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Thread: Wild Mage Base Class 3.5[Strudel]

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    Default Wild Mage Base Class 3.5[Strudel]

    I was kinda disappointed in the wild mage class in 3.5 so I'm working out out an alternate homebrew version as a base class I'd appreciate any advice from more experienced brewers.
    Wild Mage:A wild mage is a force of chaos and power, the chance of dangerous backfires and side effects are deemed worth the raw power wild mages can supply in a fight. Many wild mages are from, but not limited to, savage races like kobolds and goblins.

    Background: Practitioners of the most primal and basic of magic, the unpredictable practice Wild Magic was thought to be replaced by by normal sorcery by all but the most primitive of creatures, in fact wild magic has become increasingly prevalent amongst sorcerers.
    Races: any
    Role: Attack caster, powerful but sometimes dangerous to party.
    Abilities: Add Charisma bonus to spells per day.
    Alignment: Chaotic Any.
    Hit Die: d6.
    Table 1: The Wild Mage
    Base
    {table=head]Level | Attack Bonus | FortSave | RefSave | WillSave |Special
    1st|+0|+0|+0|+2|Wild Magic, Bonus Feat: Eschew Materials
    2nd|+1|+0|+0|+3| Wild Aegis
    3rd|+1|+1|+1|+3| Chaotic Gambit/ 1 times per day
    4th|+2|+1|+1|+4| Spell Aspect/Quicken
    5th|+2|+1|+1|+4|
    6th|+3|+2|+2|+5| Control/ 1 times per day
    7th|+3|+2|+2|+5| Chaotic Gambit/ 2 times per day
    8th|+4|+2|+2|+6| Student of Chaos, Spell Aspect/Silent
    9th|+4|+3|+3|+6|
    10th|+5|+3|+3|+7| Control/ 2 times per day
    11th|+5|+3|+3|+7|
    12th|+6/+1|+4|+4|+8| Master of Chaos
    13th|+6/+1|+4|+4|+8| Control/ 4 times per day, Spell Aspect/ Empower
    14th|+7/+2|+4|+4|+9| Chaotic Gambit/ 4 times per day
    15th|+7/+2|+5|+5|+9|
    16th|+8/+3|+5|+5|+10| Spell Aspect/ Maximize
    17th|+8/+3|+5|+5|+10|
    18th|+9/+4|+6|+6|+11| Control/ 6 times per day
    19th|+9/+4|+6|+6|+11| Chaotic Gambit/ 6 times per day
    20th|+10/+5|+6|+6|+12|[/table]
    Table 2:
    {table=head]Level |# of spells
    1|5
    2|6
    3|6
    4|7
    5|7
    6|8
    7|8
    8|8
    9|9
    10|9
    11|10
    12|10
    13|12
    14|12
    15|13
    16|15
    17|16
    18|17
    19|20
    20|20[/table]
    Wild Spell Effects, Table -3
    Roll 1d20 and look at chart for effect.
    {table=head]#rolled|effect
    1|Wild Surge
    2|Daze
    3|Cause Fear
    4|Ray of Frost
    5|Wild Surge
    6|Ray of Enfeeblement
    7|Flare
    8|Hypnotism
    9|Chill touch
    10|Alternate spell shape(see table-4)
    11|Sleep
    12|Burning hands
    13|Color Spray
    14|Magic Missile
    15|Wild Surge
    16|Shocking Grasp
    17|Magic Weapon
    18|Summon Monster I
    19|Reduce Person
    20|Roll again twice, use both spells as one may choose different target
    [/table]

    Alternate spell shapes, Table-4
    roll a 1d4 die for effect
    {table=head]#rolled|shape
    1|Ranged touch (300ft.)
    2|Cone (20ft)
    3|Ranged blast (Range 300ft.)(Area:30ft)
    4|Chain (Range 300ft)save:ref half(Targets: One primary target, plus one secondary target/level each of which must be within 30 ft. of the primary target)secondary targets take only half damage.[/table]

