[Class] Wild Mage

Started by Throndir, November 27, 2012, 08:15:12 PM

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Throndir

#1

Skills: as wizard 2+Int

Abilities:

Wild Magic:
The Caster level of the character fluctuates, making each spell, or spell-like ability he casts possibly more powerful, or weaker then what the actual caster level is.
(Both the new 3d edition (d6 roll), as the old 2nd edition (d20 roll) can be used.)
When he or she casts a spell, there is a random chance it will trigger a wild surge. Wild Surges are completely random effects that happen at random moments, so the percentage chance of a Surge effect should be determined by the DM.
E.g. It's possible the chance on a Surge increases when the Wild Mage casts a spell in a Wild Magic Zone.
Surges can also happen when casting counter-spells. This ability can not be 'switched off', not even by taking ordinary wizard levels. Once a Wild Mage, always a Wild Mage.

Metamagic instability:
Using Wild Magic is risky to begin with, though changing magic even further to gain meta magical effects is simply suicidal. The chance to trigger a Wild Surge lies much higher and any d% Surge roll that is made receives a -10 penalty, increasing the chance of a negative effect.

Wild magic affinity:
As the wild mage uses wild magic more and more, he or she becomes more adept at using it, especially when inside wild magic areas.

At second level, the Wild Mage's limited experimentations with wild magic give him or her an automatic +4 bonus to the skills Knowledge(arcana) & spellcraft when dealing with Wild Magic. Additionally, When a wild mage enters a wild magic zone, he or she immediately senses this.

At level 4 when the wild mage is inside a Wild Magic area and a Wild Surge is triggered, he may roll twice on the Wild Surge chart and then choose one of the two results.

At 8th level, The wild mage may now roll twice on the wild surge chart and choose one of the two results anywhere, except, of course, where magic can't be cast such as in dead magic zones.

At 12th level, when casting a spell, the wild mage may add his or her randomly determined caster level to Wild Surge rolls, increasing the chance of a positive effect.

At 18th level, when the wild mage is inside a wild magic area he gains limited power over the field. Whenever any spell, including those of other spell casters is cast in the same Wild Magic zone as the Wild Mage is in, he or she may influence the spells effects by enforcing a Wild Surge. Enforcing a surge in someone else's spell always uses up one of his 'uses per day' in the Enforce Surge ability. The Wild Mage may also use Enforce Greater Surge in the same manner.

Enforce Wild Surge:
Starting from level 3, once per day a Wild Mage can enforce a wild surge effect in one of his spells or spell-like abilities. Roll a d% and match it with a Wild Surge table for the effect. The amount a day increases every odd level. So the Wild Mage can use this ability twice a day at level 5, three times a day at level 7, etc.

Apply Wild Magic:
5th level and onwards, when the Wild Mage creates an item, scribes a scroll or brews a potion (required that he has the needed feats), a Wild Mage automatically applies the wild magic effect on the item or potion. For example, an enchanted 'wild magic' sword has a randomly determined enchantment bonus at every swing plus there is a chance that it causes a wild surge. A fumble always causes a negative surge effect, while a natural 20 always causes a positive surge effect. When armor or clothes enchanted with Wild Magic is struck, there is a chance a Wild Surge will occur. When the Wild Mage uses a 'wild magic' item, all his abilities apply for the item as well. So when a wild mage, having Wild magic affinity 3 uses an item that causes a Wild Magic surge, he gets to roll twice on the surge chart and choose the effect, luck boosts from spells also apply.

Generate Wild Magic Field:
Once reaching 10th level, the wild mage feels so comfortable in wild magic areas that he may use 'Create Wild Magic field' once a day as a spell-like ability. (See Wild Magic spells below)

Enforce Greater Surge:
When enforcing a Wild Magic Surge at level 14, the wild mage may roll twice on the Surge table and apply both effects. This ability can be used once a day and twice a day at level 18.

Infinite Improbability:
At 16th level, the Wild Mage can roughly steer wild surges and may re-roll any Wild Surge roll once. The last made roll counts.

Warped Brain (optional or feat?):
Because of the excessive use of Wild Magic, the Wild Mage's train of thought no longer runs in a normal fashion. At 16th level he becomes immune to all mind affecting spells and abilities, and illusions though he gains a mental disorder, either randomly determined or chosen by the DM. Mental disorders include phobias, schizophrenia, split personalities, etc. This mental disorder can not be cured by any means.

