All intellectual properties © copyright Don C Whetsell
Wild Mage (3E)
Who should play? Players who love to roll the dice and see what happens and don't mind when things get messy. If you salivate at the thought of acquiring a wand of wonder or long for a deck of many things, the Wild Mage might be just what you are looking for! You should be a very experienced player, who has played mages extensively in the past. You should also be a truly creative roleplayer to really get full enjoyment out of playing this class. Rules Lawyers and min/maxers need not apply! |
Who should DM? You should be an experienced DM who employs a more light hearted and freewheeling style of play. You need to be able to wing it well and to think on your feet. This class is not good for dark, serious campaigns where truly unexpected events can wreck a carefully crafted storyline, but if you want to introduce a character (either as PC or NPC) who will really liven things up.. you can't go wrong with a Wild Mage. This class will require moderate extra work from you, mostly rolling on pre-created random tables to figure out what the hell happens most of the time. |
OVERVIEW
Vangarthia has given rise to more distinct forms of magical expression than just about anywhere else in the Prime. But no class is more maligned feared and hated at least by other Wizards, than the Wild Mage. Not that they care. They revel in their reputation as trouble makers. These renegade mages stand for the antithesis of all the traditional teachings of wizardry. All Wild Mages follow in the footsteps of their now legendary leader, Xaos (say Z-ow-ss). Xaos believed that magic should be free, not "harnessed" or "enslaved" as traditional wizards do. In his mind the vocation of a mage was to give magic assistance in freely expressing itself. Xaos trained his disciples in the art of "letting go" so that instead of trying to focus or harness magic.. They just allowed it to flow from them freely. Xaos believed that traditional Wizardry had reduced magic to a cold and dead science and that Wizards had drained all the unpredictability and wonder from the practice of magic. Xaos also believed that magic had a "will". That it "wanted" to be expressed, and that mortals could serve as an instrument of that will, rather than bending magic to their own wills as traditional wizards do.
Whether all of this was true or not, has been a subject of some debate, but it is known that Xaos and those who follow in his footsteps possess a very powerful and unusual form of magic that makes them at least feared by the wizards, if not respected. Those who follow this path are outcasts of Vangarthian society, criminals even, as all forms of Wild Magic have been outlawed by the Ministry of Wizardry and Sorecerous Arts. But for those who march to the different drum..who care not for the opinions of others and who embrace the capriciousness of fate as a sailor embraces the wind. In Wild Magic they find freedom and creative expression. It is magic itself they serve....and to them there is no loftier purpose.
Characteristics:
Wild Magic is one of the many alternative magical disciplines of Vangarthia. It is also one of the most rare. Those who practice it seek freedom and creativity in all they do. They do not cast spells so much as "release them" and are zealous in their pursuit of magical liberation. Their magic is unpredictable and at times even dangerous, even to themselves and their companions! Wild Mages rely on their creative, unorthodox, but often brilliant approaches to situations for their success.
Alignment Tendencies:
Wild Mages are free spirits of the most extreme sort. As such, they always have a chaotic component to their alignment. Most are Chaotic Neutral, though they can be both Chaotic Good or even Chaotic Evil.
Religion:
Wild mages tend not to embrace any religious practice per say, but are instead intensely focused on their philosophy.
Background:
Wild Mages are loners for the most part. Free thinkers, who could have been Wizards, but instead chose to walk a road far less traveled. They have each of them come to the path of the Wild Mage for their own personal reasons. Wild Mages tend to show respect for one another, but do not congregate together for any extended period of time because of inevitable personality conflicts. They have no formal social alliances or structures, No titles or hierarchies. Wild Mages learn their initial teachings and skills at the hands of another Wild Mage.
Races:
Only humans, Half-Elves, Gnomes, and Halflings possess the necessary combination of sharp intellect and free spiritedness required to pursue the path of the Wild mage. Other races are too structured or do not have the mental acuity necessary.
Relations to Other Classes:
As you would guess, Wild Mages are feared and hated by traditional Wizards..and the feeling is mutual! Sorcerers are viewed by Wild Mages as a natural magical phenomenon and thus respected. Sorcerers however tend to view Wild mages with distrust, though as a loose collection of individuals, they have no official position. Other classes tend to have issues with the Wild Mage's penchant for "liberating" magic, especially when the Wild Mage does it to THEIR magic item. Wild Mages are indifferent to Clerics and the practice of Divine magic, which they view as a different sort of animal altogether from Arcane magic. Wild Mages prefer the company of Druids, Rangers and Barbarians, though the latter find the unpredictability of Wild Magic even more unsettling than the practice of Wizard magic! Wild Mages get along well with Elementalists and find them fascinating but possibly misguided.
