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Wild Magic
Feats
Wild Magic Student [General]
You are able to cause wild surges in your arcane spells.
Prerequisite: Iron Will, Spellcraft
skill.
Benefit: You gain one wild magic
point, which may be spent to cause a wild surge in an arcane
spell you cast. You recover the wild magic point when you
prepare (if a wizard) or ready (if a bard or sorcerer) your
daily spells.
Special: You may select this feat
multiple times. Each time you select this feat, you gain another
wild magic point. You recover all of your wild magic points
at the same time.
If you have spent all of your wild magic
points, you may still cause a wild surge in a spell you cast
by accepting a -2 nonmagical penalty to Wisdom (these penalties
stack). This penalty goes away at a rate of 1 point per day.
If the Wisdom penalty ever equals or exceeds your Wisdom,
you become helpless and are stricken with nightmares until
the penalty is less than your Wisdom.
Wild Magic Rules
Wild Surges
Wild surges are fluctuations in a spell caused by randomization
or chaos in the source of the 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.
When a spellcaster casts a spell with a
wild surge, the player rolls 4d6, disregards the lowest number,
and compares the result to Table 1-1: Ability Modifers
and Bonus Spells in the Player's Handbook.). The result
is the surge modifier. The surge 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 the end point of the spell's new maximum
range along the line of effect to the original target. A spell
with a caster level of 0 or less does not function (as if
the spellcasting had been disrupted).
Example: Marlee at 5th level spends
a wild magic point to cause a wild surge in her fireball
spell. She rolls 4d6 and gets 1, 1, 1, 4. Disregarding the
lowest die gets her a 6, which according to Table 1-1: Ability
Modifers and Bonus Spells gives her a surge modifier of -2.
Adding the surge modifier to her caster level gets her a final
caster level of 3 (5 + -2). Her fireball acts as if
cast by a 3rd-level caster (it has a 520 ft. range and deals
3d6 fire damage).
Greater Surges
If the surge modifier is an even number
or 0, the spell may have a greater surge. The caster attempts
a Will saving throw (DC 15 + spell level). Like all saving
throws, the caster can voluntarily fail this saving throw.
If failed, there is no greater surge. If successful, the caster
rolls d% and consults the Wild Magic Greater Surge Table
below. Higher results are generally more beneficial to the
caster, lower results are generally less beneficial. All greater
surge effects based on spells take effect at the caster's
normal caster level. Any surge effect that is inappropriate
for the spell (such as "Spell changes energy type" for a spell
that doesn't do energy damage) means the greater surge has
no effect.
Wild Magic
Greater Surge Table (opens in new window)
Prestige Class
Wild Mage
When gods battle, sometimes the nature
of magic in the world is changed or even damaged. These damaged
areas attract the interest of some mages, for these areas
of raw and uncontrolled magic held the keys to the underpinnings
of magic itself. By studying these damaged areas, they may
find clues to unlocking even more powerful or fundamental
arcane forces. These students of uncontrolled magic are wild
mages. There are dabblers in this style of magic, fools who
enjoy the rush of a spell surging beyond its normal bounds,
but the true wild magic dismiss these people as dangerous
charlatans.
Wild mages are skilled in the art of magic
and the theories behind it. Many are driven individuals, intent
on plumbing the depths of the well of arcane secrets. Others
are exuberant experimenters, trying to expand the boundaries
of the possibilites of magic. Some of both kinds go mad, and
they can become very dangerous.
A majority of wild mages are wizards, with
sorcerers coming in a close second. Some bards become wild
mages, but the necessity for study and the disharmonics of
many musical wild surges are unpleasant to most of them. A
few clerics of chaotic and destructive deities multiclass
as arcane spellcasters in order to learn wild magic, but this
is rare because of the knowledge needed.
Wild mages usually work alone. Their spells
tend to have dangerous side effects, so they rarely collect
in schools or in civilized areas. Their research often makes
them withdrawn and antisocial, and the quest to unearch the
intricacies of wild magic makes them very competetive with
each other.
Hit Die: d4.
Requirements
To qualify to become a wild mage, a character must fulfill
all the following criteria.
Feats: Alertness, Iron Will, Wild Magic Student,
any metamagic feat.
