Wild mage 2 [Archive] - Wizards Community

Post/Author/DateTimePost
Andras

07-26-03, 02:23 PM
Well, i know creating home-classes and feats is not a good idea at all... but I will do that sacrafice using magic of Faerün...That Seankreynolds version is not so cool though i may try it...

WARNING!
IF ANY1 DECIDES TO read the following things then first he/she must know that Im dreadfully sorry about it.
Excuse me again.And dont say i didnt warn u!

WILD magic only works in a wild magic area unless you learn more about the weave and its malfunctions.(To put it simply pick up these feats or at least the first).Wild mages tap their power (sometimes) from these wrongly-functioning locations.
To become a wild mage, create a wizard and add Wild Magic Channeling feat to him(so, use up a feat):Now make the following adjustments below: (see Wild Mage)

Feats:

Wild Magic Channeler[general]
You may try to tap weave from a nearby wild magic area.
prereq.:int13+,ability to cast 1st lvl arcane spells,(can be taken at lvl 1 only)
Benefit: As a full round action you may try to "reach" a wild magic area nearby. After that you may channel freely (for 1round/lvl) weave from the area (unless the area is suppressed).Shadow weave cannot be channeled! Roll d%, if it equals or is less than your lvl you have reached a wild m area.Otherwise you may attempt to "reach" one 1 hour later.
If u manage to "reach" an area then see MY wild mage class features later in this chapter...(Wild magic channeling) at wild mage...
Normal: A wizard can channel weave only from the area he is currently in.So he wouldnt be able to channel from a wild magic area (unless he is currently in one).THIS MEANS wild mages differ from wizards since they "tap their powers from a source-area"
Special: Bards, sorcerers cannot take this feat.

Wild Magic Adept[general]
You may try to tap weave from a nearby wild magic area with slightly increased chance.
prereq: wild magic channeler,int13+,ability to cast 2nd lvl arcane spells.
Benefit: as wild magic channeler except the d% roll must be equal or lower than twice your lvl and "reaching" an area is a standard act.
(P.S.: Reaching means: mentally reaching.(I know that sounds funny but remember: wild magic is not present everywhere)!

Wild Magic Master[general]
As wild magic adept but greatly increases the chance.
Prereq.:wild magic adept,int13+,ability to cast 4th lvl spells of arcane.
Reaching a wild magic area is now a free action, furthermore the d% roll must be equal or lower than 5*your lvl.That means after lvl 20 you can freely channel weave from any wild magic area.

WILD MAGE
This is not a prestige class but an alternative version of the wizard

Class features:as wizard except the following:
-may not take up presige classes
-no familiar
-no scribe scroll feat
-spells per day as wizard, spell book as wizard
-increased wild surge chance:natural 10 at wild mage lvl5, this increases every 5 lvl thereafter upto lvl 15(natural5 at lvl10, natural15 at lvl15). Thus a lvl 15 wild mage can "make" his spell "wild" but with a 25%chance of wild surge effect.
- improved wild magic channeling(must have chosen the feat:Wild Magic Channeler at lvl 1)
-d4 hp
-others: weapon,saves,attk
as wizard.
-Shadow weave cannot be "made wild" with improved wild magic(see below)

Improved wild magic :

If u manage to "reach" a wild magic area you may de/increase the caster lvl of a spell ranging from-4 to +4 determined by a wild roll See Table 8-16 in phb 3.0 pg 140 turn check (use intelligence instead of charisma).On a natural 1 or natural 20 you must roll a wild surge result(coming soon)...

NOW TIME FOR MY FAVE PART:

Nahal's Resonance
Universal
Wiz1
casting time:free action
Effect:see text
Duration:Instantenous
save: no
sr:no

By the means of this spell you cause a slight fluctuation on the weave, spreading out for miles in all directions. When it reaches a wild magic area it immediately stops and causes a resonance to the caster(woooh..)This results in a better chance for the caster to reach a wild magic area.When makin the d% roll u may subtract 10 from the result...For Exmpl:Nahal the wild mage at lvl 4 has the Wild Magic Adept feat which says he should roll 8 or less to reach a wild magic area. He knows his chances so casts this spell....Then he makes his d% roll:gets 18. Now substracts 10 and gets 8...The lucky bastard made it..

Nahal's Reckless Dweomer
Universal
Wiz1
casting time:as duplicated spell
duration:as duplicated spell
effect:as duplic. spell
save:as "
sr:as"

Originally used to duplicate spells of higher levels this spell proved to be unpredictable but powerful. Powerful enough to cause damage to the weave itself. So Nahal was forced to make a few changes...This spell may duplicate any evocation spell YOU SAW( used spellcraft to identify it) up to lvl3, but more often than not it fails. However a wild surge effect always takes place(coming soon) and may result in tragical consequences...
If the wild surge indicates success the caster still has to make a spellcraft check(DC15+lvl) to form the weave.If that fails the spell is wasted.



Wow you've read it all, now forgive me, i knoe this all causes a headache but at least worth the try...No rulings were harmed during the makin of this ahem..rule...