• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Homebrew Wild Mage

Marius Delphus

Adventurer
WILD MAGE
New feats, prestige class, and rules by "Marius Delphus"
Based on “Wild Mage Prestige Class” by Sean K. Reynolds, “Wild Mage Prestige Class” by “Calkin” (dwolic@juno.com), and material appearing in “Tome of Magic”

An epic in three posts. Never playtested (be the first)! :) Comments welcome!

Wild Magic Feats

Wild Caster [General]
Your spells tap the raw power of magical chaos.

Prerequisites: Intelligence 10+, Wisdom 1+.

Benefit: Whenever you cast arcane spells, you risk the effects of magical chaos. Magical chaos is sometimes beneficial, sometimes inconsequential, and other times undesirable. In game terms, every time you cast an arcane spell, you must roll a Will saving throw against DC 10 + double the spell’s level. If you fail, the spell is accompanied by level variation and may result in a wild surge. See “Level Variations” and “Wild Surges,” below.

Attempt Enhancement [General]
You have a chance to duplicate the effect of certain metamagic feats.

Prerequisites: Cast arcane spells, Wild Caster feat

Benefit: If you double the casting time of an arcane spell (1 action casting times change to 1 round), you may choose to enhance the spell as if using the Empower Spell, Enlarge Spell, or Extend Spell feat. The chosen enhancement takes place if you roll 1–3 on 1d6; if you roll 4–6, the enhancement is applied in reverse and a wild surge accompanies the spell. You may apply no bonuses to this roll; you have a flat 50% chance of success. You receive no saving throw to avoid the wild surge if you roll one. You may use this ability a number of times per day equal to your Charisma bonus (minimum 1). The enhancement, if successful, does not alter the spell’s level.

Master Surge [General]
You can influence the effects of a wild surge.

Prerequisites: Cast arcane spells, Wild Caster feat

Benefit: When you cause a wild surge, you may elect as a free action to change the result of the surge by one or more places, up or down, on the Wild Surge Results table. The possible results of the surge are not revealed to you until you have decided how many places, and in which direction, to change the surge result by. You may use this ability a number of times per day equal to your Charisma bonus (minimum 1), counting one use for each place you change the result of a wild surge.

Select Surge [General]
You may choose between possible wild surges.

Prerequisites: Master Surge feat

Benefit: When you cause a wild surge, you may elect to roll twice on the Wild Surge Results table. When you know the potential results of both rolls, you may choose between them. The surge you choose is the one that takes effect. You may use this ability a number of times per day equal to your Charisma bonus (minimum 1).

Wild Magic Rules

Level Variations
When a spellcaster with the Wild Caster feat casts a spell, the caster attempts a Will saving throw (DC 10 + double the spell’s level); if the caster succeeds at the Will saving throw, there is no altered effect. (As with all saving throws, the caster can voluntarily fail this saving throw.) If the caster fails the Will saving throw, the caster rolls the player rolls 4d6, disregards the lowest number, and compares the result to Table 1: Level Variation. The modifier shown in the table is the level variation modifier. The level variation modifier is added to the caster level of the spell. A spell’s caster level cannot be modified below 1, although the caster level can be modified below the minimum level to cast a spell. If the modified caster level means that the spell’s range cannot reach the target, the spell activates at its new maximum range along the line of effect to the original target.

Example: Akbar, a 5th-level wizard with the Wild Caster feat, casts a fireball spell and declines his Will saving throw to avoid level variation. He rolls 4d6 and gets 1, 1, 1, and 4. Disregarding the lowest die gets him a 6, which on Table 1 is a –2. Adding the level variation modifier to his caster level nets an effective caster level of 3 (5 + –2). This fireball acts as if cast by a 3rd-level caster, though fireball can ordinarily only be cast by 5th- or higher-level casters (it has a 520’ range and deals 3d6 fire damage).

Wild Surges
Wild surges are fluctuations in a spell caused by the wild caster’s disorganized method of collecting and expending spell energy. These randomizations can make the spell weaker or stronger, or even cause it to have a totally different effect or backfire upon the caster.

