[class] Wildmage for D&D 3.5e

Thought I should throw in this one, it’s from the archives. I’ve always had a thing for the wildmage. Since I couldn’t find one that suited me, either in sourcebooks or on the web, I went ahead and created my own, maybe some 10 years ago. I make no claims that this is a well balanced class, so use it at your own risk. Here goes…

Wildmage – A prestige class that excels in the use of wild, raw magic.

The War of the Gods had many effects besides the imprisonment of the
old rulers. One side effect was that the Magic Weave was disturbed and
in some places severly damaged. This has in the past years attracted
the interest of some mages, for these areas of raw, uncontrolled magic
may hold the key to the secrets of magic itself. By studying these
damaged areas, clues may be found to unlock even more powerful or
fundamental arcane forces. These students of uncontrolled magic are the
Wildmages.

Wildmages are skilled in the art of magic and theories behind
it. Many are driven individuals, intent on plumbing the depths of the
well of arcane secrets. Others are exuberant experimenters, trying to
expand the boundaries of the possibilities of magic. Some of both
kinds go mad, and they can become very dangerous. A majority of wildmages
are wizards, with sorcerers coming in a close second. Some bards
become wildmages, but the necessity for study and the disharmonics of
many musical wild surges are unpleasant to most of them. A few clerics
of chaotic and destructive deities may multiclass as arcane
spellcasters in order to learn wild magic, but this is rare because of
the vast amount of knowledge needed.

Spells cast by wildmages tend to have unpredictable side effects,
so they rarely gather in schools or in large civilized areas.

Hit Die: d4

REQUIREMENTS

Alignment: Any nonlawful.

Spellcasting: Ability to cast 2rd-level arcane spells

Skills: Concentration 5 ranks, Knowledge (arcana) 5 ranks, Spellcraft 5 ranks.

Feats: Any metamagic feat.

Special: Must have somehow experienced wild, pure, raw or uncontrolled magic.

CLASS SKILLS

Craft (int), Concentration (con), Knowledge (arcana) (int),
Knowledge (the planes) (int), Profession (wis), Scry (int), Spellcraft
(int), Use Magic Device (cha).

Skill Points: 2 + int modifier.

ADVANCEMENT

Lvl BAB Fort Ref Will Special Spells per Day
1st +0 +0 +0 +2 Wild Magic Points, Wild Spells +1 level of existing class
2nd +1 +0 +0 +3 Wild Luck +1 level of existing class
3rd +1 +1 +1 +3 Random Deflector 1/day +1 level of existing class
4th +2 +1 +1 +4 Student of Chaos +1 level of existing class
5th +2 +1 +1 +4 Control Greater Surge +1 level of existing class
6th +3 +2 +2 +5 Random Deflector 2/day,
Wild Surge Modifier +1
+1 level of existing class
7th +3 +2 +2 +5 Chaotic Mind +1 level of existing class
8th +4 +2 +2 +6 Force Greater Surge,
Wild Surge Modifier +2
+1 level of existing class
9th +4 +3 +3 +6 Random Deflector 3/day +1 level of existing class
10th +5 +3 +3 +7 Wild Surge Modifier +3 +1 level of existing class

CLASS FEATURES

Weapon and Armor Proficiency: Wildmages gain no proficiency in any weapon or armor.

Spells per Day: When a new wildmage level is gained, the
character gains new spells per day as if he had also gained a level in
whatever arcane spellcasting class he belonged to before he added the
prestige class. He does not, however, gain any other benefit a
character of that class would have gained (metamagic or item creation
feats and so on). This essentially means that he adds the level of wild
mage to the level of some other spellcasting class the character has,
then determines spells per day and caster level accordingly.
If a character had more than one arcane spellcasting class before he
became a wildmage, he must decide to which class he adds each level of
loremaster for purposes of determining spells per day when he adds the
new level.