    Wild Surge, Table-6
    roll a d100
    {table=head]#rolled|effect
    1 | Repulsion field centered on the caster (Pushes everything adjacent to the caster 10 ft.)
    2 | Wild color changes upon the caster
    3 | Squirrels appear around caster
    4 | The caster becomes itchy
    5 | The caster glows
    6 | A fireball centers on the caster
    7 | The caster's sex is changed
    8 | The caster's color changes
    9 | Everyone in the area changes direction
    10 | Explosion centered on caster
    11 | Entangle spell centered on caster
    12 | Slow spell centered on the caster
    13 | Target polymorphed into a wolf
    14 | Caster held
    15 | Caster hasted
    16 | Caster changed into a Wolf (remove curse, dispel magic or waiting a day will end this)
    17 | Gold on the caster is destroyed (2d6)
    18 | Target weakened
    19 | Sunfire spell centered on caster
    20 | Movement speed (10 ft.) lowered on target
    21 | Underwear created on target
    22 | Caster held as per the spell Hold Person
    23 | Fear spell centered on target
    24 | Roll twice more. Both effects apply
    25 | Touch of chaos
    26 | Globe of invulnerability centered on target
    27 | Silence 15ft radius centered on caster
    28 | Caster dizzy
    29 | Target invisible
    30 | Pretty sparkles!
    31 | Caster is spell's target
    32 | Caster becomes invisible
    33 | Color spray from caster
    34 | Birds appear around the caster
    35 | fireball centered on caster, No damage done to caster
    36 | Gems created on caster
    37 | Force bubbles
    38 | Goodberries created on caster
    39 | Fireball flies toward target
    40 | Feathered Frenzy
    41 | Random treasure created on caster
    42 | Caster is combat ready (+2 AC, +2 on attack rolls)
    43 | Teleport field spell centered on caster
    44 | Teleport field centered on target
    45 | Area effect hiccups centered on target
    46 | All doors in area of effect open. If there aren't any, then roll twice and use both
    47 | Caster floats for a round
    48 | Change target randomly
    49 | Caster recuperates as if he rested
    50 | Exposure
    51 | Start snowing if outside, otherwise roll twice more
    52 | Loud noise, target must save or be stunned
    53 | Target's HP doubled
    54 | Summon demon to attack target
    55 | Spell fired, but with squealing noise
    56 | Spell goes off, but duration is halved
    57 | Strange visual effect, but spell fizzles
    58 | Projectile speed halved
    59 | All weapons in the area glow
    60 | No saving throws against the spell allowed
    61 | Target is held, as per Hold Person spell
    62 | Detect magic spell centered on target
    63 | Roll 4 more times, and use each effect
    64 | Slow spell centered on target
    65 | Plane shuffle
    66 | Lightning bolt spell cast at target
    67 | Target strengthened (+2 on attack rolls)
    68 | Cure moderate wounds centered on target
    69 | Entangle target
    70 | Caster enraged
    71 | Fireball centered on target
    72 | Flesh to Stone on target
    73 | Spell fired, caster is rested
    74 | Cure moderate wounds spell centered on caster
    75 | Target dizzy
    76 | Sunfire centered on target
    77 | Eldritch horror
    78 | Taget blinded
    79 | Target charmed
    80 | Gems created on target
    81 | Target's movement speed reduced (10 ft.)
    82 | Random treasure created on target
    83 | Target polymorphed into a squirrel (1d6)
    84 | Silence 15' radius centered on target
    85 | Target's sex changes
    86 | Fake explosion centered on target
    87 | Stinking Cloud centered on target
    88 | Cow falls from sky onto target
    89 | Target dizzy
    90 | Spell has 60' radius at target
    91 | Target itchy
    92 | Casters HP doubled (temp hp)
    93 | Target held
    94 | Target hasted
    95 | Destroy all gold on target
    96 | Spells power doubles
    97 | Spell cast, -4 to targets saving throws
    98 | Target's color changes
    99 | Spell cast at double level
    100 | DM's choice
    [/table]
    Chaos Effects

    Exposure:Causes enemies clothing/armor to fall off magically within 60 feet of caster
    Feathered Frenzy:Hundreds of birds magically burst forth from another plane, 20ft cone stuns enemy 1 turn and provokes attack of opportunity
    Touch of Chaos:Transforms an enemies weapon into a swarm of otherworldly butterflies, 1d6 rounds must make opposed Will DC on magic items.
    Force Bubbles:Seemingly harmless and indescernible from normal bubbles Force Bubbles explode violently with pure force, when an enemy touches one they all explode simutaneously, does 1d4+1 force dmg for every two caster levels beyond 1st,you gain an additional explosion—two at 3rd
    level, three at 5th, four at 7th, and the
    maximum of five missiles at 9th level or
    higher, takes up an area of 20ft.
    Eldritch Horror:A blast of pure insanity, ranged touch attack, enemy must make opposed will save or become insane for 1d6 rounds
    Plane Shuffle:Sends an enemy hurling through several planes of existence until they reappear in their own shaken and damaged from the trip, ranged touch attack enemy reappears in 1d6+1 rounds and takes 2d6 dmg per caster level with no saves or AC allowed.
    Special Abilities and Feats
    Focus Magic: Starting at level 2, each time the Wild Mage levels up, he may replace up to two spells on the Wild Magic list with up to two spells that a Sorcerer of the Wild Mage's class level would be able to cast. Spells cannot be on the list twice. The number of spells a Wild Mage may replace increases by one with each new level of Focus Magic. For example: Yik-yar is level 8 and has gained Greater Focus Magic, and may therefore can exchange up to three of his existing spells with any spell an 8th level Sorcerer would be able to cast (in this case, any Arcane spell of 4th level or lower that appears on the Sorcerer's spell list).
    Student of Chaos:When the Wild Mage casts a wild surge they may make a DC 16 Will check, roll again and add a spell effect also.
    Master of Chaos:When the Wild Mage casts a wild surge they may make a DC 15 Will check, roll again and add a spell effect also.
    Spell Aspect: Lets a wild mage add metamagic effects to spells they cast. Quicken lets you cast spells as swift actions, silent negates verbal component, empower uses two spells per day, and maximize costs three spells per day.
    Control: make a DC 15 Will check to reroll a chaos effect.
    Chaotic Gambit A wild mage using chaotic gambit can reroll a cast spell and use the second roll.
    Wild Aegis: adds effect of Mage Armor, if caster is hit roll a Wild Surge.
    Last edited by Strudel110; 2012-02-01 at 11:40 PM.