If the level variation modifier is an odd number, the spell may have a wild surge. The caster attempts a Will saving throw (DC 12 + double the spell’s level); if the caster succeeds at the Will saving throw, there is no surge. (As with all saving throws, the caster can voluntarily fail this saving throw.) If the caster fails the Will saving throw, the caster rolls d% and consults Table 3: Wild Surge Results. Higher results are generally more beneficial to the caster; lower results are generally less beneficial. Any inappropriate surge effect (such as “Spell changes energy type” for a spell that doesn’t do energy damage) means the wild surge has no effect.

All wild surge effects based on spells take effect at the caster’s normal (unmodified) caster level; Spell Resistance and saving throws apply as normal. Spell Resistance also protects a creature against wild surge effects not based on spells (for this purpose, treat the wild surge as a spell of the same level as the spell actually cast); such surges have no saving throws, unless otherwise noted. Lasting wild surge effects can be dispelled (for this purpose, treat the wild surge as a spell of the same level as the spell actually cast).
 
Last edited:

log in or register to remove this ad

Marius Delphus

Adventurer
Wild Mage Prestige Class

Students of wild magic vary in approach. Most merely dabble in the art; these are generally fools who enjoy the simple “rush” of a spell that surges beyond its normal bounds. The true wild mage dismisses these people as dangerous charlatans.

The real “meat and drink” of wild magic is harnessing pure chaos energy and bending it to your will. True wild mages are skilled in the art of wild magic and the theories behind it. Many are driven individuals, intent on mastering the “true” secrets of the arcane. Others are exuberant experimenters whose goal is to expand the very boundaries of magic. Some go mad; all can be very dangerous.

Most wild mages are wizards, and most of the remaining wild mages are sorcerers. Some bards become wild mages, but most bards find the need for dedicated study and the cacophony of musical wild surges unpleasant. A few clerics of chaotic and destructive deities multiclass as arcane spellcasters in order to learn wild magic, but these individuals are rare because of the time required and knowledge needed.

Wild mages usually work alone. Their spells sometimes have dangerous side effects, after all, so they rarely collect in schools or in civilized areas. For some, the bizarre and unfriendly nature of their research makes them withdrawn and antisocial; for others, the quest to unearth the intricacies of wild magic makes them very competitive.

Hit Die: d4.

Requirements
To qualify to become a wild mage, a character must fulfill all the following criteria.

Feats: Wild Caster, any metamagic feat.
Skills: Concentration 5 ranks, Knowledge (arcana) 10 ranks, Spellcraft 10 ranks.
Spellcasting: Able to cast 4th-level arcane spells.
Special: Must have created a wild surge.

Class Skills
The wild mage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Profession (Wis), Scry (Int), and Spellcraft (Int). See Chapter 4: Skills in the Player’s Handbook for skill descriptions.

Skill Points at Each Level: 2 + Int modifier.

Class Features
All of the following are class features of the wild mage prestige class.

Weapon and Armor Proficiency (Ex): Wild mages gain no proficiency with any weapons, armor, or shields.

Spells (Ex/Sp): A wild mage continues training in arcane magic. Thus, when gaining a level as a wild mage, the character gains new spells known and spells per day as if also gaining a level in an arcane spellcasting class taken before adding this prestige class. The character does not, however, gain any other benefit that class level would grant (such as bonus metamagic or item creation feats). Add wild mage levels to levels in the other arcane spellcasting class (the character must choose one if possessing levels in more than one), then determine spells per day and caster level accordingly.

Summon Familiar (Ex): A wild mage can summon a familiar in exactly the same way as a wizard or sorcerer. Wild mage class levels stack with class levels in all familiar-capable classes when determining familiar special abilities per the Player’s Handbook.

Reckless Dweomer (Ex): At 1st level, the wild mage’s spells can cause wild surges even if the level variation modifier is an even number or zero.

