Jump to content
Sign in to follow this  
darastrix83

3.5 adaptation of AD&D Wild Mage

Recommended Posts

Forward: When I was a young player, still very new to constructed role playing games in general and AD&D in particular, my friends and I would gather to play our latest campaigns.

The friends I made on these, floor seated, all night, role-playing sessions have lasted to this day and in some bittersweet cases a lifetime. I had always loved arcane magic and when it was my turn to play a character I often happily rolled out a wizard.

 

So there we were rolling the dice, then 3d6 was still the standard not the high power versions we play now, and our newly appointed Dungeon Master Eric Firestone produced to my wonder and amazement a small black tome entitled simply Tome of Magic. The pages of this book would change my role-playing life forever and leave me with a permanent love of D&D.

While the Tome of Magic is a veritable treasure trove of interesting mystical alternatives there was one class in particular that has always enchanted me

Share this post


Link to post
Share on other sites

This looks very interesting and very promising. I am actually looking forward to this. I have been thinking of creating a wild mage class (based off the wizard core class) myself but it wasn't high in my priority list. Besides, I have very little experience with the AD&D rules. The little knowledge I have about wild mages and wild surges come from the BG2 pc game. I was thus thinking of picking ideas from both the wild mage kit from BG2 and the wild mage prestige class from Complete Mage.

 

I am now considering using your custom-made wild mage class for my core rules. Do I have to pay for a copyright fee? :lol:

 

Keep up the good work in an case! :thumbsup:


"Ooo, squirrels, Boo! I know I saw them! Quick, throw nuts!" -Minsc

"I am a well-known racist in the Realms! Elves? Dwarves? Ha! Kill'em all! Humans rule! -Me

 

Volourn will never grow up, he's like the Black Peter Pan, here to tell you that it might be great to always be a child, but everybody around is gonna hate it. :p

Share this post


Link to post
Share on other sites
I am now considering using your custom-made wild mage class for my core rules. Do I have to pay for a copyright fee? :p

 

lol if you did it would be to someone else this is just an adaptation / derivative work of a long out of print class. Bust share your stories of crazy world shifting events and we'll call it even. It may be a day or two till I have the time to scribe a surge tale or adapt all of the spells but trust me when I say that this class is worth the wait.

Share this post


Link to post
Share on other sites

Sample Wild Surge Results Table

 

