Wild Magic
*This is an optional homebrew wild magic system that we might consider playing with.
The magic seething across the land and within your body is new, powerful, exciting - and slightly unpredictable. Any time you cast a spell above a cantrip (whether by using a spell slot or activating a magical item), you must roll a d20 and follow the result given by the following table:
The more you use magic, the better you will be able to control it. As you level up, the number ranges on the table will adjust so that you are slightly more likely to get the normal result in the future. They adjust like this:
NOTE: Since this is a homebrew system I've created, and y'all would get to be the very first group that playtests it, it might need tweaking along the way. Let me know if you have feedback, feel like we're rolling too much/too little, etc. Thank you!
1st-2nd | 3rd-4th | 5th-6th | 7th-8th | 9th-10th | 11-12 | 13-14 | 15-16 | 17-20 | Type |
---|---|---|---|---|---|---|---|---|---|
1 | 1 | 1 | 1 | 1 | Failed Spell | ||||
2-6 | 2-5 | 2-4 | 2-3 | 2 | 1 | 1 | Diminished Spell | ||
7-8 | 6-7 | 5-6 | 4-5 | 3-4 | 2-3 | 2 | 1 | Weird Spell | |
9-12 | 8-13 | 7-14 | 6-15 | 5-16 | 4-17 | 3-18 | 2-19 | 1-20 | Normal Spell Cast |
13-14 | 14-15 | 15-16 | 16-17 | 17-18 | 18-19 | 19 | 20 | Weird Spell | |
15-19 | 16-19 | 17-19 | 18-19 | 19 | 20 | 20 | Empowered Spell | ||
20 | 20 | 20 | 20 | 20 | Overpowered Spell |
NOTE: Since this is a homebrew system I've created, and y'all would get to be the very first group that playtests it, it might need tweaking along the way. Let me know if you have feedback, feel like we're rolling too much/too little, etc. Thank you!