Night of Wild Magic
Less than a year prior to the start of the campaign, a blast of arcane energy exploded in the heart of Valoreign and washed across the island kingdom like a sparkling wave of green flame. (Green flame!) Many of the people, places, and things touched by the wave were magically transformed in seemingly random ways. Others were completely unaffected as the wave washed over them harmlessly.
The transformations range from curious and amusing to disturbing and outright malevolent. One farmer reported that his barn transformed into a giant wooden dragon that took to the skies and has never been seen since. An innkeeper’s gossipy wife sprouted a second head that speaks only in the Sylvan tongue. The apples in a monastery orchard turned white and are rumored to possess astonishing magical properties. A boulder outside the village of Hobnock was reshaped into the likeness of a grinning face, even sprouting moss that resembles hair and sideburns, while at the same time all children in the village vanished without a trace. A noble lord woke up from his slumber without his ears, while his favorite mule was suddenly imbued with intelligence, the power of speech, and mastery of five languages.
Scholars surmise that the event originated in the Elder World, also known as the Feywild or the Faerie Realm, likely spilling into Valoreign through a fey crossing. At least, that seems the most likely explanation given the unpredictable nature of the magic and its apparent irreversibility. However, no one is certain where the eruption into the natural world actually occurred, or what might have caused it.
Some citizens would like nothing more than to see the Night of Wild Magic undone. Others are more inclined to leave well enough alone and accept the good with the bad, particularly given the most astonishing transformation of all: that of King Thomas Starhewen. Before the Night of Wild Magic, the Manticore King was a rickety, time-addled, 95-year-old husk of a man. By morning, he was restored to his 17-year-old self, young in body yet wise in years.
Campaign Rule: Wild Magic
At 1st level, unless you decide otherwise, your character gains the Wild Magic feat. The feat is free and has no prerequisites other than your character must’ve been in Valoreign on the Night of Wild Magic.
The Wild Magic feat grants you one of the special traits or abilities described below (your choice, or if you feel daring, you can roll randomly). Abilities that duplicate spells are cast at your level, and no two characters in the party can have the same trait or ability. Here’s another catch: There are things in the campaign that profoundly affect those “touched” by wild magic. You won’t know what they are until they occur, and these “events” could prove detrimental to your character’s wellbeing depending on the situation or circumstances. If you choose not to give your character the Wild Magic feat, your character will not be susceptible to these occurrences.
Roll Wild Magic Trait or Ability (choose one)
01–04 You can cast detect magic (as the spell) at will.
05–08 You can cast feather fall (as the spell; self only) at will.
09–12 You are never surprised.
13–16 You can cast barkskin (as the spell; self only) at will.
17–20 You can cast animal friendship (as the spell) at will.
21–24 You can cast animal messenger (as the spell) at will.
25–28 You can cast telekinesis (as the spell; objects only) at will.
29–32 You can cast tree shape (as the spell) once per day.
33–36 You can cast disguise self (as the spell) at will.
37–40 You can cast read magic (as the spell) at will.
41–44 You are immune to cold or fire (choose one).
45–48 You are immune to lightning and can cast shocking grasp (as the spell) at will.
49–52 You can cast dimension door (as the spell; self only) once per day.
53–56 You can cast pass without trace and water walk (as the spells; self only) at will.
57–60 You can cast dispel magic (as the spell) at will.
61–64 You can cast freedom of movement (as the spell; self only) at will.
65–68 You can cast charm person (as the spell) at will.
69–72 You can cast spider climb (as the spell) at will.
73–76 You can cast knock (as the spell) at will.
77–80 You can cast identify (as the spell) at will.
81–84 You can cast jump (as the spell) at will.
85–88 You can cast speak with animals (as the spell) at will.
89–92 You can cast longstrider (as the spell; self only) at will.
93–96 You can cast invisibility (as the spell; self only) at will.
97–00 You can cast insect plague (as the spell) once per day.