Wild Magic
Those who fail the training as a spellcaster, but still practice their arts often become wild magic spellcasters. Their magic will go awry at the time they don't except it. Many sites have felt the effects of wild magic due to war or carelessness by or between wild mages.
These zones who can both be beneficial as hostile are called dwealmors. The 2 most famous once are those of Mag Mell and the island of Twoice.
Wild mages are feared by the people of both Ianna and Terria, but most of the Ianna take a neutral stance towards caster in general and are more forgiving than the magic fearing people of Terria. Wild magic is a vital part of the world of Imarand after the Age of the Wyld many unstable Dwealmors remain where the magic can't be controlled normally. Some spellcasters embrace the chaos of this type of magic by becoming Wildmages, with every spell there is a chance something goes awry, the surges in power and chaos are called wild surges. But even under the wild mages, there are supple differences on why one became a wild mage.
Wild mages are feared by the people of both Ianna and Terria, but most of the Ianna take a neutral stance towards caster in general and are more forgiving than the magic fearing people of Terria. Wild magic is a vital part of the world of Imarand after the Age of the Wyld many unstable Dwealmors remain where the magic can't be controlled normally. Some spellcasters embrace the chaos of this type of magic by becoming Wildmages, with every spell there is a chance something goes awry, the surges in power and chaos are called wild surges. But even under the wild mages, there are supple differences on why one became a wild mage.
Types of Wild Mages
Caster Error: The simplest explanation for wild surges is to compare casting a spell to hastily carving a sculpture or building a house. When rushed or stressed, a craftsman often makes mistakes that, while simple, can ruin his whole effort.
As a spellcaster, you always felt unconformable amidin the midst of combat, a dungeon or just blurting out the words of a spell to be done with it. It might even be a phobia that affects your spell casting is some way that your spell casting results in wild surges. Whenever a spellcaster is not in a rush or is not being threatened or distracted, you have no risk of your spell triggering a wild surge. Simply put whenever you can do a take 10 on a skill check, you can choose to negate any of the wild mage wild surges unless the spell specifies a wild surge occurs.
Punishment: Some of the teachers of the School of Sorcery and the hunters of the Silver Order are likely trying to punish those who misuse their magical powers with a unique arcane brand, making their magic going awry. Both groups might just kill offenders, or, if political forces or mercy drive them, they might simply curse magic-users they disapprove of, hoping that the punishment will make them better appreciate the proper usage of arcane powers.
Punished spellcasters will usually be branded with an easily identifiable mark. A curse set upon by the School of Sorcery could be removed with enough bribery, blackmail, or political maneuverings. Those set by the silver Order are set for life, and offenders rarely get a chance to redeem themselves in eyes of the Silver Order.
Child of Magic: You are overflowing with magical powers when tapping into your magical power you need to gauge how much magical power you can tap. Wild sorcery is the result of improperly controlling your flow of magic, allowing it to overflow when you cast spells.
Recklessness: You have little care about whether your spells work properly. I might even be that you infuse your spell with a bit of entropy, adding an element of uncertainty into the spells you cast.
Often these casters are seen as amateurs dabbling with unknown powers who don't know to properly wield their magic. A few more open-minded spellcasters might consider wild magic a legitimate field of study, but not one every beginning spellcaster should pursue.
When Things Go Awry
Every spellcaster can be affected by the effect of wild magic, bet it a curse of voluntary. As a general rule each time a wild magic spell caster cast a spell, she rolls a d20, if the d20 roll result is a natural 1, the spell generates a wild magic surge. A player makes a d100 check + any bonuses she might have, the check can never be more than 100, and if due to any bonus the check is larger than 100 the result will be 100. The wild surge will replace the spell the caster tried to cast unless otherwise specified. The original target of the spell remains unaltered but that doesn't mean that target will the one who will suffer the effect of the wild surge. The wild surge can backlash the caster, affect the caster and target, only the target or a group of creatures or objects. If the player rolls a natural 20 her spellcaster level is increased by 2 for that spell. This increases the maximum damage of the spell as well. For example; Aegwenn is a level 6 sorcerer and thus she has a caster level of 4. She casts burning hands at her enemies, she rolls a natural 20 on the d20 check. For the burning hands her caster level is 6 instead of 4, and she does 6d4 point of fire damage instead of the 4d4 point of fire damage, she would normally do, it even goes over the maximum of 5d4 what normally the limit would be. The DC of the spell remains the same and is further unaffected.Wild Surge Table
Roll the Dice
1 | Gate to random plane. 50% chance a creature comes through each round. Duration: 1 round / level; Save: No |
2 | All creatures with in 10ft. of the caster are unable to speak intelligible. Duration: Until Remove Curse is cast; Save: No |
3 | Cause fear in a 10 ft. radius all within radius except the caster are affected for . Duration: 1d4 rounds; Save: No |