Craft Wild Item (Ex): Wild mages can craft magical items that cause wild surges. A wild item rolls for level variation and wild surges as if it has the Wild Caster feat and is a spellcaster of its caster level. A magical item can never choose to fail a saving throw.

Chaos Shield (Sp): At 2nd level, the wild mage gains the spell-like ability to create a wild-magic barrier that partially protects him from wild surges. The barrier permits the wild mage (and only the wild mage) a second saving throw against the effects of a wild surge and lasts 1d6 × class level rounds. If the surge does not allow a saving throw, this ability does not provide one. Triggering a Chaos Shield causes the wild mage to “lose” one second-level spell or spell slot as if casting a second-level spell. If the wild mage has no second- or higher-level spell or spell slot available, this ability fails.

There/Not There (Sp): At 3rd level, the wild mage gains the spell-like ability to cause fluctuations in the probability of existence. The ability affects only nonliving objects in a 10’ cube chosen by the caster within Close range (25 ft. + 5 ft./2 class levels), and it lasts 1 minute per class level.

Objects in the affected area have a 50% chance of disappearing, rolled randomly for each viewer and rolled again with each new viewing (viewers must look away from the affected area for 1 round before rerolling). Objects that disappear for one viewer do not necessarily disappear for all viewers, but such objects are for all purposes “not there” for that viewer. For example, one viewer for whom a door is “not there” could walk straight through it; other viewers for whom the door is “there” would see the first viewer open the door and stroll through as though it were not an obstacle (but still “there”). Any objects removed from the affected area, or objects still in the affected area when the effect’s duration expires, return to reality and are unaffected.

Triggering this ability causes the wild mage to “lose” one third-level spell or spell slot as if casting a third-level spell. If the wild mage has no third- or higher-level spell or spell slot available, this ability fails.

Vortex (Sp): At 4th level, the wild mage gains the spell-like ability to create an out-of-control swirling mass of wild magic energy. The wild magic vortex is a 5’-diameter cylinder 10’ high. In the round the wild mage activates this ability, sparkling colored lights appear in the affected area, within a range of 60 feet. On the caster’s next turn, a multicolored tornado appears, filling one square to a height of 10’. The wild mage must take a standard action each round to concentrate on controlling the vortex (Concentration DC 15). If the vortex is not controlled, it moves 5×1d6 feet in a random direction along the ground.

If the vortex is controlled, the wild mage may move it up to 30’ in any direction along the ground. The vortex cannot move through objects larger than 5’ in diameter, and if forced against such an object it will rebound in a new direction. The vortex deals 1d6 damage per class level to any creature into whose square it moves (Reflex ½, DC 14 + Charisma modifier); it deals no damage to objects. Each time the vortex deals damage, there is a 5% (cumulative) chance that it ends in a wild surge.

The vortex remains in existence for a number of rounds equal to the wild mage’s class level + 1d4. Triggering a Vortex causes the wild mage to “lose” one fourth-level spell or spell slot as if casting a fourth-level spell. If the wild mage has no fourth- or higher-level spell or spell slot available, this ability fails.

Wild Strike (Sp): At 5th level, the wild mage gains the spell-like ability to inflict wild surges on another spellcaster. The wild mage chooses a victim within a 60 ft. range, and that creature makes a saving throw (DC 15 + Charisma modifier). If the saving throw fails, the victim automatically creates wild surges if casting a spell or triggering a magic item. The wild mage’s caster level is subtracted from the Wild Surge Results roll. The effect lasts 2d4 rounds. Triggering a Wild Strike causes the wild mage to “lose” one fifth-level spell or spell slot as if casting a fifth-level spell. If the wild mage has no fifth- or higher-level spell or spell slot available, this ability fails.

