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View Full Version : [D&D3.5] Mages gone wild [P.E.A.C.H]



Blood_caller
2010-10-18, 04:49 PM
Being a great fan of the wild mage from 2ed tome of magic I were realy looking forvard to the PRC in Com. Arcane but alas... It was just not the same all to polished and no chance of going caboom with butterflies and stuff :smallwink:
so what was I to do, well I made this to over write the PRC and even change the wildsurgetable

Always remember there is a reason why wildmages expected lifespan is actualy shorter the paladins.

Wild Mage Feat*
WILD MAGE [GENERAL]
You have traded your control of magic for the gift of surprise and access to wonderus powers.
Prerequisite: Arcane Caster level 3rd.
Benefit: When you acquire this feat you reduce your Arcane Caster level with 3, but every time you cast a arcane spell or use a arcane spell-like ability, you get a 1D6 boost to your Arcane Caster level.
In addition, you add the following spells to your Arcane Known spells as soon as you are able to cast them, if you prepair spells these counts as if you have learned them with the Spell Mastery Feat, if you are a spontainus caster you just add them to your spells known but don't count them ageinst your normal limmits.
1st Nahal’s Reckless Dweomer
2nd Hornung’s Chaos Shield
3rd Fool’s Speech
4th Unluck
5th Nahal’s Vortex
6th Nahal’s Wildstrike
7th Hornung’s Surge Selector
8th Nahal’s Wildzone
9th Nahal’s Wildfire
Special: Also you gain a wild dice, so every time you cast a arcane spell or use a arcane spell-like ability you roll a D20 and if you roll 13 you cause a wildsurge instead of casting your spell.
Wild Mage Spells*

Type Descriptor [Wild]
Means that its a spell which can only be learned throu the feat Wild Mage these spells can't be addet in any other way to a spell list or oddervise cast not even throu wish or the like, they can be scribted onto scrolls or put into wands but the DC for activating these with the skill use magic device is 1d10 higher then normal and any failed attemt to use a [wild] spell always results in a wild surge

Nahal’s Reckless Dweomer
Invocation [Wild]
Level: Wild 1
Components: V
Casting Time: 1 standard action
Range: see text
Target, Effect, or Area: see text
Duration: see text
Saving Throw: see text
Spell Resistance: Yes

The caster tries to form the raw chaotic wild magic into a form he knows. The caster can try to use Nahal’s reckless dweomer to cast any other spell he knows, to successful cast the desired spell he just have to roll less then the surge border. Surge border is equal to 11 + level of spell slot used to cast Nahal’s reckless dweomer – level of desired spell, if the roll is equal or higher than the surge border it results in a wild surge.
Special: Nahal’s reckless dweomer uses Range, Target, Effect, Area, duration and Saving Throw if any from the desired spell, if the desired spell costs XP then it also cost the same XP if succesful cast throu here.

Hornung’s Chaos Shield
Abjuration [Wild]
Level: Wild 2
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Duration: 1 round/level

The caster gains spell resistance equal to 15 + caster level to a maximum of SR 30 at 15th level, against wild surges only. Always when a wild surge would affect a creature protected by chaos shield the caster must first penetrate the SR even if the text of the surge tells otherwise.
Material component: a loaded dice.

Fool’s Speech
Illusion (Glamer) [Wild]
Level: Wild 3
Components: V, S, F
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels.)
Targets: One creature/level, no two of which can be more than 30 ft. apart.
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

With this spell, the caster empowers the targets with the ability to speak a secret language incomprehensible to others. Once cast the targets can choose to speak normally or in their secret tongue. They can speak and understand this mysterious language fluently.
Fool’s speech is not recognizable as any known language, nor does it remotely sound like any language. No spell even spells like comprehend languages or tongues can translate it.
Focus: A broken whistle

Wild Fate
Transmutation [Wild]
Level: Wild 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One Humanoid
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

The caster turns the wild of fate against the target, under the duration every action that requires a roll is affected by wild fate and requires the target to roll 2 dices and taking the worst result.
Material component: piece of a broken mirror.

Nahal’s Vortex
Invocation [Wild]
Level: Wild 5
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels.)
Effect: 5-ft.-diameter sphere
Duration: 1 round/level
Saving Throw: None or Reflex half; see text
Spell Resistance: Yes

The caster unleashes a cyclone of uncontrolled wild magic. It spring into existence were the caster wills it within spell range, it moves up to 30 feet per round. If it enters a space with a creature, it stops moving for that round and deals 1D6/caster level (maximum 13D6) points of raw magic damage, , reflex save for half damage. There is a 5% chance on every hit that Nahal’s vortex will explode in a wildsurge with the damaged creature counting as both caster and target and Nahal’s vortex as the spell being cast, this will end your Nahal’s vortex. The cyclone moves as you desire as long as you concentrate on it (move action), if you doesn’t concentrate it moves a random direction at full speed, if the cyclone moves out of range from caster, the caster loses full control and have no way of controlling the spell for the rest of duration.
Material component: a brass spinner.

Nahal’s Wildstrike
Transmutation [Wild]
Level: Wild 6
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels.)
Target: One creature
Duration: 1 round/2 level
Saving Throw: Will partial
Spell Resistance: Yes

Caster surrounds the target with a aura of wild magic that lashes onto each spell the caster tries to cast. For the duration of Nahal’s wildstrike the caster makes a wildsurge each time he cast a spell. If will save is a success it is only target’s first spell that’s a wildsurge.
Material component: something from your pocket or pouch.

