Wild magic
From Ardrana
Wild magic is one of the thaumaturgical schools of magic. It is, essentially, the result of an introduction of raw magical energy into the world. It often results in random results, but also allows that randomness to be, at least to some degree, harnessed by those who understand its nature.
Originally considered little more than the unfortunate by-product of an epic struggle among the gods of that world, the strange effects of wild magic have attracted the attention of many a curious or scholarly wizard. First and foremost, it is wild magic. On rare occasions, any spell can have dangerously unpredictable results, including backfiring or creating an entirely different effect from what was desired. More commonly, the magnitude of a spell - range, duration, area of effect, or even damage - may fluctuate from casting to casting. Spells cast by wild mages are inherently unpredictable.
Sometimes, wild magic can result in an event known as a wild surge. Such an event briefly opens a doorway through which raw magical energy pours -- energy which is incompletely controlled by the actions of the spellcaster. The result, often spectacular, is seldom what the caster intended and is sometimes a smaller or greater version of the desired spell. At other times, wildly improbable results occur. Songs may fill the air, people might appear out of nowhere, or the floor may become a pool of grease. Whatever happens, it is the essence of wildness. The chances of this occurring increases with the caster's proximity to a magical nexus.
Note: Wild magic originally appeared in this form in the Tome of Magic for the AD&D game from TSR. Their use here is for the purposes of providing context for the campaign only.