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<blockquote data-quote="gothtaku" data-source="post: 3516590" data-attributes="member: 46139"><p>So after some digging around, and a distinct lack of sleep, I decided to try my hand at making Wild Mage a sorcerer-varient/core class, using the ideas posted here and at other boards.</p><p></p><p>I think I did a good job of balancing things and only have 2 dead levels (6 and 18). Comments, criticism, concerns all apreciated. </p><p></p><p>P.S. I did not come up with the wild surge chat below and indeed, it needs some fine-tuning. But i've included it as a reference point.</p><p></p><p>WILD MAGE</p><p></p><p><em>“Magic takes time, practice and dedication. Not to mention skill. You can’t just go in half-cocked and expect to…”</em></p><p><em></em></p><p><em>“Hey, the Drow’s dead. Turns out he was highly allergic to the flowers I made grow from his face, and all that sneezing gave the others a chance to cut him to ribbons.”</em></p><p><em></em></p><p><em>“Sigh.”</em></p><p></p><p>-Conversation overheard between a Wizard and a Wild Mage, later made into the popular tavern drinking song, “Come dance with Chaos”. </p><p></p><p></p><p>Wizards spend years pouring over books, practicing at enunciating difficult syllables to make sure their magic goes off just right. Sorcerers are born with an innate knack for magic and sometimes that magic comes to them whether they want it to or not. Wild Mages however, are something else entirely. </p><p></p><p><strong>Adventurers:</strong> A Wild Mage loves to explore new areas and opportunities whenever they’re presented to him. Nothing should remain static in the eyes of a Wild Mage and few enjoy sitting around a village or town not doing anything with themselves. They will often take on a job just for an excuse to go do something. </p><p></p><p><strong>Characteristics</strong>: Much like Sorcerers, Wild Mages draw their arcane power from within. However, the key difference is that Wild Mages often have little control of the power they call upon.</p><p></p><p>A Wild Mage knows fewer spells than Wizards and acquires spells more slowly, but they can cast spells more often and have no need to select or prepare their spells ahead of time. Wild Mages do not specialize in schools of magic. </p><p></p><p>Wild Mages spent most, if not all of their time on the road going from this place to that and thus have a broader skill selection than Wizards or Sorcerers, as well as a higher HD.</p><p></p><p><strong>Alignment:</strong> Any Chaotic. Wild Mages couldn’t and wouldn’t willingly hold themselves back the way Paladins and Monks (among others) do and enjoy to live in the now, often acting before thinking or simply defying reason and logic. </p><p></p><p><strong>Religion:</strong> They say the gods are capricious and if that’s true then Wild Mages give as good as they get. Many are fickle in their beliefs, worshiping a different god based on the nature of their prayers. Some are monotheistic in their worship of Boccob, believing only this god can truly understand them and what they strive for. Still others worship no gods, putting their faith wholly in the magic they cast. </p><p></p><p></p><p><strong>Background: </strong>Wild Mages truly are born, not made. Or maybe it’s the other way around. Though they may not be aware of it, a Wild Mage comes about whenever a pregnant mother is exposed to wild magic while carrying a baby in her womb. There isn’t a sure fire guarantee that the baby will be a Wild Mage, but the potential is there. </p><p></p><p>True magic will manifest itself around puberty, though even as a baby, individuals who are destined to become Wild Mages may exhibit odd behaviors and/or effects on the world around them. In this sense, all Wild Mages feel connected and should two of them meet under pleasant circumstances, tradition holds that they go to the nearest tavern and compare stories of their experiences. </p><p></p><p><strong>Races: </strong>Most any race could be a Wild Mage, but sometimes the potential is snuffed out. Half-Orcs and Half-Elves, for example rarely become Wild