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esoteric scribe
2007-05-11, 12:12 PM
So after some digging around, and a distinct lack of sleep, I decided to try my hand at making Wild Mage a sorcerer-varient/core class, using the ideas posted here and at other boards.

I think I did a good job of balancing things and only have 2 dead levels (6 and 18). Comments, criticism, concerns all apreciated.

P.S. I did not come up with the wild surge chat below and indeed, it needs some fine-tuning. But i've included it as a reference point.

WILD MAGE

“Magic takes time, practice and dedication. Not to mention skill. You can’t just go in half-cocked and expect to…”

“Hey, the Drow’s dead. Turns out he was highly allergic to the flowers I made grow from his face, and all that sneezing gave the others a chance to cut him to ribbons.”

“Sigh.”

-Conversation overheard between a Wizard and a Wild Mage, later made into the popular tavern drinking song, “Come dance with Chaos”.


Wizards spend years pouring over books, practicing at enunciating difficult syllables to make sure their magic goes off just right. Sorcerers are born with an innate knack for magic and sometimes that magic comes to them whether they want it to or not. Wild Mages however, are something else entirely.

Adventurers: A Wild Mage loves to explore new areas and opportunities whenever they’re presented to him. Nothing should remain static in the eyes of a Wild Mage and few enjoy sitting around a village or town not doing anything with themselves. They will often take on a job just for an excuse to go do something.

Characteristics: Much like Sorcerers, Wild Mages draw their arcane power from within. However, the key difference is that Wild Mages often have little control of the power they call upon.

A Wild Mage knows fewer spells than Wizards and acquires spells more slowly, but they can cast spells more often and have no need to select or prepare their spells ahead of time. Wild Mages do not specialize in schools of magic.

Wild Mages spent most, if not all of their time on the road going from this place to that and thus have a broader skill selection than Wizards or Sorcerers, as well as a higher HD.

Alignment: Any Chaotic. Wild Mages couldn’t and wouldn’t willingly hold themselves back the way Paladins and Monks (among others) do and enjoy to live in the now, often acting before thinking or simply defying reason and logic.

Religion: They say the gods are capricious and if that’s true then Wild Mages give as good as they get. Many are fickle in their beliefs, worshiping a different god based on the nature of their prayers. Some are monotheistic in their worship of Boccob, believing only this god can truly understand them and what they strive for. Still others worship no gods, putting their faith wholly in the magic they cast.


Background: Wild Mages truly are born, not made. Or maybe it’s the other way around. Though they may not be aware of it, a Wild Mage comes about whenever a pregnant mother is exposed to wild magic while carrying a baby in her womb. There isn’t a sure fire guarantee that the baby will be a Wild Mage, but the potential is there.

True magic will manifest itself around puberty, though even as a baby, individuals who are destined to become Wild Mages may exhibit odd behaviors and/or effects on the world around them. In this sense, all Wild Mages feel connected and should two of them meet under pleasant circumstances, tradition holds that they go to the nearest tavern and compare stories of their experiences.

Races: Most any race could be a Wild Mage, but sometimes the potential is snuffed out. Half-Orcs and Half-Elves, for example rarely become Wild Mages because they spend so much time fighting against one side or another of their parentage that they never learn to truly embrace the whole of their being. Likewise, Dwarves have never been known for their flights of fancy and prefer to stay grounded in what they know and is familiar to them.

Humans, Gnomes and Halflings are the most likely to pursue the life of a Wild Mage and often unapologetically so.

Other Classes: Wild Mages often find themselves butting heads with Wizards, who have no patience for these “pseudo-sorcerers” as they call them. Sorcerers and Bards however, get along great with Wild Mages. Particularly the latter, who love to take down a Wild Mages life story and create truth that is stranger than fiction.

Among the martial classes, Wild Mages find many of the same problems with Paladins that they do with Wizards. Barbarians, often a superstitious lot, sometimes see Wild Mages as walking bad omens.

Role: Wild Mages are an interesting addition to any party because they can be just as potent as Sorcerers in their spellcasting. Sometimes more so, sometimes less so. What sets them apart are the occasional wild surges, which can occur at any time they use magic.












GAME RULE INFORMATION
Wild Mages have the following game statistics.

Abilities: Charisma determines how powerful a spell a Wild Mage can cast, how many spells he can cast per day and how hard his spells are to resist. Like other caster classes, a Wild Mage benefits from a high Dexterity and Constitution.

Alignment: Any chaotic.

Hit Die: d6.

