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<blockquote data-quote="Marius Delphus" data-source="post: 835969" data-attributes="member: 447"><p><strong>WILD MAGE</strong></p><p>New feats, prestige class, and rules by "Marius Delphus"</p><p>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”</p><p></p><p>An epic in three posts. Never playtested (be the first)! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Comments welcome!</p><p></p><p><strong>Wild Magic Feats</strong></p><p></p><p><em>Wild Caster [General]</em></p><p>Your spells tap the raw power of magical chaos.</p><p></p><p>Prerequisites: Intelligence 10+, Wisdom 1+.</p><p></p><p>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.</p><p></p><p><em>Attempt Enhancement [General]</em></p><p>You have a chance to duplicate the effect of certain metamagic feats.</p><p></p><p>Prerequisites: Cast arcane spells, Wild Caster feat</p><p></p><p>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.</p><p></p><p><em>Master Surge [General]</em></p><p>You can influence the effects of a wild surge.</p><p></p><p>Prerequisites: Cast arcane spells, Wild Caster feat</p><p></p><p>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.</p><p></p><p><em>Select Surge [General]</em></p><p>You may choose between possible wild surges.</p><p></p><p>Prerequisites: Master Surge feat</p><p></p><p>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).</p><p></p><p><strong>Wild Magic Rules</strong></p><p></p><p><em>Level Variations</em></p><p>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. </p><p></p><p>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).</p><p></p><p><em>Wild Surges</em></p><p>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. </p><p></p><p>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.</p><p></p><p>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).</p></blockquote><p></p>
[QUOTE="Marius Delphus, post: 835969, member: 447"] [B]WILD MAGE[/B] 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! [B]Wild Magic Feats[/B] [I]Wild Caster [General][/I] 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. [I]Attempt Enhancement [General][/I] 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. [I]Master Surge [General][/I] 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. [I]Select Surge [General][/I] 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). [B]Wild Magic Rules[/B] [I]Level Variations[/I] 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). [I]Wild Surges[/I] 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). [/QUOTE]
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