Mages because they spend so much time fighting against one side or another of their parentage that they never learn to truly embrace the whole of their being. Likewise, Dwarves have never been known for their flights of fancy and prefer to stay grounded in what they know and is familiar to them. </p><p></p><p>Humans, Gnomes and Halflings are the most likely to pursue the life of a Wild Mage and often unapologetically so. </p><p></p><p><strong>Other Classes:</strong> Wild Mages often find themselves butting heads with Wizards, who have no patience for these “pseudo-sorcerers” as they call them. Sorcerers and Bards however, get along great with Wild Mages. Particularly the latter, who love to take down a Wild Mages life story and create truth that is stranger than fiction. </p><p></p><p>Among the martial classes, Wild Mages find many of the same problems with Paladins that they do with Wizards. Barbarians, often a superstitious lot, sometimes see Wild Mages as walking bad omens. </p><p></p><p><strong>Role: </strong>Wild Mages are an interesting addition to any party because they can be just as potent as Sorcerers in their spellcasting. Sometimes more so, sometimes less so. What sets them apart are the occasional wild surges, which can occur at any time they use magic. </p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>GAME RULE INFORMATION</p><p>Wild Mages have the following game statistics.</p><p></p><p><strong>Abilities:</strong> Charisma determines how powerful a spell a Wild Mage can cast, how many spells he can cast per day and how hard his spells are to resist. Like other caster classes, a Wild Mage benefits from a high Dexterity and Constitution.</p><p></p><p><strong>Alignment:</strong> Any chaotic.</p><p></p><p><strong>Hit Die: </strong> d6.</p><p></p><p>CLASS SKILLS</p><p>The Wild Mages class skills (and the key ability for each skill) are: </p><p>Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge [All, taken individually] (Int), Intimidate (Cha), Perform (Cha), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha) </p><p> <strong>Skill Points at 1st level: </strong> (2 + Int modifier) x 4.</p><p> <strong>Skill Points at Each Additional Level:</strong> 2 + Int modifier. </p><p></p><p>CLASS FEATURES</p><p>All of the following are class features of the Wild Mage.</p><p></p><p><strong>Weapon and Armor Proficiency:</strong> As a Sorcerer. </p><p></p><p><strong>Spells:</strong> As a Sorcerer, with the notable exception of the wild surge and wild magic class features (see below). </p><p></p><p><strong>Familiar: </strong> As a Sorcerer. </p><p></p><p><strong>Spells per Day & Spells Known:</strong> As a Sorcerer. </p><p></p><p><strong>Base Attack Bonus:</strong> As a Sorcerer.</p><p></p><p><strong>Saves:</strong> Fort +6, Ref +12, Will +12</p><p></p><p><strong>Wild Magic:</strong> A Wild Mage’s spells can be unpredictable and that unpredictability can work to or against their benefit. The save DC for a spell cast by a Wild Mage is 1d20 + spell level + Cha mod. </p><p></p><p><strong>Wild Surge (Su):</strong> Whenever he casts a spell, a Wild Mage has a 10% chance to draw on the raw magic within him. If that happens, roll on the wild surge chart to determine what spell is cast in place of what the Wild Mage intended. The spell slot of the original spell is used up for the day. </p><p></p><p></p><p><strong>Random Deflector (Su):</strong> Starting at 2nd level and higher, a Wild Mage has the ability to protect himself from certain attacks with this ability. Using this ability is an immediate action, which means that a Wild Mage can activate it when it is not his turn. When activated, the random deflector lasts until the beginning of the Wild Mage’s next turn. </p><p></p><p>The random deflector redirects ranged attacks, ranged touch attacks and individually targets spells (spells designating the Wild Mage as the sole target, nut not arra spells striking an area in which she happens to be the sole target) so that they instead attack or affect a random target within 20 feet of the Wild Mage. A Wild Mage includes herself and her allies among the possible