CLASS SKILLS
The Wild Mages class skills (and the key ability for each skill) are:
Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge [All, taken individually] (Int), Intimidate (Cha), Perform (Cha), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha)
Skill Points at 1st level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.

CLASS FEATURES
All of the following are class features of the Wild Mage.

Weapon and Armor Proficiency: As a Sorcerer.

Spells: As a Sorcerer, with the notable exception of the wild surge and wild magic class features (see below).

Familiar: As a Sorcerer.

Spells per Day & Spells Known: As a Sorcerer.

Base Attack Bonus: As a Sorcerer.

Saves: Fort +6, Ref +12, Will +12

Wild Magic: A Wild Mage’s spells can be unpredictable and that unpredictability can work to or against their benefit. The save DC for a spell cast by a Wild Mage is 1d20 + spell level + Cha mod.

Wild Surge (Su): Whenever he casts a spell, a Wild Mage has a 10% chance to draw on the raw magic within him. If that happens, roll on the wild surge chart to determine what spell is cast in place of what the Wild Mage intended. The spell slot of the original spell is used up for the day.


Random Deflector (Su): Starting at 2nd level and higher, a Wild Mage has the ability to protect himself from certain attacks with this ability. Using this ability is an immediate action, which means that a Wild Mage can activate it when it is not his turn. When activated, the random deflector lasts until the beginning of the Wild Mage’s next turn.

The random deflector redirects ranged attacks, ranged touch attacks and individually targets spells (spells designating the Wild Mage as the sole target, nut not arra spells striking an area in which she happens to be the sole target) so that they instead attack or affect a random target within 20 feet of the Wild Mage. A Wild Mage includes herself and her allies among the possible new targets.

Any creature targeted by a deflected attack is attacked or affected normally, so an attack roll is made normally against the new target’s AC, the new target receives a saving throw if the spell or effect allows one, and so on. A Wild Mage can use this ability once per day at 2nd level and increases by 1 at 5th, 8th, 11th, 14th, 17th, and 20th level.

Student of Chaos (Ex): Beginning at 3rd level, a Wild Mage may roll twice when using a magic item that offers random effects (such as a bag of tricks or rod of wonder), and choose between the two results. If a random roll is made only once to determine the nature or contents of a device (for example, a robe of useful items or an iron flask), a Wild Mage gains no special advantage.

Lucky: At 4th level and again at 7th, 10th, 13th, 16th and 19th level, a Wild Mage receives a bonus Luck feat. He must meet the prerequisites for each feat however. See Complete Scoundrel for more information on Luck feats.

Chaotic Mind (Su): When a Wild Mage reaches 9th level, the power of chaos infuses his mind. He gains immunity to confusion and insanity spells and effects, and is shielded by a continuous nondetection effect (as the spell).

Reckless Dweomer (Su): at 12th level, a Wild Mage can willingly sacrifice a spell to draw on the chaotic energy within him. As a standard action, he can eliminate a spell slot of at least 1st level to create a wild surge effect. When doing this, the Wild Mage does not need to make a 10% wild surge check, as he is willingly drawing on that energy.

Wildstrike (Sp): at 15th level, a Wild mage gains the ability to make a wildstrike once per day. A wildstrike affects a single creature within 60 feet, surrounding the creature in an aura of shimmering rainbow colors for 2d6 rounds. Spell resistance applies, but the target receives no saving throw.

While a wildstrike is in effect, there is a 50% chance each time the affected creature casts a spell or uses a spell-like ability that its intended action fails. Instead, the creature rolls on the wild surge chart.

Table 1: Wild Surge Results

d100
Roll Results
01 Wall of force appears in front of caster
02 Caster smells like a skunk for spell duration
03 Caster shoots forth eight nonpoisonous snakes from fingertips; snakes do not attack
04 Caster’s clothes itch (+2 penalty to initiative)
05 Caster glows as per a light spell
06 Spell effect has 60(FM) radius centered on caster
07 Next phrase spoken by caster becomes true, lasting for 1 turn
08 Caster’s hair grows on foot in length
09 Caster pivots 180 degrees
10 Caster’s face is blackened by a small explosion
11 Caster develops allergy to his magical items; cannot control sneezing until all magical items are removed (allergy lasts 1d6 turns)
12 Caster’s head enlarges for 1d3 turns
13 Caster reduces (reversed enlarge) for 1d3 turns
14 Caster falls madly in love with target until a remove curse is cast
15 Spell cannot be canceled at will by the caster
16 Caster polymorphs randomly

