Advanced Dungeons & Dragons 2nd Edition Wiki
Advanced Dungeons & Dragons 2nd Edition Wiki
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See also Wild Mage (TOM) and Specialist Wizard (POSM)#Elementalist.
Wild Mage
Ability Requirements: Intelligence 16
Prime Requisite: Intelligence
Races Allowed: Human, Elf, Half-Elf
Alignment Allowed: Any
  • The Wild Mage is Specialist Wizard who specializes in Wild Magic Spells, and is subject to the whims of random chance.
  • No saving throw adjustments for their own saves or their targets' saves.
  • One extra spell slot at each spell level. This slot has to be a Wild Magic Spell.
  • +10% chance when learning Wild Magic Spells.
  • -5% chance when learning spells from other school
  • Learns one Wild Magic Spell at level up.
  • No schools of spells restricted from learning.
  • When researching a new wild magic spell, the spell is treated as if it were one level lower.
  • Able to control, 50% of the time, the outcome of using various chance based magical items.

Level Variation[]

  • After casting a spell, roll 1d20 on the Table 1: Level Variation table. This will check if the spell is stronger or weaker than the caster's level.
    • Results in Bold mean a Wild Surge has occurred.

Player's Option: Spells & Magic gives this alternative Level Variation Method:

  • On a 6 or less, the caster's effective level drops by 1d3 levels.
  • On a 15 or better, it increases by 1d3 levels. (Level variation can't exceed the caster's level)
  • On a roll of 10, the spell results in a wild surge.
  • Level variation can't exceed the caster's level (eg: 2nd-level wizard can't vary by more than two levels either way).

Wild Surges[]

When a wild surge occurs, the DM must roll on TOM Table 2: Wild Surge Results.

  • Unless otherwise noted, all spells created by a wild surge occur at the designated target point and function normally (appropriate saving throws are allowed).
  • The caster's true level is used when calculating range, duration, area of effect, etc. of these spells.
  • It is quite likely that some wild magic results will make no sense, be impossible, or have no visible effect. In these cases, the wild surge has no effect.
  • The DM can overrule any wild surge he deems too destructive to the adventure, and roll for a new result.
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