new targets. </p><p></p><p>Any creature targeted by a deflected attack is attacked or affected normally, so an attack roll is made normally against the new target’s AC, the new target receives a saving throw if the spell or effect allows one, and so on. A Wild Mage can use this ability once per day at 2nd level and increases by 1 at 5th, 8th, 11th, 14th, 17th, and 20th level. </p><p></p><p><strong>Student of Chaos (Ex): </strong>Beginning at 3rd level, a Wild Mage may roll twice when using a magic item that offers random effects (such as a<em> bag of tricks</em> or <em>rod of wonder</em>), and choose between the two results. If a random roll is made only once to determine the nature or contents of a device (for example, a <em>robe of useful items</em> or an <em>iron flask</em>), a Wild Mage gains no special advantage. </p><p></p><p><strong>Lucky: </strong> At 4th level and again at 7th, 10th, 13th, 16th and 19th level, a Wild Mage receives a bonus Luck feat. He must meet the prerequisites for each feat however. See Complete Scoundrel for more information on Luck feats. </p><p></p><p><strong>Chaotic Mind (Su):</strong> When a Wild Mage reaches 9th level, the power of chaos infuses his mind. He gains immunity to <em>confusion</em> and <em>insanity</em> spells and effects, and is shielded by a continuous nondetection effect (as the spell). </p><p></p><p><strong>Reckless Dweomer (Su):</strong> at 12th level, a Wild Mage can willingly sacrifice a spell to draw on the chaotic energy within him. As a standard action, he can eliminate a spell slot of at least 1st level to create a wild surge effect. When doing this, the Wild Mage does not need to make a 10% wild surge check, as he is willingly drawing on that energy. </p><p></p><p><strong>Wildstrike (Sp):</strong> at 15th level, a Wild mage gains the ability to make a wildstrike once per day. A wildstrike affects a single creature within 60 feet, surrounding the creature in an aura of shimmering rainbow colors for 2d6 rounds. Spell resistance applies, but the target receives no saving throw. </p><p></p><p>While a wildstrike is in effect, there is a 50% chance each time the affected creature casts a spell or uses a spell-like ability that its intended action fails. Instead, the creature rolls on the wild surge chart. </p><p></p><p>Table 1: Wild Surge Results</p><p></p><p> d100</p><p> Roll Results</p><p> 01 Wall of force appears in front of caster</p><p> 02 Caster smells like a skunk for spell duration</p><p> 03 Caster shoots forth eight nonpoisonous snakes from fingertips; snakes do not attack</p><p> 04 Caster’s clothes itch (+2 penalty to initiative)</p><p> 05 Caster glows as per a light spell</p><p> 06 Spell effect has 60(FM) radius centered on caster</p><p> 07 Next phrase spoken by caster becomes true, lasting for 1 turn</p><p> 08 Caster’s hair grows on foot in length</p><p> 09 Caster pivots 180 degrees</p><p> 10 Caster’s face is blackened by a small explosion</p><p> 11 Caster develops allergy to his magical items; cannot control sneezing until all magical items are removed (allergy lasts 1d6 turns)</p><p> 12 Caster’s head enlarges for 1d3 turns</p><p> 13 Caster reduces (reversed enlarge) for 1d3 turns</p><p> 14 Caster falls madly in love with target until a remove curse is cast</p><p> 15 Spell cannot be canceled at will by the caster</p><p> 16 Caster polymorphs randomly</p><p></p><p> 17 Colorful bubbles come out of caster’s mouth instead of words (words are released when bubbles pop); spells with verbal components cannot be cast for 1 turn</p><p> 18 Reversed tongues affects all within 60 feet of caster</p><p> 19 Wall of fire encircles the caster</p><p> 20 Caster’s feet enlarge, reducing movement to half and adding +4 penalty to initiative rolls for 1d3 turns</p><p> 21 Caster suffers same spell effect as target</p><p> 22 Caster levitates 20 feet for 1d4 turns</p><p> 23 Cause fear within a 60(FM) radius centered on the caster; all in radius except caster must make saving throw</p><p> 24 Caster speaks in a squeaky voice for 1d6 days</p><p> 25 Caster gains X-ray vision for 1d6 rounds</p><p> 26 Caster ages 10 years</p><p> 