Ancient Art, Modern Application: Contemporary Uses of Wild Magic

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Wild magic is a concept often found in fantasy literature and role-playing games. It refers to a form of magic that is unpredictable and uncontrollable, often resulting in unexpected and chaotic effects. Unlike traditional forms of magic, which are typically structured and regulated, wild magic is characterized by its wild and untamed nature. One common element of wild magic is the idea that spellcasters who wield it are at risk of losing control over their powers. This usually occurs when a spell is cast, and a surge of chaotic magic is released. The effects of this surge can vary widely, ranging from minor inconveniences to catastrophic events.


I gained teleportation with a wild magic surge. Not the switch one, just standard teleportation as a bonus action for 2 turns.

But I still got hit by the 1 attack sent to my character anyway Because unlike actual Shield spell, it s not activating when it would counter their attack roll, they can still roll high and bypass your 5 AC. 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.

Wild magic ba4b

The effects of this surge can vary widely, ranging from minor inconveniences to catastrophic events. For example, a simple fireball spell may result in a massive explosion or a shower of harmless sparks. Wild magic can also manifest in other ways.

DND 5th Edition

Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors.

Source: Tasha's Cauldron of Everything

Magic Awareness

When you choose this path at 3rd level, as an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Wild Surge

Also at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Wild Magic
d8 Effect
1 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 temporary hit points equal to 1d12 plus your barbarian level.
2 You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
3 An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
4 Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
5 Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.
6 Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
7 Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
8 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. Until your rage ends, you can use this effect again on each of your turns as a bonus action.

Bolstering Magic

Beginning at 6th level, you can harness your wild magic to bolster yourself or a companion. As an action, you can touch one creature (which can be yourself) and confer one of the following benefits of your choice to that creature:

  • For 10 minutes, the creature can roll a d3 whenever making an attack roll or an ability check and add the number rolled to the d20 roll.
  • Roll a d3. The creature regains one expended spell slot, the level of which equals the number rolled or lower (the creature’s choice). Once a creature receives this benefit, that creature can’t receive it again until after a long rest.

You can take this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Unstable Backlash

At 10th level, when you are imperiled during your rage, the magic within you can lash out; immediately after you take damage or fail a saving throw while raging, you can use your reaction to roll on the Wild Magic table and immediately produce the effect rolled. This effect replaces your current Wild Magic effect.

Controlled Surge

At 14th level, whenever you roll on the Wild Magic table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Wild magic ba4b

Some settings and stories depict wild magic as a force that permeates certain areas or objects, making them inherently unpredictable. In these cases, being in close proximity to wild magic can cause strange and unexpected events to occur. For instance, a person walking through a field affected by wild magic might find themselves temporarily transformed into a different creature or experience a sudden change in gravity. The origins of wild magic can vary depending on the specific fictional world in which it is featured. It is sometimes portrayed as a natural force or phenomenon, while in other instances it may be tied to specific deities or other supernatural entities. Regardless of its origins, wild magic is typically presented as a rare and dangerous form of magic that only a few individuals can harness. In addition to being a plot device in literature and games, the concept of wild magic has also inspired various game mechanics and systems. Some role-playing games incorporate wild magic as a mechanic, allowing players to roll dice or draw from a deck of cards to determine the outcome of their magical spells. This can add an element of excitement and unpredictability to gameplay, as players must weigh the risks and rewards of using their wild magic abilities. Overall, wild magic is a fascinating and captivating concept that adds an element of unpredictability and chaos to stories and games. Whether it is used to enhance the narrative or to create unique gameplay experiences, wild magic continues to captivate the imaginations of readers and players alike..

Reviews for "The Multiversal Network: Interconnected Realms and Wild Magic"

- Karen - 1 star - I really did not enjoy Wild Magic ba4b. The story was confusing and hard to follow, with characters that had no depth or development. The writing itself felt amateurish and lacked any sort of finesse. Overall, I found it to be a complete waste of time and would not recommend it to anyone.
- John - 2 stars - I was disappointed with Wild Magic ba4b. The premise sounded intriguing, but the execution fell flat. The pacing was slow and dragged on, making it difficult to stay engaged. Additionally, the world-building was lackluster, leaving me feeling disconnected from the fictional universe. While some may find enjoyment in this book, it just wasn't for me.
- Anna - 2 stars - Wild Magic ba4b did not live up to the hype for me. The characters felt one-dimensional and their actions often felt forced or out of character. The plot also lacked originality, following a predictable and formulaic structure. I was hoping for a captivating and unique fantasy read, but unfortunately, this book did not deliver.

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