Wild magic mastery:
At level 20 the wild mage may claim mastery over wild magic. When the wild mage is inside a wild Magic area, he may enforce a Wild Surge whenever casting a spell or using a spell-like ability, regardless of how many uses of the Enforce Surge ability he has left. Using the Enforce Surge ability in wild magic areas does not deplete its uses a day.


Additional Wild Magic spells:

Minor Probability Boost
Enchantment (luck) [Wild]
Level: Wild Mage 1
Components: V, S
Casting Time: 1 standard action
Target: self
Duration: 1 turn per spell level

When a Magic Surge roll is made, add 1d4 to the d% roll.


Create Minor Wild Magic Field
Alteration [Wild]
Level: Wild Mage 2
Components: V, S, F
Casting Time: 1 standard action
Target: Self
Duration: 1d6 turns + spell level

Creates a Wild Magic area of 20 feet with the caster's location as its center. Can be made permanent with the permanency spell.
Focus: A multicoloured stone disc of aprox. 2 inches in diameter.


Probability Boost
Enchantment (luck) [Wild]
Level: Wild Mage 3
Components: V, S
Casting Time: 1 standard action
Target: self
Duration: 1 turn per spell level

When a Magic Surge roll is made, add 1d8 + the spell it's caster level to the d% roll.


Create Wild Magic Field
Alteration [Wild]
Level: Wild mage 4
Components: V, S, F
Casting Time: 1 standard action
Target: Self
Duration: 1d6 turns + caster level

Creates a Wild Magic area of 60 feet with the caster's location as its center. Can be made permanent with the permanency spell.
Focus: A multicoloured stone disc of aprox. 6 inches in diameter.


Greater Probability boost
Enchantment (Luck) [Wild]
Level: Wild Mage 6
Components: V, S
Casting Time: 1 standard action
Target: Self
Duration: 1 turn per spell level

When a Magic Surge roll is made, add 1d10 + the randomly determined caster level of the spell to the d% roll.


Wilding Transformation
Transmutation [Wild]
Level: Wild Mage 6
Components: V, S
Casting Time: 1 standard action
Target: Self
Duration: 1 turn per spell level

As the Transformation (or Tenser's Transformation) spell, though any magical weapon or armour you use or wear gains the Wild Magic ability.


Surging Insanity
Illusion (Madness) [Wild]
Level: Wild Mage 7
Components: V, S, F
Casting Time:
Range: Medium
Target: One living creature
Duration: Instantaneous
Saving Throw: will negates
Spell Resistance: yes

The affected target will continuously see a series of random Wild Surges in each direction he looks, making it nigh impossible to distinguish what's real and what's illusion. The next 1d4+1 turns, treat the target as if he is affected by a confusion spell. After the target realizes he's seeing nothing but illusions he or she regains their senses and may attempt to make rational actions again. However, since the spell is still in effect, he or she is unable to tell the difference between illusionary surges and real surges. When hit by a real surge that would allows a DEX check or reflex saving throw, it is denied. If a surge causes something to come into existence that isn't actually there, the target is allowed to make a will save, to see if he attacks the illusion or continues act 'rationally'.
Focus: A pair of spectacles with multicoloured glass.


Create Greater Wild Magic Field
Alteration [Wild]
Level: Wild mage 4
Components: V, S, F
Casting Time: 1 standard action
Target: Self
Duration: 1d6 turns + caster level

Creates a Wild Magic area of 200 feet with the caster's location as its center. Can be made permanent with the permanency spell.
Focus: A multicoloured stone disc of aprox. 10 inches in diameter.


Pandemonic Surge
Illusion [Wild]
Level: wild mage 9
Components: V, S, M, F
Casting Time:1 turn
Range: Must be cast inside a wild magic area
Target: Area
Duration: special
Saving Throw: Will save
Spell Resistance: ?

The Wild Mage transforms a Wild Magic field into an area of pure and utter chaos. Duration depends on the size of the Wild Magic area (1 round per 5 feet) where random Wild Surges will occur with randomly determined targets of anyone or anything inside the field. Any magic effect that is triggered, such as casting a spell, drinking a potion, using a magical ability, attacking with a magical sword, etc will cause an additional Wild Surge. Every Wild Surge causes the Wild Magic Zone to shrink 5 feet. After the effects end, the area will have turned into a Dead Magic zone, as every last bit of magic is drained away during the chaotic events.
Components: Crushed glass
Focus: A shard of multi coloured glass


Identifying spells cast by Wild Mages:
A normal spell cast by a Wild Mage has a +5 DC to identify. A Wild Magic spell cast by a Wild Mage has a +10 DC increase. The character opposing the Wild Mage is then allowed a knowledge(arcane) roll at a DC of 20. If both rolls succeed, the identifier knows he or she is dealing with a Wild Mage. Wild Surges are random in every possible way and can not be identified or predicted.

