Wild Magic
Wild Magic can add powerful additions to a spell talent, but it comes with the cost of a random effect as the magic takes its own toll. Each time you choose to enhance a spell with Wild Magic roll 1d100 and compare it to the following table. More powerful effects will add 10%, 20% or 30% to the roll, making it more difficult to get one of the more benign rolls lower on the table and possible to get one of the more interesting effects over 100%.
Wild Magic Table
1-10
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Heal the character for 1d10 per 5 levels.
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11-20
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Add +10 to one attribute for 1 minute.
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21-30
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Inflict an additional 1d10+5 to an enemy within 30m.
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31-40
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Gain +2 Armour for the next 3 rounds.
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41-50
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Grow or shrink 1d10 inches.
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51-60
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Become a small plotted plan for 1d3 turns.
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61-70
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Inflict 1d5 per 5 levels in damage to the caster.
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71-80
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The spell fails. Gain a magical butler until you use Wild Magic again.
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81-90
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Reduce one random statistic by -10%
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91-100
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The effects of the spell target one random person.
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101-110
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You become Vulnerable to the next type of damage you suffer for 1 minute.
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111-120
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All enemies will attack you, and solely you, for the next round. In the unlikely event someone else gets the same result it is delayed until the next turn.
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121-130
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Inflict one long term condition, preferably one suitable to the circumstances or character, on the caster.
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