Hornung’s Surge Selector
Alteration [Wild]
Level: Wild 7
Components: V, S, M
Casting Time: 1 standard action
Range: Personal.
Duration: 1 hour/level

By shielding oneself in a cape of wild magic one can better control the surge when it goes wrong.
If a wildsurge occurs under duration and before all uses 1 wildsurges/5 levels the caster (maximum 4) the caster can chose one of the three options below:
1) Caster can reroll the roll that resulted in a wildsurge, but if it still results in a wild surge, then you gain a extra number on your wild dice that will cause wildsurges from now on, roll 1D20 to see which number you gain rerolling any number you have in advance.
2) Caster can roll twice on basic table and chose which sub-table to continue on, if this wildsurge later requires rolls on the basic table again it is still two rolls and the caster choses.
3) Caster can chose to hold the magic within no wildsurge occurs but caster receives 1D6/level of spell in raw magic damage no save resistance or immunity’s apply.
Material component: a loaded dice.

Nahal’s Wildzone
Transmutation [Wild]
Level: Wild 8
Components: V, S, M
Casting Time: 1 round
Range: Touch
Area: 150-ft.-radius emanation
Duration: 1 round/3 levels
Saving Throw: None
Spell Resistance: no

The caster lets raw magic lose, so the veil of magic breaks all rules.
All spells cast within triggers a wild surge.
Special: Nahal’s Wildzone can be made permanent with the spell: Permanency and by paying 5000 XP.

Nahal’s Wildfire
Universal [Wild]
Level: Wild 9
Components: V
Casting Time: 1 standard action
Range: see text
Target, Effect, or Area: see text
Duration: see text
Saving Throw: see text
Spell Resistance: Yes

The caster tries to form the raw chaotic wild magic into a form he has heard of. The caster can try to use Nahal’s Wildfire to cast any other spell on his class spell list, to successful cast the desired spell he just have to roll less then the surge border. Surge border is equal to 20 – level of desired spell, if the roll is equal or higher than the surge border it results in a wild surge.
Special: Nahal’s Wildfire uses Range, Target, Effect, Area, duration and Saving Throw if any from the desired spell, if the desired spell costs XP then it also cost the same XP if succesful cast throu here.



*Both Feat and Spells assumes that you are using Da Great Wildsurge Table and if you are using Da Great Wildsurge Table the PRC Wild Mage from Com. Arcane is banned.

Blood_caller
2010-10-18, 04:53 PM
first off Don't go any fyrther if you don't have a sense of humor or if you think D&D should be 100% serious... this is not clown silly but tendt to lighten the mood even if it is a fireball beeing cast in a tent instead of a light...

Remember when you use this to use common sense when somthing seems a bit out of place or just plain weird, but in the end it the DM's call

ohh yes by the way if you have 1+ wild mages and use the Da Great Wildsurge Table it is recomendet that you (the DM) before each session pre-rolls 10 wildsurges so that it's not gonna take all night when the mage goes wild...

