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WILD MAGE posted by Jughead (jughead@tig.com.au)(www.geocitie.com/jugheathius)

Wild Mages have the following game statistics.
ABILITIES - Intelligence is important for Wild Mages because of their spellcasting ability. They gain extra spell slots just as a Wizard or Sorcerer does. To cast a spell, a Wild Mage must have an Intelligence Score of 10 + the spell's level. Basically the same as a Wizard.
ALIGNMENT - Must be Chaotic.
HIT DIE - d4.

Level
Base Att Bonus
Fort Save
Ref Save
Will Save
Special
Spell Progression
0
1
2
3
4
5
6
7
8
9
1
0
+0
+0
+2
Summon Familiar, Scribe Scroll
3
1
-
-
-
-
-
-
-
-
2
+1
+0
+0
+3
 
4
2
-
-
-
-
-
-
-
-
3
+1
+1
+1
+3
 
4
2
1
-
-
-
-
-
-
-
4
+2
+1
+1
+4
 
4
3
2
-
-
-
-
-
-
-
5
+2
+1
+1
+4
Bonus Feat
4
3
2
1
-
-
-
-
-
-
6
+3
+2
+2
+5
 
4
3
3
2
-
-
-
-
-
-
7
+3
+2
+2
+5
 
4
4
3
2
1
-
-
-
-
-
8
+4
+2
+2
+6
 
4
4
3
3
2
-
-
-
-
-
9
+4
+3
+3
+6
 
4
4
4
3
2
1
-
-
-
-
10
+5
+3
+3
+7
Bonus Feat
4
4
4
3
3
2
-
-
-
-
11
+5
+3
+3
+7
 
4
4
4
4
3
2
1
-
-
-
12
+6/+1
+4
+4
+8
 
4
4
4
4
3
3
2
-
-
-
13
+6/+1
+4
+4
+8
 
4
4
4
4
4
3
2
1
-
-
14
+7/+2
+4
+4
+9
 
4
4
4
4
4
3
3
2
-
-
15
+7/+2
+5
+5
+9
Bonus Feat
4
4
4
4
4
4
3
2
1
-
16
+8/+3
+5
+5
+10
 
4
4
4
4
4
4
3
3
2
-
17
+8/+3
+5
+5
+10
 
4
4
4
4
4
4
4
3
2
1
18
+9/+4
+6
+6
+11
 
4
4
4
4
4
4
4
3
3
2
19
+9/+4
+6
+6
+11
 
4
4
4
4
4
4
4
4
3
3
20
+10/+5
+6
+6
+12
Bonus Feat
4
4
4
4
4
4
4
4
4
4

CLASS SKILLS
The Wild Mage's Class Skills are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (Arcana) (Int), Profession (Wis), Scry (Int, exclusive skill), Spellcraft (Int).

Skill Points at 1st level - (2 + Int modifier) x 4.
Skill Points at each additional level - 2 + Int modifier.

CLASS FEATURES
All of the following are class features of the Wild Mage.
ARMOUR AND WEAPON PROFICIENCY - Wild Mages are proficient in the exact same way that Wizards are.
SPELLS - Wild Mages learn, prepare and scribe spells in exactly the same way a Wizard does, they are essentially the 9th Specialty Wizard so they gain bonus spells from the Wild spell lists. They do not have a forbidden school of magic for being a specialist.
BONUS LANGUAGES - As per Wizard.
FAMILIARS - As per Wizard, though the Familiar is very quirky and is as weird as the Wild Mage, thus its special attraction to the Wizard.
WILD MAGE ABILITIES - The Wild Mage is able to control Wild Magic Items 50% of the time, also when casting a spell, roll a seperate d20, if the result is 19-20, the spell surges, consult the Wild Surge tables (use below or use the one in Tome of Magic 2E book, or even the many tables on the net.


BASIC WILD SURGE TABLE
Roll 2d20 on the following table:
2
Spell effect has 60' radius centered on caster
22
Maximum possible effectiveness for spell
3
Next phrase spoken by caster becomes true, for 1 hour.
23
Target is disintegrated.
4
Caster Polymorphs randomly
24
Hero or other famous figure is summoned for 1 turn to help caster.
5
Wall of Fire encircles caster
25
Target is sent 3d8 rounds ahead in time.
6
Caster ages 10 years
26
A random spell of same level as one cast works instead.
7
Spell effect rebounds on caster.
27
Target will rise as Random Undead when killed, if already undead, it is healed.
8
One magical item within 30' of caster (random) is drained of magic.
28
One randomly chosen creature will strike only criticals for next 2d4 rounds.
9
One Non magical item within 30' of caster (random is made magical.
29
Caster and friends teleported to next named place.
10
Silence, 15' radius on caster.
30
All caster's gold on them at time turns to water.
11
Gate opens to randomly chosen outer plane (50% chance of creature appearing)
31
Caster and friends teleported to middle of conflict.
12
Spell effetiveness decreases by 50%
32
All creatures destroyed by caster within last day rise as undead and come after caster.
13
Spell appears to fail, but kicks in 1d4 rounds later.
33
Target protected by Prismatic Sphere
14
Lightning Bolt shoots towards target.
34
Spell is redirected to random person or creature in vicinity.
15
Wall of Fire encircles target.
35
Fireball centered on caster
16
Target polymorphs randomly.
36
Caster forgets all prepared spells
17
Target hastened.
37
Caster and target exchange places, items, possessions, etc.
18
Spell has minimum duration of 1 turn (eg, 1 turn of fireball damage)
38
Area shaken by Earthquake spell for next 3 rounds.
19
Spell effectiveness increases 200%
39
Spell functions but no saves are allowed
20
Target is healed.
40
All creatures within 15' of caster recieve heal spell.
21
Caster is held
 

CRAFT WILD ITEM (Item Creation)
Prerequisite - Spellcaster 6th
Benefit - This feat is used to create wild effects upon other items as they are being crafted. For example, it would be used to help create a Wild effect on a weapon while the Wizard is using the Craft Magic Arms and Armour Feat.