27 Silence, 15(FM) radius centers on caster 10(FM) (TS) 10(FM) pit appears immediately in front of the caster, 5 feet deep per level of the caster</p><p> 29 Reverse gravity beneath caster’s feet for 1 round</p><p> 30 Colored streamers pour from caster’s fingertips</p><p> 31 Spell effect rebounds on caster</p><p> 32 Caster becomes invisible</p><p> 33 Color spray from caster’s fingertips</p><p> 34 Stream of butterflies pours from caster’s mouth</p><p> 35 Caster leaves monster-shaped footprints instead of his own until a dispel magic is cast</p><p> 36 3–30 gems shoot from the caster’s fingertips; each is worth 1d6 (TS) 10 gp</p><p> 37 Music fills the air</p><p> 38 Create food and water</p><p> 39 All normal fires within 60 feet of caster are extinguished</p><p> 40 One magical item within 30 feet of caster (randomly chosen) is permanently drained</p><p> 41 One normal item within 30 feet of caster (randomly chosen) becomes permanently magical</p><p> 42 All magical weapons within 30 feet of caster are increased by +2 for 1 turn</p><p> 43 Smoke trickles from the ears of all creatures within 60 feet of the caster for 1 turn</p><p> 44 Dancing lights</p><p> 45 All creatures within 30 feet of the caster begin to hiccup (+1 to casting times, –1 to THAC0)</p><p> 46 All normal doors, secret doors, portcullises, etc. (including those locked or barred) within 60 feet of the caster swing open</p><p> 47 Caster and target exchange places</p><p> 48 Spell affects random target within 60 feet of caster</p><p> 49 Spell fails but is not wiped from caster’s mind</p><p> 50 Monster summoning II</p><p> 51 Sudden change in weather (temperature rise, snow, rain, etc.) lasting 1d6 turns</p><p> 52 Deafening bang affects everyone within 60 feet; those who can hear must save vs. Spell or be stunned 1d3 rounds</p><p> 53 Caster and target exchange voices until a remove curse is cast</p><p> 54 Gate opens to a randomly chosen Outer Plane; 50% chance for extraplanar creature to appear </p><p> 55 Spell functions, but shrieks like a shrieker</p><p> 56 Spell effectiveness (range, duration, area of effect, damage, etc.) decreases by 50%</p><p> 57 Spell reversed, if reverse is possible</p><p> 58 Spell takes physical form as free-willed elemental and cannot be controlled by caster; elemental remains for the duration of the spell and its touch causes the spell effect (THAC0 equal to caster’s)</p><p> 59 All weapons within 60 feet of the caster glow for 1d4 round</p><p> 60 Spell functions; any applicable saving throw is not allowed</p><p> 61 Spell appears to fail when cast, but occurs 1–4 rounds later</p><p> 62 All magical items within 60 feet of caster glow for 2d8 days</p><p> 63 Caster and target switch personalities for 2d10 rounds</p><p> 66 Slow spell centered on target</p><p> 65 Target deluded</p><p> 66 Lightning bolt shoots toward target</p><p> 67 Target enlarged</p><p> 68 Darkness centered on target</p><p> 69 Plant growth centered on target</p><p> 70 1,000 lbs. of nonliving matter within 10 feet of target vanishes</p><p> 71 Fireball centers on target</p><p> 72 Target turns to stone</p><p> 73 Spell is cast; material components and memory of spell are retained</p><p> 74 Every within 10 feet of caster receives the benefit of a heal</p><p> 75 Target becomes dizzy for 2d4 rounds (–4 AC and THAC0, cannot cast spells)</p><p> 76 Wall of fire encircles target</p><p> 77 Target levitates 20 feet for 1d3 turns</p><p> 78 Target suffers blindness</p><p> 79 Target is charmed as per charm monster</p><p> 80 Target forgets</p><p> 81 Target’s feet enlarge, reducing movement to half normal and adding +4 penalty to all initiative rolls for 1d3 turns</p><p> 82 Rust monster appears in front of target</p><p> 83 Target polymorphs randomly</p><p> 84 Target falls madly in love with caster until a remove curse is cast</p><p> 85 Target changes sex</p><p> 86 Small, black raincloud forms over target</p><p> 87 Stinking cloud centers on target</p><p> 88 Heavy object (boulder, anvil, safe, etc.) appears over target and falls for 2d20 points of damage</p><p> 89 Target begins sneezing and is unable to cast spells for 1d6 rounds</p><p> 