Da Great Wildsurge Table
Basic Table roll 1D100{table=head]Result|Target of Effect|Sub-Table
01-40|Spell|Table A1
41-55|Caster|Table B1
56-70|Target|Table C1
71-80|Caster & Target|Table D1
81-89|Environment|Table E1
90-95|Special|Table F1
96-98|Roll twice on this Table re-rolling results over 96|-
99|Roll 2d4 times on this Table re-rolling results over 96|-
100|DM Decides|- [/table]
Table A1 roll 1D100 {table=head]Result|Effect
01-12|Spell works as normal plus Thematic Effect Roll on Table A2
13|Spell does opposite of purpose, if damage spell it heals target, if Bulls strength it gives -4 to strength for duration, etc.
14-25|Thematic Effect Roll on Table A2 and on Basic Table
26|Spell is affected as under the Metamagic feat: Empower Spell
27|Spell is affected as under the Metamagic feat: Maximized Spell
28|Spell is affected as under the Metamagic feat: Twin Spell
29|Spell is affected as under the Metamagic feat: Delay Spell (Roll 1D4+1 for rounds)
30|Spell affects Target normal then an exact copy of the spell originates from the target and affects the caster
31|Spell doesn’t take effect now but first next time the caster casts a spell, the target of the second spell is also the target of the first.
32|As 31 but it affects the next 1d20 spells the caster casts, first spell no effect at casting but affect target of second spell, second spell affect target of third spell and so on.
33|Spell becomes a maximized Fireball with CL of 10.
34|Spell takes effect but CL is double normal.
35|Spell takes effect but CL is half normal.
36|Spell is change to the spell appearing above it in the source material, target doesn’t change, if this would result in a spell with no effect, as for example charm person in an open space then no effect and roll on Table E1
37|Spell affects nearest creature of the target instead.
38|Spell affects nearest creature of the caster instead.
39|Spell becomes the spell Timestop, were the target counts as the caster, and know this.
40-49|Nothing happens, spell slot is still used and components still consumed.
50-55|Nothing happens, really! spell slot is not used and components are not consumed.
56-60|Every one within 5ft of a line between caster and target will be hit by a copy of the spell including caster.
61|Spell is changed roll on Table A3 target doesn’t change, if this would result in a spell with no effect, as for example Scare in an open space then re-roll on Table A3 becomes a "Living Spell" (See Monster Manual III or the Eberron Campaign Setting)
62|Spells duration is 1d6 times normal, spells with duration of instantaneous instead take effect 1d6 times, once every round until all have taken effect.
63-66|Besides the normal spell another spell accompanies it roll on Table A3 target doesn’t change, if this would result in a spell with no effect, as for example Scare in an open space then re-roll on Table A3
67-82|Spell takes effect but the caster retains the spell or spell slot and components aren’t consumed.
83-85|Spell is changed to another spell roll on Table A3 target doesn’t change, if this would result in a spell with no effect, as for example Scare in an open space then no effect and roll on Table F1
86-87|Spell have no-save and penetrates SR automatically.
88-89|Saves Vs this spell are automatically a success and it can’t penetrate creatures SR.
90|Spell becomes a "Living Spell" (See Monster Manual III or the Eberron Campaign Setting)
96-98|Roll twice on this Table re-rolling results over 96.
99|Roll 2d4 times on this Table re-rolling results over 96.
100|DM chooses an effect from this table under the result of 96.[/table]Table A2 roll 1D100 {table=head]Result|Effect
01-05|Theme Electricity, the spell will look electrical in nature, there will be heard thunder and smell like in a thunder storm.
06-10|Theme Fire, the spell will look like fire with flames, smoke and heat waves, it smells of burnt .
11-15|Theme Sonic, like 1-10 on this table just with the theme of Sonic.
16-20|Theme Cold, like 1-10 on this table just with the theme of Cold.
21-25|Theme Acid, like 1-10 on this table just with the theme of Acid.
26-30|Theme Death, like 1-10 on this table just with the theme of Death.
31-35|Theme Heaven, like 1-10 on this table just with the theme of Heaven.
36-40|Theme Hell, like 1-10 on this table just with the theme of Hell.
41-60|Appreciate Theme music will play for the duration of the spell, spells with duration of instantaneous instead have this the Appreciate Theme music play in CL rounds.
61|as 01+41 but the music will match the theme instead of the spell.
62|as 06+41 but the music will match the theme instead of the spell.
63|as 11+41 but the music will match the theme instead of the spell.
64|as 16+41 but the music will match the theme instead of the spell.
65|as 21+41 but the music will match the theme instead of the spell.
66|as 26+41 but the music will match the theme instead of the spell.
67|as 31+41 but the music will match the theme instead of the spell.
68|as 36+41 but the music will match the theme instead of the spell.
69-74|Spell if accompanied with the sound of a 100 soft bells ringing and leaves a trail of flower pedestals in its wake.
75-84|Spell effect is invisible and produces no sound, but else normal.
85-90|Theme Slime, 1-10 on this table just with the theme of Slime.
90-95|Spell display the effect looks like it’s the work of 1000s of small and fluffy animals, if fly it look like lots of little songbirds come and lift the target, if a spell that damage it looks like a swarm of mouse running by nibbling all in the area of effect, etc.
96-98|Roll twice on this Table re-rolling results over 96.
99|Roll 2d4 times on this Table re-rolling results over 96.
100|DM chooses an effect from this table under the result of 96.[/table]Table A3 roll 1D100 {table=head]Result|Spell
01-05|0th Level arcane spell DMs choice
06|1st Level arcane spell [I]Hold Portal
07|1st Level arcane spell Grease
08|1st Level arcane spell True Strike
09|1st Level arcane spell Sleep
10|1st Level arcane spell Burning Hands
11|1st Level arcane spell Color Spray
12|1st Level arcane spell Cause Fear
13|1st Level arcane spell Erase
14|1st Level arcane spell Reduce Person
15|2nd Level arcane spell Resist Energy
16|2nd Level arcane spell Glitterdust
17|2nd Level arcane spell See Invisibility
18|2nd Level arcane spell Daze Monster
19|2nd Level arcane spell Darkness
20|2nd Level arcane spell Blur
21|2nd Level arcane spell Scare
22|2nd Level arcane spell Knock
23|3rd Level arcane spell Dispel Magic
24|3rd Level arcane spell Stinking Cloud
25|3rd Level arcane spell Deep Slumber
26|3rd Level arcane spell Wind Wall
27|3rd Level arcane spell Invisibility Sphere
28|3rd Level arcane spell Ray of Exhaustion
29|3rd Level arcane spell Gaseous Form
30|4th Level arcane spell Stoneskin
31|4th Level arcane spell Solid Fog
32|4th Level arcane spell Ice Storm
33|4th Level arcane spell Illusory Wall
34|4th Level arcane spell Contagion
35|4th Level arcane spell Enlarge Person, Mass
36|5th Level arcane spell Prying Eyes
37|5th Level arcane spell Symbol of Sleep
38|5th Level arcane spell Symbol of Pain
39|5th Level arcane spell Baneful Polymorph
40|5th Level arcane spell Cloudkill
41|6th Level arcane spell Acid Fog
42|6th Level arcane spell Tenser’s Transformation
43|6th Level arcane spell Symbol of Fear
44|6th Level arcane spell Symbol of Persuasion
45|7th Level arcane spell Reverse Gravity
46|7th Level arcane spell Prismatic Spray
47|7th Level arcane spell Forcecage
48|8th Level arcane spell Symbol of Insanity
49|8th Level arcane spell Sunburst
50|9th Level arcane spell Gate
51|9th Level divine spell Storm of Vengeance
52|8th Level divine spell Fire Storm
53|8th Level divine spell Earthquake
54|7th Level divine spell Symbol of Weakness
55|7th Level divine spell Word of Chaos
56|7th Level divine spell Control Weather
57|6th Level divine spell Heroes Feast
58|6th Level divine spell Dispel Magic Greater
59|6th Level divine spell Heal
60|6th Level divine spell Harm
61|5th Level divine spell Flamestrike
62|5th Level divine spell Break Enchantment
63|5th Level divine spell Insect Plague
64|5th Level divine spell Righteous Might
65|5th Level divine spell Wall of Stone
66|4th Level divine spell Dimensional Anchor
67|4th Level divine spell Repel Vermin
68|4th Level divine spell Dismissal
69|4th Level divine spell Poison
70|4th Level divine spell Tongues
71|4th Level divine spell Divine Power
72|3rd Level divine spell Invincibility Purge
73|3rd Level divine spell Animate Dead
74|3rd Level divine spell Meld into Stone
75|3rd Level divine spell Searing Light
76|3rd Level divine spell Cure Serious
77|3rd Level divine spell Cause Serious
78|3rd Level divine spell Prayer
79|2nd Level divine spell Shield Other
80|2nd Level divine spell Zone of Truth
81|2nd Level divine spell Enthrall
82|2nd Level divine spell Spiritual Weapon
83|2nd Level divine spell Status
84|2nd Level divine spell Make Whole
85|2nd Level divine spell Desecrate
86|2nd Level divine spell Consecrate
87|1st Level divine spell Obscuring Mist
88|1st Level divine spell Sanctuary
89|1st Level divine spell Bless Water
90|1st Level divine spell Curse Water
91|1st Level divine spell Bless
92|1st Level divine spell Bane
93|1st Level divine spell Divine Favor
94|1st Level divine spell Deathwatch
95|1st Level divine spell Shield of Faith
96-100|0th Level divine spell DM’s Decide [/table]Table B1 roll 1D100 {table=head]Result|Effect

