Talk:Wild Mage (3.5e Prestige Class)

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Author's Note[edit]

I'm considering crunching this PrC down to 5 levels, with each level granting a progressively increasing Wild Magic bonus (as it appears currently, just condensed) as well as another ability. Since I could see some issues with how large those bonuses could be (having the potential to double your caster level by rolling a pair of d12's at level 11 or so), there is also the possibility of cutting the bonus down a couple levels to d8 or so. Still a nice boost without getting so crazy. - TG Cid (talk) 21:21, 25 January 2013 (UTC)

And...done. - TG Cid (talk) 21:45, 25 January 2013 (UTC)
I was looking over this and as far as I can tell according to the way that Wild Child, Chaos Control, and Wheel of Fortune work together, you would end up rolling 8d100 at level 4 of this. I don't think that was the intention. If it was, you should probably actually indicate it. --Undead_Knave (talk) 10:02, 18 August 2013 (UTC)

nitpick: There are no 0s on d10 dies. --Coins

Proposed Change[edit]

  • Change requirements to casting 2nd level spells, maybe remove Wild Child prereq and replace with something else.
  • Removing the d100-affecting abilities or having that be solely the purview of Wild Child.
  • Essentially, there's not a very good reason to play this class when there is a probability that you get shafted. There should always be some type of benefit accorded by Wild Magic, so long as you just don't know what it is.

Progression[edit]

  • Level 1: Wild Magic, Wheel of Fortune
  • Level 2: Volatile Counterspell
  • Level 3: Chaotic Epiphany
  • Level 4: Overload
  • Level 5: Cosmic Calamity

Class Features[edit]

Spellcasting: At every class level, a wild mage gains new spells per day and an increase in caster level (and spells, if applicable) as if he had also gained a level in the arcane spellcasting class to which he belonged before adding the prestige class level.

Wild Magic: A wild mage may automatically gain knowledge of all spells from the Chance domain (even if doing so would exceed a normal limit of spells known) and can cast them spontaneously as arcane spells so long as he spends a spell slot of the appropriate level.

Secondly, the wild mage may declare that he is attempting wild magic as a swift action when he casts any spell. When he does so, he rolls a d10; based on the result of the roll, the corresponding Metamagic feat is applied to the spell if possible, without a change in spell level. Rolling a result that cannot be applied to the spell you are casting (such as trying to persist an effect with a duration of Instantaneous, for example) simply has no effect on the spell, but the swift action is still consumed.

d10       Result
1 Spell is empowered.
2 Spell is enlarged.
3 Spell is extended.
4 Spell is widened.
5 Spell is maximized.
6 Spell is quickened.
7 Spell is persisted.
8 Spell is repeated.
9 Spell is chained.
10 Spell is twinned.

These feats are applied regardless of whether or not the wild mage actually has any of these feats and does not count as him having them for the purposes of prerequisites, nor does this class feature allow him to apply the feats outside of the conditions of using wild magic.

Wheel of Fortune: Whenever the wild mage casts a spell, weird stuff happens. Roll a d20 whenever you cast a spell, and gain the additional effect from the below table that corresponds with the result. Many of these effects actually benefit the mage in a tangible way, while others are purely cosmetic. The point is none of them are supposed to actually hurt the character, providing the element of randomness without significant drawbacks. This list is not intended to be exclusive (it only is so because of the author's lack of imagination), and players are encouraged to expand upon it in cooperation with the DM.

Volatile Counterspell: The wild mage may counterspell as an immediate action, and when counterspelling is only required to consume a spell slot higher than the spell being countered (thus he is not required to be casting the same spell). When he counterspells, there is a 50% chance (regardless of the success or failure) that the attempt creates an explosion, dealing damage as a fireball with a caster level equal to yours and originating at the source of the effect being counterspelled.

Chaotic Epiphany: Attempting to apply metamagic via wild magic (or overloading a spell when it becomes possible, see below), regardless of success or failure, grants the wild mage the benefits of one of the following Tome Spellcasting Feats until the beginning of his next turn: Augment Summoning, Energy Reshaper, Energy Specialization, Mystical Expanse, Spell Focus, World-Shaker. As with wild magic, the wild mage does not actually have these feats as a result of this class feature and cannot use them for prerequisites.

Overload: The wild mage’s damage-dealing spells have the ability to be exceptionally powerful, if not always completely under control. When he casts a spell that deals damage, there is a 50% chance that the spell overloads, adding additional damage equal to the wild mage’s caster level multiplied by the spell level of the cast spell. This additional damage is subject to all the same conditions (such as saving throws for reduced damage, etc.) as the spell’s normal damage.

If the wild mage wishes, he may overload a spell on purpose by consuming another spell slot (of any level he chooses) and adding the appropriate amount of overload damage (again, caster level times spell level) to the damage dealt by the spell cast. This cannot be used in conjunction with an accidental overload.

Lastly, overloading a spell (deliberately or otherwise) triggers a chaotic epiphany.

Cosmic Calamity: You radiate an aura of wild magic out to Close Range, which affects enemies and allies differently. Allies may roll to gain an effect from the wheel of fortune table whenever they use a spell or spell-like ability. Enemies who use one of these abilities incur a chance to mis-cast magic equal to 5% per two caster levels you possess (to a maximum of 50%). When they mis-cast, their intended spell or spell-like ability is instead substituted for another in their spell list of the same level, chosen at random.

Wheel of Fortune Effects[edit]

The following effects are triggered by the wheel of fortune class feature. Since they are more or less free, the effects that are beneficial are generally limited in scope or at the very least determined by chance, and more about adding flavor to the game experience while still doing nothing to hurt the player.

d12       Result
1 The target(s) of the spell is/are enveloped in faerie fire.
2 You turn invisible for one round.
3 Your hair turns a different color.
4 You are healed a number of hit points equal to your caster level.
5 You create a silent image of every creature your spell targeted.
6 You levitate 1 minute.
7 Your skin turns a different color.
8 Your gender changes instantaneously and permanently until reversed via remove curse, break enchantment, or a stronger similar effect.
9 You are teleported 10 feet in a direction of your choice.
10 You gain the effects of expeditious retreat.
11 For the next 1 minute, any attempt you make to speak is changed to a random different language. The new language can even be one that you do not normally speak, and changes each round. This effect does not affect your ability to cast spells.
12 The area within 30 feet of you becomes instantly overgrown with foliage, becoming difficult terrain and granting concealment to all within.
13 Your alignment changes to a random other alignment (roll 1d8, with each alignment other than your base being represented by one possible outcome).
14 The target's gear and clothing becomes invisible. This causes no mechanical change, but how embarrassing!
15 You are shrunk as per reduce person.
16 A random creature (or group of creatures) is summoned as per summon monster, with a caster level equal to yours and without burning a spell slot, even if you cannot normally cast the spell. These creatures are under your control.
17 You become a telepath, able to detect thoughts until you rest for 8 hours.
18 Choose an effect from your level 1 spell list and cast it as a free action.
19 It's a rave! All allies within 30 feet of you gain one flame blade per free hand they have available.
20 Roll two more times. Lucky!

Chaos Control is Very Odd[edit]

At the level you get it, it lets you roll one time and pick the best result? Improving to two times at level 4? But you already had it two times from Wild Child at level 1, and it's not actually written in a way that sounds like it stacks? --Foxwarrior (talk) 16:21, 29 May 2018 (MDT)