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Modified Wild Mage - 20 Level Core Class

Judas

First Post
A friend of mine was wanting to play the wild mage of old (2nd Ed) and we could never find a 3.x version that we both agreed on (I'm the DM, he's the player). With the CA PrC Wild Mage I decided to use it, but alter it a bit. It's also kind of funny, that what *I* saw as abilities and powers for a 3.X Wild Mage, WotC came up with abilities that were very parallel to my own. I view Wild Mages as slightly hardier spellcasters, so I took the base wizard and removed some things and added some others.

Take a look, please comment.

Homebrew WildMage

I know it's very similar to PrC, as I didn't view it as too powerful. And thanks to the guys that run systemrefrencedocuments.org, I used thier layout to present this.
 
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In general, Wild Magic is stronger than normal magic, especially when combined with Action Points to add dice to your caster level roll.

So, I'd penalize them somewhat, and give fewer class abilities -- but give access to special [Chaos] Feats instead.

Prohibition: can't cast spells with the [Law] descriptor. This cuts out a good chunk of summons, but not too much else.

Level 1: Wild Magic -- extra caster level is GREAT through level 4, easily as good as a Familiar and Scribe Scroll.
Level 5, 10, 15, 20: Chaos Feat

Chaos Feats:
Anarchic Admixture [Metamagic, Chaos]
When you cast a spell with an energy descriptor (i.e. [Acid], [Cold], [Fire], [Electricity], or [Sonic]), your spell deals an extra +2d6 Chaos damage to any non-Chaotic creature it damages.
This Feat adds +1 to the spell level, and grants the spell the [Chaos] descriptor.

Anarchic Spell Power [Chaos]
You gain Spell Power +1 when casting spells with the [Chaos] descriptor.

Spell Focus (Chaos) [General, Chaos]
When you cast a spell with the Chaos descriptor, it gains +1 DC to resist.

Anarchic Augmentation [Chaos]
Prereqs: Spell Focus (Conjuration), Augmented Summoning
Any [Chaotic] creatures you summon gain +1d8 to each of their physical attributes (Str, Dex and Con), rolled when they are summoned. This bonus replaces the bonus provided by Augmented Summoning.

Chaotic Inversion [Chaos]
Prereq: Spell Focus (Abjuration)
When you successfully dispel an effect using a (Greater) Dispel Magic or Disjunction, your target is limned in rainbow light as though under the effect of faerie fire for three rounds. Non-chaotic targets suffer 1 point of Chaos damage per level of effect dispelled.
 

What I never understood with people's interpretations of wild magic was why they figured 'wild' equals 'chaos,' in the D&D alignment sense. Looking back, some of the rules in Wild Spellcraft (a book I wrote) were not as well conceived as they could've been, but I tried to differentiate between chaotically-aligned magic, and magic that just happened to not work the way you intend it to.
 


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