GAME RULE INFORMATION
Abilities:
Like Wizards, Wild Mages rely on their superior intellect for the majority of their abilities. To grasp the esoteric concepts of Wild Magic requires a very sharp mind and Wild Mages must have an Intelligence of 14 or higher. Wild Mages also need a Wisdom of at least 12 to know themselves well enough to "release" and "let go".
Alignment Restrictions:
Must be Chaotic
Hit Die:
d4
Level Progression:
As Sorcerer (See p. 48, Player Handbook)
Class Skills:
Wild Mages are highly in touch with their emotions and their class skills reflect this affinity. Class skills are *Magical Creature Empathy, Intimidate, Intuit Direction, and Sense Motive. See the PHB for skill descriptions.
Skill Points at First Level: (2 + Int Modifier) x 4
Skill Points at Each Additional Level: 2 + Int Modifier
*Skill: Magical Creature Empathy (Wis; Wild Mage Only)
As Animal Empathy (see p. 63, Player's Handbook), except it only works on magically controlled, summoned, or created entities or creatures. There is no penalty to use against such creatures.
Class Features:
All of the following are class features of the Wild Mage
Weapon & Armor Proficiency:
Wild Mages are proficient with Staff, Dagger, sling, and darts and may additionally choose to be proficient in one of the following exotic weapons: Shuriken, Whip, or Bola. Wild Mages tend towards weapons of exotic or unusual origin.
Wild Mages disdain armor even more than their Wizard counterparts. Their creative style of casting requires maximum flexibility and movement, so they take DOUBLE the Arcane spell failure chance if they do attempt to wear armor, plus non-proficiency penalties.
Spells:
Selection - Wild Mages do not use spellbooks or scrolls of any sort. They begin play with two spells known only to Wild Mages.. *Seek Magic and *Sense Magic. The rest of their allotted spells are "discovered" by the actual casting of them. The list of individual spells known to a specific Wild Mage is referred to as their "Circle". A Wild Mage may "discover" as many individual spells of each level as they are able to cast from that level (use Table 3-16, p. 49, Player's Handbook). Once the Wild Mage has filled their circle with the maximum allotment of spells per level, they may also attempt to "discover" a new spell beyond their allotment. The newly discovered spell replaces the oldest known spell in their circle. This is called "Renewing the Circle" and Wild Mages do this on a regular basis, because they seek new spells and new experiences.
Acquisition - Wild Mages acquire new spells by Discovery and also by Liberation. (See below). Spells acquired beyond the allotted spells per level replace existing spells as described above.Casting - a Wild Mage may attempt to cast any spell in their Circle. They do not memorize their spells as Wizards do, but cast spontaneously much like Sorcerers. The inherent instability of Wild Magic adds an additional wrinkle. Wild Magic spells never come out quite as planned and many times bear little resemblance to their non-Wild Magic counterparts.. The DM should have fun with this.. and use it to its ultimate effect.
Example: Wild Magic Magic Missiles may look like ghostly rotten tomatoes or eggs..and leave tomato/egg detritus on the target. But only on that casting..the next casting they may more closely resemble knives..or small screaming faces that wail as they streak forward..or they might even shoot straight up into the sky and come down as mortar fire.. The behavior will be different every time.
Additionally, each time a Wild Mage casts a spell, there is chance that the magic will go completely haywire! The DM will make the determination at each casting regarding what the chance is, and what the consequence of such a "Fluke" may be. They may range from "nothing happens" to a major catastrophe and everything in between. (See Dm's Table W-1)
Replenishment - To regain their full spell allotments, Wild Mages must find a naturally occurring source of raw/pure magic. They use the special 0-Lvl spell Seek Magic to locate such a source. These raw magic "Pools" and "Springs" vary in strength and are transitory as well, never appearing for long. They are invisible to all but Wild Mages, though Detect Magic will generate a faint magical aura in the vicinity of such a source. Additionally, Wild Magic spell Energy must be kept fresh, so every Wild Mage must discharge all allotted spell levels every 24 hours or take 1 point of damage per level of spell for all spells in their allotment that are not discharged! it is this cycle of replenishment and discharge that keeps the Wild mage in a constant hunt for these springs and pools. Such sources of Raw magic are extremely rare outside of Vangarthia itself, thus Wild Mages almost never exist beyond its boundaries.
