Same gremlin. New engine.

Yssala.
Unleashed.

The chaos stays. The lightning stays. The free drinks absolutely stay. The only thing that goes away is the bookkeeping between you and the boom.

No spell slots. No sorcery points. No save DCs. The chaos is still very much included.
The whole system

One question. One roll.

When Yssala acts, you ask: “Which of my tags apply?” Every tag that fits gives +1. Roll two normal six-sided dice. Add. Done.

2d6
two regular dice
+
+1
for every tag that fits the action
10+
You get it.

It happens, clean. Describe how good it looks.

7–9
You get it… and.

It works — and something unexpected happens too.

recognize this? it's a wild magic table for everything
6−
The story bites back.

Josh makes a move. Trouble, not punishment.

Three words to learn

Tags. Quests. Statuses.

That's the entire vocabulary. No slots, no points, no conditions chart.

Tags

Short phrases that describe what Yssala is. They replace stats, skills, and her whole spell list. If a tag plausibly helps, it counts. Want to go nova? Burn a tag for +3 — that's your big red button.

a word they can't refuse · +1 (or burn it for +3)

Quests

What Yssala is chasing. Quests replace XP — she grows when her story moves. And here's the trick: when your weaknesses cause trouble, you mark growth. Chaos literally levels you up.

Learn why the magic chose me.

Statuses

No hit points. You pick up tiered conditions like scorched-2 that subtract from rolls they'd plausibly hinder, then fade with rest. One number, no subtraction chains.

tipsy-2 — we both know how this goes
Your character, on four cards

Sixteen tags. All gremlin.

Every one of these is something you've already done at the table. Two of these themes never fit on your D&D sheet at all.

Magic

Wild Magic

Replaces: Sorcerer class, spell slots, sorcery points, metamagic, the d100 table — and Magic Initiate (Cleric)
wild magic crackling in my veins a word they can't refuse prayers that still work magic with a mind of its own
QuestLearn why the magic chose me — before it decides for itself.
People

Gnome

Replaces: species traits, darkvision, gnome cunning
gnome see in the dark small enough to slip any notice never taken seriously
QuestNever let them mistake small for harmless.
Personality

Life of the Party

Replaces: Deception, Persuasion, Sleight of Hand. Your sheet carries a crowbar, caltrops, and a sap — the potion "borrowing" was never out of character
life of the party sticky fingers the voice of the Thornfather one drink past clever
QuestLeave every room louder than I found it.
Influence

Everyone Knows Yssala

New — Branner's tab, the guards' quiet gratitude, a whole town's exasperated affection
everyone knows Yssala free drinks at the Kestrel's Roost in good with the town guard my reputation precedes me
QuestNever pay for a drink again.
Instant replay

The grove. Mara's down.
You saved her from thirty feet.

Session 2's smartest play — the long-range battle-rez. Here's that exact moment, both ways.

How it went in D&D

You
"Can I heal Mara? She's too far away—"
Josh
"Actually, wait — you have metamagic. You could spend two sorcery points and make a touch spell ranged…"
You
"What is healing word? Is that the same distance thing I did earlier?"
Josh
"You have Cure Wounds, which is touch, but Distant Spell converts it — two points. You only have three, so it's a choice…"
You
(rolls) Mara pops back up. Inspiration earned.
A great play — that needed a guided tour through three subsystems (spell list → sorcery points → metamagic) before you could make it.

How it goes in Legend in the Mist

You
"Mara's down. I whisper the old healing rite — the one from the temple — and let the wild magic carry it across the grove."
Josh
"Which of your tags apply?"
You
(glances at her cards) "Wild magic crackling in my veins. Prayers that still work."
Josh
"Two tags. Roll 2d6+2."
Same heroic moment. Zero subsystems. And yes — "the temple"? Check your own sheet: Acolyte background, Magic Initiate (Cleric). Your healing was never sorcery. There's a story there, and this system finally has a place to put it.

Try the roll yourself.

Kragoth's moonbeam is sweeping the grove and Mara is bleeding out. Tap the tags you think apply, then roll. (Yes, burning a tag for +3 is a thing. Ask Josh.)
wild magic crackling in my veins prayers that still work small enough to slip any notice a word they can't refuse life of the party
two dice + 2 tags
The trade

What you stop tracking.

spell slots × 3 levelssorcery pointsmetamagic costs spell save DC 14 vs 15+5 vs +6 to hitconcentration checks touch vs rangedbonus action economycomponents saves vs attacksthe d100 lookup"wait, why did I not get to go?"

And what stays:

the lightning bolt storyBranner's tabthe Thornfather con "borrowed" healing potionsthe Dune voicehair that floats the crowbar & caltropsthe temple she never mentions being the town's favorite menace
One more thing

The chaos isn't a feature.
It's the physics.

In D&D, wild magic is a table you sometimes get to roll on. In Legend in the Mist, "it works and something unexpected happens" is a third of all outcomes — for everyone, every roll. You're not losing your favorite mechanic. The whole game just adopted it. And when magic with a mind of its own complicates your night? That's not a setback — that's how Yssala grows. The lightning bolt that vaporized Gaston wouldn't just be a great story in this system. It would have leveled you up.

One more secret: your own sheet says Acolyte. Somewhere before the wild magic, there was a temple — and a gnome who knows exactly how gods are supposed to sound has been impersonating one to the goblins. Tell us that story whenever you're ready. There's a card waiting for it.