Wizard
School of Wild Magic
The school of Wild Magic seeks to understand and even tame the wild magics that flows through the world. Some detractors say that it either a futile endeavour or that people should attempt to interfere with the natural flow of magic in case some unforeseen side effects disrupt magic as a whole.
The school is relatively new and not very well understood with only a few mages daring enough to devote their lives to a volatile source of magic, favouring more established and reliable disciplines.
Wild Magic Surge - Wild Ingress
Starting when you choose this school of magic at 2nd level, your spellcasting can unleash surges of untamed wild magic.
lmmediately after you cast a wizard spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wizard Wild Magic Surge table to create a random magical effect.
Wild Magic Channelling
Starting at 2nd level, you can choose to channel wild magic through you to purposefully trigger a surge. You can expend a spell slot of 1st level or higher to roll on the Wizard Wild Magic Surge table. This is treated as casting a spell.
You must finish a short or long rest before you can use this feature again.
Beginning at 6th level, you can channel Wild Magic twice between rests, beginning at 10th level, you can channel it three times between rests, and beginning at 14th level, you can channel it four times between rests. When you finish a short or long rest, you regain your expended uses.
Focused Surge
Starting at 6th level, when the DM asks you to roll on the Wizard Wild Magic Surge table you can instead choose which effect on the table is activated. You can not use this feature again until you finish a short or long rest.
This feature can not be used in conjunction with the Wild Magic Channelling feature.
Controlled Surge
At 10th level you are able to both choose when to go wild and what effect is chosen
Starting at 10th level, when using the Wild Magic Channeling feature, you can choose to select which effect on the Wizard Wild Magic Surge table is activated.
All other limitations still apply.
Wild Magic Manipulation
At 14th level you can choose any spell that is cast to go wild regardless of caster
Starting at 14th level, when a spell is being cast by a creature you can see, you can use your reaction to trigger a wild magic surge. The caster must roll on the Wizard Wild Magic Surge table. (or their own wild magic table if available).
You must finish a short or long rest before you can use this feature again.
WIZARD WILD MAGIC SURGE TABLE
| Roll 1d100 | Effect |
|---|---|
| 1-2 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. |
| 3-4 | For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. |
| 5-6 | A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. |
| 7-8 | You regain 2d10 hit points. |
| 9-10 | Maximize the damage of the next damaging spell you cast within the next minute. |
| 11-12 | You cast grease centered on yourself. |
| 13-14 | You teleport up to 60 feet to an unoccupied space of your choice that you can see. |
| 15-16 | For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. |
| 17-19 | Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. |
| 20-22 | You cast confusion centered on yourself. |
| 23-24 | You regain your lowest-level expended spell slot. |
| 25-26 | Your body is transformed to a form rolled on the Random Character Table for 1d4 days. All worn and carried items and all racial traits remain the same and are unchanged. |
| 27-28 | You cast fireball as a 3rd-level spell centered on yourself. |
| 29-30 | You cast fog cloud centered on yourself. |
| 31-32 | You cast magic missile as a 5th-level spell. |
| 33-34 | 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. |
| 35-36 | For the next minute, you regain 5 hit points at the start of each of your turns. |
| 37-38 | Your skin turns a vibrant shade of blue. A remove curse spell can end this effect. |
| 39-40 | You turn into a potted plant until the start of your next turn. 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. |
| 41-42 | You are frightened by the nearest creature until the end of your next turn. |
WIZARD WILD MAGIC SURGE TABLE (Continued)
| Roll 1d100 | Effect |
|---|---|
| 43-44 | You gain resistance to all damage for the next minute. |
| 45-46 | You can take one additional action immediately. |
| 47-48 | You cast mirror image. |
| 49-50 | Your size increases by one size category for the next minute. |
| 51-52 | You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. |
| 53-54 | If you die within the next minute, you immediately come back to life as if by the reincarnate spell. |
| 55-56 | A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. |
| 57-58 | Two portals open in front of you 60 feet apart. A stampede of wild animals (DM's Choice) come rushing out, running between the portals. Everyone in a 60 foot long, 20 foot wide line infrot of where you are facing must make a DC 18 Dexterity saving throw or take 2d10 bludgeoning damage. |
| 59-64 | You regain the spell slot used to cast this spell |
| 65-66 | Flowers and vines temporarily grow in a 15 foot diameter circle around you; For the next minute that area is treated as difficult terrain. |
| 67-68 | For the next minute, you are surrounded by multi-colored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus. |
| 69-70 | You are surrounded by faint, ethereal music for the next minute. |
| 71-72 | You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute |
| 73-74 | Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain 1d12 temporary hit points. |
| 75-76 | You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration |
| 77-78 | You gain vulnrability to all damage for the next minute. |
| 79-80 | You teleport up to 30 feet to an unoccupied space you can see. For the next minute, you can use this effect again on each of your turns as a bonus action. |
| 81-82 | You cast levitate on yourself. |
| 83-84 | Your physical gender changes for 1d4 days. (roll on the Random Character table, reroll if you roll your character's current physical gender) |
| 85-86 | For the next minute, you can see any invisible creature if you have line of sight to it. |
| 87-88 | Small meteors fall around you. Everyone within 30 feet of you (including yourself) mist make a DC16 Dexterity Saving Through or take 4d6 fire damage. |
| 89-90 | For the next minute, whenever a creature hits you with an attack roll, that creature takes 1d6 force damage, as magic lashes out in retribution. |
| 91-92 | You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth. |
| 93-94 | For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame. |
| 95-96 | 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. |
| 97-99 | You cast a 1st level spell of your choice from the spells that you know |
| 100 | A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile. |
Part of the
world of
Erilar
The School of Wild Magic Wizard, along with other classes and subclasses are part of the world of Erilar.
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