17 Colorful bubbles come out of caster’s mouth instead of words (words are released when bubbles pop); spells with verbal components cannot be cast for 1 turn
18 Reversed tongues affects all within 60 feet of caster
19 Wall of fire encircles the caster
20 Caster’s feet enlarge, reducing movement to half and adding +4 penalty to initiative rolls for 1d3 turns
21 Caster suffers same spell effect as target
22 Caster levitates 20 feet for 1d4 turns
23 Cause fear within a 60(FM) radius centered on the caster; all in radius except caster must make saving throw
24 Caster speaks in a squeaky voice for 1d6 days
25 Caster gains X-ray vision for 1d6 rounds
26 Caster ages 10 years
27 Silence, 15(FM) radius centers on caster 10(FM) (TS) 10(FM) pit appears immediately in front of the caster, 5 feet deep per level of the caster
29 Reverse gravity beneath caster’s feet for 1 round
30 Colored streamers pour from caster’s fingertips
31 Spell effect rebounds on caster
32 Caster becomes invisible
33 Color spray from caster’s fingertips
34 Stream of butterflies pours from caster’s mouth
35 Caster leaves monster-shaped footprints instead of his own until a dispel magic is cast
36 3–30 gems shoot from the caster’s fingertips; each is worth 1d6 (TS) 10 gp
37 Music fills the air
38 Create food and water
39 All normal fires within 60 feet of caster are extinguished
40 One magical item within 30 feet of caster (randomly chosen) is permanently drained
41 One normal item within 30 feet of caster (randomly chosen) becomes permanently magical
42 All magical weapons within 30 feet of caster are increased by +2 for 1 turn
43 Smoke trickles from the ears of all creatures within 60 feet of the caster for 1 turn
44 Dancing lights
45 All creatures within 30 feet of the caster begin to hiccup (+1 to casting times, –1 to THAC0)
46 All normal doors, secret doors, portcullises, etc. (including those locked or barred) within 60 feet of the caster swing open
47 Caster and target exchange places
48 Spell affects random target within 60 feet of caster
49 Spell fails but is not wiped from caster’s mind
50 Monster summoning II
51 Sudden change in weather (temperature rise, snow, rain, etc.) lasting 1d6 turns
52 Deafening bang affects everyone within 60 feet; those who can hear must save vs. Spell or be stunned 1d3 rounds
53 Caster and target exchange voices until a remove curse is cast
54 Gate opens to a randomly chosen Outer Plane; 50% chance for extraplanar creature to appear
55 Spell functions, but shrieks like a shrieker
56 Spell effectiveness (range, duration, area of effect, damage, etc.) decreases by 50%
57 Spell reversed, if reverse is possible
58 Spell takes physical form as free-willed elemental and cannot be controlled by caster; elemental remains for the duration of the spell and its touch causes the spell effect (THAC0 equal to caster’s)
59 All weapons within 60 feet of the caster glow for 1d4 round
60 Spell functions; any applicable saving throw is not allowed
61 Spell appears to fail when cast, but occurs 1–4 rounds later
62 All magical items within 60 feet of caster glow for 2d8 days
63 Caster and target switch personalities for 2d10 rounds
66 Slow spell centered on target
65 Target deluded
66 Lightning bolt shoots toward target
67 Target enlarged
68 Darkness centered on target
69 Plant growth centered on target
70 1,000 lbs. of nonliving matter within 10 feet of target vanishes
71 Fireball centers on target
72 Target turns to stone
73 Spell is cast; material components and memory of spell are retained
74 Every within 10 feet of caster receives the benefit of a heal
75 Target becomes dizzy for 2d4 rounds (–4 AC and THAC0, cannot cast spells)
76 Wall of fire encircles target
77 Target levitates 20 feet for 1d3 turns
78 Target suffers blindness
79 Target is charmed as per charm monster
80 Target forgets
81 Target’s feet enlarge, reducing movement to half normal and adding +4 penalty to all initiative rolls for 1d3 turns
82 Rust monster appears in front of target
83 Target polymorphs randomly
84 Target falls madly in love with caster until a remove curse is cast
85 Target changes sex
86 Small, black raincloud forms over target
87 Stinking cloud centers on target
88 Heavy object (boulder, anvil, safe, etc.) appears over target and falls for 2d20 points of damage
89 Target begins sneezing and is unable to cast spells for 1d6 rounds
90 Spell effect has 60(FM) radius centered on target (all within suffer the effect)
91 Target’s clothes itch (+2 penalty to initiative for 1d10 rounds)
92 Target’s race randomly changes until canceled by a dispel magic
93 Target turns ethereal of 2d4 rounds
94 Target hastened
95 All cloth on target crumbles to dust
96 Target sprouts leaves (no damage caused, can be pruned without harm)
97 Target sprouts new useless appendage (wings, arm, ear, etc.) which remains until dispel magic is cast
98 Target changes color (canceled by dispel magic)
99 Spell has minimum duration of 1 turn (e.g.: a fireball creates a ball of flame that remains for 1 turn, a lightning bolt bounces and continues, possibly rebounding, for 1 turn, etc.)
100 Spell effectiveness (range, duration, area of effect, damage, etc.) increase 200%