Wild Mine (Sp): At 6th level, the wild mage gains the spell-like ability to enchant an object such that the next creature to touch it activates a wild surge. That creature is the “target,” and the object is considered the “caster” for all wild surge results. The enchantment lasts until triggered. The wild mage may have enchanted a number of objects equal to his Charisma modifier at any one time. Triggering this ability causes the wild mage to “lose” one sixth-level spell or spell slot as if casting a sixth-level spell. If the wild mage has no sixth- or higher-level spell or spell slot available, this ability fails.

Wild Armor (Sp): At 7th level, the wild mage gains the spell-like ability to protect himself with wild magic. Once invoked, the protection lasts for 1d6 rounds + 1 round per class level. When another creature deals melee damage to the protected wild mage, roll a wild surge (consider the wild mage as “caster” and the creature dealing damage as “target”). Ranged attacks upon the wild mage will not cause a surge. Triggering this ability causes the wild mage to “lose” one seventh-level spell or spell slot as if casting a seventh-level spell. If the wild mage has no seventh- or higher-level spell or spell slot available, this ability fails.

Wild Shield (Sp): At 8th level, the wild mage gains the spell-like ability to protect himself with a shield of wild magic that absorbs 2d6 + class level spell levels worth of spells. The shield lasts until it has absorbed its allotted number of spell levels, for 24 hours, or until the wild mage cancels it. If the exact amount of spell levels is met, the shield dissipates without further effect. If the shield is “overloaded,” however, it ends in a wild surge. Triggering this ability causes the wild mage to “lose” one eighth-level spell or spell slot as if casting a eighth-level spell. If the wild mage has no eighth- or higher-level spell or spell slot available, this ability fails.

Wild Zone (Sp): At 9th level, the wild mage gains the spell-like ability to cause a 30-ft. radius spread to become a wild magic zone (an area where casting spells and activating magic items automatically cause wild surges) for a number of rounds equal to 2d6 + class level. The area can be made permanent with a perma-nency spell. Triggering this ability causes the wild mage to “lose” one ninth-level spell or spell slot as if casting a ninth-level spell. If the wild mage has no ninth- or higher-level spell or spell slot available, this ability fails.

Stabilize Wild Magic (Sp): At 10th level, the wild mage gains the spell-like ability to create a zone 30 ft. in radius wherein the caster and all creatures may cast spells and activate items without causing wild surges. This effect remains centered on the caster throughout its duration. This ability suppresses the Wild Strike and Wild Zone abilities, as well as wild magic zones, in the area of effect. The Stabilize ability lasts 5 × class level rounds. Triggering this ability causes the wild mage to “lose” one ninth-level spell or spell slot as if casting a ninth-level spell. If the wild mage has no ninth- or higher-level spell or spell slot available, this ability fails.

Control Wild Item (Ex): At 10th level, the wild mage gains the ability to control wild items. The wild mage has a 50% chance of being able to use charges from a wild item (including a rod of wonder) to power spells (one charge per spell level) instead of triggering the item’s normal effects. The wild mage may use this ability an unlimited number of times per day (at least, until the wild item runs out of charges). Wild items without charges cannot be controlled in this fashion.
 
Last edited:

Marius Delphus

Adventurer
Table 1: Level Variation
Code:
[size=2][color=white]
4d6–L  Variation
3      –4
4–5    –3
6–7    –2
8–9    –1
10–11  0
12–13  +1
14–15  +2
16–17  +3
18     +4
[/color][/size]

Table 2: The Wild Mage
Code:
[size=2][color=white]
Level	BAB	Fort	Refl	Will	Special			Spellcasting
1st	+0	+0	+0	+2	Reckless Dweomer, 
					Craft Wild Item,
					Summon Familiar		+1 level of existing class
2nd	+1	+0	+0	+3	Chaos Shield		+1 level of existing class
3rd	+1	+1	+1	+3	There / Not There	+1 level of existing class
4th	+2	+1	+1	+4	Vortex			+1 level of existing class
5th	+2	+1	+1	+4	Wild Strike		+1 level of existing class
6th	+3	+2	+2	+5	Wild Mine		+1 level of existing class
7th	+3	+2	+2	+5	Wild Armor		+1 level of existing class
8th	+4	+2	+2	+6	Wild Shield		+1 level of existing class
9th	+4	+3	+3	+6	Wild Zone		+1 level of existing class
10th	+5	+3	+3	+7	Stabilize Wild Magic,
					Control Wild Item	+1 level of existing class
[/color][/size]

