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Can Wild Magic be a Wizard 'thing' in D&D 5?
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<blockquote data-quote="dracomilan" data-source="post: 9604435" data-attributes="member: 6704093"><p>My first encounter with Wild Magic was while reading <em>Forgotten Realms Adventures</em> in 1991. The book brought the <em>Forgotten Realms</em> setting into the magical world of <em>Advanced Dungeons & Dragons 2nd Edition</em>, while also recounting the events of the <em>Avatar Trilogy</em>. The death of the goddess of magic during these events led to the creation of dead magic zones and wild magic zones… and the study of these areas eventually led to the introduction of <em>Wild Mages</em> in <em>Tome of Magic</em> (1991).</p><p></p><p>Wild Mages studied wild magic zones to understand the true workings of magic, and by exploiting its breaking points, they could achieve results beyond the reach of other wizards… though at the risk of having it blow up in their faces.</p><p></p><p>A brilliant mechanic.</p><p></p><p>In <em>D&D 3rd Edition</em>, Wild Magic was significantly diminished, explicitly mentioned only in the <em>Forgotten Realms Campaign Setting</em>. Only one prestige class, the <em>Wild Mage</em> described in <em>Complete Arcane</em> (2004), could benefit from the study of Wild Magic.</p><p></p><p></p><p>In <em>D&D 5th Edition</em>, Wild Magic was reintroduced, but in a peculiar way. It became an innate and barely controllable “spark” of magic within certain living beings, a trait exclusive to Sorcerers. While this approach fit well with the lore of my primary homebrew setting, it did not align as well with the history of Wild Magic in the <em>Forgotten Realms</em>, where it originally emerged.</p><p></p><p>To address this logical gap, I finally decided to develop a Wizard subclass called the <em>Wild Mage</em>, which I have detailed in a supplement available on <em>DMsGuild</em> with the title <a href="https://www.dmsguild.com/product/513404/Wild-Thing" target="_blank"><strong>Wild Thing</strong></a>.</p><p></p><p>The book not only provides the class features of the <em>Wild Mage</em> adapted for <em>D&D 5.24</em>, but also updates the core Wild Magic spells from <em>Tome of Magic</em>. Additionally, it introduces an Origin Feat for those who wish to study Wild Magic from 1st level and presents the character of <em>Sibsten Mildrugh</em>, a Wild Mage accustomed to living among the stars, now stranded in the northern lands of the Realms.</p><p></p><p>I find this adaptation more faithful to the original vision of Wild Magic, while still complementing the <em>Wild Magic Sorcerer</em> subclass described in the <em>Player’s Handbook</em>.</p><p></p><p>Now, I’d like to develop a subclass for a Wizard dedicated to the study of Dead Magic…</p><p></p><p>What do you think?</p></blockquote><p></p>
[QUOTE="dracomilan, post: 9604435, member: 6704093"] My first encounter with Wild Magic was while reading [I]Forgotten Realms Adventures[/I] in 1991. The book brought the [I]Forgotten Realms[/I] setting into the magical world of [I]Advanced Dungeons & Dragons 2nd Edition[/I], while also recounting the events of the [I]Avatar Trilogy[/I]. The death of the goddess of magic during these events led to the creation of dead magic zones and wild magic zones… and the study of these areas eventually led to the introduction of [I]Wild Mages[/I] in [I]Tome of Magic[/I] (1991). Wild Mages studied wild magic zones to understand the true workings of magic, and by exploiting its breaking points, they could achieve results beyond the reach of other wizards… though at the risk of having it blow up in their faces. A brilliant mechanic. In [I]D&D 3rd Edition[/I], Wild Magic was significantly diminished, explicitly mentioned only in the [I]Forgotten Realms Campaign Setting[/I]. Only one prestige class, the [I]Wild Mage[/I] described in [I]Complete Arcane[/I] (2004), could benefit from the study of Wild Magic. In [I]D&D 5th Edition[/I], Wild Magic was reintroduced, but in a peculiar way. It became an innate and barely controllable “spark” of magic within certain living beings, a trait exclusive to Sorcerers. While this approach fit well with the lore of my primary homebrew setting, it did not align as well with the history of Wild Magic in the [I]Forgotten Realms[/I], where it originally emerged. To address this logical gap, I finally decided to develop a Wizard subclass called the [I]Wild Mage[/I], which I have detailed in a supplement available on [I]DMsGuild[/I] with the title [URL='https://www.dmsguild.com/product/513404/Wild-Thing'][B]Wild Thing[/B][/URL]. The book not only provides the class features of the [I]Wild Mage[/I] adapted for [I]D&D 5.24[/I], but also updates the core Wild Magic spells from [I]Tome of Magic[/I]. Additionally, it introduces an Origin Feat for those who wish to study Wild Magic from 1st level and presents the character of [I]Sibsten Mildrugh[/I], a Wild Mage accustomed to living among the stars, now stranded in the northern lands of the Realms. I find this adaptation more faithful to the original vision of Wild Magic, while still complementing the [I]Wild Magic Sorcerer[/I] subclass described in the [I]Player’s Handbook[/I]. Now, I’d like to develop a subclass for a Wizard dedicated to the study of Dead Magic… What do you think? [/QUOTE]
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