Innis Cabal
2007-05-11, 12:14 PM
you should look at the Encyclopidea Arcanum, thinks thats what its called, its got an awsome Chaos Magic system, but this is ok with a little fine tuning it might even be great

esoteric scribe
2007-05-11, 04:32 PM
you should look at the Encyclopidea Arcanum, thinks thats what its called, its got an awsome Chaos Magic system, but this is ok with a little fine tuning it might even be great

Is that a 3rd party book? Never heard of it and a google search doesn't turn up anything.

Closet_Skeleton
2007-05-11, 04:41 PM
Is that a 3rd party book? Never heard of it and a google search doesn't turn up anything.

It would be.

Complete Arcane has a Wild Mage. Not that official stuff is necesaraly better than homebrew stuff, I rarely use the official vampire rules. Your Wild Mage looks Throne of Bhaal based.

Talya
2007-05-11, 06:31 PM
What's the upside of sorceror vs. this class?

esoteric scribe
2007-05-11, 07:55 PM
Skeleton: Throne of Baal, as in the Baulders Gate expansion? Never played it. Honestly, I just got the idea from reading the old 2nd ed Wild Mage stuff, combined with the Complete Arcane PrC, and threw in a few things I thought it was lacking.

Talya: The upside of Sorcerer vs. this would be, I suppose, if you don't want your magic to be quite so random. ;)

Honestly I prefer Sorcerer to Wizard, but i've always felt the class got the shaft when it comes to flavor.

Dr. Weasel
2007-05-11, 09:09 PM
It seems better than the Sorcerer in every way and Sorcerers are already one of the most powerful classes in core, probably the most combat optimized of the core classes (they have the powers of a wizard and (despite popular belief) they really don't have to be blasters. Having the proper spells always ready is a far bigger advantage than people seem to give credit for.)

This class is quite overpowered. You probably should remove the familiar, ditch the good Reflex save and play up the downsides to Wild Surge, maybe making the caster fatigued.

esoteric scribe
2007-05-12, 12:24 AM
I agree this is high-powered for a core class...so here we go with some revisions.

1) Remove Familer

2) Drop good reflex save

3) HD down to d4

and the big one...

4) Spell Fatigue: Because of the reckless nature of their casting, Wild Mages can fall victim to spell fatigue. After casting a spell, they must make an immediate fortitude save (DC 10+spell level). Failure means they are fatigued and remain so for the remainder of the combat. If the Wild Mage casts a spell while exausted and fails his fortitude save again, his conditions becomes exausted. Should a third failure occur, the Wild Mage passes out and is unconcious for the remainder of combat.

Matthew
2007-05-18, 05:44 PM
Skeleton: Throne of Baal, as in the Baulders Gate expansion? Never played it. Honestly, I just got the idea from reading the old 2nd ed Wild Mage stuff, combined with the Complete Arcane PrC, and threw in a few things I thought it was lacking.
Heh, yeah then it's no surprise, as that's where they got their inspiration.

It does seem a little over powerful, but I agree that the Sorcerer needs better fluff.

Fizban
2007-05-18, 09:42 PM
What's the upside of the sorcerer?


Wild Surge (Su): Whenever he casts a spell, a Wild Mage has a 10% chance to draw on the raw magic within him. If that happens, roll on the wild surge chart to determine what spell is cast in place of what the Wild Mage intended. The spell slot of the original spell is used up for the day.

The upside of sorcerer is that that doesn't happen. The wild mage has a 10% of failing any spell. Sure, it's got great bonuses, but as they say: randomness favors the underdog, which is not the PC's. Optimizing in DnD requires rigging the deck and weighting the die, jacking bonuses and DC's so high that you can't fail. Having an automatic, unavoidable chance of failing every time is not acceptable.

However, as just a casual class, it's fine. Sure, tons of extra stuff, but it'll likely be needed when the inevitable string of failed spells occurs.