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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.

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    Default Re: Wild Mage Base Class 3.5[Strudel]

    Table 1: The Wild Mage
    Base
    {table=head]Level | Attack Bonus | FortSave | RefSave | WillSave |Special
    1st|+0|+0|+0|+2|Wild Magic
    2nd|+1|+0|+0|+3|
    3rd|+1|+1|+1|+3|
    4th|+2|+1|+1|+4|
    5th|+2|+1|+1|+4|
    6th|+3|+2|+2|+5|
    7th|+3|+2|+2|+5|
    8th|+4|+2|+2|+6|
    9th|+4|+3|+3|+6|
    10th|+5|+3|+3|+7|
    11th|+5|+3|+3|+7|
    12th|+6/+1|+4|+4|+8|
    13th|+6/+1|+4|+4|+8|
    14th|+7/+2|+4|+4|+9|
    15th|+7/+2|+5|+5|+9|
    16th|+8/+3|+5|+5|+10|
    17th|+8/+3|+5|+5|+10|
    18th|+9/+4|+6|+6|+11|
    19th|+9/+4|+6|+6|+11|
    20th|+10/+5|+6|+6|+12|[/table]
    Table 2:
    {table=head]Level |# of spells
    1|5
    2|5
    3|5
    4|6
    5|6
    6|7
    7|7
    8|8
    9|8
    10|9
    11|10
    12|10
    13|12
    14|12
    15|12
    16|15
    17|15
    18|15
    19|20
    20|20[/table]
    Wild Spell Effects, Table -3
    Roll 1d10 die and look at chart for effect
    {table=head]#rolled|effect
    1|Critical backfire (see Table 5)
    2|Magic Missile
    3|Color Spray
    4|Cone of Cold
    5| Different spell shape (use table 4 and roll again)
    6|Fireball
    7|Chain lightning
    8|Disintegrate
    9|Prismatic Spray
    10|Roll again twice, use both spells as one may choose different targets[/table]

    Alternate spell shapes, Table-4
    roll a 1d4 die for effect
    {table=head]#rolled|shape
    1|Ranged touch (100ft.+10/level)
    2|Cone (20ft.+10/10levels)
    3|Ranged blast (Range 100ft.+10/level)(Area:20ft.+10/10levels)
    4|Chain (Range 100ft+10/level)save:ref half(Targets: One primary target, plus one secondary target/level each of which must be within 30 ft. of the primary target)half damage on secondary targets.[/table]

    Critical Spell Fail, Table-5
    roll a 1d6 die
    {table=head]#rolled|effect
    1|targets self, will save allowed for half dmg
    2|targets friend ,reflex save allowed to avoid, will save allowed for half dmg must pick one or the other
    3|Casts enlarge person/creature spell on enemy
    4|Casts mage armor on foe
    5|Cast mirror image creates 1d4 illusions of foe
    6|Heal 1d6 on foe[/table]

    Having tables in your post greatly increases your chances of getting feedback. If you want to use the formatting I've done, quote my post and copy and paste the tables I've made for you into yours. I may have made some minor mistakes, you may want someone else to look more carefully over it who isn't half-asleep.

    For the actual class, I find it to be pretty confusing. The spells known are pretty confusing, you say it depends on level and cha but the only things I can see from the table you mention are how level affects it.
    The spells on the list are pretty boring as well. At low levels your going to have the chance to either one shot the boss, have a minor effect, or cause a TPK from a critical failure leading to one of the more major effects (you also want to fix up the formatting on effects 1 and 2 on the failure lists, I think you mean you want us to reroll on the spell list again and ignore a roll of 1).

    Another problem is that its a 20 level class, but you don't get anything new past level 1 except more spells (which don't even different if I'm reading this correctly). You might want to make it so that you different "spell levels" for wild magic so that you have a chance to cast a spell that is level appropriate (buff the power level a bit due to unpredictability).
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    Default Re: Wild Mage Base Class 3.5[Strudel]

    This is an incredibly flawed class. It has one class feature, it gets an incredibly front loaded number of that class feature at level 1 and gets near nothing for a few levels after that, and you get to roll to either do nothing useful or get a metamagic enhanced high level spell.