Wild surges:
Wild Surge charts go from negative to positive effects, meaning that at 1, the lowest score is a highly negative effect for the caster (often resulting in an extra Surge Fumble roll) while 99-100 (or higher, depending on how large the chart is) tend to be very positive indeed. They can be found anywhere on the web at the moment. You can also use the rod of wonder table, though the results here are completely random. The 'luck' boosts woudn't matter unless you re-arrange the table from bad to good.

Throndir


d%         Wheel of Fortune Result
01?10   None.
11?15   Your spell is empowered.*
16?20   Your spell is enlarged.*
21?25   Your spell is extended.*
26?27   Your spell is widened.*
28?29   Your spell is maximized.*
30   Your spell is heightened to your highest available spell level.*
31?32   Your spell is delayed.*
33?34   Your spell is quickened.*
35   Your spell is persisted.*
36?37   Your spell is repeated.*
38?39   Your spell is chained.*
40   Your spell is twinned.*
41?45   Your spell deals electricity damage.
46?50   Your spell deals acid damage.
51?55   Your spell deals cold damage.
56?60   Your spell deals fire damage.
60?65   Your spell deals sonic damage.
66?67   Your spell deals negative energy damage.
67?69   Your spell deals positive energy damage.
70   Your spell deals untyped damage and ignores spell resistance.
71?80   Faerie fire surrounds the target.
81?85   Any creatures summoned by this spell gain a +4 bonus to Strength and Constitution which stacks with Augment Summoning.
86?90   The target of the spell is affected by reduce person.
91?95   You turn invisible (as the invisibility spell) for one round.
96   Any summoned creatures created by the spell gain the benefits of a template of your choice that has LA +1 or less.
97   You are healed a number of hit points equal to your caster level (adjusted for Wild Magic) times your key spellcasting stat modifier after damage is resolved normally.
98   Any offensive spell you cast that targets a single creature triggers a massive explosion around the target, dealing 1d6 damage per caster level to everyone within 30 feet of the original target (a Reflex save is allowed for half damage). The intended target receives no saving throw.
99   Roll twice more. If you roll 100% after rolling this, discount it and roll again. Lucky!
100   Your spell fizzles out uselessly; the spell and action are considered wasted. Sucks to be you!

Throndir

Making a Chaos Mage

Though a Chaos Mage becomes a powerful mage, his random spell casting abilities can, at times, hinder some parties.
Abilities: The most important stat for a Chaos Mage is Intelligence, to help stave off the effects of chaos. After intelligence, Constitution is good for Hit Points and Dexterity is good for the added Armor Class.