D100

Roll

  1. Wall of force appears in front of caster
  2. Caster smells like a skunk for the spell duration
  3. Caster shoots forth eight nonpoisonous snakes from fingertips. Snakes do not attack.
  4. Caster's Clothes itch (-2 to initiative)
  5. Caster glows as per a light spell
  6. Spell effect has a 60' radius centered on caster
  7. Next phrase spoken by the caster becomes true, lasting for 1 turn (this one can be alot of fun provided that you wait until the caster says something that can mannifest. A questions such as where are we going does not mannifest. However, I wish I knew where we were going might grant a 1 turn glimps into a random point in the future. Also if an instantainius request is granted "were going home right now" poof they all are home then it is not ungrated at the end of the spell. However, I wish I was king of the world would since being the king of the world is an ongoing condition. As would drop dead since having a power word kill no save is clearly to much.)
  8. Caster's hair gows one foot in lengt
  9. Caster pivots 180 degrees
  10. Caster's face is blackened by small explosion
  11. Caster develops allergy to his magical items. Character cannot control sneezing until all magical items are removed. Allergy lasts 1d6 turns.
  12. Caster is affected by reduce person for 1d3 turns
  13. Caster's head enlarges for 1d3 turns
  14. Caster falls madly in love with target until remove curse is cast
  15. Spell cannot be canceled at will by caster
  16. Caster polymorphs randomly
  17. Colorful bubbles come out of caster's mouth instead of words. Words are released when bubbles pop. Spells with verbal components cannot be cast for 1 turn.
  18. Reversed tongues affects all within 60 feet of caster
  19. Wall of fire encircles caster
  20. Caster's feet enlarge, reducing movement to half normal and adding a -4 to initiative for 1d3 turns
  21. Caster suffers same spell effect as target
  22. Caster levitates 20' for 1d4 turns
  23. Cause fear with 60' radius centered on caster. All within radius except the caster must make a saving throw.
  24. Caster speaks in a squeaky voice for 1d6 days
  25. Caster gains X-ray vision for 1d6 rounds
  26. Caster ages 10 years (or the equivilant for longer lived races ie 100 years for an elf)
  27. silence, 15' radius centers on caster
  28. 10' x 10' pit appears immediately infront of caster, 5' deep per level of the caster
  29. Reverse gravity beneath caster's feet for 1 round
  30. Colored streamers pour from caster's fingertips
  31. Spell effect rebounds on caster
  32. Caster becomes invisable
  33. Color spray from caster's fingertips
  34. stream of butterflies pours from caster's mouth
  35. Caster leaves monster-shaped footprints instead of his own until dispel magic is cast
  36. 3d10 gems shoot from the caster's fingertips. Each gem is worth 1d6x10 gp.
  37. Music fills the air
  38. Create food and water
  39. All normal fires within 60' of caster are extinguished
  40. One magical item within 30' of caster (chosen randomly) is permanatly drained
  41. One normal item within 30' of caster (randomly chosen) becomes permanatly magical
  42. All magical weapons within 30' of caster anre increased by +2 for 1 turn (even if this would take their +bonus above 5)
  43. Smoke trickles from the ears of all creatures within 60' of caster for 1 turn
  44. Dancing lights
  45. All creatures within 30' of caster begin to hiccup (-1 to attack rolls +5% spell chance failure)
  46. All normal doos, secret doors, portcullises, ect. (including those locked or barred) within 60' of caster open
  47. Caster and target exchange places
  48. Spell affects random target within 60' of the caster
  49. Spell fails but is not wiped from caster's mind
  50. Monster summoning II
  51. Sudden change in wather (termperature rise, snow, rain, etc.) lasting 1d6 turns
  52. Deafening bang affects everyone within 60' of spells target. All those who can hear must make a constitution save of be stunned for 1d3 rounds.
  53. Caster and target exchange voices until a remove curse is cast
  54. Gate opens to randomly chosen outer plane; 50% chance for extra-planar creature to appear.
  55. Spell functions but shrieks like a shrieker (this does not relate to a spell or a monster - it literally shrieks like a bottle rocket)
  56. Spell effectiveness (range, duration, area of effect, damage, etc.) decreases 50%
  57. Spell reversed, if reverse is possible
  58. Spell take physical form of free-willed elemental and cannot be controlled by caster. Elemental remains for duration of spell. Touch of the elemental causes spell effect (Attack bonus equal to caster's).
  59. All weapons within 60' of caster glow for 1d4 rounds
  60. Spell funtions; any applicable saving throw it not allowed
  61. Spell appears to fail when cast, but occurs 1-4 rounds later
  62. All magical items within 60' of caster glow for 2d8 days
  63. Caster and target switch personalities for 2d10 rounds
  64. Slow spell centered on target
  65. Target deluded
  66. Lightning bolt shoots toward target
  67. Target enlarged
  68. Darkness centered on target
  69. Plant growth centered on target
  70. 1,000 lbs. of non-living matter withing 10' of target vanishes
  71. Fireball centers on target
  72. Target turns to stone
  73. Spell is cast; material componenets and memory of spell are retained
  74. Everyone within 10' of caster receives the benenfits of a heal
  75. Target becomes dizzy (-4 Attack and Armor bonus, cannot cast spells) for 2d4 rounds
  76. Wall of Fire encircles target
  77. Target levitates 20' for 1d3 turns
  78. Target suffers blindness
  79. Target is charmed as per charm monster
  80. Target forgets (busting out my ad&d books to find this spell later)
  81. Target's feet enlarge, reducing movement to half normal and adding -4 to all initiative rolls for 1-3 turns
  82. Rust monster appears in front of target
  83. Target polymorphs randomly
  84. Target falls madly in love with caster until a dispel magic is cast
  85. Target changes sex
  86. Small, black raincloud forms over target
  87. Stinking cloud centers on target
  88. Heavy object (boulder, anvil, safe, etc.) appears over target and falls for 2d20 points of damage
  89. Target begins sneezing. No spells can be cast until fit passes (1d6 rounds)
  90. Spell effect has 60' radius centered on target (all withing radius suffer effect)
  91. Target's clothes itch (-2 to initiative order for 1d10 rounds)
  92. Target's race randomly changes until canceled by dispel magic
  93. Target turns ethereal for 2d4 rounds
  94. Target hastened
  95. All cloth on target crumbles to dust
  96. Target sprouts leaves (no damage caused, can be pruned without harm)
  97. Target sprouts new useless appendage (wings, arm, ear, etc.) which remains until a dispel magic is cast
  98. Target changes color (canceled by dispel magic)
  99. Spell has a minimum duration of 1 turn (i.e., a fireball creates a ball of flame that remains for 1 turn, a lightning bolt bounces and continues, possibly rebounding, for 1 turn, etc.)
  100. Spell effectiveness (range, duration, area of effect, damage, etc.) increases 200%