    Here are the design flaws with just the concept of the class, let alone the specifics of balance:

    It's incredibly front loaded. You get 1/4th of the resources you have at level 20 at level 1.

    It's far too random. Far from being a die roll that may or may not hit, you roll a die every time you cast to either TPK your party with a chained disintegrate fumble (roll a 3, roll to chain, roll a 1, roll disintegrate), or do the same to the entire enemy team, starting at level 1. You shouldn't be able to do that.

    It has no class features. Well, it has one, which has problems already mentioned.

    It's not good fluffwise. Even though they control wild magic, or at least seem to have some control over it, a level 20 character can hardly do anything with it, and is in fact more likely to do something piddly that other casters can do essentially at will.

    The class is terrible at higher levels. At low levels, you want to dip into this just because, hey, 5/day possible encounter enders with it also possibly being a simple magic missile spell, already usable at this level, if not good, is pretty broken. At higher levels, it's worthless, because it's slightly more uses per day and at that point magic missile and the like are totally worthless so casting it is a waste of an action (excluding certain enemies, metamagic/force missile mage cheese, reserves of strength for higher numbers of missiles, etc.)

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    Default Re: Wild Mage Base Class 3.5[Strudel]

    Thanks I didn't know how to do the tables. The class is a work in progress and I'll be changing it up a bit, I'm working on the random deflector ability, changing the spells to make them less boring, and hopefully cutting down on dice rolls and confusion. The class should be mostly fixed later, I'll have to make it less powerful at low levels and more at high levels. I think when spells backfire there should still be a DC allowed to take half damage or negate the effect. Thanks for the advice.
    Last edited by Strudel110; 2010-01-20 at 05:52 PM.

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    Default Re: Wild Mage Base Class 3.5[Strudel]

    Another issue is that nobody seems to really understand how Wild Magic works, thematically. This is more of a Russian Roulette mage: you get a spell at random from a predetermined list. True Wild Magic, in my mind, wouldn't involve a table at all, but rather DM edict. For example...

    Botched a disintegrate spell? Cool. Any of these might happen:

    • The object targeted doubles in size.
    • The ray solidifies into some solid substance, permanently connecting you to the target.
    • The object explodes violently.
    • You and the object trade places.
    • The object becomes supernaturally durable.


    And so forth, for as much creativity as the DM cares to throw at you. It's Wild Magic. You can't stick it on a table...that's just slightly more random magic.

    Anyway, just this posters 2cp.

    Ingredients

    2oz Djinn
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    Instructions

    Pour Djinn and tonic water into a glass filled with ice cubes. Stir well. Garnish with lime wedge. Serve.

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    Default Re: Wild Mage Base Class 3.5[Strudel]

    Quote Originally Posted by Djinn_In_Tonic View Post
    Another issue is that nobody seems to really understand how Wild Magic works, thematically. This is more of a Russian Roulette mage: you get a spell at random from a predetermined list. True Wild Magic, in my mind, wouldn't involve a table at all, but rather DM edict. For example...

    Botched a disintegrate spell? Cool. Any of these might happen:

    • The object targeted doubles in size.
    • The ray solidifies into some solid substance, permanently connecting you to the target.
    • The object explodes violently.
    • You and the object trade places.
    • The object becomes supernaturally durable.


    And so forth, for as much creativity as the DM cares to throw at you. It's Wild Magic. You can't stick it on a table...that's just slightly more random magic.

    Anyway, just this posters 2cp.
    There's no way to ever put a class that is essentially "DM Fiat controls how this class works" in D&D, because if you aren't using rolls, you might as well not be playing D&D and just free form RPing.

