Walk on the Wild Side: a compilation of wild magic spells for 5e

Concept: In D&D 2nd edition (AD&D) the Tome of Magic contained additional spells, many of which were for a new class kit at the time, the Wild Mage. While the concept itself has survived through all editions since, these spells have not. This is an attempt to bring some of them back, reinterpreted to match 5th edition design, with a few tweaks of my own.

Wild Mass Guessing Divination Cantrip Casting Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: Concentration up to 1 minute Nine or ten "reflections" of yourself swarm about you, taking in your surroundings and whispering suggestions on a course of action in your ear. You receive a 1d4 bonus to one ability check that requires one minute or less to perform. Alternately, the DM may provide one to four answers to a question that represent alternate "selves" with different experiences guessing at the solution for you. These answers are not guaranteed to be correct - merely guesses you might've had if you'd led a different life up to that point.

Nahal's Reckless Dweomer 1st level evocation Casting Time: Special

Special Range: Special

Special Components: Special

Special Duration: Special A wild mage's last resort, Reckless Dweomer channels raw chaotic magic into a desired shape. When you cast this spell, you choose one 1st level spell on your spell list(s). This spell conforms in all ways to that spell's statistics: casting time, duration, and so on, except that it is an evocation spell. When you cast this spell, roll a d20. A 16 or higher means the spell is cast and a 15 or below means the spell fails. In either case, a wild surge also occurs.

Patternweave 1st level divination (ritual) Casting Time: 1 action

1 action Range: self

self Components: V, S, M (a small hand lens)

V, S, M (a small hand lens) Duration: Concentration up to 10 minutes You twist local wild magic to make sense of the chaos around you and potentially reverse its flow. Once the spell is cast you can observe a seemingly random physical element in a 30 foot radius - broken pottery shards, bits of paper, overlapping footprints - and make an ability check using your spellcasting ability as an action, against a DC determined by its state of disarray: barely random (8), somewhat random (12), mostly random (16), almost completely random (20). If you succeed you can estimate its original form or discrete parts, and may even put it back together given time and materials (this may take repeated castings). This spell has no effect on elements that had no structure or organization to begin with.

Surge Protector 2nd level abjuration Casting Time: 1 reaction, which you take when a wild surge occurs with you as a target

1 reaction, which you take when a wild surge occurs with you as a target Range: Self

Self Components: V, S

V, S Duration: instantaneous When cast, this spell can negate the effects of a wild surge on you (whether they come from a spell you've just cast or someone else). You may choose to cast this spell after you know the result of the surge. This spell only protects you from that surge, no one else. Chaos Shield cannot protect from a surge that its own casting causes.

Baneful Deflector 2nd level abjuration Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S, M (a small glass prism)

V, S, M (a small glass prism) Duration: Concentration up to 1 minute This shimmering field protects a creature you touch from direct ranged attacks by randomizing the target. Whenever a ranged attack, magic missile, or line effect would hit them, roll randomly for a new target within 15 feet (including the original target), and the attack roll, saving throw, or damage is now resolved against the new target. Baneful Deflector cannot protect from the same projectile, magic missile, or line effect twice in the same casting.