This here is the beta 0.1 version of Wild Magic, as per Razarus' request. It may be OP. It may be UP. It's definitely chaotic. Please try it out and see if you have any major complaints. Level 1: Wild Self -- slim chance of random buffs/debuffs/selfDoTs when casting a spell. Slimmer chance of further random effects on subsequent turns. Also "cantrip", a spell that does nothing (except potentially trigger wild magic) and only costs 1 MP. Level 2: Wild Matter -- slim chance of summoning a pile of random crap around you when casting a spell. Level 3: Wild Mana -- slim chance of gaining 25 MP when casting a spell. Slimmer chance of LOSING 25 MP when casting a spell. Level 4: Wild Energy -- slim chance of nuking the everliving hell out of any monster within several paces in any direction whenever casting a spell. Also "prestidigitation", a spell that guarantees (at least) one random Wild Magic effect for 10 MP. Level 5: Van Wilder -- dramatically increased chance for a random Wild Magic effect to happen upon casting any spell. Balance concerns: some Wild Self buffs are mana-fueled rather than timed, so you might end up willing to hang onto them for a long-ass time. Some Wild Matter summons might unbalance the game because they give you more mana. Some Wild Self doTs will kill your ass if you're level 3 or below when they go off. You guys tell me if those are worth worrying about. Changelog: Beta --> 0.1 Several of the Wild Matter procs were tuned down (i.e. produce less stuff), notably booze and mushrooms. Also, Loren's badass icons are now all active! 0.1 --> 0.2 Wild Matter tuned down even more (particularly gems and wands, also to a lesser degree booze.) More importantly, Cantrip was removed because it was just too abusable. Also, Carroty Form!