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    Default Re: Wild Mage Base Class 3.5[Strudel]

    Quote Originally Posted by Milskidasith View Post
    There's no way to ever put a class that is essentially "DM Fiat controls how this class works" in D&D, because if you aren't using rolls, you might as well not be playing D&D and just free form RPing.
    Which furthers your point that there should be more class features.
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    Default Re: Wild Mage Base Class 3.5[Strudel]

    Table 1: The Wild Mage
    Base
    {table=head]Level | Attack Bonus | FortSave | RefSave | WillSave |Special
    1st|+0|+0|+0|+2|Wild Magic
    2nd|+1|+0|+0|+3|Focus Magic
    3rd|+1|+1|+1|+3| Chaos Wall/ 1 times per day
    4th|+2|+1|+1|+4| Student of Chaos
    5th|+2|+1|+1|+4|
    6th|+3|+2|+2|+5| Spell Stability/ 1 times per day
    7th|+3|+2|+2|+5| Chaos Wall/ 2 times per day
    8th|+4|+2|+2|+6| Greater Focus Magic
    9th|+4|+3|+3|+6|
    10th|+5|+3|+3|+7| Spell Stability/ 2 times per day
    11th|+5|+3|+3|+7| Master of Chaos
    12th|+6/+1|+4|+4|+8|
    13th|+6/+1|+4|+4|+8| Spell Stability/ 4 times per day
    14th|+7/+2|+4|+4|+9| Master Focus Magic
    15th|+7/+2|+5|+5|+9|
    16th|+8/+3|+5|+5|+10| Chaos Wall/ 4times per day
    17th|+8/+3|+5|+5|+10| Wild Master
    18th|+9/+4|+6|+6|+11|
    19th|+9/+4|+6|+6|+11| Spell Stability/ 6 times per day
    20th|+10/+5|+6|+6|+12|Chaos Incarnate[/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|Critical Backfire (see Table 5)
    2|Daze
    3|Cause Fear
    4|Ray of Frost
    5|Chaos Effect
    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|Chaos Effect
    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:20ft)
    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]

    Critical Spell Failure, Table-5
    roll a 1d8 die
    {table=head]#rolled|effect
    1|targets self, will save allowed for half dmg.
    2|-1 on attack rolls 1d4 turns
    3|Casts enlarge person/creature spell on enemy
    4|Caster stunned 1 round
    5|Cast mirror image creates 1d4 illusions of foe
    6|Heal 1d6 on foe
    7|Caster's clothing and armor fall off
    8|Forms bubbles
    [/table]
    Chaos Effect, Table-6
    roll a 1d8 die
    {table=head]#rolled|effect
    1|Shifting Colors
    2|Bother
    3|Exposure
    4|Feathered Frenzy
    5|Touch of Chaos
    6|Force Bubbles
    7|Eldritch Horror
    8|Plane Shuffle
    [/table]
    Chaos Effects
    Shifting Colors:Fills enemies vision with shifting lights and colors, -1 on attack rolls 1d4 turns
    Bother:A loud droning noise echoes through your enemies mind, -1 on Will saves for 1d4 turns
    Exposure:Causes enemies clothing/armor to fall off magically within 20 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 exposion—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 with no saves or AC allowed.
    Special Abilities and Feats
    Focus Magic: Starting at level 2 the wild mage may replace two spells on the Wild Magic list, with two Sorcerer spells of the mages level or lower when leveling up. Spells cannot be on the list twice. Increases by one with each level of the ability, for example Yik-yar is level 5 and has gained Greater Focus Magic and therefore can exchange three of his existing spells with level 5 or lower spells.
    Student of Chaos:When the Wild Mage casts a chaos effect there is a 25% chance that they may roll again and add a spell effect also.
    Master of Chaos:When the Wild Mage casts a chaos effect there is a 5o% chance that they may roll again and add a spell effect also.
    Chaos Incarnate:When the Wild Mage casts a chaos effect there is a 75% chance that they may roll again and add a spell effect also, they may also reroll one spell roll a day.
    Spell Stability:15% chance to negate critical backfire.
    Chaos WallCreates a 20ft by 20ft wall of swirling energy that stops both physical and magical attacks, it's hitpoints equal the caster's level times 10, when hit it emits a Chaos Effect (Table-6)
    Wild Master:unknown as of yet
    Last edited by Strudel110; 2010-01-21 at 08:26 PM.

