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Wildmage Feat+9 wildmage spells

Sunking

First Post
Me being a great fan of AD&D's wild mage from tome of magic 2ed. dident think the PRC from Com. arcane did it justic so I did my own take on it, this is the result please coment.

It uses homebrewt wildsurge table but it the feats and spells I would like responce to in this tread but for intrested the table is op for diskusion here
http://www.enworld.org/forum/d-d-3rd-edition-house-rules/270408-homemad-wildsurge-tabel.html

It's for D&D 3.5

Wild Mage [GENERAL]
You have traded your control of magic for the gift of surprise and access to wonderus powers.
Prerequisite: Arcane Caster level 3rd.
Benefit: When you acquire this feat you reduce your Arcane Caster level with 3, but every time you cast a arcane spell or use a arcane spell-like ability, you get a 1D6 boost to your Arcane Caster level.
In addition, you add the following spells to your Arcane Known spells as soon as you are able to cast them.
1st Nahal’s Reckless Dweomer
2nd Hornung’s Chaos Shield
3rd Fool’s Speech
4th Wild Fate
5th Nahal’s Vortex
6th Nahal’s Wildstrike
7th Hornung’s Surge Selector
8th Nahal’s Wildzone
9th Nahal’s Wildfire
Special: Also you gain a wild dice, so every time you cast a arcane spell or use a arcane spell-like ability you roll a D20 and if you roll 13 you cause a wildsurge instead of casting your spell.
 
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and the spells

Nahal’s Reckless Dweomer
Evocation [Wild]
Level: Wild 1
Components: V
Casting Time: 1 standard action
Range: see text
Target, Effect, or Area: see text
Duration: see text
Saving Throw: see text
Spell Resistance: Yes
The caster tries to form the raw chaotic wild magic into a form he knows. The caster can try to use Nahal’s reckless dweomer to cast any other spell he knows and are abel to cast, to successful cast the desired spell he just have to roll less then the surge border. Surge border is equal to 11 + level of spell slot used to cast Nahal’s reckless dweomer – level of desired spell, if the roll is equal or higher than the surge border it results in a wild surge.
Special: Nahal’s reckless dweomer uses Range, Target, Effect, Area, duration and Saving Throw if any from the desired spell.

Hornung’s Chaos Shield
Abjuration [Wild]
Level: Wild 2
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Duration: 1 round/level
The caster gains spell resistance equal to 15 + caster level to a maximum of SR 30 at 15th level, against wild surges only. Always when a wild surge would affect a creature protected by chaos shield the caster must first penetrate the SR even if the text of the surge tells otherwise.
Material component: a loaded dice.

Fool’s Speech
Illusion (Glamer) [Wild]
Level: Wild 3
Components: V, S, F
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels.)
Targets: One creature/level, no two of which can be more than 30 ft. apart.
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
With this spell, the caster empowers the targets with the ability to speak a secret language incomprehensible to others. Once cast the targets can choose to speak normally or in their secret tongue. They can speak and understand this mysterious language fluently.
Fool’s speech is not recognizable as any known language, nor does it remotely sound like any language. No spell even spells like comprehend languages or tongues can translate it.
Focus: A broken whistle

Wild fate
Transmutation [Wild]
Level: Wild 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One Humanoid
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
The caster turns the wild of fate against the target, under the duration every action that requires a roll is affected by wild fate and requires the target to roll 2 dices and taking the worst result.
Material component: piece of a broken mirror.

Nahal’s Vortex
Evocation [Wild]
Level: Wild 5
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels.)
Effect: 5-ft.-diameter sphere
Duration: 1 round/level
Saving Throw: None or Reflex half; see text
Spell Resistance: Yes
The caster unleashes a cyclone of uncontrolled wild magic. It spring into existence were the caster wills it within spell range, it moves up to 30 feet per round. If it enters a space with a creature, it stops moving for that round and deals 1D6/caster level (maximum 13D6) points of raw magic damage, , reflex save for half damage. There is a 5% chance on every hit that Nahal’s vortex will explode in a wildsurge with the damaged creature counting as both caster and target and Nahal’s vortex as the spell being cast, this will end your Nahal’s vortex. The cyclone moves as you desire as long as you concentrate on it (move action), if you doesn’t concentrate it moves a random direction at full speed, if the cyclone moves out of range from caster, the caster loses full control and have no way of controlling the spell for the rest of duration.
Material component: a brass spinner.

Nahal’s Wildstrike
Transmutation [Wild]
Level: Wild 6
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels.)
Target: One creature
Duration: 1 round/2 level
Saving Throw: Will partial
Spell Resistance: Yes
Caster surrounds the target with a aura of wild magic that lashes onto each spell the caster tries to cast. For the duration of Nahal’s wildstrike the caster makes a wildsurge each time he cast a spell. If will save is a success it is only target’s first spell that’s a wildsurge.
Material component: something from your pocket or pouch.

Hornung’s Surge Selector
Alteration [Wild]
Level: Wild 7
Components: V, S, M
Casting Time: 1 standard action
Range: Personal.
Duration: 1 hour/level
By shielding oneself in a cape of wild magic one can better control the surge when it goes wrong.
If a wildsurge occurs under duration and before all uses 1 wildsurges/5 levels the caster (maximum 4 at 20th level) the caster can chose one of the three options below:
1) Caster can reroll the roll that resulted in a wildsurge, but if it still results in a wild surge, then you gain a extra number on your wild dice that will cause wildsurges from now on, roll 1D20 to see which number you gain rerolling any number you have in advance.
2) Caster can roll twice on basic table and chose which sub-table to continue on, if this wildsurge later requires rolls on the basic table again it is still two rolls and the caster choses.
3) Caster can chose to hold the magic within no wildsurge occurs but caster receives 1D4/level of spell in raw magic damage no save resistance or immunity’s apply.
Material component: a loaded dice.

Nahal’s Wildzone
Transmutation [Wild]
Level: Wild 8
Components: V, S, M
Casting Time: 1 round
Range: Touch
Area: 150-ft.-radius emanation
Duration: 1 round/3 levels
Saving Throw: None
Spell Resistance: no
The caster lets raw magic lose, so the veil of magic breaks all rules.
All spells cast within triggers a wild surge.
Special: Nahal’s Wildzone can be made permanent with the spell: Permanency and by paying 5000 XP.

Nahal’s Wildfire
Universal [Wild]
Level: Wild 9
Components: V
Casting Time: 1 standard action
Range: see text
Target, Effect, or Area: see text
Duration: see text
Saving Throw: see text
Spell Resistance: Yes
The caster tries to form the raw chaotic wild magic into a form he has heard of. The caster can try to use Nahal’s Wildfire to cast any other spell on his class spell list, to successful cast the desired spell he just have to roll less then the surge border. Surge border is equal to 15 – level of desired spell, if the roll is equal or higher than the surge border it results in a wild surge.
Special: Nahal’s Wildfire uses Range, Target, Effect, Area, duration and Saving Throw if any from the desired spell.
 


Using this as a sample for Pathfinder Base Class

Hello Sunking,

Nice job. I will use your ideas to create a new Specialist School of Magic for Wizard Base Class in Pathfinder RPG (hereby nown as 3.75).

Some spells will remain as Wild Mage only spells and others will become Class habilities - maybe all of them.
 


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