Wild Surge Rework v1.0

by Orntoo

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Wild Magic Sorcerer Rework

These rules and tables depict an alternate way to handle the effects of Wild Magic, both how a Sorcerer will make the d20 roll for Wild Surge, and how the effects of a surge will be handled. This is based off the idea of varying levels of chaos in your Wild Magic.

Why Rework Wild Magic?

The idea behind this set of rules is to put more control in the Wild Magic Sorcerer's hands while maintaining the intial concept of uncertainty and chaos. The original rules are relatively arbitrary and puts most of the Wild Surge control in the DM's hands. Most DMs either rule that a Sorcerer just rolls for Wild Surge every cast; or don't bring it up often enough, ignoring one of the core mechanics of this amazing sub-class.

Levels of Chaos

As stated above, this rework operates on the idea of there being levels of chaos in your Wild Magic; Inert, Semi Inert, Neutral, Semi Chaotic, and Chaotic.

These levels will represent how chaotic and out of control the magic your Sorcerer's Wild Magic is:

  • When your Wild Magic is Inert, both the chances of triggering a Wild Surge and the effects that would follow are minimal. These would be momentary flashes of magic, only lasting a few seconds.
  • As it rises to Neutral, you can expect roughly standard (vanilla 5th Edition) surge rates and effects.
  • Once you reach Chaotic conditions, your chances of triggering a Wild Surge are at their highest, and the effects are the most wondrous, and dangerous.

With the system written below, the level of chaos in your Wild Magic will change based on a buildup of uncontrollable magic as you cast spells. If this doesn't appeal to you, check the next page for alternative methods of handling the chaos, or create your own that better reflects your Sorcerer's background or the source of their Wild Magic.

Wild Magic Buildup

As you cast spells, your Wild Magic grows out of control; a portion of the magic cast left behind perhaps, growing increasingly more volatile.

The Dangers of Casting Magic

Upon taking this subclass, your character begins in the Inert stage. As you cast spells without triggering a Wild Surge, the wild magic you wield slowly grows less stable. After casting 3 spells at your current level of chaos, move on to Semi Inert, then Neutral, and so on - increasing the likelihood that you trigger a Wild Surge as you cast.

Assuming you don't meditate between casts, casting 12 spells without triggering a Wild Surge would bring you from Inert to Chaotic. Triggering a Wild Surge resets your level of chaos back to Inert.

Meditation

After a lifetime with your Wild Magic, you aren't helpless against this buildup of unleashed magic.

You may spend time meditating to manage the magic trapped within you, calming it's current state and the amount of chaos in your Wild Magic one level (for example, from Chaotic to Semi Chaotic). The amount of time that you must spend meditating depends on your current level of chaos.

Level of Chaos Hours Required to Reduce 1 Level
Semi Inert 1
Neutral 2
Semi Chaotic 3
Chaotic 4

You may reduce multiple levels of chaos during a single meditation, or spread it out over multiple meditations throughout the day.

Changed Features

Below are the two features that are changed with this rework, with Wild Magic Surge being the main overhaul, and Tides of Chaos being changed to put it's full effect completely in the player's hands. Use the rest of the subclass features as written in the Player's Handbook.

Wild Magic Surge

Starting when you choose this origin at 1st level, your spell casting can unleash surges of untamed magic. Read the details on pages 2 and 3 for specifics on how Wild Magic Surge operates.

Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, you can choose to roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature. You must finish a long rest before you can force a Wild Magic Surge again.

Alternatives to Wild Magic Buildup

Perhaps the idea of wild magic buildup doesn't appeal to you, or doesn't match your Sorcerer's background or your world's setting. Here are a couple optional methods to handle levels of chaos in your Wild Magic.

Lunar Phases

One potential option is that your Sorcerer's magic is intricately linked to the moon and its lunar phases. Maybe Moonlight is your source of magic and getting too much makes it harder to control.

Waxing and Waning Chaos

On a Full Moon, consider your Wild Magic Chaotic. In the following 4 days (assuming a 30 day lunar cycle) as the Full Moon wanes, move over to Semi Chaotic. The next 6 days would be Neutral, in between Full and New Moons. After that, as the New Moon waxes, have 4 days of Semi Inert conditions, leading into the Inert New Moon. As the New Moon wanes and the Full Moon waxes, use the same concept but moving from Inert to Chaotic.