Table 3: Wild Surge Results
Code:
[size=2][color=white]
01–03	Reroll, ignoring results above 50 or below 4. Resulting surge effect lasts twice
	as long. 
04	Spell affects a random target or area. (Roll 1d8 on the Grenadelike Weapons
	diagram on page 138 of the Player’s Handbook for direction. For distance,
	roll 3d6×5’ for short-range spells, 3d6×20’ for medium-range spells, or
	3d6×80’ for long-range spells. If needed, reduce distance until the
	area fits inside the spell’s range.) A spell with Personal or Touch range
	fails instead.
05	Spell fails, and material components are consumed.
06	Caster stunned 1 round. 
07	Caster fearstruck for 1d4 rounds.
08	Caster exudes a carrion stench, as ghoul touch. 
09	Caster blinded as if with blindness/deafness.
10	Caster deafened as if with blindness/deafness. 
11	Spell has half normal effect (duration, area, damage, etc.).
12	Caster dazed for 1 round. 
13	One random magic item on the caster’s person is subjected to Mordenkainen’s
	disjunction. 
14	Nothing happens. The spell does not function. Any material components are
	used up. The spell or spell slot is used up.
15	Area greater dispelling centered on caster. 
16	Caster must roll again for level variation and take the worse result.
17	Caster nauseated for 1d4 rounds.
18	One charge is drained from one of the caster’s charged magic items.
19	Area dispel magic centered on caster. 
20	Target learns caster’s surface thoughts as if using detect thoughts.
21	Casting time increases to one full round, 
22	Spell targets a random ally (if an enemy was the target) or a random
	enemy (if an ally was the target). 
23	Faerie fire surrounds caster and caster’s allies (DC 11).
24	Magic weapon targets a random enemy’s weapon.
25	Bull’s strength targets a random enemy.
26	Caster’s pockets turn inside-out.
27	A random enemy is healed of 1d8 + caster level hit points.
28–30	A bizarre figment appears and may distract the caster. Example: A figment of a
	flesh golem, dressed in a tuxedo and carrying a silver tray of hors-d’oeuvres
	(DM’s choice of hors-d’oeuvre), appears in front of the caster and asks him if
	he’d like one. The figment will continue to pester the caster for 10 rounds or
	until he takes one. Then the figment (along with the tray and hors-d’oeuvres)
	will disappear, after saying either “thank you” or “suit yourself,” depending on
	whether the caster took an hors-d’oeuvre.
31	The spell functions, but shimmering colors swirl around the caster (treat as
	glitterdust targeted on the caster’s square).
32	Caster’s feet and footwear double in size, reducing speed by ½ for 1d4
	minutes.
33	A cloud of 600 large butterflies pours forth from the caster’s clothes;
	they last 2 rounds and blind everyone within 20 feet of the caster (including the
	caster) who fails a saving throw (Reflex neg. DC 14).
34	Caster’s voice changes to a ridiculous pitch: either very high or very low (DM’s
	choice). Effect lasts 10 minutes.
35	Caster suffers 1d6 points of ability damage to a random ability score. 
36	Caster and random target of the spell change places after the spell takes effect. 
37	Ball of string appears at caster’s feet and explodes, doing no damage
	but covering him in string.
38	Spell’s effects delayed for 1d4 rounds. 
39	½ cubic foot of some random food or 1 gallon of some random drink (DM’s
	choice) falls on the caster. The substance is magical; it will provide no nutrition,
	and it disappears after 10 minutes.
40	Icicles appear on every available surface within spell range.
41	All normal doors, secret doors, gates, portcullises, etc. within 60’ of caster
	swing shut as if affected by open/close. Doors etc. already closed are not
	affected.
42	Spell takes figment form, appearing to be a random sort of elemental or
	outsider (DM’s choice). The figment remains throughout the spell’s duration
	and cannot be controlled by caster. The figment’s touch causes the spell effect.
43	A small explosion of colored light appears in front of the caster; there is an
	audible “ooh” of appreciation.
44	Small black rain cloud forms over a random target within spell range and
	rains on that creature for 1 minute.
45	Caster permanently ages 1d6 years (Str, Dex, and Con are affected if the
	caster changes age categories, but Int, Wis, and Cha are not) (Fort neg.
	DC 12).