Liberation:
Wild Mages believe that magic should be freely expressed, never contained or bound. Because of this, Wild Mages abhor the use of magic items of arcane creation, and are against the summoning, conjuration, or control of magically created creatures or beings. Wild Mages have a special feat called Liberation. By use of Liberation, a Wild Mage can attempt to "liberate" the magical energy trapped within a magical item, or to sever the bond between a magically conjured, summoned, or created creature and its master.
At 1st level a Wild mage can attempt to liberate scrolls and spells inscribed in spellbooks. Liberating magic from a scroll or spell inscribed in a spellbook counts as a full-round action. Success is automatic for spells of a level the Wild Mage can cast, for spells above what the wild mage can cast, the Wild Mage can make a INT check against a DC of 10 + the level of the spell. Failure means the scroll or spellbook page is destroyed and the spell lost. Success means the Wild Mage automatically "Discovers" the spell contained in the scroll, and it is added to their Circle. If the spell is of higher level than the Wild Mage can currently cast, it remains in the circle, but cannot be used until the Wild Mage gains sufficient character levels to be able to use that level of spell The Wild Mage must have physical contact with the scroll and must concentrate for the entire round without interruption..
At 3rd level a Wild Mage may attempt to Liberate a magically controlled, summoned, or created entity or creature. Liberating a magically controlled, summoned, or created creature counts as a move-equivalent action. The creature in question must be in physical contact with the Wild Mage, and the magic in use must be of Arcane origin. The Wild Mage must expend a spell slot equivalent to at least half that of the spell that created, summoned, or controlled the creature. The creature gets a will save (DC 10 + half the level of the Wild Mage rounded down, all the usual bonuses apply) If the creature succeeds, there is no effect. If the save is failed, then the effect depends on the nature of the creature. (Dm's should see DM notes, Table W-3.)
Note that with magically created creatures that require an expenditure of XP to create, the Wild Mage must expend half the necessary XP to Liberate such creatures. XP loss occurs whether the attempt is successful or not.
At 5th level a Wild mage can attempt to Liberate any Arcane magic item. Liberating magic from a Magic Item counts as a move-equivalent action. The Wild Mage must physically touch the item to be affected and must expend half the necessary XP needed to create the item. If someone besides the Wild Mage wields the item, that character can make a Will save (DC of 7 + half the level of the Wild Mage rounded down, all the usual bonuses apply) to thwart the attempt. If the item is not held by anyone but the Wild Mage, the item makes a Will save (DC of 10 + half the level of the Wild Mage rounded down, all the usual bonuses apply) to remain enchanted. Note: Intelligent items may or may not want to be "liberated." DM will determine this and it is possible that some items may elect to voluntarily forgo the Will save. If the Liberation attempt is successful, the item permanently loses all magical properties. Additionally there is a significant possibility that the Wild Mage will absorb one or more of the magical properties of the item himself. Such absorption can be either temporary or possibly even permanent! In either case the magical property functions exactly as it did when it was bound to the previous item. At any time after absorption, the Wild Mage may voluntarily release the magical property and regain the XP expended in the original Liberation attempt. Alternately, the wild mage may CONVERT the magical property into spell energy, replenishing a single 1-Lvl spell slot for each property used in this manner. If the magical property is converted into spell energy, the XP expended to Liberate it is permanently lost.
Magic Items that are of artifact level or of divine magic in nature CANNOT be liberated. If a Wild Mage attempts liberation of such a device, they lose the XP as normal but there is no other effect.
It should also be noted, that if a Wild Mage uses an actual Arcane magic item for any reason or even keeps one in his posession longer than a few rounds, he or she will be "deadend" by this item and lose all magical ability for one week. After the week has elapsed the Wild mage must find a source of raw magical energy, as detailed previously, and replenish themselves.
Familiars:
Wild Mages may call a familiar, per the rules laid out in the Player's Handbook, p.51.
Special Notes for Players:
Wild Mages make liberal use of two custom 0-Lvl spells known only to them. They are detailed here for players and DM's use.