Chaotic Chaos

Perhaps the simplest and most fitting, another option would be to have your level of chaos be wild.

Daily Surprise

Number each level of chaos 1 to 5, with Inert being 1 and Chaotic being 5. Every time you finish a long rest, roll a 1d10 divided by two (rounded up). The result of that roll is how out of control your magic is that day.

Wild Magic Rolls

How it Works

A Wild Magic Sorcerer's control over their magic grows with use. As such, the chance to make a d20 Wild Magic roll depends on their experience with magic.

When you cast a spell as a Wild Magic Sorcerer, take your character's highest-level sorcerer spell slot, the level of the cast spell, and the level of chaos at the time the spell was cast, then use the Wild Magic Roll Table below to make the appropriate dice roll. On a 1, make a d20 Wild Surge Roll. If you roll a 1 on that, roll on the Wild Surge Effects Table starting on the next page.

Wild Magic Roll Table

Cast Spell's Slot Level Inert Semi-Inert Neutral Semi-Chaotic Chaotic
Highest Level Slot Always Roll Always Roll Always Roll Always Roll Always Roll
Highest Level Slot -1 Always Roll Always Roll Always Roll Always Roll Always Roll
Highest Level Slot -2 d4 Always Roll Always Roll Always Roll Always Roll
Highest Level Slot -3 d6 d4 Always Roll Always Roll Always Roll
Highest Level Slot -4 d8 d6 d4 Always Roll Always Roll
Highest Level Slot -5 d10 d8 d6 d4 Always Roll
Highest Level Slot -6 d12 d10 d8 d6 d4
Highest Level Slot -7 Never Roll d12 d10 d8 d6
Highest Level Slot -8 Never Roll Never Roll d12 d10 d8
Cantrip Never Roll Never Roll Never Roll d20 d12

Always Roll implies that you would automatically make a Wild Surge Roll when casting that spell, while Never Roll implies you would never make a Wild Surge Roll when casting that spell. Note that unlike vanilla 5th Edition rules, a cantrip can potentially set off a Wild Surge roll under Semi-Chaotic and Chaotic conditions.

For Example:

A 17th level Wild Magic Sorcerer's highest-level spell slot would be a 9th-level spell slot. Under Neutral conditions, if this Sorcerer casts a 9th-level spell, they would look at the Highest Level Slot row and see they would always make a Wild Surge Roll. After casting the 9th-level spell it is guaranteed that they make a Wild Surge Roll under normal circumstances.

If the Sorcerer casts a 5th-level spell under the same conditions, they would look at Highest Level Slot -4 and see that they need to roll a d4 after casting the 5th-level spell. On a 1, they would make a Wild Surge Roll.

If this same Sorcerer casts a 1st-level spell under Inert conditions, they would look at Highest Level Slot -8 and see that they would never roll under normal circumstances.

Wild Surge Effects

How It Works

Below is the Wild Surge Effects Table, which uses the expanded list by u/GrrGuru's vanilla-faithful chart posted here. When you make a d100 roll on this table, read the effect corresponding to the result's row, replacing the Bolded portion of the effect's description with the appropriate Bolded effect listed in the 5 columns to the right. For example, if you rolled a 1 under Chaotic conditions, it would operate as stated in the effects column, except for 90 seconds.