Alignment: Any non lawful.
Starting Gold: 4d6x10gp
Starting Age: Moderate
Table: The Chaos Mage
Hit Die: d6
Level   Base
Attack Bonus   Saving Throws    Special   Spells per Day
Fort   Ref   Will    0    1st    2nd    3rd    4th    5th    6th    7th    8th    9th
1st    +0    +0    +0    +2    Summon Familiar, Chaotic Casting   5   2   ?   ?   ?   ?   ?   ?   ?   ?
2nd    +1    +0    +0    +3    Disciple of Chaos +1   5   3   ?   ?   ?   ?   ?   ?   ?   ?
3rd    +2    +1    +1    +3      5   4   1   ?   ?   ?   ?   ?   ?   ?
4th    +3    +1    + 1    +4    Chaotic Focus   5   5   2   ?   ?   ?   ?   ?   ?   ?
5th    +3    +1    +1    +4    Penetrating Chaos   5   5   4   -   ?   ?   ?   ?   ?   ?
6th    +4    +2    +2    +5    Disciple of Chaos +2   5   5   5   2   ?   ?   ?   ?   ?   ?
7th    +5    +2    +2    +5      5   6   5   4   -   ?   ?   ?   ?   ?
8th    +6/+1    +2    +2    +6    Chaotic Mind   5   5   5   5   1   ?   ?   ?   ?   ?
9th    +6/+1    +3    +3    +6    Chaos Control +1   5   5   5   5   4   -   ?   ?   ?   ?
10th    +7/+2    +3    +3    +7    Disciple of Chaos +3   5   5   5   5   5   1   ?   ?   ?   ?
11th    +8/+3    +3    +3    +7    Piercing Chaos   5   5   5   5   5   3   -   ?   ?   ?
12th    +9/+4    +4    +4    +8    Touch of Chaos   5   5   5   5   5   4   1   ?   ?   ?
13th    +9/+4    +4    +4    +8      5   5   5   5   5   5   3   -   ?   ?
14th    +10/+5    +4    +4    +9    Disciple of Chaos +4   5   5   5   5   5   5   5   1   ?   ?
15th    +11/+6/+1    +5    +5    +9      5   5   5   5   5   5   5   3   -   ?
16th    +12/+7/+2    +5    +5    +10    Chaos Control +2   5   5   5   5   5   5   5   5   1   ?
17th    +12/+7/+2    +5    +5    +10      5   5   5   5   5   5   5   5   4   -
18th    +13/+8/+3    +6    +6    +11    Disciple of Chaos +5   5   6   6   6   6   6   6   5   5   1
19th    +14/+9/+4    +6    +6    +11      5   6   6   6   6   6   6   5   5   4
20th    +15/+10/+5    +6    +6    +12    Master of Chaos   5   6   6   6   6   6   6   6   6   5
Class Skills (2 + Int modifier per level, ?4 at 1st level)
The Chaos Mages class skills are: Bluff, Concentration, Craft, Diplomacy, Knowledge(arcana), Knowledge(the planes), Sleight of Hand, Spell Craft.
[edit]Class Features
A Chaos Mage allows the chaos in magic to be channeled through his body. All of the following are class features of the Chaos Mage.
Weapon and Armor Proficiency: A Chaos Mage is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Chaos Mages are proficient with light armor and shields (except tower shields). A chaos mage can cast spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a chaos mage wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass chaos mage still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: Chaos Mages use intelligence for their saves and spell DCs. Intelligence determines what level of spells they can cast. Chaos Mages cast spell similar to how sorcerers cast them. Chaos Mages choose their spells from the following list:
0? All Arcane Cantrips
1st? burning hands, incite, magic missile, obscuring mist, protection from law, hypnotism, cause fear
2nd? blindness/deafness, blast of force, cloud of bewilderment, delusions of grandeur, fog cloud, Melf's acid arrow, phantom foe, tasha's hideous laughter,touch of idiocy
3rd? blink, deep slumber, displacement, magic circle against law, major image, suggestion, sound lance, Fireball, Mass hold monster
4th? Bestow curse, Confusion, Crushing Despair, Evard's Black Tentacls, Lesser geas, hallucinatory terrain, phantasmal killer, Shadow Conjuration, Greater invisibility, Fear
5th? Arc of Lightning, Baleful polymorph, Greater Blink, Dominate Person, Mind fog, Persistent Image, Shadow Evocation, Shadow Form, Prismatic Ray
6th? Antimagic Field, Chain Lightning, Disintegrate, Eyebite, Geas, Mislead, Permanent Image, programmed image, True Seeing
7th? Ethereal Jaunt, Finger of Death, Insanity, Power word: Blind, Reverse GRavity, Project Image*, Simulacrum, limited wish, Prismatic Spray
8th? Greater Bestow Curse, Demand, Maze, Mind Blank, Otto's Irresitable Dance, Sunburst, Symbol of insanity, Polymorph any object, Prismatic Wall
9th? Bigby's Crushing Hand. Dominate Monster, Mordenkainen's Dysjunction, Power word: kill. Prismatic Sphere, ShapeChange, Weird, Wail of the Banshee


Chaotic Casting (Ex): A Chaos Mage, when casting a spell, selects a level of spell and as many spells as the Chaos Mage knows of that level (maximum 6). Each of the spells is assigned to a number 1-6 and the Chaos Mage rolls 1D6 to determine which spell is being used before declaring targets. If no targets are available, the spell simply dissipates and the Chaos Mage uses one of their casts per day of that level. Due to the undisciplined nature of Chaotic Casting, Chaos Mages ignore any chance of Arcane Spell Failure from Medium or lighter armor and shields. A Chaos Mage who does not use Chaotic Casting may select their spells normally, but do not ignore Arcane Spell Failure when casting them.
Disciple of Chaos (Su): Beginning at 2nd level, when casting spells using Chaotic Casting, the Chaos Mage casts at +1 caster level. This modifier increases by 1 every 4 levels (Max +5 at Level 18).
Chaotic Focus (Su): The save DC to any spell cast using Chaotic Casting is increased by +2.
Penetrating Chaos (Su): The Chaos Mage receives a bonus +2 to the caster level check to overcome Spell Resistance when using Chaotic Casting.
Chaotic Mind (Su): The Chaos Mage's mind is so influenced by the callings of chaos that no outside being can exert any sort of influence or control. The Chaos Mage becomes immune to all Mind-Affecting abilities.
Chaos Control (Su): Starting at 9th level, the Chaos Mage gains a small amount of control over his own personal chaos. He can now alter the roll of the die from Chaotic Casting by +1 or -1. At 16th Level, his ability increases allowing him to change the die by +2 or -2.
Piercing Chaos (Su): The Chaos Mage receives a bonus +4 to the caster level check to overcome Spell Resistance when using Chaotic Casting. This replaces the benefit granted by Penetrating Chaos.
Touch of Chaos (Su): The save DC to any spell cast using Chaotic Casting is increased by +4. This replaces the benefit granted by Chaotic Focus.

