School of Wild Magic Organization in Alcirya | World Anvil

School of Wild Magic

Wild magic is a new theory of magic that emphasizes study of the forces of randomness; a wild mage never knows exactly what’s going to happen when he casts a spell.

 
Acquired Powers
They have no saving throw adjustments for their own saves or their targets’ saves.

Like other specialists, they gain the bonus memorized spell at each level. Wild mages receive a bonus of +10% when learning new wild magic spells, and a penalty of –5% when learning magic spells from other schools. When a wild mage researches a new wild magic spell, the spell is treated as if it were one level lower.

Wild mages have a special ability to control certain magical items that normally behave randomly for other characters. A wild mage has a 50% chance to control one of the following items, selecting the result of his choice: the amulet of the planes, bag of beans, bag of tricks, deck of illusions, deck of many things, and the well of many worlds. The wand of wonder is a special case; if the wild mage successfully controls the wand, he may use charges from the wand to cast any spell he already knows, whether or not he has the spell memorized. The number of charges expended equals the level of the spell chosen; if the mage fails his roll, he simply expends one charge from the wand and rolls for a random result.

 
Spell Analysis
Every time a wild mage casts a spell, the effective casting level may vary. While the level variation rules are explained in detail in the Tome of Magic, here’s a quick and simple method for determining the variation. When the wild mage casts a spell, roll d20: on a roll of 6 or less, the caster’s effective level drops by d3 levels; on a 15 or better, it increases by d3 levels; and on a roll of 10, the spell results in a wild surge. Note that the level variation can’t exceed the caster’s level, so a 2nd‑level wizard can’t vary by more than two levels either way. Level variation affects all level‑based aspects of a spell, including damage, duration, range, opponent’s saving throws, and other such factors.

Kelmaran, a 5th‑level wild mage, casts a fireball spell at a band of orcs. He rolls d20 and comes up with a 1, so his effective level will be reduced by d3 levels. Rolling d3, he is relieved to see that he only loses 1 level, so his fireball does 4 dice of damage instead of 5 and may suffer a small reduction in range. With a lucky roll, Kelmaran’s spell could have done as much damage as an 8th‑level wizard’s fireball.

Wild surges are strange manifestations of the randomness of wild magic. Note that a number of wild magic spells appear in the Tome of Magic and the Wizard Spell Compendium.

 
Spell List

1st Level

2nd Level

3rd Level

4th Level

5th Level

6th Level

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7th Level

8th Level

9th Level

 
Specialist Name
Wild Mage
 
House
House Mamercus
 
Alliance
Thaumaturgic Alliance
 
Appollonian Leadership Tier
First
 
Opposed School(s)
Wild magic has no opposition school - wild mages can freely learn any wizard spell they choose, and they’re also the only wizards who can learn spells of the school of wild magic.
 