Wild Surge Effects Table

d100 Effect Inert Semi-Inert Neutral Semi-Chaotic Chaotic
01 Roll on this table at the start of each of your turns for the next 60 seconds, ignoring this result on subsequent rolls. While this effect is going on, consider the level of chaos of each roll to be the same as when this effect was triggered. 24s 36s 60s 72s 90s
02 Roll again on this table twice, re-rolling dice rolls of 2. once twice twice three times four times
03 For the next minute, you can see any invisible creature if you have line of sight to it. 12s 30s 1m 5m 2h
04 For the next minute, hidden traps, doors, and other secret mechanisms within 30 feet of you are outlined to you in red. 12s 30s 1m 5m 2h
05 A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you then disappears 60 seconds later. 24s 48s 72s 96s 120s
06 A dwarven blacksmith controlled by the DM appears in a space within 5 feet of you, then disappears 5 minutes later. He has basic weapons and armor for sale. broken damaged basic fine magical
07 You cast Fireball centered on yourself, it's damage is changed to 6d6 fire damage. 2d6 4d6 6d6 9d6 12d6
08 You cast Ice Storm centered on yourself, it's damage is changed to 1d8 bludgeoning and 5d6 ice damage. 1d6 3d6 5d6 8d6 11d6
09 You cast Magic Missile as a 5th-level spell 3rd 4th 5th 6th 7th
10 You cast Scorching Ray as a 4th-level spell 2nd 3rd 4th 5th 6th
11 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow. d4 d6 d10 d12 d20
12 Roll a d20. Your race changes, along with all racial traits and stat bonuses related to it. This lasts for 1d6 weeks. See the bottom of this table for the list of results for the d20 roll. 1d2 1d4 1d6 1d10 1d20
13 You cast Confusion centered on yourself with a radius of 10 feet. 5 ft 10 ft 15 ft 20 ft 25 ft
14 You cast Hold Person on yourself with a duration of 60 seconds. 12s 30s 60s 90s 120s
15 For the next minute, you regain 5 hit points at the start of each of your turns. 1 3 5 7 9
16 For the next minute, your allies within 30 feet of you gain 6 temporary hit points that reset back to 6 at the start of each of their own turns. 2 4 6 8 10
17 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. hair yarn feathers grass snakes
18 You grow a beautiful flower from the top of your head that remains until someone plucks it. Once plucked or removed, it dies after 1d4 days. seedling dandelion flower bouquet bush
19 You cast Grease in a 15 foot square centered on yourself. 5 ft 10 ft 15 ft 20 ft 25 ft
20 You cast Entangle in a 15 foot square centered on yourself. 5 ft 10 ft 15 ft 20 ft 25 ft
21 Creatures have disadvantage on saving throws against the next 2 spells you cast within the next minute that involve saving throws. 1 1 2 2 3
22 Allies within 120 feet of you have advantage on saving throws against the next 2 spells cast within the next minute that involve saving throws. 1 1 2 2 3
d100 Effect Inert Near-Inert Neutral Near-Chaotic Chaotic
23 Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect. orange red blue purple green
24 You produce a faint aroma of lavender that is only detectable when sharing the same 5 foot space with someone. A Remove Curse spell can end this effect. sweat grass lavender cinnamon garlic
25 An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight. 12s 30s 1m 5m 4h
26 An extra arm appears on your body for the next minute. During that time, you have advantage when performing the Grapple action or when attempting to escape a grapple. 12s 30s 1m 5m 4h
27 For the next 60 seconds, all of your spells with a casting time of 1 action have a casting time of 1 bonus action. 24s 48s 60s 90s 120s
28 For the next 60 seconds, all of your spells with a casting time of 1 action allow you to move an extra 15 feet when cast. Your movement does not provoke an attack of opportunity. 24s 48s 60s 90s 120s
29 You teleport up to 60 feet to an unoccupied space of your choice that you can see. 20 ft 40 ft 60 ft 80 ft 100 ft
30 You and a creature of your choice within 60 feet of you teleport simultaneously, swapping positions with each other. You may then move an addition 30 feet. 20 ft 40 ft 60 ft 80 ft 100 ft
31 You are transported to the Astral Plane for the next 2 turns. You will be teleported back to your previously occupied space or the nearest unoccupied space at the end of your last turn in the Astral Plane. 1 2 2 3 4