01-05|All hair fall of caster.
06-09|Caster grows 1d10 inches permanent.
10-12|Caster Shrinks 1d10 inches permanent.
13|Caster is affected by Feeblemind until Remove curse.
14-20|Caster develops a phobia related to the spell or target of spell.
21-22|Caster is infected with a disease of DM`s choise.
23-24|Caster is target of random spell Roll on Table A3
25|Caster Mutates roll on Table B3 to see what mutation caster gets.
26|Caster believes he/she is a animal for 3D6 Rounds and act accordingly roll 1D10 to see which animal the caster believes he/she is: [1-2= Gorilla, 3-4=Deer, 5-6=Bear, 7=Mouse, 8=Eagle, 9=Fish, 10=Chicken]
27-28|Caster Loses all remaining spells and/or spell slots for the day.
29-30|Caster Regains all used spells and/or spell slots.
31-35|Caster ages Spell level years.
36-40|Caster Levitates full speed up for the next 1D10 Rounds and then falls (caster can take actions during these rounds but will continue to levitate up unless dispelled.
41|Caster can’t Lie the first 10 minutes after having cast a spell this effect remains for 1 year.
42|Caster can’t speak the truth the first 10 minutes after having cast a spell this effect remains for 1 year.
43-46|Caster is permanently invisibly to target until remove enchantment (If caster is also target this is extra funny)
47-49|Caster will cause a wildsurge with every spell cast until remove curse is cast on him/her.
50-55|Caster gain a enchantment bonus of +4 to all stats until he/she walk on holy or unholy ground.
56-65|Caster’s diet change to minerals were the expensive crystals taste the best, last until next full moon.
66-68|Caster is instantly transported to other plane or prime roll on Table B2
69|Caster changes sex, every day the caster can make a fortitude save and on the DC of the original spell to changes back.
70-75|Caster believes target to be a long lost sibling.
76-80|Caster believes target to be a Daemon in disguise out to kill him/her.
81-84|Caster’s languages all change to other languages but caster doesn’t hear it him/herself, this effect last until caster washes hair.
85-89|Next non-living item Caster touches will turn into gold.
90-95|Casters skin take on another color roll 1D10 to see which [1-2= Brown, 3-4=Pale, 5=Blue, 6=Yellow, 7=Albino, 8=Gold, 9=Silver, 10=Red]
96-98|Roll twice on this Table re-rolling results over 96.
99|Roll 2d4 times on this Table re-rolling results over 96.
100|DM chooses an effect from this table under the result of 96. [/table]Table B2 roll 1D100 {table=head]Result|Plane
01-04|[Prime] Athas (Dark Sun)
05-08|[Prime] Aebrynis (Birthright)
09-12|[Prime] Eberron (Eberron)
13-16|[Prime] Toril (Forgotten Realms, Kara-Tur, Al-Qadim and Maztica)
17-20|[Prime] Krynn (Dragonlance)
21-24|[Prime] Oerth (Grayhawk)
25-28|[Prime] Rokugan (Oriental adventures)
29-32|[Prime] Earth (D20 Modern)
33|[Prime] Other Prime of Dm’s choice or creation
34-35|[Transitive plane] Astral plane
36-37|[Transitive plane] Ethereal plane
38-39|[Transitive plane] Plane of shadow
40-41|[Outer plane] Abyss
42-43|[Outer plane] Acheron
44-45|[Outer plane] Arborea
46-47|[Outer plane] Arcadia
48-49|[Outer plane] Beastlands
50-51|[Outer plane] Bytopia
52-53|[Outer plane] Baator
54-55|[Outer plane] Carceri
56-57|[Outer plane] Celestia
58-59|[Outer plane] Elysium
60-61|[Outer plane] Gehenna
62-63|[Outer plane] Hades
64-65|[Outer plane] Limbo
66-67|[Outer plane] Mechanus
68-69|[Outer plane] Outlands
70-71|[Outer plane] Pandemonium
72-73|[Outer plane] Ysgard
74| Fire
75|[Inner Plane] Earth
76|[Inner Plane] Water
77|[Inner Plane] Air
78|[Inner Plane] Positive
79|[Inner Plane] Negative
80|[Inner Plane] Paraelemental plane of Dm’s choice
81|[Demiplane] Ravenloft
82|[Demiplane] Sigil
83|[Demiplane] Neth
84|[Demiplane] The Observatorium
85|[Demiplane] Dark sphere (See [I]Table D1 roll 31)
86|[Demiplane] Epic city form Epic handbook
87-99|[Demiplane] Other Demiplane of Dm’s choice or creation
100|Dm’s choice[/table]Table B2 roll 1D100 {table=head]Result|Mutation
01-05|1D6 fingers evenly on both hands.
06-10|1D6 toes evenly on both feet’s.
11-14|Extra set of eyes on forehead [+4 spot and search]
15|Third eye on forehead [gains the spell-like ability to detect magic and invisibility at will]
16-20|Extra set of eyes in neck [gains uncanny dodge as a 10 level rouge]
21-23|Hard leathery skin [natural armor 1]
24-25|Thick fur [natural armor 1D4]
26|Hard reptilian scales [natural armor 5]
27-29|Random hand becomes a claw (like the one from a lobster) for medium creature it deals 1D6 Bludgeoning damage, but can’t be used to manipulate objects.
30|Strange colorations begin to surface on skin even sometimes move
31-32|Develops gills, [can now breathe under water]
33-34|Gains a swimming membrane between finger and toes [gains a swim speed of 30 ft]
35|Develops gills and a swimming membrane between finger and toes [can now breathe under water and gains a swim speed of 30 ft]
36-40|Skin changes color at every full moon
41-44|Becomes a were-creature (as the disease not natural)
45|Becomes a were-creature (as natural not the disease)
46-49|Eyes become glossy white and you lose sight and becomes blind, but gains [Blindsense 20 ft]
50-52|Hands mutates into claws that for a medium creature deals 1D6 slashing damage.
53-55|Grow fangs that for a medium creature can be used for bite attack that deals 1D4 piercing damage.
56-59|Grows a set of bull’s horns which can be used on a charge to deals 1D8 piercing damage for a medium creature.
60|Grows a single horn in forehead like the horn on a unicorn, which can be used on a charge to deals 1D10 piercing damage for a medium creature. Special it is enchanted +3 to hit and damage and counts as magical.
61-65|Grows an acid gland, Gains a breath weapon which is a Super-natural ability to spit acid as a standard action, that doesn’t provoke attack of opportunity. It deals 2D6 acid damage on a ranged touch attack, and when used the mutant must wait 1D4 rounds before it can be used again, it can be used a number of times each day equal to the mutants Constitution modifier to a minimum of one.
