Master Wild Mage (3.5e Prestige Class)

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Author: Wildmage (talk)
Date Created: 15/01-2011
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This prestige class is intended to be used with the Wild Magic Variant Rules, and makes reference to materials contained therein.

Master Wild Mage[edit]

Other focus on controling and forming magic, without thinking about how much it takes. I say let it lose and watch true magic unfold.
—Makilon Desarjon, Human Master Wild Mage 1st apprentis of Hornung, Intro to the Wild Codex.

The master wild mage is the ultimate practioner of wild magic, one who have taken the study of raw magic to new heights. The master wild mage learn new ways to call on wild magic and how to unleasing her own magic for new and improved spells and effects.

Becoming a Master Wild Mage[edit]

Arcane casters and creatures with spell-like abilities often take the path of the Master Wild Mage to gain acces to more powerfull wild magic.

Entry Requirements
Alignment: Any Non-Lawfull
Skills: Knowledge Arcane 13 ranks.
Feats: At least 1 Wild Magic Feat.
Special: Must have been the target of a Surge while under effect of one of Hornung's [Wild] spells

Table: The Master Wild Mage

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spellcasting or Bonus Feat
Fort Ref Will
1st +0 +0 +0 +2 Wild Master Ability, Unleashed +1 level of existing class or one Bonus Feat
2nd +1 +0 +0 +3 Wild Master Ability +1 level of existing class
3rd +1 +1 +1 +3 Wild Master Ability, Student of Chaos +1 level of existing class or one Bonus Feat
4th +2 +1 +1 +4 Wild Master Ability +1 level of existing class
5th +2 +1 +1 +4 Wild Master Ability, Chosen of Fate +1 level of existing class or one Bonus Feat

Class Skills (6 + Int modifier per level.)
Chose one class, prestige class or race skill list you have acces to before chosing this prestige class all skills of that list are class skills of the Master Wild Mage

Class Features[edit]

All of the following are class features of the Master Wild Mage.

Spellcasting or Bonus Feat: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a Master Wild Mage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Or: At level 1, 3 and 5 of this class you can instead of gaining the increase to caster level chose to gain a bonus feat you have all prerequisites for.

Wild Master Ability (Su): When gaining a level in master wild mage you get to chose a Wild Master Ability from the table below, you roll 1d6 and can add or substract up to your new level in master wild mage to see which Wild Master Ability you can chose from, you can never chose the same Wild Master Ability twice.

Exemple: when gaining 2nd level in this class Misha rolls a 4 on her d6, now she can can add or substract up 2 so she can chose between Wild Master Ability 2, 3, 4, 5 or 6

Unleashed (Su): You have learned to fully control wild magic you have to let it run wild, your modifier to caster level change from +1d6-3 to +1d12-6.

Student of Chaos (Su): Your studies of random chance have taught you to control items that produce random effects. When using a magical item that requires you to roll a die to determine an outcome (such as scroll of prismatic spray or a rod of wonder), you may roll twice and choose the most favorable outcome. This ability may only be used to determine the effect of the item, and cannot influence attack rolls, damage, or saving throws.

Chosen of Fate (Su): You have learned to call on fate. 1/day you may ad +1d12 bonus to any D20 you roll, but when you do you must roll your wild dice and if it results in a wild surge, you count as both the caster and the target of a Wild Fate for the wild surge.

Wild Master Ability
1d6 +/-
class lvl.
Wild Master Ability Effect
0 Wild friend When you cast a [Wild] spell in a wild magic area, you automatic clear the CL check to avoid a wild surge. You still have to roll your wild dice to see if it’s a surge there.
1 Wild apprentice Both Hornung’s Chaos Shield and Hornung’s Surge Selector change their Casting Time to 1 immediate action
2 Wild things When ever you summon a creature, craft a construct or animate a Undead the creature gains Wild Born as a bonus feat. Familiars, animal companions, paladin mounts and any other class creature companion you have also get the feat for free.
3 Wild metamagic 3+Int modifier/Day, You can as a free action, infuse a spell you are casting with wild magic power, this results in a random generated meta-magic feat being applied the spell without higher cost in spell slot or longer casting time, if the feat cannot be applied that spell the use of this ability is wasted. Roll 1d4 to see which Meta-magic Feat it is:
4 Wild and reckless You gain Nahal’s Reckless Dweomer as a spell-like ability with a addet effect you can also try to use this to "cast" another of your spell-like abilitys. You can use this 3+Cha modifier/Day
5 Born to be wild You always have the option of taking 13 on your wild dice instead of rolling, works like a take 10 but you just counts like you rolled 13 and therefore surged.
6 Wild chance If one of your spells or spell-like abilitys fail to penetrate Spell resistance you can as a free action change it to a surge.
7 Wild specialist At each level you can cast spells you gain a extra spell slot, but it can only be used for [Wild] spells.
8 Wild master When ever you surge or see somebody surge, you can as a free action try and identify the final surge effect, it is a Knowledge (Int) [Arcane] skill check and the DC is equal to double the spellcraft DC of identifying the spell that caused the surge.
9 Forcing the wild When ever you surge you can try and force the intended effect thru also. Before rolling on Da Great Wild Surge Table to find the effect of your surge, you roll the wild dice again and if its not a 13 your intended spell takes effect beside the surge, if you roll a 13 on your wild dice second time to you roll 2 surges and add both effects.
10 Wild end You can chose to sacrifice you self as part of a surge, to control all dice rolls made on Da Great Wild Surge Table to find the effect. A wild mage that uses this ability is gone beyond revival and can’t even be brought back by things like Reality Revision, Miracle or Wish.

Back to Main Page3.5e HomebrewClassesPrestige Classes

Part of:
Basis Wild Magic, Wild Magic Areas +Da Great Surge Table
Wild Feats Wild Mage, Wild Blood, Wild Born, Wild Mage Artist
Wild Prestige Classes Master Wild Mage, Wild Magic Paragon
Wild Spells Nahal’s Reckless Dweomer, Hornung’s Chaos Shield, Fool’s Speech, Wild Fate, Nahal’s Vortex, Nahal’s Wildstrike, Hornung’s Surge Selector, Nahal’s Wildzone, Nahal’s Wildfire
Wild Other Wild plague
Allowed AlignmentsNeutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceVery High +
AuthorWildmage +
Base Attack Bonus ProgressionPoor +
Class AbilityArcane Spellcasting +
Class Ability ProgressionFull +
Fortitude Save ProgressionPoor +
Identifier3.5e Prestige Class +
Length5 +
Minimum Level11 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillKnowledge +
Skill Points6 +
SummaryWildmage who rewel in the power of chance, +
TitleMaster Wild Mage +
Will Save ProgressionGood +