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    Default Re: Wild Mage Base Class 3.5[Strudel]

    Quote Originally Posted by Milskidasith View Post
    There's no way to ever put a class that is essentially "DM Fiat controls how this class works" in D&D, because if you aren't using rolls, you might as well not be playing D&D and just free form RPing.
    You could have a class that had as an option on the table DM's discretion. You could even have multiple such roles each with different degrees of danger: DM's complete discretion, mild harm, mildly amusing, something potentially fatal, Etc.

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    Default Re: Wild Mage Base Class 3.5[Strudel]

    Fixed! More abilities and a better spell system that levels with your character, with random effects and a defensive ability.

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    Default Re: Wild Mage Base Class 3.5[Strudel]

    Quote Originally Posted by Milskidasith View Post
    There's no way to ever put a class that is essentially "DM Fiat controls how this class works" in D&D, because if you aren't using rolls, you might as well not be playing D&D and just free form RPing.
    Well, you have the D&D rules to cover everything ELSE, and then just have that ONE thing as completely free-form... very odd, but I am not sure it COULDN'T work...
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    Default Re: Wild Mage Base Class 3.5[Strudel]

    Quote Originally Posted by DracoDei View Post
    Well, you have the D&D rules to cover everything ELSE, and then just have that ONE thing as completely free-form... very odd, but I am not sure it COULDN'T work...
    Meh I like my way better, anyone actually have feedback to give?

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    Default Re: Wild Mage Base Class 3.5[Strudel]

    Quote Originally Posted by DracoDei View Post
    Well, you have the D&D rules to cover everything ELSE, and then just have that ONE thing as completely free-form... very odd, but I am not sure it COULDN'T work...
    The problem is that D&D is designed to give you mechanical incentives for certain actions and such, so the DM can't really screw with your/overload you with awesome you don't really have without breaking the rules. With wild magic, every failure is a way to fiat kill a player you don't like, save them in a dramatically appropriate fashion, or teleport the BBEG right to the device he was trying to get to so you can finish the campaign faster. No matter what you do, if there's one freeform thing the other PCs will always see it as the DM actively out to get them if it punishes them, and there is a very real chance it would.

    Tables for how badly it hurts you *could* work, except we already kind of have that, seeing as you fluff up attacks and such... not every critical hit is going to be exactly the same.

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    Default Re: Wild Mage Base Class 3.5[Strudel]

    Quote Originally Posted by Milskidasith View Post
    The problem is that D&D is designed to give you mechanical incentives for certain actions and such, so the DM can't really screw with your/overload you with awesome you don't really have without breaking the rules. With wild magic, every failure is a way to fiat kill a player you don't like, save them in a dramatically appropriate fashion, or teleport the BBEG right to the device he was trying to get to so you can finish the campaign faster. No matter what you do, if there's one freeform thing the other PCs will always see it as the DM actively out to get them if it punishes them, and there is a very real chance it would.

    Tables for how badly it hurts you *could* work, except we already kind of have that, seeing as you fluff up attacks and such... not every critical hit is going to be exactly the same.
    Who came up with this idea anyhow, although I agree with you about the DM abuse I won't use that idea anyway, also I added Chaos effect and Alternate shape to make interesting combinations.
    Last edited by Strudel110; 2010-01-20 at 11:26 PM.