 

Unless otherwise noted, all spells created by a wild surge occur at the designated target point and function normally (appropriate saving throws are allowed). The caster's true level (as opposed to variance based level) is used when calculating range, duration, area of effect, etc. of these spells. Remember, unless the wild surge specifies otherwise it is in addition and not a replacement to the original effect which is calculated as all other chaos spells are, i.e. variance dice and so on.

The above list, while long, is only a small fraction of the possible results of a wild surge. The DM is free and encouraged to create his own tables for wild surges. I do suggest however that to keep the system balance you replace options on this chart on a one for one basis with powers of similar balance. Meaning if it targets the caster the new power should target the caster if the old power was bad for the target so to should be the new one and the degree of bad or good should remain about the same even as the effect changes dramatically. I would also not recommend switching out or changing the effects that are based on the spell that was cast, rebounding, amplifying, etc. since these are the basic principles of wild magic zones and should always be a possibility.

Tables like the one above cannot take into acount the situation at the instant of casting. It is not feasible to create tailored effects for every spell used in every possible way. Therefore, it is quite likely that some wild magic results will make no sence, be impossible, or have no visable effect. In these cases, the wild surge has no effect.

Finally, not even the randomness of wild surges should be allowed to ruin the story of an adventure. As ultimate storyteller and arbiter of the game, the DM can overrule any wild surge he deems too destructive to the adventure. If this happens, re-roll the dice to get a new result. In a case such as this, do not treat the wild surge as having no effect. It is also not recommended that the DM ever choose the result of the wild surge this defeats the whole point of the class is point blank unfair.

 

Reprinted in it's entirity from the book

" Clearly, wild mages are a risky proposition. Not every player will want to play a wild mage; not every party will want a wild mage. The DM should not add benefits to the wild mage, hoping to make the class more "attractive" to his players. Players who like wild mages will play them without bribary. They will find the uncertainty and randomness of wild mages irresistible; these are the players for whom the wild mage was created

 

Personal Note: Like specialist wizards wild mages must be wizard based and you can not make a "wild sorcerer." The powers presented here were never meant for such a system and I promise you would be unbalanced in such a case.

 

Enjoy everyone spells to follow. Also I've noticed that no one else has commented though I have a huge number of views (well for my first time huge it's like 20 something.) Please if you stop by tell me what you think.

Share this post


Link to post
Share on other sites

That's some pretty good work you're doing there! I look forward to the completion of the class, I am sure one of my power mongling comrades will find it tempting.

Share this post


Link to post
Share on other sites
That's some pretty good work you're doing there! I look forward to the completion of the class, I am sure one of my power mongling comrades will find it tempting.

I feel sorry for those friends of yours. The power mongers always blow themselves up with this class. So that should be fun for you to watch. o:)

Share this post


Link to post
Share on other sites

It looks good to me so far. I am looking forward to the class table and the spell descriptions.

 

I found a wild magic mod for BG2 btw. You may wish to pick ideas from there.

http://home.tiscali.de/jo.ge/bg/shaper.htm


"Ooo, squirrels, Boo! I know I saw them! Quick, throw nuts!" -Minsc

"I am a well-known racist in the Realms! Elves? Dwarves? Ha! Kill'em all! Humans rule! -Me

 

Volourn will never grow up, he's like the Black Peter Pan, here to tell you that it might be great to always be a child, but everybody around is gonna hate it. :p

Share this post


Link to post
Share on other sites

Thanks Ramza for the spell list. It's pretty interesting but most of the spells are horribly unbalanced. The level 2 chaos dagger spell would be by far the best spell in the game if it weren't so broke it hurts my brain. I do intend to write new spells for the chaos mage in the future so stay tuned for that. For now just enjoy the adaptations of existing spells.

