open game content, as described here.

Wild Nullificationxx99AbjurationWild
Transmutation [Wild]
Level:
Sor/Wiz 8
Components:
V,S,XP
Casting Time:
1 standard action
Range:
Medium (100 ft + 10 ft/level)
Area:
A 20-ft radius emanation centered on a point in space
Duration:
1 day/level
Saving Throw:
None
Spell Resistance:
No

You create a Wild Magic Zone in an area bounded by shifting, shimmering light. Any spells cast by spellcasters within the zone gain the Wild descriptor.

This spell accepts permanency.

XP Cost: 1000 XP

All or part of this spell is open game content, as described here.

Create Wild Zonexx88TransmutationWild
Transmutation [Wild]
Level:
Sor/Wiz 4
Components:
V,S,M
Casting Time:
1 standard action
Range:
Short (25 ft + 5 ft/2 levels)
Effect:
Ray
Duration:
1 minute/level
Saving Throw:
None
Spell Resistance:
Yes

When you cast this spell, roll 1d6. Depending on the result, this spell grants an enhancement bonus to either Intelligence, Wisdom or Charisma, and a -4 penalty to the other two.

d6IntWisCha
1-2+4-4-4
3-4-4+4-4
5-6-4-4+4

If a spellcaster receives a bonus to his primary ability score, he does not receive any new spells. However, a penalty may cause him to lose the ability to cast any higher-level spells or spell slots he hasn't yet used. Memorized spells are not erased, nor are inactive spell slots considered spent; they can be used when the spellcaster's ability score returns to normal.

Material Component: A sheaf of gilt-edged paper, with the words Intelligence, Wisdom and Charisma written on it in golden ink, costing at least 10gp.

All or part of this spell is open game content, as described here.

Mental Lotteryxx44TransmutationWild
Transmutation [Wild]
Level:
Sor/Wiz 4
Components:
V,S,M
Casting Time:
1 standard action
Range:
Short (25 ft + 5 ft/2 levels)
Effect:
Ray
Duration:
1 minute/level
Saving Throw:
None
Spell Resistance:
Yes

When you cast this spell, roll 1d6. Depending on the result, this spell grants an enhancement bonus to either Strength, Dexterity or Constitution, and a -4 penalty to the other two.

d6StrDexCon
1-2+4-4-4
3-4-4+4-4
5-6-4-4+4

Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject's Constitution drops back to normal. They are not lost first as temporary hit points are. Hit points lost by a temporary descrease in Constitution return when the subject's Constitution returns to normal.

Material Component: A sheaf of gilt-edged paper, with the words Strength, Dexterity and Constitution written on it in golden ink, costing at least 10gp.

All or part of this spell is open game content, as described here.

Physical Lotteryxx44TransmutationWild