32 A creature of your choice is transported to the Nine Hells for the next 2 turns. They will be teleported back to their previously occupied space or the nearest unoccupied space at the end of their last turn in the Nine Hells, and are frightened until the end of their next turn. 1 2 2 3 4
33 Maximize the damage of the next 2 damaging spells you cast within the next minute. 1 1 2 2 3
34 Your next 2 damaging spells you cast within the next minute knock your target prone and blinds them for one minute. 1 1 2 2 3
35 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger. If the roll is even, you get older. d4 d8 d10 d12 d20
36 Roll a d6. Your voice changes pitch by a number of octaves equal to the roll. If the roll is odd, your voice gets deeper. If the roll is even, your voice gets higher. This effect lasts 3 months. 1 2 3 4 5
37 1d8 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you. They vanish after 1 minute 12s 30s 1m 5m 2h
38 1d8 confused badgers controlled by the DM appear in unoccupied spaces within 60 feet of you. They vanish after 1 minute 12s 30s 1m 5m 2h
39 You regain 3d10 hit points. 1d10 2d10 3d10 4d10 5d10
40 Allies within 30 feet of you regain 3d8 hit points. 1d8 2d8 3d8 4d8 5d8
41 You hallucinate and perceive creatures as farm animals for 2 turns. While hallucinating, you are incapacitated and attacks against you have advantage. 1 1 2 2 3
42 You turn into a potted plant for 2 turns. While a plant you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks and your form reverts. 1 1 2 2 3
43 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. 12s 30s 1m 3m 1h
44 For the next minute you are able to defy gravity, allowing you to fly 20 feet as a bonus action on each of your turns. 12s 30s 1m 3m 1h
45 You cast Levitate on yourself with a duration of 10 minutes. 1m 5m 10m 20m 30m
46 You cast Feather Fall on yourself with a duration of 1 minute. 12s 30s 1m 3m 1h
d100 Effect Inert Near-Inert Neutral Near-Chaotic Chaotic
47 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. 12s 30s 1m 5m 2h
48 A compliant riding horse appears in an unoccupied space within 5 feet of you, then disappears 4 hours later. 1h 2h 4h 8h 24h
49 You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth. 12s 30s 1m 3m 1h
50 You cry uncontrollably for the next minute. Whenever you try to speak through your tears, snot shoots out from your nose. 12s 30s 1m 3m 1h
51 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile. 12s 30s 1m 3m 1h
52 A shimmering barrier appears around you for the next minute, granting you a +2 to all saving throws and immunity to being moved or knocked prone. 12s 30s 1m 3m 1h
53 You are immune to being intoxicated by alcohol for the next 5d6 days. 1d6 3d6 5d6 7d6 9d6
54 You are immune to becoming addicted to substances for the next 5d6 days. Any current addictions disappear for that time. 1d6 3d6 5d6 7d6 9d6
55 Your hair falls out but grows back 24 hours later. 2h 10h 24h 48h 96h
56 Your body immediately sprouts hair from head to toe, to a length of 4 inches. The hair regrows if shaved off. This effect lasts for 24 hours. 2h 10h 24h 48h 96h
57 For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame. 12s 30s 1m 2m 30m
58 For the next minute, any object or 2x2 foot area of liquid that you touch that isn't being worn or carried by another creature instantly freezes. 12s 30s 1m 2m 30m
59 You regain 2 expended spell slots, starting with your lowest-level expended slots. 1 2 3 4 5
60 Twice within the next minute, you gain free use of any metamagic on your turn. once once twice twice three times
61 For the next minute, you must shout when you speak. 12s 30s 1m 5m 2h
62 For the next minute, you must whisper when you speak. 12s 30s 1m 5m 2h
63 You cast Fog Cloud centered on yourself with a radius of 20 feet. 5 ft 10 ft 20ft 30 ft 50 ft
64 You cast Silence centered on yourself with a radius of 20 feet. 5 ft 10 ft 20 ft 30 ft 50 ft
65 Up to 3 creatures you choose within 30 feet of you take 3d10 lightning damage. 1d10 2d10 3d10 4d10 5d10
66 Up to 3 creatures you choose within 60 feet of you are knocked prone by a mysterious force. 1 2 3 4 5
67 You are frightened of the nearest creature for the next 2 turns. 1 1 2 2 3
68 You are charmed by the nearest creature for the next 2 turns. 1 1 2 2 3
69 Each creature within 30 feet of you becomes invisible for the next minute. 10 ft 20 ft 30 ft 45 ft 60 ft
