Homebrew DesignRoll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.
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
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 2:
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
Wild Spell Effects, Table -3
Roll 1d20 and look at chart for effect.
#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
Alternate spell shapes, Table-4
roll a 1d4 die for effect
#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.
Wild Surge, Table-6
roll a d100
#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
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 : 02-01-2012 at 11:40 PM.
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.
Critical Spell Fail, Table-5
roll a 1d6 die
#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
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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In Soviet Russia, Darkness casts magic missile into you!
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.)
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 : 01-20-2010 at 05:52 PM.
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.
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.
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.
Wild Spell Effects, Table -3
Roll 1d20 and look at chart for effect.
#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
Alternate spell shapes, Table-4
roll a 1d4 die for effect
#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.
Critical Spell Failure, Table-5
roll a 1d8 die
#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
Chaos Effect, Table-6
roll a 1d8 die
#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
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 : 01-21-2010 at 08:26 PM.
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.
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...
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?
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.
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 : 01-20-2010 at 11:26 PM.
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.
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.
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?
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.
...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.
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
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).