The Wild Storm
There is something wrong with the Isle. Magical storms ravage the central landscape, making expeditions into the forest dangerous. These extreme storms the Isle experience cause another phenomenon: all spells cast on the Isle are subject to a variation of Wild Magic rules.
Every time you cast a spell, the DM (or you, if the DM forgets) will roll a d100, and the roll will determine whether or not you suffer wild magic effects.
The threshold for regular spells is:
The threshold for divine magic (spells cast by paladins, clerics, or certain warlock patrons) is:
Spell Level | Threshold |
---|---|
Cantrips | 95-100 |
Levels 1-3 | 85-100 |
Levels 4-6 | 75-100 |
Levels 7-9 | 55-100 |
Spell Level | Threshold |
---|---|
Cantrips | 97-100 |
Levels 1-3 | 95-100 |
Levels 4-6 | 85-100 |
Levels 7-9 | 65-100 |
Manifestation
Every time a spell is cast, the caster feels a feeling of static electricity at the base of their skull. If Wild Magic is activated, a halo of sparks bloom around their arcane focus, and the Wild Magic effect goes off.
Localization
This phenomenon has only ever been observed on the Isle.
Type
Metaphysical, Arcane