Wildmage

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Wild Mage

By Eric Claypool
D&D 3.5/PF Wizard Archetype
Wild Magic: A Wild Mage is born with an inherent connection to Primal Magic, they can no more
disconnect from it as they live and breath. As such there arcane magic wanes back and forth both
empowering them one moment and weakening them the next. A Wild Mage rolls 2d10 anytime they
cast a spell, or use a wand or rod that produces a spell like effect. The spell's caster level is enhanced or
reduced based on the results of the roll from a +5 to a -5 to the caster level of the spell cast minimum of
1. If the wild mage rolls doubles, then a Wild Surge Occurs causing his magic to spin wildly out of
control, roll on the wild magic chart to determine the effect. Additionally you may memorize one
additional spell per day as if you were a specialist mage. This ability replaces Arcane School.

2d10 Caster Level


2-3 -5
4 -4
5 -3
6-7 -2
8-9 -1
10 +0
11-13 +1
14-15 +2
16-18 +3
19 +4
20 +5

Reckless Dweomer: As a wild mage, you may force a wild surge, doing so is a conscious effort by the
mage drawing on primal power. The mage chooses to cast any spell he currently has in his spell book,
just as if he had cast that spell normally including its cast time. The mage immediately rolls on the wild
surge table as if he had rolled doubles, and resolves the effect normally. The Wild Mage gains this
ability in place of Arcane Bond, and can attempt this feat once per day at level 1, and an additional time
per day at 5th, 10th, 15th and 20th.

Chaos Shield: Developing his wild magic further then ever before, a wild mage gains some influence
over his wild magic. At 5th level a wild mage can focus himself by spending 10 minutes, to focus his
mind and body to prepare for coming surges. By doing so he gains a 1d10+intelligence modifier to his
wild surge rolls, any roll over 100 is considered to be 100. At 15th level this bonus increases to
2d10+intelligence modifier, you may use this ability any number of times per day, but being hit or
damaged in combat requires a spellcraft check (concentration) to maintain the ability. Additionally they
learn to control variable aspects of chaos, and anytime they use a magic item that has a variable effect
they must first roll on a 1d100. On a 1-50 they gain control of the items chaos and can choose the
outcome. On a 51-99 the item functions normally, and if they roll a 100--- they cause a wild surge.
This replaces your 5th and 10th level bonus feat.
Tides of Chaos: at 15th level a Wild Mage can use his Reckless Dweomer ability to influence his
opponents spell, on the Wizard's turn he may choose to hold his action, and prepare or if the enemy
caster is in the process of casting a spell. The Wild Mage may cause his opponents spell to surge.
forcing him to roll upon the surge chart. This consumes one of the Wild Mages Reckless uses for that
day as if he had used it on his own spells. Additionally if the Wild Mage has chaos shield active he may
cause it to reduce the number rolled by his chaos shields modifier, or increase it normally. This ability
replaces your 15th level bonus Feat.

Controlled Chaos: Most Wild Mages do not live so long as you have, and you have learned to control
your chaos, and even prevent surges from occurring entirely. Anytime a wild mage causes a wild surge,
he may once per day, equal to his intelligence modifier nullify his own wild surge. He can additionally
effect the number of the roll in one of two ways. First he can choose to reroll the surge entirely, or
cause the number to increase or decrease your roll by 1d10 or 2d10 or 3d10 or 4d10 or 5d10 plus your
intelligence modifier. Controlling your surges, and allowing you to better influence the battle field. You
may choose to use this before or AFTER you have rolled your surge result, maximizing your control
over the chaos of the battle field. You may also use this ability when effecting an enemies spell using
tides of chaos. Finally you may apply this feature to any magic item or spell with a variable effect
including your chance to gain control of such an item. This ability replaces the Wizards Capstone
ability.

Additional Feats

Chaos Focus
Requirement: Wild Magic Class Feature, Spell Focus(Any school)
Effect
add an additional +1 to the DC of any wild surge spells effect

Reckless Power
Requirement: Wild Magic Class Feature
Effect
Gain an additional reckless Dweomer per day

Reckless Metamagic
Requirement: Wild Magic Class Feature, Any other Metamagic, 5th Level
Effect
When you prepare your spells for the day, you may add this metamagic feature to that spell at a +0
level adjustment. Doing so will cause that spell to Wild Surge when cast as if you had rolled doubles on
your wild magic check (you must still roll your wild magic check to determine the level adjustment), if
you roll doubles on this check you proc a second additional wild magic effect.