Summon Familiar: Can choose a familiar similar to how a sorceror does. The familiar is treated as having the Chaotic subtype.
Master of Chaos: The Chaos Mage's type changes to Aberration as their very form embraces the chaos they are bound to.

Learning spells: Chaos Mages learn new spells as they advance in level. They do not, however get to choose which spells, but rather the spells are rolled off and chosen via the dice. To do this, simply assign a number from 1-20 to each of the spells available to learn, roll 1D20, and add the spell assigned to that number to the Chaos Mage's list of known spells. Reroll if none of the spells' numbers matched the die result.
Table: Chaos Mage Spells Known
Level    Spells Known
0    1st    2nd    3rd    4th    5th    6th    7th    8th    9th
1st    5    -    ?    ?    ?    ?    ?    ?    ?    ?
2nd    6    1    ?    ?    ?    ?    ?    ?    ?    ?
3rd    6    4    1    ?    ?    ?    ?    ?    ?    ?
4th    7    4    2    ?    ?    ?    ?    ?    ?    ?
5th    7    5    2    1    ?    ?    ?    ?    ?    ?
6th    8    5    3    2    ?    ?    ?    ?    ?    ?
7th    8    6    3    2    1    ?    ?    ?    ?    ?
8th    9    6    4    3    2    ?    ?    ?    ?    ?
9th    9    6    4    3    2    1    ?    ?    ?    ?
10th    10    6    5    4    3    2    ?    ?    ?    ?
11th    10    6    5    4    3    2    1    ?    ?    ?
12th    10    6    6    5    4    3    2    ?    ?    ?
13th    10    6    6    5    4    3    2    1    ?    ?
14th    10    6    6    5    5    4    3    2    ?    ?
15th    10    6    6    5    5    4    3    2    1    ?
16th    10    6    6    5    5    5    4    3    2    ?
17th    10    6    6    5    5    5    4    3    2    1
18th    10    6    6    5    5    5    4    4    3    2
19th    10    6    6    5    5    5    4    4    3    3
20th    10    6    6    5    5    5    4    4    4    4
[edit]Ex-Chaos Mages
A Chaos Mage who becomes Lawful loses all chaos mage spells and abilities (excepting their familiar and their weapon, armor, and shield proficiencies). She may not progress any farther in levels as a Chaos Mage. She regains her abilities and advancement potential if her alignment returns to Chaotic.
Like a member of any other class, a Chaos Mage may be a multiclass character, but must retain a Chaotic alignment in order to retain their spells and abilities.

Throndir

#4
Level 0 Spells
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Flare: Dazzles one creature (?1 penalty on attack rolls).
Guidance: +1 on one attack roll, saving throw, or skill check.
Know Direction: You discern north.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Ray of Frost: Ray deals 1d3 cold damage.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 bonus on saving throws.
Virtue: Subject gains 1 temporary hp.

Level 1 Spells
Charm Animal: Makes one animal your friend.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Detect Animals or Plants: Detects kinds of animals or plants
Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
Speak with Animals: You can communicate with animals.
Summon Nature?s Ally I: Calls creature to fight
Sandblast*: You fire hot sand that deals 1d6 nonlethal damage, stuns enemies (Complete Divine)
Thunderhead: Small lightning bolts deal 1d6 damage/round (Spell Compendium)
Winter Chill: Creature takes 1d6 cold damage and is fatigued.

Level 2 Spells
Barkskin: Grants +2 (or higher) enhancement to natural armor
Summon Nature?s Ally II: Calls creature to fight.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Tree Shape: You look exactly like a tree for 1 hour/level.
Warp Wood: Bends wood (shaft, handle, door, plank).