I’m playing my first sorcerer (not first caster in 30 years of playing) and going back to an Irda (have played Wizard of High Sorcerery of course) in a Prime Plane where several Krynn races escaped The Chaos War and Dragon Purge (Dwarves, Minotarus, Irda, Gnomes in two separate caravans). 500+ years have passed since then and we have a some Steam Punk technologies and magic-tech hybrids that will eventually lead to a Starfinder campaign 1000+ years in the future.
Anyway, I was hemming and hawing between Sorcerer Origins, but Wild Magic really seemed like a great fit given the nature of the Graygem (Dragonlance Lore) and the Irda (High Ogres and first people of Krynn). The Wild Magic mechanic was too arbitrary and as cited above, a problem for the DM to arbitrate too much with decisions and randomness.
We’re developing a mechanic that places 90% of the rolling in the player’s hands and most of the decision-making is left out of the DMs hands. They of course can make the arbitrary call that something so powerful or traumatic has occurred that it will unleash a Wild Magic Surge from the Sorcerer, and we’re refining the Overload mechanic of an Entropy Point Level.
Below are initial write-ups. We have not removed any of the abilities, or modified and added a meditative state to lower Entropy Levels (reduce Wild Magic Surge Probability).
Wild Magic: Entropy Points (EPs) and Entropy Level
When affected by magic spells, nearby powerful magic auras, suffering stress (such as damage) having a wild swing in emotion, suffer a penalty to the wild magic roll. This is called the Entropy level. The Wild Magic Entropy modifier roll gets larger as the Entropy level rises.
Example: Wild Magic Sorcerer with Entropy Level 0 is struck by arrow prior to casting a spell on their turn. Entropy Level receives +1 EPs (Entropy. The same sorcerer receives +19 EPs more throughout the adventure and is now at +20 Entropy Level. A third level fireball hits the Sorcerer, and they save for half damage, still alive. However, Entropy Level 20 + 3 EPs (third level spell cast at third level) = 23. Now, when the Sorcerer casts a spell they MUST roll a 1d20 to determine a Wild Magic Surge. However, a roll of 1 through (Entropy Level + 1 – 20 = 4) causes a Wild Magic Surge roll. IE 1 through 4 out of 1d20 causes a Wild Surge.
Surge Overload: Entropy Level has grown above +20 and now can be triggered without casting a spell. Anytime a condition increases Entropy Level, roll a Will saving throw base DC 10 + EPL beyond 20 (27 EPs – 20 = 7) or DC 17. If successful the player may chose to Release the Surge or Repress it. Repressed Surges maintain the new EPL. Released Surges cost no spell points and a Wild Surge is rolled. EPL is reset to 1 plus any environmental EP factors (1 +5 = 6 in direct presence of deity, for example).
Long Rest Meditation: Meditate after a long rest for 30 minutes. Roll an Insight or Arcana Check to gain an initial bonus to your Entropy Point (EPs) pool. DC 10 + Charisma Modifier. The stronger innate Sorcerer attribute (Cha), the more likely Wild Magic is difficult to repress. Successful checks receive negative EPs equivalent to the successful skill check rolled by the Sorcerer.
Short Rest Meditation: Meditate during a short rest for 60 minutes. Use any amount of Hit Dice (HD) available to roll for recovered hit points. Also remove 1d6 EPs per HD used to lower Entropy Level. A negative balance is possible which effectively quells the possibility of a Wild Surge to only 5% chance (1d20 or Tides of Chaos activated) at the DMs discretion. If at full health, any HDs available during a short rest may be used, but will only reduce Entropy Level by 1d6 per HD. No hit points will be gained and those HD will be unavailable for healing until after a Long Rest.
+X EP (Total Spell Level X of spell targeting Wild Magic Sorcerer, whether successful or resisted — imbued by the essence of the spell)
+1 EP (Physical Damage)
+2 EP (Spell fails/countered)
+3 EP (Lesser magical aura — Serene glade, conjured storm, archlich nearby, angelic/demonic aura proximity, minor totem or magical relic proximity)
+4 EP (Ally falls unconscious before Sorcerer in battle — must know Ally well, not a hireling, etc)
+5 EP (Incredibly strong magical aura. Demigod, God, Holy Place, Enchanted Location, Legendary Relic/Magical Item)
+10 EP (Ally with strong bond to Sorcerer falls in battle or dies suddenly before them)
+15 EP (?)
+20 EP (?)