46	All creatures within a 20’ burst of the target gain fly.
47	All creatures within a 20’ burst of the caster receive light spells.
48	All creatures within a 20’ burst of the target gain levitate.
49	All creatures within a 20’ burst of the target gain feather fall.
50	Spell is accompanied by harmless auditory effects, such as howling, hissing,
	thunder, keening, and so on. These effects remain throughout the spell’s
	duration.
51	Spell is accompanied by harmless visual effects, such as mist, ghostly flames,
	color changes, illusory snakes, and so on. These effects remain throughout the
	spell’s duration.
52	All creatures within a 20’ burst of the caster gain feather fall.
53	All creatures within a 20’ burst of the caster gain levitate.
54	All creatures within a 20’ burst of the target receive light spells.
55	All creatures within a 20’ burst of the caster gain fly.
56	Grass grows in a 10’× 10’ area underneath a random target, or grass
	already there doubles in length.
57	All normal doors, secret doors, gates, portcullises, etc. within 60’ of
	caster swing open as if affected by open/close. Doors etc. already open
	are not affected.
58	Spell changes energy type (equal chances: acid, cold, electricity, fire,
	force, sonic). 
59	Darkvision targets a random ally.
60	Sleep targets a random enemy.
61	½ cubic foot of some random food or 1 gallon of some random drink (DM’s
	choice) falls on the target. The substance is magical; it will provide no
	nutrition, and it disappears after 10 minutes.
62	Caster gains protection from law as if cast at caster’s true level.
63	Limited omniscience — the caster learns something he did not know.
	This can have something to do with the current adventure, or
	not, as decided by the DM.
64	Random metamagic feat takes effect on the spell: Energy Substitution
	(Magic of Faerûn), Extend, Sculpt (Tome & Blood; choose shape
	randomly), Still.
65	Random metamagic feat takes effect on the spell: Enlarge, Heighten
	(1 level), Silent. 
66	Caster’s appearance alters, as if with change self, each round to resemble
	a random creature within 100’ 
67	Invisibility sphere centered on the caster. 
68	Invisibility purge centered on the caster. 
69	Faerie fire centered on caster. 
70	Expeditious retreat targets the caster.
71–73	A bizarre figment appears and may distract the target. Example: Several
	dark, fist-sized rocks appear at waist height in front of the target and
	fall to the ground. They have faint voices — they say “put me
	down!” in Common if picked up, and “help me!” at any other time. They
	scream if broken, and disappear after 10 rounds.
74	Area dispel magic centered on target.
75	Area greater dispelling centered on target.
76	Random magic item on the target is subject to Mordenkainen’s
	disjunction.
77	Target’s feet and footwear double in size, reducing speed by ½ for
	1d4 minutes.
78	Faerie fire surrounds target and target’s allies (DC 11).
79	Metamagic feat Empower affects spell.
80	Metamagic feat Heighten (2 levels) affects spell.
81	Caster learns target’s surface thoughts as if using detect thoughts.
82	The spell functions normally, but any material components
	are not consumed.
83	The spell functions normally, but is not expended from the caster’s
	mind. (Thus, a spell slot or prepared spell can be used again.)
84	Metamagic feat Chain (Tome & Blood) affects spell.
85	Metamagic feat Delay (Forgotten Realms Campaign Setting/Tome
	& Blood) affects spell.
86	Metamagic feat Heighten (3 levels) affects spell.
87	Metamagic feat Maximize affects spell.
88	Metamagic feat Widen (Magic of Faerûn/Tome & Blood) affects spell.
89	Target stunned 1 round.
90	Caster affected by darkvision or low-light vision (50% chance of either;
	duration as darkvision). 
91	Summon monster (same level as spell which caused the wild surge); one
	monster appears (DM’s choice).
92	Target dazed 1 round.
93	Metamagic feat Energy Admixture (Tome & Blood; choose energy
	type randomly) affects spell.
94	Metamagic feat Heighten (4 levels) affects spell.
95	Metamagic feat Quicken affects spell.
96	Metamagic feat Persistent (Forgotten Realms Campaign Setting/Tome &
	Blood) affects spell.
97	Metamagic feat Twin (Forgotten Realms Campaign Setting/Tome &
	Blood) affects spell.
98–00	Reroll, ignoring results below 50 or above 97. Resulting surge effect
	lasts twice as long.
[/color][/size]
 

