Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Dungeons & Dragons
Homebrew Wild Mage
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Marius Delphus" data-source="post: 835979" data-attributes="member: 447"><p><strong>Wild Mage Prestige Class</strong></p><p> </p><p>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. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Hit Die: d4. </p><p></p><p><em>Requirements</em></p><p>To qualify to become a wild mage, a character must fulfill all the following criteria.</p><p></p><p>Feats: Wild Caster, any metamagic feat.</p><p>Skills: Concentration 5 ranks, Knowledge (arcana) 10 ranks, Spellcraft 10 ranks.</p><p>Spellcasting: Able to cast 4th-level arcane spells.</p><p>Special: Must have created a wild surge.</p><p></p><p><em>Class Skills</em></p><p>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. </p><p></p><p>Skill Points at Each Level: 2 + Int modifier. </p><p></p><p><em>Class Features</em></p><p>All of the following are class features of the wild mage prestige class. </p><p></p><p>Weapon and Armor Proficiency (Ex): Wild mages gain no proficiency with any weapons, armor, or shields. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Marius Delphus, post: 835979, member: 447"] [B]Wild Mage Prestige Class[/B] 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. [I]Requirements[/I] 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. [I]Class Skills[/I] 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. [I]Class Features[/I] 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Homebrew Wild Mage
Top