66-70|Develops two small antennas on top of head [gains Tremorsense 60 ft.]
71-75|Strange rune on body (could be holy or unholy symbol, arcane rune, wizards personal mage rune, strange cult rune, etc.) its up to the DM what the rune looks like but it is recommended that it’s something that will bring the mutant great trouble one way or the other.
76-79|Extra set of arms, (small and useless)
80|Extra set of arms, (Normal size and usable)
81-85|Extra set of legs [+ 5 bonus to balance]
86-90|Large Tail [+ 5 bonus to resist being tripped]
91-94|Tentacle on back [+ 4 bonus to grabble]
95|1D4+1 Tentacle on back [+ 4 bonus to grabble from each]
96-100|Evil mutant twin grows out of stomach falls of in 1d6 days and grows to maturity in 1D8+4 Months, the twin hates the caster [Precise copy of Caster except for alignment which is opposite of casters] [/table]Table C1 roll 1D100 {table=head]Result|Effect
01-05|All targets hair grows 1D20 inches instantaneous.
06-10|Target polymorph into a animal for 3D6 Rounds roll 1D10 to see which animal the target becomes: [1-2=Gorilla, 3-4=Deer, 5-6=Bear, 7=Mouse, 8=Eagle, 9=Fish, 10=Chicken] Fortitude save to resist being polymorph DC the spell original intended to be cast
11-12|Target’s languages all change to other languages but target doesn’t hear it him/herself, this effect last until target washes hands.
13|Target get the attention of a greater (Creatures CR is equal to Targets ECL+1D20) creature from another plane, the creature is annoyed and angry on the target, to see which plane the creature is from roll on Table B2
14-17|Target get the attention of a lesser creature (Creatures CR is equal to Targets ECL-1D6) from another plane, the creature is interested in testing the target before recruiting him/her, to see which plane the creature is from roll on Table B2
18-19|Target gains a spell that can be used as a spell like ability 1D4/times, to se which spell roll on Table A3
20|Target is totally immune to all spells for the next 24 hours both positive and negative, all spell effect already on target are suppressed for the duration, target can’t use spell like or supernatural ability’s those 24 hours.
21-23|Target is hit by a flesh to stone with no save, and a duration of Targets constitution in days.
24-26|A statue looking exact like the target in the moment of the spell being cast appears were the target stood, the target is moved 5ft north and affected by a Improved invisibility with a duration of 3D10 rounds. (The statue is permanent)
27|All target’s cloth and worn equipment Burst into flames and is incinerated leaving target unharmed but naked. Magic items gets a Fortitude save DC the spell original intended to be cast.
28-29|Target is permanently invisibly to caster until remove enchantment (If target is also caster this is extra funny)
30-34|Target polymorph into its cute baby self for 1D12 Hours (Size: Tiny, STR: 01 CON: 01 DEX: 01) no change in targets mental abilities. Fortitude save to resist being polymorph DC the spell original intended to be cast.
35|Target polymorph into its cute baby self for 1D12 Hours (Size: Tiny, STR: 01 CON: 01 DEX: 01 INT: 02 WIS: 02 CHA: 15) mental abilities, knowledge and all changes to helpless baby. Fortitude save to resist being polymorph DC the spell original intended to be cast.
36-39|Target changes size for the next 1D20 Hours, new size is roll 1D10: [1=2 sizes smaller, 3-5=1 size smaller, 6-8=1 size larger, 9=2 sizes larger, 10=3 sizes larger] Adjust AC and stats following standard guidelines. Fortitude save to resist size change DC the original spell DC +5.
40-44|Every time Target wants to speaks it comes out as song, permanent until remove curse is cast.
45-49|Nearest creature to the target with 2 or less in INT becomes enraged and will attack the target to the death.
50-54|Nearest creature to the target with 2 or less in INT becomes completely loyal to target, until the target does something to hurt the creature, the bond of loyalty is permanent.
55-65|Target gains the spell-like ability to use the spell just tried to affect him/her 1 time.
66-68|Target is instantly transported to other plane or prime roll on Table B2 Will save DC as original spell to resist.
69|Target falls deeply in love with caster and will forsake all other loyalties Will save DC as spell but if caster’s alignment is radical different there is a +10 to save, duration ((Caster’s Charisma X original spell level)/weeks).
70-74|Target get hit by a Mordekains disjunction CL 20.
75-79|Target will forget all names including targets own name. Will save DC as original spell to resist. Duration until a person call targets name or a remove enchantment is cast.
80-83|Next time target try’s to talk, instead target will spit out 1D100 gold pieces.
84|Target gains a + 6 epic bonus to AC until next full moon.
85-95|Target gains a compulsive need to posse one item that mean a lot to casters. Remove enchantment will end this compulsion.
96-98|Roll twice on this Table re-rolling results over 96.
99|Roll 2d4 times on this Table re-rolling results over 96.
100|DM chooses an effect from this table under the result of 96. [/table]Table D1 roll 1D100 {table=head]Result|Effect
01-05|Target and caster changes places.
06-10|Target and caster changes Body, change there physical stats (STR, DEX, CON) duration until one of them eats raw meat or both bodies is target by a dispel magic while touching each other.
11-15|Caster is hit by a effect from Table C1 and Target hit by a effect from Table B1.
16-20|Both target and caster are hit by the same effect from Table B1.
21-25|Both target and caster are hit by the same effect from Table C1.
26-30|Target and caster are instantly transported to other plane or prime roll on Table B2 no save.