*Seek Magic
Universal
Level: Wild Mage 0
Components: V,S
Casting Time: 1 action
Range: special
Target: Caster
Duration: instantaneous
Saving Throw: N/A
Spell Resistance: N/AThis spell allows the Wild Mage to locate pools or springs of naturally occurring raw magical energy. The spell locates the nearest such source within one mile of the caster per caster level. After casting, the caster receives a general knowledge of the direction and distance to the source, though no information about the actual location or its condition is given. If no such source exists within the spell's range, the spell gives the direction, but not the distance, of the nearest source, regardless of range. No barrier, magical or otherwise can interfere with the spell's ability to locate a source. This spell can only be used to find sources of raw magical energy, and is useless to find other types of magic.
Actual availability and location of such a source will be determined by your DM.
*Sense Magic
Universal
Level: Wild Mage 0
Components: V,S
Casting Time: 1 action
Range: 60 ft
Area: Quarter circle emanating from caster to the extreme of the range.
Duration: Concentration, up to one minute
Saving Throw: None
Spell Resistance: NoAs Detect Magic, except the caster can only detect auras that are Arcane in nature and are not of natural origin. Sense Magic would detect an aura on a summoned being or creature, but not on a magical creature who has not been summoned, created or controlled by Arcane magic. Concentration may be continued beyond the first round to determine the nature of an aura on a being as pertaining to whether the creature is of magically summoned, created or controlled origin in exactly the same way as Detect Magic is used to determine the school of magic used to create a spell. This is done without a Spellcraft check.
The following section is for DM's only. Do not read if you are planning to play a Wild Mage in a campaign. Your DM will know if you did, trust me on this. Any self respecting Wild Mage loves surprises!
Special Notes for DMs:
Notes regarding locations of raw magical energy pools and springs:
Deciding where the sources are located is totally up to the DM. My suggestion is that you place them wherever is convenient for you. Use them as obstacles for the party..or to move them in the direction that the story needs to go. It would be perfect if most of your Wild Magic sources just happened to be in the same location as the next important NPC or clue you need to leave for the party. Wild Magic is funny that way.
Other than that, there should be little rhyme or reason to where sources are located. No discernible trends. They appear where they appear and seldom last longer than a few hours. These pools and streams can occasionally vary in strength as well (5% chance) if it does vary than there's a 50% chance either way that the pool is double strong (all spells cast at twice the stated effects) or half as strong ( all spells cast at half the stated effects) the effect lasts until the next pool/spring is found or 24 hrs, whichever comes first.
Notes regarding absorption of magical properties of Liberated magical Items:
Each time a Wild Mage Liberates a magical item, there is 50% chance that the properties of the magical Item are inherited by the Wild Mage. Roll d20 to determine the number of days that the inherited property lasts. If you roll a 20 on this roll, the inherited property is permanent. Inherited properties are subject to the same means of dispelling as the magical Item they were liberated from. If the inherited property used charges, the amount of charges remains the same and charges are expended when the property is exercised. If the property had limits on on uses per day, etc.. Those limits also apply. In all respects, the magical property operates exactly as it did when in the original item. This also applies to curses or other unwanted magical properties that may be a present in a Magic Item.
Notes for using Table W-2:
Roll once per fluke. If spell or effect does not specify a target, it centers on the original target of the spell. If original target is no longer appropriate, spell or effect targets the nearest appropriate target within the spell range. If there is no appropriate target within the range of the spell, the effect hovers over the original target until such time as the original target encounters an appropriate target. Use the original caster's level to determine effects of spells simulated by the Fluke.
Do not read to the player the exact result. For maximum effect, roleplay the result as you would any other spell or effect the players encountered.
No one individual Wild Mage ever experiences the same fluke twice. So cross off each fluke as it is used, and if a subsequent roll indicates a fluke that has been used, substitute the next unused result in it's place. If by some miracle, a single Wild Mage manages to use up all 100 flukes without being killed or maimed by their effects or at the hands of his/her own party members, the next subsequent fluke results in the caster being granted a Wish, as the 9th level Wizard spell. Any fluke after that results in an instantaneous and catastrophic rip in the fabric of space, time, and reality. The caster immediately find herself/himself stripped of all magical abilities and stuck on a backwater prime material world with no magical energy whatsoever. Depending on the caster's age.. they either end up as a high school student, college student, or grocery store clerk. Nothing, not even another Wish, can bring them back or even locate them. Serves them right for abusing their poor DM that way!
Feel free to alter this list and to add or take away items at will. I particularly like to take suggestions from my players for the list. I may not use them all, but they usually inspire me to come up with even more fiendish possibilities. Special thanks to RangerWicket and the incredible list of Wild surge tables, which I borrowed from heavily to create this list.