Leader
Praetora Tullia Mamercus (f), Reigning
 
Initial Funds
(d4+1) x 10 gp
 
Minimum Ability Scores
Intelligence of 16. Prime Req.: Intelligence
 
Race(s) Allowed
Human, Stained, Elf
 

Wild Surge Results

Name
Wild Surge Results
Rando Table
Roll the Dice
01Wall of force appears in front of caster
02Caster smells like a skunk for spell duration
03Caster shoots forth eight non-poisonous snakes from fingertips. Snakes do not attack.
04Caster's clothes itch (+2 to initiative)
05Caster glows as per a light spell
06Spell effect has 60' radius centered on caster
07Next phrase spoken by caster becomes true, lasting for 1 turn
08Caster's hair grows one foot in length
09Caster pivots 180 degrees
10Caster's face is blackened by small explosion
11Caster develops allergy to his magical items. Character cannot control sneezing until all magical items are removed. Allergy lasts 1d6 turns.
12Caster's head enlarges for 1d3 turns
13Caster reduces (reversed enlarge) for 1d3 turns
14Caster falls madly in love with target until a remove curse is cast
15Spell cannot be canceled at will by caster
16Caster polymorphs randomly
17Colorful 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.
18Reversed tongues affects all within 60 feet of caster
19Wall of fire encircles caster
20Caster's feet enlarge, reducing movement to half normal and adding +4 to initiative rolls for 1d3 turns
21Caster suffers same spell effect as target
22Caster levitates 20' for 1d4 turns
23Cause fear with 60' radius centered on caster. All within radius except the caster must make a saving throw.
24Caster speaks in a squeaky voice for 1d6 days
25Caster gains X-ray vision for 1d6 rounds
26Caster ages 10 years
27Silence, 15' radius centers on caster
2810'x10' pit appears immediately in front of caster, 5' deep per level of the caster
29Reverse gravity beneath caster's feet for 1 round
30Colored streamers pour from caster's fingertips
31Spell effect rebounds on caster
32Caster becomes invisible
33Color spray from caster's fingertips
34Stream of butterflies pours from caster's mouth
35Caster leaves monster-shaped footprints instead of his own until a dispel magic is cast
363-30 gems shoot from caster's fingertips. Each gem is worth 1d6 x 10 gp.
37Music fills the air
38Create food and water
39All normal fires within 60' of caster are extinguished
40One magical item within 30' of caster (randomly chosen) is permanently drained
41One normal item within 30' of caster (randomly chosen) becomes permanently magical
42All magical weapons within 30' of caster are increased by +2 for 1 turn
43Smoke trickles from the ears of all creatures within 60' of caster for 1 turn
44Dancing lights
45All creatures within 30' of caster begin to hiccup (+1 to casting times, -1 to THAC0)
46All normal doors, secret doors, portcullises, etc. (including those locked or barred) within 60' of caster swing open
47Caster and target exchange places
48Spell affects random target within 60' of the caster
49Spell fails but is not wiped from caster's mind
50Monster summoning II
51Sudden change in weather (temperature rise, snow, rain, etc.) lasting 1d6 turns
52Deafening bang affects everyone within 60'. All those who can hear must save vs. spell or be stunned for 1d3 rounds.
53Caster and target exchange voices until a remove curse is cast
54Gate opens to randomly chosen outer plane; 50% chance for extra-planar creature to appear.
55Spell functions but shrieks like a shrieker
56Spell effectiveness (range, duration, area of effect, damage, etc.) decreases 50%
57Spell reversed, if reverse is possible
58Spell takes 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 (THAC0 equal to caster's).
59All weapons within 60' of caster glow for 1d4 rounds
60Spell functions; any applicable saving throw is not allowed
61Spell appears to fail when cast, but occurs 1-4 rounds later
62All magical items within 60' of caster glow for 2d8 days
63Caster and target switch personalities for 2d10 rounds
64Slow spell centered on target
65Target deluded
66Lightning bolt shoots toward target
67Target enlarged
68Darkness centered on target
69Plant growth centered on target
701,000 lbs. of non-living matter within 10' of target vanishes
71Fireball centers on target
72Target turns to stone
73Spell is cast; material components and memory of spell are retained
74Everyone within 10' of caster receives the benefits of a heal
75Target becomes dizzy (-4 AC and THAC0, cannot cast spells) for 2d4 rounds
76Wall of fire encircles target
77Target levitates 20' for 1d3 turns
78Target suffers blindness
79Target is charmed as per charm monster
80Target forgets
81Target's feet enlarge, reducing movement to half normal and adding +4 to all initiative rolls for 1-3 turns
82Rust monster appears in front of target
83Target polymorphs randomly
84Target falls madly in love with caster until a dispel magic is cast.
85Target changes sex
86Small, black raincloud forms over target
87Stinking cloud centers on target
88Heavy object (boulder, anvil, safe, etc.) appears over target and falls for 2d20 points of damage
89Target begins sneezing. No spells can be cast until fit passes (1d6 rounds).
90Spell effect has 60' radius centered on target (all within radius suffer the effect)
91Target's clothes itch (+2 to initiative for 1d10 rounds)
92Target's race randomly changes until canceled by dispel magic
93Target turns ethereal for 2d4 rounds
94Target hastened
95All cloth on target crumbles to dust
96Target sprouts leaves (no damage caused, can be pruned without harm)
97Target sprouts new useless appendage (wings, arm, ear, etc.) which remains until dispel magic is cast
98Target changes color (canceled by dispel magic)
99Spell 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.)
100Spell effectiveness (range, duration, area of effect, damage, etc.) increases 200%
Footnotes

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