Skills: Concentration 9 ranks, Knowledge (arcana)
9 ranks, Spellcraft 9 ranks.
Special: Must have visited an area of wild magic
and cast a spell within it that suffered a wild magic effect
(any effect other than the spell functioning normally).
Spellcasting: Able to cast 3rd-level arcane spells,
as well as dispel magic or greater dispelling.
Class Skills
The wild mage's class skills (and the key ability for each
skill) are Concentration (Con), Craft (Int), Knowledge (arcana)
(Int), Knowledge (the planes) (Int), Profession (Wis), Scry
(Int), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
Table 2: The Wild Mage
Class Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
Spellcasting |
1st |
+0 |
+0 |
+0 |
+2 |
Wild magic skill, wild magic point |
+1 level of existing class |
2nd |
+1 |
+0 |
+0 |
+3 |
Wild counterspell |
+1 level of existing class |
3rd |
+1 |
+1 |
+1 |
+3 |
Wild magic point |
+1 level of existing class |
4th |
+2 |
+1 |
+1 |
+4 |
Modify Surge Modifier +1 |
+1 level of existing class |
5th |
+2 |
+1 |
+1 |
+4 |
Wild magic point |
+1 level of existing class |
6th |
+3 |
+2 |
+2 |
+5 |
Force Greater Surge |
+1 level of existing class |
7th |
+3 |
+2 |
+2 |
+5 |
Wild magic point |
+1 level of existing class |
8th |
+4 |
+2 |
+2 |
+6 |
Modify Surge Modifier +2 |
+1 level of existing class |
9th |
+4 |
+3 |
+3 |
+6 |
Wild magic point |
+1 level of existing class |
10th |
+5 |
+3 |
+3 |
+7 |
Control Greater Surge |
+1 level of existing class |
Class Features
All of the following are class features of the wild mage prestige
class.
Weapon and Armor Proficiency: Wild
mages gain no proficiency with any weapons, armor, or shields.
Spellcasting: A wild mage continues
training in arcane magic. Thus, when a new wild mage level
is gained, the character gains new spells known and spells
per day as if he had also gained a level in an arcane spellcasting
class he belonged to before he added the prestige class. He
does not, however, gain any other benefit a character of that
class would have gained (such as metamagic or item creation
feats). This essentially means that he adds the level of wild
mage to the level of some other arcane spellcasting class
the character has, then determines spells per day and caster
level accordingly.
Wild Magic Skill: At 1st level,
the wild mage gains a +2 bonus to Spellcraft checks regarding
known wild magic effects (including, if a wizard, checks made
to inscribe a wild spell into a spellbook).
Wild Magic Point (Su): At each odd
level, the wild mage gains another wild magic point.
Wild Counterspell (Su): When counterspelling,
instead of using the exact spell he is trying to counter,
the wild mage may spend a wild surge point and use a spell
that is one or more levels higher than the target spell.
Modify Surge Modifier (Su): At 4th
level, the wild mage gains better control over the wild surges
he creates. He adds +1 to all of his surge modifiers. At 8th
level, this increases to +2.
Force Greater Surge (Su): When the
wild mage casts a spell with a wild surge, he may cause the
spell to have a greater surge, even if the surge modifier
is an odd number. He does not need to make a Will saving throw
to cause the spell to have a greater surge.
Control Greater Surge (Su): At 10th
level, the wild mage may adjust the result of a greater surge
roll by one row up or down on the table. The wild mage knows
what the result of either shift would be before making the
choice. He can shift the result an additional step in either
direction for each wild surge point he spends for this purpose.
Example: Zallan the Wiz8/Wild Mage
10 casts a heightened disintegrate on a balor. He spent
a wild surge point to cause the spell to surge, and decides
to force a greater surge. The greater surge d% roll is a 21-"Spell
targets an ally if an enemy was the target." Not wishing to
risk disintegrating one of his friends, he could automatically
shift the greater surge result one row (because he is a 10th
level wild mage) to "area dispel magic centered on
caster" or "nothing happens, spell slot is used up." Not finding
either of these options to his liking, he spends another wild
surge point to bump the result one more row to the "shimmering
colors/glitterdust" effect, since that won't hurt him
too badly and might actually hinder the balor. The heightened
disintegrate goes off normally and Zallan is surrounded
by swirling colors.
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