90 Spell effect has 60(FM) radius centered on target (all within suffer the effect)</p><p> 91 Target’s clothes itch (+2 penalty to initiative for 1d10 rounds)</p><p> 92 Target’s race randomly changes until canceled by a dispel magic</p><p> 93 Target turns ethereal of 2d4 rounds</p><p> 94 Target hastened</p><p> 95 All cloth on target crumbles to dust</p><p> 96 Target sprouts leaves (no damage caused, can be pruned without harm)</p><p> 97 Target sprouts new useless appendage (wings, arm, ear, etc.) which remains until dispel magic is cast</p><p> 98 Target changes color (canceled by dispel magic)</p><p> 99 Spell has minimum duration of 1 turn (e.g.: a fireball creates a ball of flame that remains for 1 turn, a lightning bolt bounces and continues, possibly rebounding, for 1 turn, etc.)</p><p> 100 Spell effectiveness (range, duration, area of effect, damage, etc.) increase 200%</p></blockquote><p></p>
[QUOTE="gothtaku, post: 3516590, member: 46139"] So after some digging around, and a distinct lack of sleep, I decided to try my hand at making Wild Mage a sorcerer-varient/core class, using the ideas posted here and at other boards. I think I did a good job of balancing things and only have 2 dead levels (6 and 18). Comments, criticism, concerns all apreciated. P.S. I did not come up with the wild surge chat below and indeed, it needs some fine-tuning. But i've included it as a reference point. WILD MAGE [I]“Magic takes time, practice and dedication. Not to mention skill. You can’t just go in half-cocked and expect to…” “Hey, the Drow’s dead. Turns out he was highly allergic to the flowers I made grow from his face, and all that sneezing gave the others a chance to cut him to ribbons.” “Sigh.”[/I] -Conversation overheard between a Wizard and a Wild Mage, later made into the popular tavern drinking song, “Come dance with Chaos”. Wizards spend years pouring over books, practicing at enunciating difficult syllables to make sure their magic goes off just right. Sorcerers are born with an innate knack for magic and sometimes that magic comes to them whether they want it to or not. Wild Mages however, are something else entirely. [B]Adventurers:[/B] A Wild Mage loves to explore new areas and opportunities whenever they’re presented to him. Nothing should remain static in the eyes of a Wild Mage and few enjoy sitting around a village or town not doing anything with themselves. They will often take on a job just for an excuse to go do something. [B]Characteristics[/B]: Much like Sorcerers, Wild Mages draw their arcane power from within. However, the key difference is that Wild Mages often have little control of the power they call upon. A Wild Mage knows fewer spells than Wizards and acquires spells more slowly, but they can cast spells more often and have no need to select or prepare their spells ahead of time. Wild Mages do not specialize in schools of magic. Wild Mages spent most, if not all of their time on the road going from this place to that and thus have a broader skill selection than Wizards or Sorcerers, as well as a higher HD. [B]Alignment:[/B] Any Chaotic. Wild Mages couldn’t and wouldn’t willingly hold themselves back the way Paladins and Monks (among others) do and enjoy to live in the now, often acting before thinking or simply defying reason and logic. [B]Religion:[/B] They say the gods are capricious and if that’s true then Wild Mages give as good as they get. Many are fickle in their beliefs, worshiping a different god based on the nature of their prayers. Some are monotheistic in their worship of Boccob, believing only this god can truly understand them and what they strive for. Still others worship no gods, putting their faith wholly in the magic they cast. [B]Background: [/B]Wild Mages truly are born, not made. Or maybe it’s the other way around. Though they may not be aware of it, a Wild Mage comes about whenever a pregnant mother is exposed to wild magic while carrying a baby in her womb. There isn’t a sure fire guarantee that the baby will be a Wild Mage, but the potential is there. True magic will manifest itself around puberty, though even as a