Brymja9711
2020-06-26, 04:50 PM
So recently I was asked by one of my players to come up with ways of making Wild Magic more interesting. Currently, in the PHP there is a 5% chance of a spell going wild, thus causing the sorcerer to roll on the chart. But what if a sorcerer could use more of their innate magical energy to cast more powerful spells? or cast more spells in general? Here is what I have so far:
Brainstorming ideas for wild magic
This concept of changing wild magic for the sorcerer makes for more interesting situations. Here are some ideas:
• Increasing the chance of a spell becoming wild magic by using a higher-level spell slot. For example, A 5th level Sorcerer with the Wild Magic archetype wishes to cast a magic missile at a spell slot higher that 3. The sorcerer thus attempts to cast the magic missile at 4th level, increasing the damage of the spell. In doing so, the sorcerer must roll a D20, on a 1-2, the spell goes wild, thus increasing the chance of rolling on the chart. If a spell is cast at a much higher spell slot, the chance of the spell going wild increases exponentially. The equation is as follows: spell level that is 1 higher Than the highest spell slot available = an increase of 1 on roll of wild magic chance. For every spell slot higher, doubles the chance. For example, the same 5th level sorcerer tries to cast the magic missile at 5th level, and now much roll a d20 with the chance being 1-4, and at 6th, the chance being 1-8, and so on.
• Attempting to cast another spell slot of a spell level that has already been spent. For example, a 5th level sorcerer attempting to cast another 3rd level spell must now roll a d20, with a 1-2 on that roll being wild magic. Every spell casted at the same level afterwards increases the chance of wild magic occurring. Per that same example, the 5th level sorcerer attempts another spell of 3rd level, and now must roll a d20 with a 1-4 chance of going wild. After each spell cast, the chance of the spell going wild doubles.
Let me know what you guys think. So far I just have more powerful spells, or spells being casted more often once the player has used all available slots before a rest. Not sure how this would work at lower levels, and if the increased chance of getting a wild magic effect should be lower if the player is, say, 1st level.
Brainstorming ideas for wild magic
This concept of changing wild magic for the sorcerer makes for more interesting situations. Here are some ideas:
• Increasing the chance of a spell becoming wild magic by using a higher-level spell slot. For example, A 5th level Sorcerer with the Wild Magic archetype wishes to cast a magic missile at a spell slot higher that 3. The sorcerer thus attempts to cast the magic missile at 4th level, increasing the damage of the spell. In doing so, the sorcerer must roll a D20, on a 1-2, the spell goes wild, thus increasing the chance of rolling on the chart. If a spell is cast at a much higher spell slot, the chance of the spell going wild increases exponentially. The equation is as follows: spell level that is 1 higher Than the highest spell slot available = an increase of 1 on roll of wild magic chance. For every spell slot higher, doubles the chance. For example, the same 5th level sorcerer tries to cast the magic missile at 5th level, and now much roll a d20 with the chance being 1-4, and at 6th, the chance being 1-8, and so on.
• Attempting to cast another spell slot of a spell level that has already been spent. For example, a 5th level sorcerer attempting to cast another 3rd level spell must now roll a d20, with a 1-2 on that roll being wild magic. Every spell casted at the same level afterwards increases the chance of wild magic occurring. Per that same example, the 5th level sorcerer attempts another spell of 3rd level, and now must roll a d20 with a 1-4 chance of going wild. After each spell cast, the chance of the spell going wild doubles.
Let me know what you guys think. So far I just have more powerful spells, or spells being casted more often once the player has used all available slots before a rest. Not sure how this would work at lower levels, and if the increased chance of getting a wild magic effect should be lower if the player is, say, 1st level.