31|Target and caster are instantly transported to newly created Demiplane called Dark sphere, the inside of a dark metal sphere with a diameter of 300 ft. with small platforms connected by bridges this Demiplane can’t be reach or exited before one of caster or target is dead, upon the first death within the Demiplane it collapses and all bodies death or alive are transported back to were the came from.
32-36|Both target and caster are hit by the same spell from Table A3.
37-41|Both target and caster are hit by a different spell from Table A3.
42|Both target and caster are hit by a Heal spell CL 25
43-48|Both target and caster disappear and are cast 1D10 rounds into the future reappearing with no knowledge of anything have happened.
49-53|Target and caster changes all cloth and equipment
54-57|Target and caster both make a CHA check the one rolling highest are hit by an Enlarge person spell CL 20, and the other are hit by an Reduce person spell CL 20.
58|Caster and target both gain the same mutation roll on Table B3 to see which.
59-63|Target and caster are drawn towards each other, each round magic force will move each 20 ft. closer to each other until the collide (this does not grant them any kind of movement they do not have, like fly but the spell will still move them out over a chasm if that is the straight line).
64-68|Both target and caster are hit by an Reduce person spell CL 20.
69|Caster and target falls deeply in love with each other and will forsake all other loyalties Will save only if caster’s alignment and target’s is radical different and then its DC 28.
70-75|Both target and caster are hit by the same effect from Table B1.
76-80|Both target and caster are hit by the same effect from Table C1.
81-87|Both target and caster are hit by an Enlarge person spell CL 20.
88|Both target and caster are hit by the same effect from Table B1 and the same effect from Table C1.
89-95|Both target and caster disgorges 1D100 creatures and is stunned while doing this 1D6 rounds, roll 1D10 to see which creatures: [1=Maggots, 2=Rats, 3=Bats, 4=Fire ants, 5=Frogs, 6=Tiny illusionary fairy’s, 7=Spiders, 8=Locusts, 9=Canaries, 10=Tiny non-poisonous snakes]
96-98|Roll twice on this Table re-rolling results over 96.
99|Roll 2d4 times on this Table re-rolling results over 96.
100|DM chooses an effect from this table under the result of 96. [/table]Table E1 roll 1D100 {table=head]Result|Effect
01-07|A permanent wild magic zone is created with center were the intended spell should have take effect. The radius of the zone is caster’s CL X100 ft.
08-09|A permanent death magic zone is created with center were the intended spell should have take effect. The radius of the zone is caster’s CL X10 ft.
10|A permanent death magic zone is created with center were the intended spell should have take effect. The radius of the zone is caster’s CL X100 ft.
11-15|Centered on the caster, a area of caster’s CL X10 ft. permanently shifts place with a equal size area from a random plane roll on Table B2 only environment shifts no sentient creatures are shifted..
16-20|Centered on the caster, a area of caster’s CL X10 ft. and all creature in the area shifts place with a equal size area from a random plane roll on Table B2 to see which plane, the areas will remain there for the duration of the intended spell before returning home, special if the creatures leave the area under the duration and don’t make it back into the area before durations end they must find another way home.
21-25|A Permanent Wall of force springs into existence right between caster and target the wall is as large as environment allows up to a maximum of caster’s CL. If Caster is also the target the wall starts in front of the caster and goes in a straight line the way caster is looking.
26-29|Surge kill all non-sentient plant life in a radius of caster’s CL X10 ft
30|Surge kill all non-sentient plant life in a radius of caster’s CL X100 ft
31-35|In a Radius of caster’s CL X1D10 ft there will suddenly and magically begin to grow flowers that will open up 24 hours after the surge and reveal a gem inside of each flower, there will grow a number of gem flower equal to the radius of the flower zone X10, each gem if plucked is worth 1D100 Gold but turns to dust one week after being plucked.
36-40|Weather changes drastically, (hail, sleet, thunderstorm, heatwave, etc.)
41-45|Weather changes drastically to magical nature, (raining frogs, lightning elementals playing a game in the skies, a fog that counts a stinking cloud falls, etc.)
46-50|Nearest death sentient being return as a ghost to hunt the location of it’s death.
51-55|The nearest 2D6 Animals and 2D6 Trees are Awakened as spell of same name except they doesn’t change attitude towards caster and will begin a intern battle between the plant kingdom VS. the animal kingdom to the death.
56-60|A pit 10 ft. X 10 ft. X 10 ft. appears right between caster and target, if caster is also target it appears right under caster.
61-65|Plant growth speeds up in a area of 30 ft. X caster’s CL around caster, and until next full moon each hour plants will growth as much as they would have done on a normal year.
66-70|In a sphere with a radius of 1D100 ft. from the target of the intended spell times stops for 1D100 years, every one within or who enter under the duration is caught by the time stop and frozen in time until time starts again. This effect counts as being cast by a level 30 caster for purpose of trying to dispel. No save and No SR.
71-75|Earthquakes hits the region (nearest 100 miles) for the next 1D6 hours.
76-80|A permanent magical effect occurs, at a range of 250 ft. away from caster circling him/her a barrier springs into existent, every one who looks thru this barrier from the outside can only see the natural environment on the other side (no buildings, creatures, fields or the like it have all become invisible) while there are no effect from the ones looking out.
81-85|Rips a hole in reality and opens a one-way portal to a random plane, roll on Table B2 to see were the portal leads to.
86-90|Rips a hole in reality and opens a one-way portal from a random plane, roll on Table B2 to see were the portal comes from. (DM discretion at some planes permanent portals cant exist)