 

First Level Spells

Hornung's Guess* (Divination)

Range: Sight

Component: V

Duration: Instantaneous

Casting Time: Partial Action

Area of Effect: Special

Saving Throw: None

Spell Resistance: No

 

Hornung, one of the leading wizards in the field of wild magic (before his untimely disappearance while experimenting with wildwind), developed this spell to improve the accuracy of his estimates. The spell provides a wizard with an instant and highly accurate estimate of the number of persons or objects in a group.

 

The spell's area of effect is one group of a general class of objects. All objects of the group must be visible to the caster. The wizard need not see every individual in the group, merely the general limits of the group's size and area. For example, a wizard on a hill could look down on a forest and estimate the number of trees in all or part of it. He could not get an estimate of the number of goblins within the forest, however, since the group as a whole (the goblins) is concealed from sight.

 

The estimate generated is accurate to the largest factor of ten (rounded up). For example, if Hornung's guess were cast on a group of 439 horsemen, the estimate would be 400. If there were 2,670 horsemen, the spell would estimate 3,000. If there were 37 horseman, the answer would be 40. Clearly, using this spell on smaller groups (especially those with fewer than 10 members) is pointless.

 

Hornung's guess can be used to quickly estimate the size of treasure hoards and army units. It is particularly popular with moneylenders and generals.

 

Patterweave* (Divination)

Range: 10 yards

Component: V, S, M

Duration: 1 round

Casting Time: Partial Action

Area of Effect: 10-foot square

Saving Throw: Special

 

Patternweave allows the caster to make sense of apparent chaos. The caster can see such things as pottery shards reformed into a whole pot, shreds of paper formed into a page, scatted parts of a working machine, or specific trails appearing out of overlapping footprints.

 

After casting the spell, the mage studies seemingly random elements - broken bits of glass, shreds of paper, intermingled trails, etc. The items to be studied must be tangible - coded flashing lights, garbled speech, or thoughts of any kind can be studied.

 

The wizard must study the random elements for one round, after which the DM secretly makes a will save DC 15 (I need to do some Save Vs. Spell research then I'll edit this number) for the wizard. if the saving throw is failed, the spell fails. However, if the saving throw is successful, the caster sees in his mind the patter these objects form. If the items studied are truly random, no information is gained.

 

After the caster has visualized the pattern, he can attempt to reassemble the parts into their original form. This requires another DC 15 will save to determine whether the mage remembers sufficient details to accomplish the task. The amount of time required and the quality of the restoration vary according to the complexity of the pattern. Reassembling a shredded map may be easy; reassembling a broken clock is significantly more difficult. In any case, the wizard can make only a reasonable copy of the item. He can use this spell to restore works of art, but they will be worth only a small percentage of their original value. If the wizard has the appropriate craft skill for the object after succeeding at his will save he may make an exact copy of the object from scratch. This works identically to making the object the first time. A successful creation creates a reasonable facsimile. To make a perfect copy add the masterwork cost to the item creation. Telling the copy from the original requires an appropriate craft or appraise check at DC of the difficulty of the craft roll used to create the copy.

 

The material component is a small hand lens through which the caster studies the objects. The lens is not consumed in the casting.

 

Those are the only 2 level one spells for now. Next time I add level two spells and the hands down best chaos spell ever created.

Edited by darastrix83

Share this post


Link to post
Share on other sites
85. Target changes sex

 

LOL, this always seemed to happen to Edwin in the fight against the crazy imps in the Watchers Keep maze... :ermm:


"Well, overkill is my middle name. And my last name. And all of my other names as well!"

Share this post


Link to post
Share on other sites

Second-Level Spells[/size]

 

Chaos Shield* (Abjuration)

Components:V,S

Duration: 1d10 rounds +2 rounds/level

Casting Time: 1 Partial Action

Target: Personal

Saving Throw: Special

 

Following the discovery of wild magic came the discovery of wild surges and the personal danger such surges create. After several wild mages destroyed themselves by rather spectacular means (or suffered very odd side effects), the chaos shield was created as protection from these surges.

