Hey guys, I think I wrote myself into a corner or at least didn't think things through far enough. I have a story line where the sorcerer in my game is having trouble with his magic. From his point of view, his spells sometimes go wrong. From my DM point of view, he's picked up wild magic. Essentially, as he passed through an old magical battlefield, a spell that had gone wrong in the battle left residual traces that tainted his magic and now he suffers from occasional wild magic surges. He's going to consult a high level sorcerer who will tell him how to "heal" his magic. Aaaand I'm stuck. Ideas for how to cleanse a sorcerer's connection to the magical energies? TIA!
My first thought-- is this really a problem that needs solving? Wild magic is a completely viable option for Sorcerous origin.
However, if you must 'cure' your player, try this.
Clone 8th-level necromancy Components: V,S,M (a diamond worth at least 1,000 gp and at leas 1 cubic inch of flesh of the creatures to be cloned which the spell consumes. A vessel worth at least 2,000 gp that has a seal-able lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with brine)
Clone grows an inert duplicate of a living creature. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days. It remains inert and endures indefinitely, as long as its vessel remains undisturbed. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment.
Now, Clone is typically used to grow a back up body for a caster Venture Twins-style (spoilers, I guess).
You could make up a variant of the spell that the sage knows or has on a scroll, that has the promise of 'curing' your PC.
I would require the components be provided from the PC as-written, including the flesh. This cure should come at a cost.
The sage could promise that the method will have no ill-effects, and be evasive about just how exactly it works. Lots of opportunity for suspicion and conning.
The spell normally draws the soul of the cloned creature to the inert double at the moment of death; the soul can never occupy more than one body at a time.
The sage could say that the procedure will draw the 'wild' essence out, by taking a small part from the PC's flesh and growing that essence in a magic petri-dish. As the clone develops more and more of the 'wild' essence is drawn out until it's entirely drawn to the duplicate. After 120 days, the PC has no further wild effects.
Now the fun part.
The sage of course should make no mention of there being a duplicate PC in a muddy crevasse. As magic is the 'soul' of sorcery, this duplicate should be considered to be fully sentient and independent of the original.
The danger of a clone is always, ALWAYS borne by the 'good' one. It's just science. If my clone robs a bank, fathers children, gets up to general perfidy, who are the police going to track down?? ME! I'm the one with an address on file.
So, the clone is born. It will of course believe it to be the original-- again, SCIENCE demands this. Will it be upset that the sage failed, that now their magic is entirely 'wild'? Will the wild nature twist the PC personality to be a chaotic, twisted mirror? Will the sage build in some true-name command, since they are the creator? Will the sage make it do villainy?
What hijinx will the clone perpetrate? Again, eye-witnesses will think it's the PC. If the clone just chills in the mud for 120 days, that is a long while for the PC to get a bit of distance completely unawares.
In short, if you are a DM of any imagination, you should be able to come up with about a dozen things to do with a secret PC clone.