Wild Magic

All mages are vulnerable to the occasional magical mishap. Even High Enchanters must take special care. But there are many ways that magic can go awry. Although magic is an innate skill to the mages of Thedas, the arcane arts require years of rigorous training to safely wield magic, as well as the proper equipment. But not all mages have the luxury of a reliable staff in hand, or of years of schooling.

Mages casting in suboptimal conditions have been known to produce surges of wild magic. Wild magic is powerful and unpredictable. It is what happens when magic is used with abandon. Hedge Mages tend to be more prone to Wild Magic, but also have learned to benefit from it.

Wild Magic Surges
A wild magic surge typically happens for one of two reasons:


 * A mage is casting spells without a staff or other arcane focus (see Unarmed Casting).
 * The mage is a hedge mage who lacks formal training.

When a spell goes into a wild magic surge, it fails to produce its intended effect, producing a random one instead. Sometimes this effect is helpful, sometimes it is harmful, and sometimes it is simply bizarre.

The result of a wild magic surge depends on the school of magic of the spell that sets off the surge. For example, if a Levitation spell goes wild, it produces a Wild Spirit Magic Surge; if a Blizzard spell goes wild, it produces a Wild Primal Magic Surge. For each type of surge, you should consult the corresponding Wild Magic Surge Table. You will find the Wild Magic Surge Tables for the Spirit, Entropy, Primal, Creation, and Blood Magic schools below.

The Risks of Unarmed Spellcasting
Casting with a staff (or other arcane focus) is the best way of ensuring that all spells go forth as planned. A staff is a type of arcane focus, a tool that allows a caster to channel their magical energy with relative safety and efficiency. However, even a highly trained mage can find themselves in circumstances where they may need to cast a spell unarmed. An apostate mage, for example, might not want to walk around openly carrying a staff around Val Royeaux for fear of attracting attention of the Templars. Or perhaps a mage is simply disarmed in the heat of battle.

Casting without a staff or other arcane focus is considered unarmed casting, even if you have another weapon such as a bow or dagger. The main risk, of course, being that a spell might result in a wild magic surge. Unarmed spells have the same likelihood as normal spells to result in a magical mishap.

Unarmed Spellcasting Rules
Unarmed spellcasting is much costlier and gains an additional element of risk:


 * 1) Mana costs are doubled while unarmed.
 * 2) Failure may lead to a Wild Magic Surge.
 * 3) * If a spell fails and you roll doubles, roll once on the Wild Magic Surge Table.
 * 4) * If a spell fails and you roll triples, roll twice on the Wild Magic Surge Table.

Wild Magic Surge Tables
When you produce a wild magic surge, you must roll 1d20 and consult a Wild Magic Surge table corresponding to magic school of the spell that triggered the surge. If the wild magic surge's nature is for some reason unclear, the DM may use their judgment to determine the appropriate school.

Wild Magic (Talent)
Sometimes you must throw caution to the wind and let the magic flow through you. With enough experience, those who dabble in wild magic can gain some semblance of control. This is a talent that can be honed by Hedge Mages, Apostates, and brave researchers of the arcane arts.

Novice: Whenever you successfully cast a spell unarmed, residual Wild Magic allows you to automatically regain 1d4 Mana.

Journeyman: Playing with magic might be dangerous, but apparently it pays off. Take one new Magic focus now, or gain a +1 bonus to one that you already have. Also, while casting unarmed, residual Wild Magic now earns you 1d4 mana regardless of whether you succeeded on your spell or not.

Master: You are practiced in casting without a staff. Spells no longer cast double while unarmed, and cost only the normal amount.

Grandmaster: You are a master of chaos. While rolling on the Wild Magic Surge table, you may roll twice and choose one of the two effects.