Wild Surge: Wild surges are fluctuations in a spell caused by
randomization or chaos in the source of the spell energy. These
randomizations can make the spell weaker or stronger, or even cause it
to have a totally different effect or backfire upon the caster.
When wild surge spell is cast, roll 4d6 disregarding the lowest number,
and compare the result to Table 1-1: Ability Modifers and Bonus Spells
in the Player’s Handbook. The result is the surge modifier. The surge
modifier is added to the caster level of the spell. A spell’s caster
level cannot be modified below 1, although the caster level can be
modified below the minimum level to cast a spell. If the modified
caster level means that the spell’s range cannot reach the target, the
spell activates at the end point of the spell’s new maximum range along
the line of effect to the original target. A spell with a caster level
of 0 or less does not function (as if the spellcasting had been
disrupted).
Example: Marlee at 5th level spends a wild magic point to cause a wild
surge in her fireball spell. He rolls 4d6 and gets 1, 1, 1, 4.
Disregarding the lowest die gets her a 6, which according to Table 1-1:
Ability Modifers and Bonus Spells gives her a surge modifier of -2.
Adding the surge modifier to her caster level gets her a final caster
level of 3 (5 + -2). Her fireball acts as if cast by a 3rd-level caster
(it has a 520 ft. range and deals 3d6 fire damage).

Greater Surge: If the surge modifier is an even number or 0,
the spell may have a greater surge. The caster attempts a Concetration
check (DC 20 + spell level). If failed, there is no greater surge. If
successful, the caster rolls d% and consults the Wild Magic Greater
Surge Table below. Higher results are generally more beneficial to the
caster, lower results are generally less beneficial. All greater surge
effects based on spells take effect at the caster’s normal caster
level. Any surge effect that is inappropriate for the spell (such as
“Spell changes energy type” for a spell that doesn’t do energy damage)
means the greater surge has no effect. The Greater Surge effect comes
in addition to the normal effect of the spell.

Wild Spells: Any arcane spell cast by a wildmage has a
one-in-ten chance of producing a spontaneous wild surge. This does not
expend a wild magic point.

Wild Magic Points (Su): At every odd level (1st, 3rd,…),
the wildmage gains a wild magic point. These points may be spent on
producing a Wild Surge, or modifying the result of a Greater Surge with
Control Greater Surge.

Chaotic Mind (Su): The power of chaos infuses the mind of the
wildmage. He gains immunity to confusion and insanity spells, and he
is shielded by a continuous nondetection effect (as if the spell was
cast by the wildmage).

Random Deflector (Su): The ability to protect herself from
certain attacks. Using this ability is an immediate action.
When activated, the Random Deflector lasts until the beginning of the
wildmage’s next turn.
The Random Deflector redirects ranged attacks, ranged touch attacks,
and individually targeted spells (spells designating the wildmage as
the sole target, but not area spells striking an area in which he
happens to be the sole target) so that they instead attack or affect a
random target within 20 feet of the wildmage. A wildmage includes
himself and his allies in among the possible new targets. Any creature
targeted by a deflected attack is attacked or affected normally, so an
attack roll is made normally against the new target’s AC, the new
targets saving throw if a spell or effect allows onw, and so on. A wild
mage can use this ability once per day at 3rd level, twice per day at
6th level, and thrice per day at 9th level.

Student of Chaos (Ex): Whenever a wildmage uses a magic item
that offers a randomly determined effect (such as Bag of Trick or Rod
of Wonder), he can roll twice and choose between the two results.

Wild Luck: The wildmage gains the ability to reroll the
result of any one (in-game) roll per day. The wildmage gets to know
the result of a roll before he decides to reroll, but must keep the
second roll. The use of this ability puts the wildmage a bit off
balance with regards to mastering the forces of raw magic; upon the
next wild surge within the same day, remove the highest instead of the
lowest d6 when determining surge modifier.

Force Greater Surge (Su): When the wildmage casts a spell
with a wild surge, he may cause the spell to have a greater surge, even
if the surge modifier is an odd number. He does not need to make a
concentration check to cause the spell to have a greater surge.

Control Greater Surge (Su): The wildmage may adjust the
result of a greater surge roll by one row up or down on the table. The
wildmage knows what the result of either shift would be before making
the choice. He can shift the result an additional step in either
direction for each wild surge point he spends for this purpose.
Example: Zallan the Wiz8/Wildmage 10 casts a heightened disintegrate
on a balor. He spent a wild surge point to cause the spell to surge,
and decides to force a greater surge. The greater surge d% roll is a
21-“Spell targets an ally if an enemy was the target.” Not wishing to
risk disintegrating one of his friends, he could automatically shift
the greater surge result one row (because he is a 10th level wildmage)
to “area dispel magic centered on caster” or “nothing happens, spell
slot is used up.” Not finding either of these options to his liking, he
spends another wild surge point to bump the result one more row to the
“shimmering colors/glitterdust” effect, since that won’t hurt him too
badly and might actually hinder the balor. The heightened disintegrate
goes off normally and Zallan is surrounded by swirling colors.

