This is a modification from the way VDND uses its Wild Sorcerer flavor rules. They are not flavorful enough for me. To this end, every time a Wild Sorcerer casts a spell they roll on the first table, which we can call a minor effect table, rolling 3 dice: two d20 and a d10. If the result on either 20 is a 1, their result on the other d20 is instead compared to the SECOND table, with more serious and uncontrolled effects, which you can think of as a wild fuckup table. Otherwise, the die which lands CLOSEST to the DM is consulted against the first table. The d10 gives a value that certain effects will key off.
Wild Effect Table
- Target of the spell changes color. Like it turns shades of blue. This lasts for d10 minutes.
- The Sorcerer gains an out-rrrrrageous French Accent for the next d10 minutes.
- The Sorcerer sees only females for 1 round.
- The target of the spell smells delicious for 1 hour.
- Every time the Sorcerer speaks for an hour, bubbles float out of her mouth.
- The target of the spell loses all concept of direction for d10 minutes. They don't just forget where north is, they forget WHAT north is, and all directional concepts are interchangeable.
- A certain type of indigenous local animal will be drawn to a random member of your party for 1 hour.
- One person other than Sorcerer in the room glows like candle fire for d10 minutes.
- One nonmagical item in the vicinity of the Sorcerer turns into butterflies. They scatter.
- 11 minstrels appear and play loud music, following the Sorcerer, for d10x4 minutes. They vanish into smoke if attacked, but they all have families who love them.
- One member of the party appears as a 6 year old version of themselves for d10 rounds. Their game statistics remain unchanged.
- One creature in the area gains the ability to cast Charm Person once.
- The touch of all party members tarnish silver and other metals for 1 hour.
- The Sorcerer becomes covered with alien blood.
- The target of the spell may only cluck like a chicken for 1-2 rounds, where an even d10 roll means 2 rounds and an odd d10 roll means 1 round.
- The Sorcerer's AC and damage bonus improves by the number of visual aids - "flair" - they have brought with them for their character today.
- The target of the spell speaks like Bizarro.
- The Sorcerer gains a one-shot use of a Cleric cantrip for the rest of the day.
- The spell is accompanied by the sound of an enormous fart.
- The Player controlling the Sorcerer closes or covers her eyes for d10 minutes. Her character suffers no penalties, and she may act while blind, but she must have everything described to her in d10 words or less.
Spell Fuckup Table
- The spell reverses; the Sorcerer is the target and must make necessary saves, while the target receives any benefits of the Sorcerer's spell.
- The spell randomly targets a different creature in the area.
- The spell randomly targets a member of the Sorcerer's own party.
- The target of the spell has Advantage on this save/The Sorcerer has Disadvantage for this attack roll.
- The Sorcerer turns to iron for 1d10 rounds, immovable and indestructible.
- The Sorcerer loses the ability to read for the rest of the day.
- The target of the spell becomes capable of casting the same spell, once, for the rest of the day.
- A random creature changes gender for 1d10 days.
- A random flammable item in the vicinity catches fire. This may also inflict d10 damage depending on the case.
- The Sorcerer has Advantage for this spell/imposes Disadvantage for this save, but suffers d10+ the level of the spell in damage themselves.
- The Sorcerer must cast the same spell again next round, if able, or suffer the spell's full effects without a save.
- A CR 1 creature appears.
- A hostile CR 1 creature appears.
- A CR 1 creature allied with the target of the spell appears.
- An indifferent CR 7 creature appears.
- The Sorcerer loses all Spell Points for the day, though she may confer them to another Sorcerer.
- The Player controlling the Sorcerer and the Player next to her swap characters for d10 minutes.
- The target of the spell teleports home, in comfort and safety.
- The Player controlling the Sorcerer may not speak for 1d10+5 minutes, and communicates only in mime. The DM designates her interpreter, and what the interpreter says goes concerning the Sorcerer's actions.
- Roll once on each table, both results occur.