70 For 1 minute, a random creature within 120 feet of you becomes invisible at the beginning of each round. The invisibility is only removed at the end of that round. 12s 30s 1m 2m 5m
71 You gain resistance to all damage for the next minute. 12s 30s 1m 3m 1h
72 You gain advantage on all saving throws for the next minute. 12s 30s 1m 3m 1h
73 A random creature within 60 feet of you becomes poisoned for 1d4 hours. 1d2 1d4 1d4 1d8 2d6
74 A random creature within 60 feet of you suffers from two levels of exhaustion for 1d4 hours. 1d2 1d4 1d4 1d8 2d6
75 You glow with a bright light in a 30 foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. 12s 30s 1m 3m 2h
76 You radiate a chilling mist in a 30 foot radius for the next minute. Any creature that ends its turn within 5 feet of you is incapacitated until the end of its next turn. 12s 30s 1m 3m 2h
77 You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for 1 hour. 10m 30m 1h 2h 8h
d100 Effect Inert Near-Inert Neutral Near-Chaotic Chaotic
78 You cast Flesh to Stone on yourself. Roll only once to determine a success or failure. A failure petrifies you instantly, and lasts for 5 minutes. 30s 2m 5m 10m 30m
79 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next 3 minutes. 30s 1m 3m 10m 12h
80 Static electricity fills you for the next minute. Within 10 feet of you, hairs stand on their ends, and feather-light objects slowly cling to you. 12s 30s 1m 5m 2h
81 You can take 2 additional actions immediately. 1 1 2 2 3
82 The creature nearest to you may make 2 additional actions on their next turn. 1 1 2 2 3
83 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. 10 ft 20 ft 30 ft 45 ft 60 ft
84 Creatures within 30 feet of you must make a Constitution saving throw against your spell DC. On a they temporarily suffer -1 to their AC and saving throws. For one minute, you receive a bonus to your AC and saving throws equal to the sum of their failures. 10 ft 20 ft 30 ft 45 ft 60 ft
85 You cast Mirror Image with a duration of 1 minute. 12s 30s 1m 5m 2h
86 You cast Blur with a duration of 1 minute. 12s 30s 1m 5m 2h
87 You cast Fly with a duration of 10 minutes on a random creature within 60 feet of you. 1m 5m 10m 30m 2h
88 A random creature within 60 feet of you gains Earth Glide with a burrow speed of 30 feet for 10 minutes. If the effect ends while burrowing, the creature is flung to the surface and is stunned until the end of their next turn. 1m 5m 10m 30m 2h
89 You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell. 12s 30s 1m 5m 2h
90 You become Illusory for the next minute. You seem completely real, from sounds to smell, but physical interaction with you or an investigation check against your spell DC reveals you to be an illusion, as objects and spells pass through you. This effect ends if you attack or cast a spell. 12s 30s 1m 5m 2h
91 If you die within the next minute, you immediately come back to life as if by the Reincarnate spell. 12s 30s 1m 3m 1h
92 The first humanoid creature to die within 30 feet of you within the next minute is immediately brought back to life as if by the Reincarnate spell. 10 ft 20 ft 30 ft 45 ft 60 ft
93 Your size increases by one size category for the next minute. 12s 30s 1m 5m 2h
94 Your size is decreased by one category for the next minute. 12s 30s 1m 5m 2h
95 You and all creatures within 30 feet of you gain vulnerability to the most recent damage type dealt for the next minute. 10 ft 20 ft 30 ft 45 ft 60 ft
96 Excluding you, all creatures within 30 feet of you gain resistance to the most recent damage type dealt for the next minute. 10 ft 20 ft 30 ft 45 ft 60 ft
97 You are surrounded by a faint ethereal music for the next minute. 12s 30s 1m 5m 4h
98 You are surrounded by loud, obnoxious, and erratically off tune flute noises for the next minute. 12s 30s 1m 5m 4h
99 You regain all expended sorcery points. - - - - -
100 You regain all expended spell slots. - - - - -

*Race Change Results - | 1 - Tabaxi | 2 - Lizardfolk | 3 - Aarakocra | 4 - Kobold | 5 - Kenku | 6 - Gnome | 7 - Tortle | 8 - Halfling |

| 9 - Orc | 10 - Tiefling | 11 - Aasimar | 12 - Goblin | 13 - Goliath | 14 - Elf | 15 - Dragonborn | 16 - Warforged | 17 - Hobgoblin |

| 18 - Dwarf | 19 - Firbolg | 20 - Human |

For races with subrace choices, the DM decides which subrace, if any, that the target becomes.

 

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