Strudel110
2010-01-20, 01:36 AM
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.
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.