91-95|Rips a hole in reality and opens a two-way portal to a random plane, roll on Table B2 to see were the portal leads to. (DM discretion at some planes permanent portals cant exist)
96-98|Roll twice on this Table re-rolling results over 96.
99|Roll 2d4 times on this Table re-rolling results over 96.
100|DM chooses an effect from this table under the result of 96. [/table]Table F1 roll 1D100 {table=head]Result|Effect
01-03|A random effect from Table A1 is made permanent to the spell which the caster tried to cast, other can’t learn the changed version of the spell it’s unique to the caster, the caster can later learn the normal version of the spell again.
04-06|The caster gains a random effect from Table A2 that always are added to all spells the caster casts.
07-09|One of the targets stats gains a permanent enchantment bonus to see which stat roll a D6 and afterward roll a D10 to se the size of the bonus [1-4=+1, 5-6=+2, 7-8=+3, 9=+4, 10=+5]
10-12|Randomize another wild surge this surge and the next 1D20 wild surges will be that one.
13|Caster Permanently gains a wild dice (D20) when casting spells and if the wild dice rolls 13 it’s a wild surge instead of the spell, if caster already have a wild dice instead, roll a D20 and the result is now added to the wild dice and will result in a wild surge when casting spells.
14-15|A random effect from Table B1 is permanently and no-save or SR, even if it could be removed by a spell before it can’t now.
16-18|A random effect from Table C1 is permanently and no-save or SR, even if it could be removed by a spell before it can’t now.
19-21|Curse of the Phoenix. The caster bursts into flames and are consumed along with all equipment, magic items gets a Fortitude save DC the spell original intended to be cast. Next dawn the caster will reincarnate in nearest flame that are as large or larger then the caster (note that the curse doesn’t give any resistance or immunity to fire). If ever killed by fire damage, this will happen again. Precise one year after the caster’s last bursts and consummation by flames it repeats. Can only ever be removed, by eating the heart of a Phoenix, while being cast Remove curse on.
22-24|A random monster appears from the summon monster spell list of the same spell level as spell tried to cast, only it is free willed and permanent (off course it is confused as to what just happened, and yes it does come somewhere from.)
25-27|A 1 inch/spell level portal appear right behind the caster is connect to the Far realms, right behind it a creature lives that want to enter our existent, every time the caster cast a spell it opens 1 inch/spell level and every day at sunset it closes 1 inch, if ever it reaches 100 inches the creature will enter and try to eat the caster if successful it will take his/hers body and have free access to our world (if creatures pass thru the portal from our side the creatures are gone forever and the portal it will grow by 1 inch/HD if dead and double if alive).
28-32|A Random minor magic item appears were spell should have take effect.
33-35|A Random medium magic item appears were spell should have take effect.
36|A Random greater magic item appears were spell should have take effect.
37-39|A artifact appears were spell should have take effect, but it is only a shadow image of the item and every time it is used roll a D20 if you roll 13 a wild surge will occur and the item will disappear, if it is not 13 you roll the item works as expected.
40-42|Spellstorm, all caster’s remaining spells are instantaneous cast on target. If the caster is a spontaneous caster a random spell is generated on each spell level and all spell slots are used for that spell. Even spells that normal would be personal or touch is cast on target and all attack rolls required by the spells are successful, if the caster doesn’t have the component, focus or it just doesn’t make any sense (such as Summon monster II on a elf) the spell fizzles.
43-45|One of the casters stats gains a permanent enchantment bonus to see which stat roll a D6 and afterward roll a D10 to se the size of the bonus [1-4=+1, 5-6=+2, 7-8=+3, 9=+4, 10=+5]
46-48|Caster ages up until first year in next age category.
49-51|Caster’s become 1D20 years younger (if this will result in a age of 0 or less the caster disappear and everybody forget all about him/her, even in written materials the caster and his/her deeds will disappear)
52-54|Target are transported to random plane roll on Table B2 and a Doubleganger looking precise like the target are transported to were the target stood.
55-57|The creature standing closes to caster gains Detect thought as a spell-like ability 3/day CL 13
58-60|Re-roll wild surge were the creature standing closes to caster are counted as both target and caster of spell.
61-63|Re-roll wild surge were the creature standing closes to caster are counted as caster of spell, and the creature standing closes to target are counted as target of spell. (if touch spell the caster becomes target and the target becomes the caster)
64-65|A noble Djinn appears and offers all to participate in a tournament were the winner are granted a wish like the spell, roll 1D6 to see which kind of tournament it is[1)=Chess (Djinn supplies the boards and pieces), 2)=Gladiator tournament to surrender or death, 3)=Jousting (Djinn supplies horses and lances), 4)=wrestling, 5)=Spell duel to surrender or death, 6)=swimming competition (in nearest large body of liquid)]
66|A wish (or 3) is granted to the caster roll 1D10 to see the source:
[1-5)=Noble Djinn, Wish is granted as the spell, 6)=Evil God, grants 3 Wishes but it is in return for the casters soul, until second wish is granted the soul can be saved by a Atonement spell cast by a cleric of a good or neutral deity, after the second wish the soul is tainted beyond mortal intervention, 7-10)=Noble Efreet, Wish is granted as the spell but the Efreet tries to corrupt it, if the wording can be understood in some other way it will.
