- See also Wild Mage (TOM) and Specialist Wizard (POSM)#Elementalist.
Wizard Group |
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Classes |
Mage · Specialist Wizard · Channeller · Warlock · Defiler · Preserver |
Schools of Philosophy |
Abjurer Conjurer Diviner Enchanter Illusionist Invoker Necromancer Transmuter |
Schools of Effect |
Elementalist Dimensionalist Force Mage Mentalist Shadow Mage |
Schools of Thaumaturgy |
Alchemist Artificer Geometer Song Mage Wild Mage |
Elite Specialist |
Chronomancer |
Spells by School |
Wizard Spells by School |
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.
- Examples: amulet of the planes, bag of beans, bag of tricks, deck of illusions, deck of many things, and the well of many worlds
- The wand of wonder is a special case. If the wild mage succeeds in controlling the wand, they may use charges from the wand to cast any spell the wizard already knows, whether or not they have the spell memorized. The number of charges expended equals the level of the spell chosen; if the mage fails his roll, he simply expends one charge from the wand and rolls for a random result.
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.