Wild Mage

From Arinthdnd

(Difference between revisions)
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28: Spell functions normally, but a cloud of acrid smoke surrounds the caster making visual perception impossible for 1d4 rounds.  
28: Spell functions normally, but a cloud of acrid smoke surrounds the caster making visual perception impossible for 1d4 rounds.  
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29: Spell fails, and the caster's clothes, armor, and weapons disappear, unless magical.  If magical, they stripped from the caster and flung 5d20 in a random direction.
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29: Spell fails, and the caster's clothes, armor, and weapons disappear, unless magical.  If magical, they stripped from the caster and flung 5d20 feet in a random direction.
30: Spell Fails, and target gains +5 to all attributes, and becomes immune to frost, fire, and electric damage
30: Spell Fails, and target gains +5 to all attributes, and becomes immune to frost, fire, and electric damage

Revision as of 21:01, 17 November 2007

Alignment: Any

Hit Die: 1d4

Class Skills

The wizard's class skills are bluff, concentration, craft, decipher script, intimidate, knowledge (all skills taken individually), profession, spellcraft.

Skill Points at 1st Level: (2 + Int modifier) x4.

Skill Points at Each Additional Level: 2 + Int modifier.

Table: The Wild Mage
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpell Pool Bonus
1st+0+0+0+2 Student of Chaos, Chaos Surge, Familiar +2
2nd+1+0+0+3 Chaotic Mind +2
3rd+1+1+1+3 -- +2
4th+2+1+1+4 Wild Magic 1, Sudden Metamagic +3
5th+2+1+1+4 -- +3
6th+3+2+2+5 Arcane Fire +3
7th+3+2+2+5 -- +4
8th+4+2+2+6 Wild Magic 2 +4
9th+4+3+3+6 -- +4
10th+5+3+3+7 Reckless Dweomer +5
11th+5+3+3+7 -- +5
12th+6/+1+4+4+8 Wild Magic 3 +5
13th+6/+1+4+4+8 -- +6
14th+7/+2+4+4+9 -- +6
15th+7/+2+5+5+9 -- +6
16th+8/+3+5+5+10 Wild Magic 4 +7
17th+8/+3+5+5+10 -- +7
18th+9/+4+6+6+11 -- +7
19th+9/+4+6+6+11 -- +8
20th+10/+5+6+6+12 Wild Magic 5 +8

Wild Mage Abilities

Chaos Surge: Every time you cast a spell, you have a 10% chance of activating a chaos surge from the table below. Roll a % dice to determine the result.


Sudden Metamagic: Anytime you roll either the minimum or maximum to your Wild Magic level adjustment (for example, if a Wild Mage with Wild Magic 3 rolls either a 1 or an 8), you can apply to the spell any metamagic feat you meet the requirements of. Wild Mages are otherwise unable to apply metamagic feats, and cannot normally learn metamagic feats.


Wild Magic: Wild Magic 1: Reduce your caster level by 2 for all spells you cast from now on. However, every time you cast a spell, add 1d4 to your adjusted caster level.

Wild Magic 2: Reduce your caster level by 3 for all spells you cast from now on. However, every time you cast a spell, add 1d6 to your adjusted caster level.

Wild Magic 3: Reduce your caster level by 4 for all spells you cast from now on. However, every time you cast a spell, add 1d8 to your adjusted caster level.

Wild Magic 4: Reduce your caster level by 5 for all spells you cast from now on. However, every time you cast a spell, add 1d10 to your adjusted caster level.

Wild Magic 5: Reduce your caster level by 6 for all spells you cast from now on. However, every time you cast a spell, add 1d12 to your adjusted caster level.


Arcane Fire: Wild Mages of 6th Level are able to use the Arcane Fire ability at will, as Archmages.


Reckless Dweomer: As a standard action, you may use a spell-pool point to activate your Wild Surge ability. You must choose your target before you roll for the effects.

Wild Sure Abilities

1-10: Spell fails, but residual magic energy lingers in the area, causing the next spell cast in the area to have an increased effect. The next spell will function at X (level equal to the failed spell) level(s) higher than normal.