67-68|Curse of Bureaucracy, each time the caster try’s to cast a spell a large form will appear along with a quill, this form is about weather or not the spell is for pleasure or business, who the intended target is, why the caster is using this exact spell and a lot other questions in that stile. It takes 1 round per spell level to fill out the form and if correctly filled (INT check DC 15) the spell will be cast then, if the INT check fails a new form will appear and until correct filled the caster can’t cast other spells. When Remove curse is cast on the unlucky individual a new and extreme large form will appear along with a quill this form takes CL in hours to fill out (INT check 20) if correctly filled the curse is lifted if failed there is a waiting period of one month per 1 the check failed with until the curse is lifted if failed by 10 or more the Remove curse just doesn’t work. Special, Lawful characters gets +2 to these INT checks and Chaotic characters gets -2 to these INT checks.
69|A succubus takes special interest in the caster’s soul
70-72|A celestial takes special interest in the caster’s soul and well being (will help, mentor and protect good aligned characters while trying to save the souls of neutral and evil aligned characters by showing them the flaw of their ways and stopping them from doing evil).
73-75|Caster gains a new spell, if the caster memorizes the spell appears in the casters spell book and if the caster is a spontaneous caster he/she adds the spell to known spells the spell is of the same level as the original intended spell and is the one appearing just under the original intended spell on the caster list in the official source material, if no spell of same level appears in the official source material nothing happens instead. Special, also the new gained spell takes place of the spell that caused the wild surge with same target.
76-77|Nearest creature to target gains a Template (if touch spell its caster) roll D10 to see which template. [1)=Half-Dragon (MM I), 2)=Celestial (MM I), 3)=Fiendish (MM I), 4)=Half-Golem (MM II), 5)=Tauric creature (MM II) nearest four legged creature inspires the torso, 6)=Captured One (MM II), 7)=Half-Elemental (MotP), 8)=Wood Elemental (MotP), 9)=Spellwarped Creature (MM III), 10)=Winged creature (Savage species)]
78|All magical bonds (paladin’s mount, druid or ranger’s companion and the like) within 100 ft. are shattered, the animal are set free but keeps the bonuses from the former bond forever while the owner suffers as if the animal was killed. Special now that the animals aren’t normal of there kind anymore they cant be part of such a bond ever again.
79-81|Knowledge of the location and legends of a artifact of wild or chaotic nature is imprinted in casters mind.
82-84|Nothing happens just smile and make the wild mage paranoid maybe hint that he/she have a strange feeling in the stomach.
85-87|A entity from the Far-Realm uses the wild surge to lay one of its eggs in the casters stomach, over the next week the caster will begin to have stomach pains that tops 9 days after the egg was laid, then on the 10th day a dire rat with the pseudo-creature template will burst out of caster’s stomach dealing 4D6 CON damage. If the caster is subject to a Heal or Remove disease after the surge but before the 10th day the creature is killed and the character newer knows how close he/she was. If the caster is immune to diseases, he is immune to all of this, just treat the roll as a roll of 82-84 on this table.
88|Cosmic Knowledge comes with a price, wild mage gains INT +4 WIS -2 CHA -2, permanent.
89|Cosmic Wisdom comes with a price, wild mage gains INT -2 WIS +4 CHA -2, permanent.
90|Cosmic Shine comes with a price, wild mage gains INT -2 WIS -2 CHA +4, permanent.
91-92|Reincarnated soul, the wild mages soul is taken over by one of its previous self’s, remove all class levels and feat and rebuild it as a radical different class up to same level (the previous self’s might have been other gender and or race and find it a little strange suddenly being in this time in this strange body), DM and player makes a agreement as to what this former self’s was.
93-96|wild mage changes type to Aberration, and every time wild mage causes a wild surge from now on, he/she also gains a mutation Roll on Table B3
97-98|Death appears wanting to claim the mage, if the mage argues Death agrees to a game of Chess (INT DC 25 to win, Death have played it like a million times before). If the character wins Death says “see you soon” if not the character dies. Special Death can only be seen by the character and people who can see ethereal, Death can’t be killed.
99|wild mage gets to chose a effect from any surge table CHA X5% that the effect will happen, if not then the DM may chose a effect from same table.
100|A flux is created and the caster is permanently immune to all magic both beneficial and negative, but can’t ever use spells, magic effects (portals, heroes feast and the like) or spell-like ability’s, he/she can even walk thru magic effect such as wall of force or the like. [/table]

-to make this I have scoured alot of the old 2ed lets make a 1d1000 wildsurge list and taken what I liked the most so I don't feel that this is mine alone but cant eighter mention all the other contributers but a thx to all for ideas and inspiration, hope I can inspire sombody like you inspired me...

Edit: finist at last with putting it into boxes...
So what do you think let me have it...

Blood_caller
2010-10-22, 08:20 PM
*BUMP* could realy use som PEACH on this

firemagehao
2010-10-22, 08:53 PM
You could possibly add an alignment restriction to this. The wild surge table is absolutely amazing. I might have to use it for arcane spell failure or something of the like.

Blood_caller
2011-04-17, 02:46 AM
further development of wild magic have been moved to This wiki (http://www.dnd-wiki.org/wiki/Wild_Magic_(3.5e_Variant_Rule))