Just wondering; are you familiar with the book 'Wild Spellcraft'? It's already got most of this covered, though you do have some things it doesn't. You can buy a pdf of it online at RPGNow.com, or a print version should be on sale at your Friendly Local Gaming Store (FLGS).
 

Marius Delphus

Adventurer
I know I'll be picking up "Wild Spellcraft" eventually, now that "my version" is finished. This is the end result of a project I started before WS was announced (and finished quite a while after it was released... the joys of doing this sort of thing solely for my own amusement. Deadline? What deadline? :) ). The credits given SKR and "Calkin" (the author of a Wild Mage doc in the original Conversion Library) are due to this class being basically an amalgam of their projects with just a dash of originality.

But thanks for the heads-up! :)
 
Last edited:

gpetruc

First Post
I didn't read trough all the tables, but it seems ok.

Maybe the +1 spellcasting/level to the wild mage could be a little too much
(expecially for sorcerors it leaves no reason to keep the base class)
 

Marius Delphus

Adventurer
Thanks for your comments; I've been thinking about them. For the special abilities, I intended the "as if casting a spell" mechanic as the balancing factor for access to the special abilities (all are translations of 2E Tome of Magic spells). Should the "spell levels" be bumped up? Should there be another mechanic?

The balancing factor for sorcerors, I'd think, would be the "sacrifice" of a feat (for Wild Caster) and the potential for unintended effects: a risk-averse character would certainly never choose to be a Wild Mage.

I'm also wondering what people think about some of the other aspects of the class. Is the Will save too low? Is Chaos Shield too good? Et cetera....
 

Judas

First Post
Interesting... Copied it to word for later reading...

As I haven't looked through it yet, I do have a question. With the new magic system that is popping up from Arcana UnEarthed, is this wild magic system easily intergrated to match?

Descriptions of the new magic system:

http://www.montecook.com/diary4.html
http://www.montecook.com/diary5.html
http://www.montecook.com/diary6.html

I'm currently using SKR's Wild mage rules, so it looks like it's not too much to switch to yours (If it seems to work well).
 

Marius Delphus

Adventurer
After skimming Monte's diaries, I'd say adapting the Wild Mage to Arcana Unearthed would be pretty easy.

(1) Because there's no distinction between "arcane" and "divine" magic in AU, any spellcasting character could conceivably become a wild mage. The flavor text might need altering to reflect AU's worldview... but that's not really of consequence. :)

(2) You'd want to make sure the requirements reflected AU skill names, if those are different.

(3) Because wild surges only kick in when a spell is actually cast, AU's alternate vision of how spellcasters select and prepare spells shouldn't be a factor. If an "enhanced" or "diminished" version of a spell is cast, this should change the DC of the Wild Surge save accordingly.

(4) The Wild Surge Results table would probably need the most serious examining; at the least, replacing spells and metamagic feats that don't exist/don't have obvious parallels in AU.

Thanks for asking!
 

Remove ads

Top