Wild Magic (3.5e Variant Rule)

= Wild Magic = Expanded from here

Basis for wild magic
[[Summary::When the world was created, it is said that all magic was wild, but over the years, with all the use by wizards, clerics, and others, the magic was bound into the form we know today. However, there still exist places where the magic hasn't been tamed yet.

Wild Magic is an environmental effect in certain locations, considered to be extremely unreliable. In these environments, magic might be strengthened, weakened, or randomly altered. These alterations might radically alter the spell to another type, a new and unique expression of reality alteration, or even make the spell fizzle and do nothing.]]

Wild magic areas can be as small as a 5ft radius, and the biggest one known is about half a mile across. These areas are rare and often in hard-to-come-by places far away from colonized lands, but exceptions do exist.

In a wild magic area, spells and spell-like abilities function in radically different and sometimes dangerous ways. Any spell or spell-like ability used in a wild magic area has a chance to go awry. The caster must make a level check (Standard DC is 15 + the level of the spell or effect, but it can be higher) for the magic to function normally. For spell-like abilities, use the level or HD of the creature employing the ability for the caster level check and the level of the spell-like ability to set the DC for the caster level check. Failure on this check means that something strange happens; roll on Great Surge Table.

Magic Type Descriptor [Wild]
Type Descriptor [Wild] This spell can only be learned through the feat Wild Mage; these spells can't be added in any other way to a spell list or otherwise cast, not even through Wish or similar spells. They can be scribed onto scrolls or put into wands, but the DC for activating these with the skill Use Magic Device is 1d10 higher then normal and any failed attempt to use a [wild] spell always results in a wild surge.

Da Great Wild Surge Table
Unless otherwise noted, the surge takes effect where the original spell that triggered the wild surge was supposed to occur. The below tables, while long, are only a small fraction of the possible results of a wild surge. The DM is encouraged to change effects he doesn’t like into more appropriate effects for his campaign.

Tables like the one below cannot take into account the situation at the instant of casting. It is not feasible to create tailored effects for every spell used in every possible way. Therefor, it is quite likely that some wild surge results will make no sense, or are impossible. In these cases, the wild surge has no effect.

Rule 1) Wild surge result: makes no sense or is impossible = Wild surge has no effect

For example, if a wizard were casting Knock on a door and triggered a wild surge with the effect "Target changes sex", it would be impossible, since doors do not have a sex (or at least not in most DnD games). Therefore, the wild surge has no effect.

B2 Random Plane destination
Use the table of the cosmology you are playing with, Planescape is default

Random Planescape Plane Table

Random Forgotten Realms Plane Table

Feel free to enter other Random Plane Tables