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    Default Re: Wild Mage Base Class 3.5[Strudel]

    I'm not really sure what I can say about this concept that could not be better expressed by simply creating a class of my own and posting a link to it in this thread. My impression of what a wild mage is supposed to be comes from the notion that they are people who tap into the raw magic in the world, and sometimes end up on the wrong end of the forces that they tinker with. Thus, I agree that a class with such a rigidly defined set of results is not thematically accurate by any stretch of the term. I do not mean to come off too harsh, but this really is a good concept with laking execution.
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    Default Re: Wild Mage Base Class 3.5[Strudel]

    While I respect your opinion I must ask you, did you read the rules? the class promotes randomness, the basic spells are changed as you level, every spell you cast is random, it may change shape, and it may be accompanied by chaotic effects. While appreciate other peoples ideas of what a wild mage is that's not why I made this thread. Wild mage by the way was a class in 2nd edition not something I made up, so what people think a wild mage is and what it really is are two different things. I made this thread to update and define rules for 3.5 wild mages (the original 3.5 version blows) so if anyone has any ideas for feats or notices any bad rules please feel free to post about it, but I'd like to refrain from any steps backwards.

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    Default Re: Wild Mage Base Class 3.5[Strudel]

    I think you should add some more rule clarifications (in spoilers if necessary) to clear it up once you've got it balanced.

    I'm not as skilled as some of the forumites, but I would point out that the level 2 ability needs some clarification. Do the sorcerer spells have to be offensive spells? What does "of the mages level" mean precisely (you appear to mean 'that it could cast if it were a wizard' which is a little confusing). What happens if they pick arcane fusion?

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    Default Re: Wild Mage Base Class 3.5[Strudel]

    Quote Originally Posted by Rainbownaga View Post
    I think you should add some more rule clarifications (in spoilers if necessary) to clear it up once you've got it balanced.

    I'm not as skilled as some of the forumites, but I would point out that the level 2 ability needs some clarification. Do the sorcerer spells have to be offensive spells? What does "of the mages level" mean precisely (you appear to mean 'that it could cast if it were a wizard' which is a little confusing). What happens if they pick arcane fusion?
    Very good questions, 1st no they don't have to be offensive even if your targetting an enemy and you roll mage armor or shield it will affect you not your enemy in theory you could make a wild mage with little to no offensive spells in fact I recommend adding spells that stun or reduce your enemies rolls and saves, 2nd the wild mage uses sorcerer spells, so of the mages level means that if your level 4 you may exchange the allowed number of spells for level 4 or lower spells.

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    Default Re: Wild Mage Base Class 3.5[Strudel]

    Quote Originally Posted by Strudel110 View Post
    ...2nd the wild mage uses sorcerer spells, so of the mages level means that if your level 4 you may exchange the allowed number of spells for level 4 or lower spells.
    I hope you intended to say "of a level that a Sorcerer of your level could cast." Otherwise we're talking about 17th-18th level spells being tossed around by a level 9 Wild Mage...and that's not good balance by any stretch of the means.

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    Default Re: Wild Mage Base Class 3.5[Strudel]

    Yes that's what I mean, did I write it in another language or something, cause I thought it made sense?

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    Default Re: Wild Mage Base Class 3.5[Strudel]

    Quote Originally Posted by Strudel110 View Post
    Focus Magic: Starting at level 2 the wild mage may replace two spells on the Wild Magic list, with two Sorcerer spells of the mages level or lower when leveling up. Spells cannot be on the list twice. Increases by one with each level of the ability, for example Yik-yar is level 5 and has gained Greater Focus Magic and therefore can exchange three of his existing spells with level 5 or lower spells.
    Problem is that spell levels and character levels aren't the same. This should read as follows:

    Quote Originally Posted by Strudel110 View Post
    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).

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    Default Re: Wild Mage Base Class 3.5[Strudel]

    Quote Originally Posted by Strudel110 View Post
    Yes that's what I mean, did I write it in another language or something, cause I thought it made sense?
    Yes. It's in English.
    Last edited by Temotei; 2010-01-21 at 08:58 PM.
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    Default Re: Wild Mage Base Class 3.5[Strudel]

    Quote Originally Posted by Djinn_In_Tonic View Post
    Problem is that spell levels and character levels aren't the same. This should read as follows:
    Whoops that's what I meant thanks for catching that.

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    Default Re: Wild Mage Base Class 3.5[Strudel]

    So I had an Idea for the Wild Master ability but I forgot what it was, any suggestions?

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