11: Spell Functions at 150% efficiency (damage, duration), but the caster must beat a DC20 fortitude check or permanently loose 2HP.

12: All creatures within 20 feet gain the innate ability to levitate

13: The next person the caster touches must save vs death magic or die. In the case of death, the caster gains one level. However, the caster cannot help grinning uncontrollably for one day afterwards.

14: Target and all creatures within 20' of target are affected by a Heal Spell.

15: Roll 1d4; On a result of 1, the caster gains +1 Strength

16: Roll 1d4; On a result of 1, the caster gains +1 Dexterity

17: Roll 1d4; On a result of 1, the caster gains +1 Constitution

18: Roll 1d4; On a result of 1, the caster gains +1 Intelligence

19: Roll 1d4; On a result of 1, the caster gains +1 Wisdom

20: Roll 1d4; On a result of 1, the caster gains +1 Charisma

21: One of the targets items is permanently enchanted by +1

22: The caster is shaken for the remainder of the day

23: The caster is frightened for the remainder of the encounter

24: The caster is panicked for 3 rounds.

25: The spell fails, and one of the caster's magical items become intelligent and gains a random alignment, and the ability to speak.

26: The spell fails, and after three rounds, it begins to rain. It will not stop raining for 30 days; all attempts to change the weather through magic fail.

27: The spell fails, and the caster switches bodies with his familiar until the next day.

28: Spell functions normally, but a cloud of acrid smoke surrounds the caster making visual perception impossible for 1d4 rounds.

29: Spell fails, and the caster's clothes, armor, and weapons disappear, unless magical. If magical, they stripped from the caster and flung 5d20 feet in a random direction.

30: Spell Fails, and target gains +5 to all attributes, and becomes immune to frost, fire, and electric damage

31: Spell fails, and the caster is drained of any remaining spell pool.

32: The caster becomes allergic to meat, vomiting heavily if consumed.

33: The target is disintegrated instantly, with no chance of a saving throw

34: The target's belongings all turn into lead

35: The spell is centered on the caster instead of the target

36: The spell fails, and the target is instead affected by a 'Heal' Spell.

37: The spell fails, and the caster temporarily gains +5 to Strength, for the rest of the day

38: The spell fails, and the caster temporarily gains +5 to Dexterity, for the rest of the day

39: The spell fails, and the caster temporarily gains +5 to Constitution, for the rest of the day

40: The spell fails, and the caster temporarily gains +5 to Intelligence, for the rest of the day

41:The spell fails, and the caster temporarily gains +5 to Wisdom, for the rest of the day

42: The spell fails, and the caster temporarily gains +5 to Charisma, for the rest of the day

43: The spell fails, and the target is enlarged

44: All normal fires within 50 feet of the caster are extinguished

45: The spell fails, and the target starts singing uncontrollably.

46: The spell fails, and 5 rounds later it begins to snow. It continues snowing for three days, and all magical attempts to change the weather fail.

47: The caster is completely healed and any magic effects are removed

48: The caster turns into a newt.

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73: The spell fails, and the target is instead affected by a 'Haste' Spell.

74: The target's memory is completely wiped clean

75: Caster sprouts new useless appendage (wings, arm, ear, etc.) which remains until dispel magic is cast

76: Caster sprouts leaves (no damage caused, can be pruned without harm)

78: Small, black raincloud forms over Caster

79: Caster has a sneezing fit for 1d6 rounds.

80: Caster changes gender (canceled by dispel magic)

81: Caster changes color (canceled by dispel magic)

82: Caster and Target exchange places

83: Target sprouts new useless appendage (wings, arm, ear, etc.) which remains until dispel magic is cast

84: Target sprouts leaves (no damage caused, can be pruned without harm)

85: Small, black raincloud forms over target

86: Target has a sneezing fit for 1d6 rounds.

87: Target changes gender (canceled by dispel magic)

88: Target changes color (canceled by dispel magic)

89: Spell Effectiveness (range, duration, area of effect, damage) are increased by 200%

90-100: Spell turns into Arcane Fire

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