baby, individuals who are destined to become Wild Mages may exhibit odd behaviors and/or effects on the world around them. In this sense, all Wild Mages feel connected and should two of them meet under pleasant circumstances, tradition holds that they go to the nearest tavern and compare stories of their experiences. [B]Races: [/B]Most any race could be a Wild Mage, but sometimes the potential is snuffed out. Half-Orcs and Half-Elves, for example rarely become Wild Mages because they spend so much time fighting against one side or another of their parentage that they never learn to truly embrace the whole of their being. Likewise, Dwarves have never been known for their flights of fancy and prefer to stay grounded in what they know and is familiar to them. Humans, Gnomes and Halflings are the most likely to pursue the life of a Wild Mage and often unapologetically so. [B]Other Classes:[/B] Wild Mages often find themselves butting heads with Wizards, who have no patience for these “pseudo-sorcerers” as they call them. Sorcerers and Bards however, get along great with Wild Mages. Particularly the latter, who love to take down a Wild Mages life story and create truth that is stranger than fiction. Among the martial classes, Wild Mages find many of the same problems with Paladins that they do with Wizards. Barbarians, often a superstitious lot, sometimes see Wild Mages as walking bad omens. [B]Role: [/B]Wild Mages are an interesting addition to any party because they can be just as potent as Sorcerers in their spellcasting. Sometimes more so, sometimes less so. What sets them apart are the occasional wild surges, which can occur at any time they use magic. GAME RULE INFORMATION Wild Mages have the following game statistics. [B]Abilities:[/B] Charisma determines how powerful a spell a Wild Mage can cast, how many spells he can cast per day and how hard his spells are to resist. Like other caster classes, a Wild Mage benefits from a high Dexterity and Constitution. [B]Alignment:[/B] Any chaotic. [B]Hit Die: [/B] d6. CLASS SKILLS The Wild Mages class skills (and the key ability for each skill) are: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge [All, taken individually] (Int), Intimidate (Cha), Perform (Cha), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha) [B]Skill Points at 1st level: [/B] (2 + Int modifier) x 4. [B]Skill Points at Each Additional Level:[/B] 2 + Int modifier. CLASS FEATURES All of the following are class features of the Wild Mage. [B]Weapon and Armor Proficiency:[/B] As a Sorcerer. [B]Spells:[/B] As a Sorcerer, with the notable exception of the wild surge and wild magic class features (see below). [B]Familiar: [/B] As a Sorcerer. [B]Spells per Day & Spells Known:[/B] As a Sorcerer. [B]Base Attack Bonus:[/B] As a Sorcerer. [B]Saves:[/B] Fort +6, Ref +12, Will +12 [B]Wild Magic:[/B] A Wild Mage’s spells can be unpredictable and that unpredictability can work to or against their benefit. The save DC for a spell cast by a Wild Mage is 1d20 + spell level + Cha mod. [B]Wild Surge (Su):[/B] Whenever he casts a spell, a Wild Mage has a 10% chance to draw on the raw magic within him. If that happens, roll on the wild surge chart to determine what spell is cast in place of what the Wild Mage intended. The spell slot of the original spell is used up for the day. [B]Random Deflector (Su):[/B] Starting at 2nd level and higher, a Wild Mage has the ability to protect himself from certain attacks with this ability. Using this ability is an immediate action, which means that a Wild Mage can activate it when it is not his turn. When activated, the random deflector lasts until the beginning of the Wild Mage’s next turn. The random deflector redirects ranged attacks, ranged touch attacks and individually targets spells (spells designating the Wild Mage as the sole target, nut not arra spells striking an area in which she happens to be the sole target) so that they instead attack or affect a random target within 20 feet of the Wild Mage. A Wild Mage includes herself and her allies among the possible new targets. Any creature targeted by a deflected attack