Chaos Theory
Requirement: Wild Magic Class Feature
Effect: Your time with wild magic has allowed you to see the chaos before you and, predict its
movements like the beats of a butterflys wings. Once per day you may, nullify a wild surge caused by
your wild magic as you learn to control and predict the chaos around you.
D100 Effect
1 Wall of Force appears in front of mage as per the spell
2 Caster smells like Skunk, all within 30 feet of the mage must make a fort save or be
nauseated for 1d4 rounds, including the mage. (effect lasts until washed in tomato juice)
3 Caster shoots forth eight non-poisonous snakes fro his finger tips, snakes do not attack
and are common gardener snakes.
4 Casters Clothes Itch, the caster must make a concentration check to cast any spells,
clothes are now permanently made of itchy cotton.
5 Caster Glows as if effected by the light spell, for a duration equal to his caster level.
6 Spells effect has a 60 foot radius centered on the caster
7 Next Phrase spoken by the caster becomes true, lasting 1 turn (DM should not tell the
mage the result and instead tell the mage his spell fizzled or that is no effect)
8 Casters Hair grows 1 foot in length, in all directions
9 Caster is spun around 180 degrees
10 Casters face is blackened by a small explosion
11 Caster develops allergy to all magical items, causing him to sneeze out of control when
any magic item is touching him. Must make a concentration check to cast any spell do to
sneezing. Lasts 10 minutes
12 Casters head doubles in size for 1d3 turns, must make a acrobatics check DC 10 or fall
over.
13 Caster is effected by a reduce spell for 1d3 turns
14 Caster falls madly in Love with the target until a remove curse is cast
15 Spell is cast normally but, it can not be canceled at will by the caster
16 Caster is polymorphs as per the spell into a random creature determined by the DM
17 Colorful bubbles come out of the casters mouth, instead of words. The words are released
when the bubbles pop, spells with verbal components can not be cast for 1 turn.
18 A Reversed Tongues ( everyone speaks gibberish) affects all in a 60 foot area around the
caster.
19 Wall of fire encircles the caster
20 Casters feet enlarge, reducing movement to half normal and reducing initiative rolls by 4
for 1d3 turns
21 Caster is affected by the same spell as the target
22 Caster levitates 20' in the air for 1d4 turns
23 Cause fear spell effects everyone in a 60' radius centered on the caster, all within must
make a will save vs fear as if it was cast by the caster. The caster is not effected by this
spell.
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' radius centers on caster
28 10'x10' pit appears in front of the caster, it is 10 feet deep per caster level.
29 Reverse gravity beneath the casters feet for 1 round
30 Colored Streamers shoot out of the casters finger tips
31 Spell effect rebounds on the caster
32 Caster becomes invisible
33 Color Spray from the casters finger tips
34 stream of butterflys pour from the casters mouth
35 Caster's footprints become monstrous looking until a dispel magic is cast.
36 3d10 Gems shoot from the casters finger tips, each gem is worth 1d6 x10 gold, but aren't
thrown with enough force to do much damage.
37 Music Fills Air, usually a favorite tune of the mage
38 Create food and Water as per the cleric spell
39 all normal flames within 60' are extinguished
40 One Magical Item within 30' of the caster (chosen at random) is permanently
disenchanted.
41 One Normal Item within 30' of the caster (chosen at random) becomes enchanted
permanently, enchantments are chosen at random or left up to the DM's descretion.
42 All Magical weapons within 30' are increased by +2 for 1 turn
43 Smoke trickles from the ears of all creatures in 60 feet of the caster for 1 turn
44 Dancing Lights appear as per the spell for 1 turn
45 All Creatures in 30' of caster begin to hiccup increasing, those effected must make a
fortitude save based on the spell cast's DC. Those effected have all attack rolls reduced by
1 and cast times increased by 1.
46 All normal doors, portcullises barrels, chests, drawers ect, within 60' are effected by a
knock spell and immediately open.
47 Caster and target swap positions as if effected by benign transposition, is no save for this
effect.
48 Spell affects a random target within 60 feet of the mage (mage can not be a target)
49 Spell Fails but is not wiped from the casters mind
50 Monster Summoning 2 is cast instead of the intended spell.
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