Here are the rules for Shoe's Wild Magic.
- At the beginning of each day, the wild mage rolls a d20 to determine their Wild Surge number for the day.
- Whenever the wild mage casts a spell, she rolls a d20 again. A number is derived from this roll in the same way ability score modifiers are derived (12 = +1, etc). This number is added to the caster level of the spell, which may exceed any normal maximums on caster level. It also alters the DC of the spell by that amount.
- Whenever the wild mage rolls her Wild Surge number in this way, she rolls 1d100 to determine the effect of the Wild Surge. Most Wild Surges replicate the effects of a spell in some way; in these cases, saving throws apply, but the DC is always equal to 10 + (the wild mage's caster level / 3) + the wild mage's Int modifier.
Wild Surge list
01: The spell fails.
02: The spell fails, and you take 1d6 damage for each level of the spell.
03: The spell fails, but you retain it.
04: The spell fails, but you may instantly regain a different one of your choice.
05: The spell is retargeted at you.
06: The spell is retargeted at the closest ally (random if more than one).
07: The spell is retargeted at the closest enemy (random if more than one).
08: The spell is cast normally, but does not allow a save, if it normally would.
09: The spell is cast normally, and you retain it.
10: The spell is cast normally, but you cannot cast that spell again for three days.
11: You glow brightly. (Light)
12: You are blinded for 5 minutes. (Blindness/Deafness)
13: You are deafened for 5 minutes. (Blindness/Deafness)
14: You become unable to move. (Hold Person)
15: You become electrified, shocking the next person to touch you. (Shocking Grasp)
16: You start laughing uncontrollably. (Hideous Laughter)
17: You let out an incredibly loud scream, hurting yourself and others nearby. (Sound Burst)
18: You become confused. (Confusion)
19: You suddenly double in size. (Enlarge Person)
20: You suddenly shrink. (Reduce Person)
21: You are restored to perfect health. (Heal)
22: You implode. (Harm)
23: Your vision becomes unusually clear. (True Seeing)
24: You feel very tired. (Touch of Fatigue)
25: You become encased in a box of uncertainty. (Shoe's Box)
26: All targets of the spell are slicked with slime. (Grease)
27: You and the targets all fall asleep. (Sleep)
28: Lightning strikes all targets. (Call Lightning)
29: Water is dumped from the sky onto the targets. (Create Water)
30: You and all targets MUST DANCE! (Irresistable Dance)
31: Explosive Runes appear on the foreheads of all targets. (Explosive Runes)
32: All targets seem to split in two. (Mirror Image)
33: All targets are turned into cats for 5 minutes. (Polymorph)
34: You and all targets are suddenly enraged. (Rage)
35: You and all targets become blurry to look at. (Blur)
36: A creature is summoned, helpful to the party. (Summon Monster)
37: A creature is summoned, hostile to the party. (Summon Monster)
38: Two creatures are summoned, one hostile and one helpful. (Summon Monster)
39: The Tarrasque is summoned for 1 round in the center of the battle. It attacks somebody at random.
40: Bahamut is summoned, dealing 9999 damage to everyone in a 100 ft radius after a ten minute animation.
41: Everyone in a 30 ft radius sprouts wings for 5 minutes. (Fly)
42: Tree bark grows on the skin of everyone in a 30 ft radius. (Barkskin)
43: All metal weapons become scorching hot in a 30 ft radius. (Heat Metal)
44: Random foods fall from the sky in a 30 ft radius. (Create Food and Water)
45: You and all others in a 30 ft radius become unable to lie for 24 hours. (Zone of Truth)
46: The area around you suddenly goes dark. (Darkness)
47: An area 30 ft around the caster becomes eerily silent. (Silence)
48: Gravity is reversed in a 30 ft radius for 1 round. They strangely take no damage when they fall afterward. (Reverse Gravity)
49: Everyone in a 30 ft radius speeds up. (Haste)
50: Everyone in a 30 ft radius slows down. (Slow)
51: Hysteria erupts as everyone in a 30 ft radius has a panic attack. (Fear)
52: Everyone within 30 ft of you suddenly looks exactly like you. (Disguise Self)
53: Magical effects in a 30 ft radius inexplicably fail. (Dispel Magic)
54: All weapons in a 30 ft radius get much pointier. (Keen Edge)
55: Everyone within 30 ft gains a negative level for 5 minutes. (Enervation)
56: All doors within 100 ft fly open. (Knock)
57: Antimagic field in a 100 ft radius appears. (Antimagic Field)
58: Everyone in a 100 ft radius becomes invisible. (Invisibility)
59: Everyone in a 100 ft radius starts glowing. (Faerie Fire)
60: Everyone in a 100 ft radius suddenly grows big muscles. (Bull's Strength)
61: Huge vines suddenly overgrow in a 100 ft radius. (Plant Growth)
62: Positive energy floods the area, everyone in a 100 ft radius is healed. (Cure Moderate Wounds)
63: Everyone in a 100 ft radius suddenly becomes infatuated with you. (Charm Monster)
64: Everyone in a 100 ft radius can now read each other's thoughts. (Detect Thoughts)
65: Everyone within 100 ft gets the ability to teleport at will for one minute. (Dimension Door)
66: The spell is Empowered, as the metamagic.
67: The spell is Extended, as the metamagic.
68: The spell is Maximized, as the metamagic.
69: The spell is Quickened, as the metamagic.
70: The spell is Widened, as the metamagic.
71: The spell is Chained, as the metamagic.
72: The spell is Delayed for 1d6-1 rounds, as the metamagic.
73: The spell is Persisted, as the metamagic.
74: The spell is Repeated, as the metamagic.
75: The spell is Twinned, as the metamagic.
76: Everything in a 100 ft radius is now sparkly clean.
77: Everyone in a 30 ft radius has their gender reversed, treatable with Remove Curse.
78: Your total intelligence score is reduced to 9 for 5 minutes.
79: Your weapon yanks itself out of your hand and attacks nearby enemies.
80: Your weapon yanks itself out of your hand and attacks you.
81: A cow will fall on an enemy at some undefined point in the future. When it does, it will deal 20d6 damage.
82: You and a random ally switch bodies. (You play each other's characters until Remove Curse is cast)
83: The spell fails, and a scroll of the spell you were trying to cast pops into your hand.
84: Your body explodes, and reassembles itself next turn with no harm done.
85: Unless you are treated with a Remove Curse, you die next time you sleep.
86: For the next 5 minutes, you are invincible.
87: You take another turn right after this one, but skip your next turn after that.
88: Your weapon becomes a +5 Flaming Frost Shocking Corrosive Screaming weapon until the next time it hits something.
89: The spell you just cast is the only one you can cast for the rest of the day, using any spell slot.
90: Your magic stabilizes for the rest of the day; you don't make any more wild magic rolls.
91: You summon a Magikarp, which uses it's deadly Splash attack on enemies.
92: A Magic Mouth appears on your diary, loudly reading an entry from it.
93: Everyone within 100 ft of you is pulled 5 ft closer.
94: Everyone within 100 ft of you is pushed 5 ft away.
95: A random enemy disappears, to reappear at some undefined point later.
96: The DM makes up a wild magic effect on the spot.
97: Treat the wild magic roll as a natural 1.
98: Treat the wild magic roll as a natural 20.
99: You lose all your spells for the day.
100: You regain all your spells for the day.
- Additionally, whenever the wild mage uses an item with a random effect, such as a Rod of Wonder or a Bag of Tricks, she rolls twice and chooses whichever she likes.