is attacked or affected normally, so an attack roll is made normally against the new target’s AC, the new target receives a saving throw if the spell or effect allows one, and so on. A Wild Mage can use this ability once per day at 2nd level and increases by 1 at 5th, 8th, 11th, 14th, 17th, and 20th level. [B]Student of Chaos (Ex): [/B]Beginning at 3rd level, a Wild Mage may roll twice when using a magic item that offers random effects (such as a[I] bag of tricks[/I] or [I]rod of wonder[/I]), and choose between the two results. If a random roll is made only once to determine the nature or contents of a device (for example, a [I]robe of useful items[/I] or an [I]iron flask[/I]), a Wild Mage gains no special advantage. [B]Lucky: [/B] At 4th level and again at 7th, 10th, 13th, 16th and 19th level, a Wild Mage receives a bonus Luck feat. He must meet the prerequisites for each feat however. See Complete Scoundrel for more information on Luck feats. [B]Chaotic Mind (Su):[/B] When a Wild Mage reaches 9th level, the power of chaos infuses his mind. He gains immunity to [I]confusion[/I] and [I]insanity[/I] spells and effects, and is shielded by a continuous nondetection effect (as the spell). [B]Reckless Dweomer (Su):[/B] at 12th level, a Wild Mage can willingly sacrifice a spell to draw on the chaotic energy within him. As a standard action, he can eliminate a spell slot of at least 1st level to create a wild surge effect. When doing this, the Wild Mage does not need to make a 10% wild surge check, as he is willingly drawing on that energy. [B]Wildstrike (Sp):[/B] at 15th level, a Wild mage gains the ability to make a wildstrike once per day. A wildstrike affects a single creature within 60 feet, surrounding the creature in an aura of shimmering rainbow colors for 2d6 rounds. Spell resistance applies, but the target receives no saving throw. While a wildstrike is in effect, there is a 50% chance each time the affected creature casts a spell or uses a spell-like ability that its intended action fails. Instead, the creature rolls on the wild surge chart. Table 1: Wild Surge Results d100 Roll Results 01 Wall of force appears in front of caster 02 Caster smells like a skunk for spell duration 03 Caster shoots forth eight nonpoisonous snakes from fingertips; snakes do not attack 04 Caster’s clothes itch (+2 penalty to initiative) 05 Caster glows as per a light spell 06 Spell effect has 60(FM) radius centered on caster 07 Next phrase spoken by caster becomes true, lasting for 1 turn 08 Caster’s hair grows on foot in length 09 Caster pivots 180 degrees 10 Caster’s face is blackened by a small explosion 11 Caster develops allergy to his magical items; cannot control sneezing until all magical items are removed (allergy lasts 1d6 turns) 12 Caster’s head enlarges for 1d3 turns 13 Caster reduces (reversed enlarge) for 1d3 turns 14 Caster falls madly in love with target until a remove curse is cast 15 Spell cannot be canceled at will by the caster 16 Caster polymorphs randomly 17 Colorful bubbles come out of caster’s mouth instead of words (words are released when bubbles pop); spells with verbal components cannot be cast for 1 turn 18 Reversed tongues affects all within 60 feet of caster 19 Wall of fire encircles the caster 20 Caster’s feet enlarge, reducing movement to half and adding +4 penalty to initiative rolls for 1d3 turns 21 Caster suffers same spell effect as target 22 Caster levitates 20 feet for 1d4 turns 23 Cause fear within a 60(FM) radius centered on the caster; all in radius except caster must make saving throw 24 Caster speaks in a squeaky voice for 1d6 days 25 Caster gains X-ray vision for 1d6 rounds 26 Caster ages 10 years 27 Silence, 15(FM) radius centers on caster 10(FM) (TS) 10(FM) pit appears immediately in front of the caster, 5 feet deep per level of the caster 29 Reverse gravity beneath caster’s feet for 1 round 30 Colored streamers pour from caster’s fingertips 31 Spell effect rebounds on caster 32 Caster becomes invisible 33 Color spray from caster’s fingertips 34 Stream of butterflies pours from caster’s mouth 35 Caster leaves monster-shaped footprints