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? 3E Wild Mage for the Scarred Lands ?
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<blockquote data-quote="RangerWickett" data-source="post: 777784" data-attributes="member: 63"><p>Well, it depends on what you mean by wild magic. As the author of the aforementioned <u>Wild Spellcraft</u>, I'm fairly confident the book has material for whatever you'd need, but let me get your input.</p><p></p><p>Do you mean that his spells screw up and do odd things sometimes, like the old 2nd edition Tome of Magic wild mage? In that case, you can just have him take the wild spellcaster template, which is really just a simple way to turn any class into a wild mage.</p><p></p><p>Does he want to unleash as much wild magic as possible, hoping that luck will carry him through? If so, he might want to look at the Pandaemonicist prestige class, which makes a spellcaster's magic more unpredictable; if you don't have the spell for the job, you can always just let your spell mishap and hope things work out.</p><p></p><p>Is his character interested in using chaotic magic in a controlled way, taking advantage of the fluidity of such spells to make his own magic more flexible? Such a character would probably be drawn to the Sculptor of Chaos prestige class, which infuses a bit of wild magic into each spell, making the spell easily shaped into other forms. You can have simple effects like fireballs that look like hordes of feral beasts that swarm the area of effect for a fraction of a second, or more complex changes like altering the area of effect of a spell you cast, to the most powerful ability to turn any spell into any other spell (but with a great chance the spell will screw up).</p><p></p><p>From what little you've said so far, it sounds like the character started off as something like a sorcerer (with the wild spellcasting template), and so as a sorcerer he would've learned some of the wild spells in <u>Wild Spellcraft</u>. Then he multiclassed into wizard, and whenever he casts a wizard spell he can choose whether to have that spell be wild or not, on a round by round basis. As a quick synopsis, a wild spellcaster normally just has a 1-in-20 chance of the spell mishapping, but you can use other systems, like requiring a Concentration or Spellcraft check, or having the chance of the spell going off depend on how high level the spell is.</p><p></p><p>You can find <u>Wild Spellcraft</u> in print edition, published by Mystic Eye Games, in good gaming stores, or if you don't find it in your Friendly Local Gaming Store (FLGS), you can buy the pdf online at <a href="http://www.rpgnow.com." target="_blank">www.rpgnow.com.</a></p></blockquote><p></p>
[QUOTE="RangerWickett, post: 777784, member: 63"] Well, it depends on what you mean by wild magic. As the author of the aforementioned [u]Wild Spellcraft[/u], I'm fairly confident the book has material for whatever you'd need, but let me get your input. Do you mean that his spells screw up and do odd things sometimes, like the old 2nd edition Tome of Magic wild mage? In that case, you can just have him take the wild spellcaster template, which is really just a simple way to turn any class into a wild mage. Does he want to unleash as much wild magic as possible, hoping that luck will carry him through? If so, he might want to look at the Pandaemonicist prestige class, which makes a spellcaster's magic more unpredictable; if you don't have the spell for the job, you can always just let your spell mishap and hope things work out. Is his character interested in using chaotic magic in a controlled way, taking advantage of the fluidity of such spells to make his own magic more flexible? Such a character would probably be drawn to the Sculptor of Chaos prestige class, which infuses a bit of wild magic into each spell, making the spell easily shaped into other forms. You can have simple effects like fireballs that look like hordes of feral beasts that swarm the area of effect for a fraction of a second, or more complex changes like altering the area of effect of a spell you cast, to the most powerful ability to turn any spell into any other spell (but with a great chance the spell will screw up). From what little you've said so far, it sounds like the character started off as something like a sorcerer (with the wild spellcasting template), and so as a sorcerer he would've learned some of the wild spells in [u]Wild Spellcraft[/u]. Then he multiclassed into wizard, and whenever he casts a wizard spell he can choose whether to have that spell be wild or not, on a round by round basis. As a quick synopsis, a wild spellcaster normally just has a 1-in-20 chance of the spell mishapping, but you can use other systems, like requiring a Concentration or Spellcraft check, or having the chance of the spell going off depend on how high level the spell is. You can find [u]Wild Spellcraft[/u] in print edition, published by Mystic Eye Games, in good gaming stores, or if you don't find it in your Friendly Local Gaming Store (FLGS), you can buy the pdf online at [url]www.rpgnow.com.[/url] [/QUOTE]
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? 3E Wild Mage for the Scarred Lands ?
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