 

This spell imbues the wild mage with special protection against the effects of wild surges. It protects only against wild surges caused by the caster's own spells, not from the effects of another mage's wild surges.

 

When a wild surge affects a caster protected by chaos shield, he is allowed to make a will save with the DC of an equivalent level spell cast by the caster. If the saving throw is successful, the effect of the surge on the caster is negated. If the saving throw is failed, the caster is affected normally by the surge. The spell dose not protect against wild surges that might be caused by its own casting.

 

The chaos shield protects only the caster and does not negate the effects of a wild surge for other characters who might be in the area of effect. The caster cannot voluntarily cancel the protection once he has learned the nature of a wild surge; the chaos shield protects from both good and harmful effects. Thus, if a wild surge resulted in a heal spell for all characters within 10 feet of the caster, the protected caster might not benefit, while all others in the radius would be healed.

 

The spell remains in effect until it negates a wild surge or the spell duration expires.

 

Don't have time to post the rest right now work is starting. I'll finish the second level spells tonight.

Share this post


Link to post
Share on other sites
That's some pretty good work you're doing there! I look forward to the completion of the class, I am sure one of my power mongling comrades will find it tempting.

I feel sorry for those friends of yours. The power mongers always blow themselves up with this class. So that should be fun for you to watch. :thumbsup:

 

:lol: Yes, that sounds like great fun! :biggrin:

Share this post


Link to post
Share on other sites

Does paper DnD have fumbles?


"It wasn't lies. It was just... bull****"."

             -Elwood Blues

 

tarna's dead; processing... complete. Disappointed by Universe. RIP Hades/Sand/etc. Here's hoping your next alt has a harp.

Share this post


Link to post
Share on other sites

I never got into PnP too deeply but I remember a such thing as a critical miss. On any roll of 1 it forced a second roll that would determine the cost of the critical miss, such as dropping your weapon, hitting yourself with the weapon, etc...

 

Not sure if thats what you mean by fumble.

Share this post


Link to post
Share on other sites

second level spells continued

Hornung's Baneful Deflector* (Evocation)

 

Range: Touch

Components: V, S, M

Duration: 2 rounds/level

Casting time: Standard action

Target: Creature touched

Saving Throw: None

 

This spell partially surrounds the recipient in a shimmering, hemispherical field of force. The field is transparent and moves with the subject, forming a shell about one foot away from his body. The shell serves as a shield against all forms of individually targeted missile attacks (including magic missile and other spells). The caster designates the position of the shell (protecting the front, rear, side, or top of the recipient). The spell does not protect against area of effect spells or other attacks that strike several creatures at once.

 

Whenever an individual missile attack is directed at a protected creature, the baneful deflector activates. Instead of striking the target creature, the missile's target is determined randomly among all creatures within a 15-foot hemisphere of the protected creature, including the protected creature. The missile then changes course toward its new target with normal chances to hit. If the new target is beyond the range of the missile, no target is hit. If the protected creature is struck, the spell immediately ends. If several people are protected by baneful deflector, a missile will change course several times before reaching its target.

 

The material component is a small prism that shatters when the spell is cast.

 

 

Nahal's Nonsensical Nullifier* (Evocation)

 

Range: Touch

Components: V, S, M

Duration: 1d6 rounds + 1 round/level

Casting time: Standard action

Target: Creature touched

Saving Throw: None

 

This spell scrambles the aura of the affected creature, giving random results to know alignment, detect evil, and detect lie spells cast on that creature.

 

When a protected creature is the focus of one of these divinations, the information gained is randomly determined. Thus is know alignment is used against a chaotic evil creature protected by the nonsensical nullifier, the response could be any alignment combination. If two characters both use the same divination on the same target two random results are generated.

 

A new random result is generated each round; thus, continued observation of a protected creature usually results in different answers.

 

The material component is a small amount of egg yolk smeared into the hair of the recipient.

Share this post


Link to post
Share on other sites

I also love the wild mage class from way back.

 

I have so many fond memories that I went to the trouble of implementing the class as an addon to NWN2. It turns out that what I have done is very similar to what darastrix83 had in mind. The 2nd edition version of the Wild Mage is the way to go.

 

Anyway in case you haven't seen my mod here is a link.

 

Wild Mage Class

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

×
×
  • Create New...