Driedal Wild Magic Mechanics

## Wild Magic

Within the Plains of Driedal magic can have unexpected consequences when cast, simply not function at all or function as intended. You as the DM can rolls these, **OR** you can have the Players roll their own fate and then tell them what it does.

**Every spell Attempted** (Even cantrips, and activating magic items) a d100 is rolled:

* 1 - 30 = **No Magic**
* 31 - 70 = **Normal Magic**
* 71 - 100 = **Magic Happens, but with a consequence** (also random)

### Wild Magic Surges

Within the general wild magics that the plains now are there are spots where there is concentrated wild magics called a **Wild Magic Surge**. If a creature is standing within a surge the magic is even more wild than normal and either functions with a consequence or doesn't function at all.

### d100 - 50/50

* 1 - 50 = **No Magic**
* 51 - 100 = Magic, with a Consequence

## Consequences

The Consequences change depending on the type of spell cast. Regardless of what happens, if a spell slot or racial ability slot is being used it is consumed as normal.

### Attacks: 1d4

* 1 - 2 = Target Changes to the nearest creature to the caster within 30 ft (enemy or ally), within range of the spell if shorter - using forced movement if required to get in range.
* 3 - 4 = Normal Attack, but +1d4 to the damage roll

### Buffs: 1d4

* 1 - 2 = **2d4** Psychic damage to targets, no buff (Increases to **3d4 @ level 15** and **5d4 @ level 17**)
* 3 - 4 = **Duration Doubled**

### Debuffs: 1d4

* 1 - 2 = **2d4** Psychic damage to Caster, **Spell Fails**
* 3 - 4 = **Duration Halved**

### Summons: 1d4

* 1 - 2 = **Summon Fails**
* 3 - 4 = Summons a random creature of the spells type, not the one attempted. (DMs choice, or half amount)

### Utility Spell: 1d4

* 1 - 2 = **Spell Fails**
* 3 = **Duration Halved**
* 4 = **Duration Doubled**

### Spells involving a Saving Throw to avoid/Resist: 1d4

* 1 - 2 = **Spell Fails**
* 3 - 4 = Spell goes through **BUT** creature(s) in the area/ targeted by the spell have **Advantage** on the saving throw.
	+ If not on a creature, but a location (ie: Scrying) **Duration reduced to 1 min, cast time doubled**

### Negation Spells: 1d4

* 1 - 2 = **Spell Fails/Doesn't work**
* 3 - 4 = Spell goes through (rolling an ability check if required)

### Ritual Spells/ Spells with a casting time of 1 hour or more: 1d4

* 1 -2 = **Spell Fails**
* 3 - 4 = **Duration Doubled**

### Control Spells: 1 d4

* 1 - 2 = **Spell Fails**
* 3 = **Functions But**, Targeted creature(s) had/have Within the Plains of Driedal magic **Advantage** on the saving throw.
* 4 = **Functions AND** Creature(s) has **Disadvantage** on Saving Throw.

### Healing Spells: 1d4

* 1 - 2 = **Spell Fails**
* 3 = Healing rolled **Halved** (Min 1 healing)
	+ Restoration Spells temporarily remove effect(s) (**Roll 1d4** rounds)
* 4 = Healing rolled **Doubled**
	+ Restoration Spells can **remove 2 effects**

### Resurrection Spells: 1d4

* 1 - 2 = **Spell Fails**
* 3 = Works BUT **Cost Doubled**
* 4 = **Works Normally**

### Shapechanging Spells: 1d4

* 1 - 2 = **Spells Fails**
* 3 - 4 = Works, but the form is not as intended (but related in some way, GM discretion)

**Deception Spells to avoid being Hit: 1d4** (ie: Mirror image, Blink, Blur etc)

* 1 - 2 = **Spell Fails**
* 3 - 4 = Spell works, **Duration Doubled**,
	+ BUT each time an attack avoidance is attempted: roll the D20 at Disadvantage (ie: mirror image, Blink, or roll a d20: on a 1 - 10 it doesn't work, on an 11 - 20 it works (ie: blur).

### Additional Damage (Smite, Divine Strike, Radiant Soul etc): 1d4

* 1 - 2 = **Fails**
* 3 - 4 = "Extra"/Damage Halved

### Magic Item's Requiring Activation in some way: 1d4

(ie: the choice to use a x/day ability/ activating something like boots of flying)

* 1 - 2 = **No Function**
* 3 - 4 = **Functions Normally**

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