WILD MAGIC GREATER SURGE TABLE

d% Greater Surge Result
1-3 Reroll, ignoring results above 50. Surge effect lasts twice as long.
4-5 Spell affects a random target or area (roll 1d8
on the Grenadelike Weapons diagram in the Player’s Handbook For
direction, roll 3d6 and multiply the result by 5 feet for short range
spells, 20 feet for medium range spells, or by 80 feet for long range
spells). The point of origin cannot exceed its range; if the result
generated would do that, adjust the point of origin to the limit of the
range in the randomly generated direction.
6 Caster stunned 1 round.
7-8 Caster exudes a carrion stench as if under the effects of a ghoul touch spell.
9-10 Caster blinded (50%) or deafened (50%) with blindness/deafness.
11-12 Caster dazed 1 round.
13 Random magic item on the caster is subject to
Dispel Magic.
14-15 Area greater dispelling centered on caster.
16-20 Area dispel magic centered on caster.
21-23 Spell targets an ally (if an enemy was the target) or an enemy (if an ally was the target).
24-27 Nothing happens. The spell does not function. Any material components are used up. The spell or spell slot is used up.
28-29 The spell functions, but shimmering colors swirl around the caster (treat as glitterdust targeted on the caster’s square).
30-31 Casting time increases to one full round.
32 Caster sickened for 1d6 rounds.
33 Target ages 1 year (Str, Dex, and Con are affected if the target changes age categories, but Int, Wis, and Cha are not).
34 Caster’s base speed reduced by 10 feet for 1d4 hours.
35-37 Caster suffers 1d4 points of ability damage to a random ability score.
38 Caster and random target of the spell change places after the spell takes effect.
39-40 Spell’s effects delayed for d4 rounds (if a
targeted spell, the delayed spell affects the original target unless
the target has moved out of range, in which case the spell has no
effect).
41-45 Spell is accompanied by harmless visual
effects, such as mist, ghostly flames, color changes, illusory snakes,
and so on. These effects remain for the spell’s duration.
46-49 Spell is accomanied by harmless auditory
effects, such as howls, hissing, thunder, keening, and so on. These
effects remain for the spell’s duration.
50-51 Spell changes energy type (equal chances: acid, cold, electricity, fire, force, sonic).
52-55 All creatures within a 20 ft burst of the caster (50%) or target (50%) gain the ability to feather fall.
56-57 All creatures within a 20 ft burst of the caster (50%) or target (50%) gain the ability to levitate.
58-59 All creatures within a 20 ft burst of the caster (50%) or target (50%) gain the ability to fly.
60 All creatures within a 20 ft burst of the caster (50%) or target (50%) are the target of light spells.
61-65 Random metamagic feat takes effect on the
spell: Enlarge Spell, Extend Spell, Heighten Spell (1 Level), Silent
Spell, Still Spell, or any other “+1 level” metamagic feat used in your
campaign.
66 Caster’s appearance alters with change self each
round of the duration of the spell to resemble a random creature within
100 ft. If the spell has an instantaneous effect, the caster’s
appearance changes momentarily and then reverts to her previous
appearance.
67 Invisibility sphere centered on the caster.
68 Invisibility purge centered on the caster.
69 Faerie fire centered on caster.
70-72 Area dispel magic centered on target.
73 Area greater dispelling centered on target.
74 Random magic item on the target is subject to Morden’s disjunction.
75-78 Random metamagic feat takes effect on the spell: Empower Spell, Heighten Spell (2 levels).
79-82 The spell functions normally, but any material
components are not consumed. The spell is also not expended from the
caster’s mind. (Thus, a spell slot or prepared spell can be used
again.).
83-85 Random metamagic feat takes effect on the
spell: Heighten Spell (3 levels), Maximize Spell, or any other “+3
levels” metamagic feat used in your campaign.
86-88 Target stunned 1 round.
89-92 Caster affected by darkvision or low-light vision (duration as darkvision).
93-95 Target dazed 1 round.
96-97 Random metamagic feat takes effect on the
spell: Heighten Spell (4 Levels), Quicken Spell, or any other “+4
levels” metamagic feat used in your campaugn.
98-00 Reroll, ignoring results below 50. Surge effect lasts twice as long.

This document was created by mixing together ideas on the wildmage found around the web, especially http://www.nightwasp.com/daggerdale/wildmage.htm …you could also try http://www.google.com/search?q=%22wild%20mage%22%20prestige%20class :-)

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