instead of his own until a dispel magic is cast 36 3–30 gems shoot from the caster’s fingertips; each is worth 1d6 (TS) 10 gp 37 Music fills the air 38 Create food and water 39 All normal fires within 60 feet of caster are extinguished 40 One magical item within 30 feet of caster (randomly chosen) is permanently drained 41 One normal item within 30 feet of caster (randomly chosen) becomes permanently magical 42 All magical weapons within 30 feet of caster are increased by +2 for 1 turn 43 Smoke trickles from the ears of all creatures within 60 feet of the caster for 1 turn 44 Dancing lights 45 All creatures within 30 feet of the caster begin to hiccup (+1 to casting times, –1 to THAC0) 46 All normal doors, secret doors, portcullises, etc. (including those locked or barred) within 60 feet of the caster swing open 47 Caster and target exchange places 48 Spell affects random target within 60 feet of caster 49 Spell fails but is not wiped from caster’s mind 50 Monster summoning II 51 Sudden change in weather (temperature rise, snow, rain, etc.) lasting 1d6 turns 52 Deafening bang affects everyone within 60 feet; those who can hear must save vs. Spell or be stunned 1d3 rounds 53 Caster and target exchange voices until a remove curse is cast 54 Gate opens to a randomly chosen Outer Plane; 50% chance for extraplanar creature to appear 55 Spell functions, but shrieks like a shrieker 56 Spell effectiveness (range, duration, area of effect, damage, etc.) decreases by 50% 57 Spell reversed, if reverse is possible 58 Spell takes physical form as free-willed elemental and cannot be controlled by caster; elemental remains for the duration of the spell and its touch causes the spell effect (THAC0 equal to caster’s) 59 All weapons within 60 feet of the caster glow for 1d4 round 60 Spell functions; any applicable saving throw is not allowed 61 Spell appears to fail when cast, but occurs 1–4 rounds later 62 All magical items within 60 feet of caster glow for 2d8 days 63 Caster and target switch personalities for 2d10 rounds 66 Slow spell centered on target 65 Target deluded 66 Lightning bolt shoots toward target 67 Target enlarged 68 Darkness centered on target 69 Plant growth centered on target 70 1,000 lbs. of nonliving matter within 10 feet of target vanishes 71 Fireball centers on target 72 Target turns to stone 73 Spell is cast; material components and memory of spell are retained 74 Every within 10 feet of caster receives the benefit of a heal 75 Target becomes dizzy for 2d4 rounds (–4 AC and THAC0, cannot cast spells) 76 Wall of fire encircles target 77 Target levitates 20 feet for 1d3 turns 78 Target suffers blindness 79 Target is charmed as per charm monster 80 Target forgets 81 Target’s feet enlarge, reducing movement to half normal and adding +4 penalty to all initiative rolls for 1d3 turns 82 Rust monster appears in front of target 83 Target polymorphs randomly 84 Target falls madly in love with caster until a remove curse is cast 85 Target changes sex 86 Small, black raincloud forms over target 87 Stinking cloud centers on target 88 Heavy object (boulder, anvil, safe, etc.) appears over target and falls for 2d20 points of damage 89 Target begins sneezing and is unable to cast spells for 1d6 rounds 90 Spell effect has 60(FM) radius centered on target (all within suffer the effect) 91 Target’s clothes itch (+2 penalty to initiative for 1d10 rounds) 92 Target’s race randomly changes until canceled by a dispel magic 93 Target turns ethereal of 2d4 rounds 94 Target hastened 95 All cloth on target crumbles to dust 96 Target sprouts leaves (no damage caused, can be pruned without harm) 97 Target sprouts new useless appendage (wings, arm, ear, etc.) which remains until dispel magic is cast 98 Target changes color (canceled by dispel magic) 99 Spell has minimum duration of 1 turn (e.g.: a fireball creates a ball of flame that remains for 1 turn, a lightning bolt bounces and continues, possibly rebounding, for 1 turn, etc.) 100 Spell effectiveness (range, duration, area of effect, damage, etc.) increase 200% [/QUOTE]
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