Bringing back the dead - from 2nd Ed [Archive] - Wizards Community

Post/Author/DateTimePost
Tegemea

01-17-06, 04:37 PM
For a shiny new campaign I am trying to get started, I have a player who would really like to play a wild mage, as per the alternate rules in some 2nd edition splatbook. So a couple questions for those of you with better D&D knowledge bases than me:

Has wild magic in general, or a wild mage class/prestige class been done for 3.5? If so, where could I find it? (i have hardly looked yet, so sorry if its an easy question)

What book had the wild mage class (kit?) in it in 2nd edition? I realize of course that the answer will probably be complete wizard, since i don't have that one....

What kind of experience does anyone have playing with the wild magic rules. I am perfectly willing to give it a shot, since this campaign is supposed to be fun, colorful, vibrant, and definitely has plenty of magic. However, I don't want to bring in something that is as likely to TPK my PCs as help them out.

Thanks!
yeknom

01-17-06, 04:59 PM
What book had the wild mage class (kit?) in it in 2nd edition? I realize of course that the answer will probably be complete wizard, since i don't have that one....


Thanks!

The Tome of Magic and Spells & Magic both have the Wild Mage.
StevenO

01-17-06, 05:54 PM
The Wild Mage is found as a PrC in the Complete Arcane. It isn't in the earlier 3.0 Tome and Blood. I don't think it is exactly the same as the 2ed version but may have a similiar feel. Without going over the special abilities part of the class it treats spell casters as being 1d6-3 level higher(or lower) with reguard to spell effects. I'm not that familiar with it but there may be other complications with spell casting.

In 2nd edition I though the Wild Mage first appeared in the Forgotten Realms Adventures book. It does appear in at least the last version of Tome of Magic and is an option found in the Player's Options: Spell and Magic book.
yeknom

01-17-06, 06:09 PM
In 2nd edition I though the Wild Mage first appeared in the Forgotten Realms Adventures book. .

That is a Wild Magic table, not a class.
ubernex

01-17-06, 06:58 PM
What kind of experience does anyone have playing with the wild magic rules.
I found that the Wild Mage prestige class works out fairly well in the current setting. I see no problems with using the larger wild-surge tables for some of the varient effects, provided you take the time to update them to 3.0/3.5 so that the game doesn't get bogged down while you try and figure out what a particular "save vs wands" translates to in F/R/W DC land.

In all honesty I love the wild-surge tables. Maybe too much :D
Tegemea

01-18-06, 08:24 AM
yeknem, stevenO, and ubernex, i salute you!

thanks for giving me the benefit of your aid another action on my knowedge (rules) check -- couldn't have made the DC without you.

and ubernex, i am a big fan of the wild surge tables, myself. fun, fun, fun!
Sigurd van Norhusen

01-18-06, 09:37 AM
The Wild Mage PrC is built around an insane premise - you need to study magic carefully, logically, before you devolve into using it while taking enormous risks (aka Wild Surge). It may work mechanically, but logically it is a brain fart.

That said, you would be better off building your own core class around the concept, or maybe look at the forum: I bet that there've been at least two attempts to create a core Wild Mage class already.
Tegemea

01-18-06, 11:09 AM
sigurd - you are correct, i think. wild magic is an insane premise. but insanity has to be very common among wizards. massive amounts of knowledge and power, very few people that can understand you or your ability, intellect enough to argue loopholes in the fabric of reality - of course these are the folk who will go insane.

seriously, though -- the point i think you're making about the strain the idea of wild surges can put on an adventuring group, or on a campaign, is a good and vauable one. Personally, I feel confident in my ability to deal with the ramifications, but i would never wish a wild mage upon a DM that isn't comfortable with improvisation and clever tap-dancing above, around, and through whatever his/her characters bring to the game. Also, i commend your mind-reading. I was just about to start searching for classes here on the boards.
Sigurd van Norhusen

01-18-06, 11:57 AM
You misunderstand me. The premise of wild magic is actually pretty good, just the execution in 3E is bollocks.

Look at it this way: Wild Mages in 2E were designed to be those who dabbled with dangerous forces without proper training, those who were too unstable or simply unable to use magic responsibly. They were frowned upon by wizards because they are - all in all - amateurs who succeed against odds that are stacked to see them die horribly. In time, they might master their irregular way of casting to most likely get the effect they desire, but that is a long way ahead.

Now look at Wild Mages in 3E: Joe Spellslinger one day decides: "Hey, I've been studying magic for 6 levels now, being your stereotypical scholary wizard. Today, I've decided that I will throw all caution in the wind and wield magic like an insane gorilla (which may go against me, or for me), just because I can1!! Of course, that means that all spells that I could previously cast now may or may not function, even though technically I still should be able to use them the safe way which I spent years learning to, but what the hell!!".

It simply does not work with a PrC. Not that this has stopped WotC before or will stop them in the future.
Tegemea

01-18-06, 03:12 PM
ahhhh.. i see. makes sense, this logic of yours. i'd like to subscribe to your newsletter.