4 | Caster is susceptible for persuasions (Diplomacy, Bluff and Initimdate checks). Duration: Permament; Save: No |
5 | A wall of fire (8 squares) encircles caster. Duration: 1d6 rounds; Save: No |
6 | The terrain within 100 feet around the caster alters dramatically (e.g., forest to desert, or lake to snow-covered island). Duration: Permament; Save: No |
7 | All spellcasters within 100 feet become terribly afraid of casting spells. Duration: Instantaneous; Save: Will negates |
8 | Spell effect has 10 ft. radius centered on caster, targeting all creatures within the area. Duration: Instantaneous; Save: Reflex negates |
9 | A stone wall (6 squares wide) appears in front of the caster. Duration: Permament; Save: No |
10 | Caster smells like a skunk. All creatures with 10 ft. are nausiated as long as they remain in the aura. Duration: Until Remove Curse is cast; Save: No |
11 | Caster suffers the same spell effect as target. Duration: Instantaneous; Save: Will negates |
12 | Caster falls madly in love with first member of the opposed sex he/she meets. Save: Will negates |
13 | Caster develops an allergy to his magical items. Duration: Until Remove Curse is cast; Save: No |
14 | Caster ages 10 years. Duration: Until Limited Until Wish is cast is cast; Save: No |
15 | Caster glows like a torch. Duration: Until Break Enchantment is cast; Save: No |
16 | 1d6x20 copper coins fall on your head, dealing 1 damage. Save: No |
17 | Caster's face is blackened by a small explosion causing 1d6+1 point of fire damage. Save: No |
18 | Caster lose the ability to cast spells. Duration: 1d20 days; Save: No |
19 | Caster pivots 180 degrees, and is dazed. Duration: 1d4 Round; Save: No |
20 | Caster polymorphs randomly. Duration: Until Remove Curse is cast; Save: No |
21 | Caster and target exchange places. Save: No |
22 | Caster's feet enlarge, reducing movement to half normal speed. Duration: Until Remove Curse is cast; Save: No |
23 | Caster is struck mute for 1 minute Duration: 1 minute; Save: No |
24 | Caster gains X-ray vision. Duration: 1d6 Hours; Save: No |
25 | Caster reduces (as reduce person) herself. Duration: 1d4 Hours; Save: No |
26 | Your voice changes dramatically. Duration: Until Remove Curse is cast; Save: No |
27 | Caster's clothes itch (-4 to initiative). Duration: Until Remove Curse is cast; Save: No |
28 | Caster's hair grows one foot in length. Save: No |
29 | Caster speaks in a squeaky voice. Duration: 1d6 days; Save: No |
30 | Caster enlarges (as enlarge person) himself Duration: 1d4 hours; Save: No |
31 | Music fills the air. Save: No |
32 | All normal doors, secret doors, portcullises, etc. within 50 ft. swing open. Save: No |
33 | Summons a random monster whitch attack creatures randomly. Duration: 1d6 rounds; Save: No |
34 | Caster leaves monster-shaped footprints instead of his own. Save: No |
35 | All normal fires within 100 ft. of caster are extinguished. Save: No |
36 | Stream of butterflies pours from caster's mouth, spell fizzles. Save: Fortitude negates |
37 | If you eat any food with the word ‘apple’ in its name, it tastes nothing like apples. Duration: Until Remove Curse is cast; Save: No |
38 | Gravity stop working in a 30ft. radius. Duration: 30 minutes; Save: No |
39 | Spell functions but affects only inanimate objects. Save: Yes |
40 | Next phrase spoken by caster becomes true. Duration: Until Wish is cast; Save: No |
41 | One magical item within sight of the caster (randomly chosen) is disenchanted. Duration: Reflex negates; Save: No |
42 | Spell functions but caster changes sex. Duration: Until Remove Curse is cast; Save: No |
43 | You gain Spell Resistance 10 Duration: 1d8 days; Save: No |
44 | Caster and target exchange voices. Save: Fortitude negates |
45 | The (1d4: 1-hair, 2-nails, 3-skin, 4-eyes) of every creature within 30 feet changes to the same random color. Duration: Until Remove Curse is cast; Save: No |
46 | Sudden change in weather (temperature rise, snow, rain, etc.) Duration: 2d12 hours; Save: No |
47 | Spell functions, no saving throw against its effects may be made for 2d6 rounds. Duration: None; Save: Yes |
48 | Caster shoots forth eight non-poisonous snakes from fingertips. The snakes do not attack. Save: No |
49 | Deafening bang dazes everyone within 100ft. radius. Duration: 1d4 round; Save: No |
50 | Spell functions normally. Save: Yes |
51 | Target sprouts new useless appendage. Duration: Until Remove Curse is cast; Save: No |
52 | The caster’s shadow makes obscene gestures when he’s not looking. Duration: Until Remove Curse is cast; Save: No |
53 | Caster and target switch personalities. Duration: 1d10 rounds; Save: No |
54 | One normal item within sight of the caster (randomly chosen) becomes permanently magical. Save: No |
55 | The spell fails but is not used. Save: No |
56 | All creatures within 100 feet jump forward in time 12 hours. Save: No |
57 | Spell appears to fail when cast, but the effect occurs later. Duration: 1d4 rounds; Save: Yes |
58 | A programmed image of a stereotypical mother appears next to target and chides it in its native language. It follows the target if he moves. Duration: 1d10 rounds; Save: No |
59 | Target changes color. Duration: Until Remove Curse is cast; Save: No |
60 | All creatures within 1 mile that died in the last month reanimate as zombies. Save: No |
61 | Small, black raincloud forms over target head. Duration: Until Remove Curse is cast; Save: No |
62 | Target becomes deathly allergic to his favorite type of food. Duration: Until Remove Curse is cast; Save: No |
63 | Target gains a +2 enhancement bonus to a random ability. Duration: 1d2 Hours; Save: No |
64 | Next time target is splashed with cold water, he changes sex. When she is thereafter splashed with hot water, she changes back. Duration: Until Limited Until Wish is cast is cast; Save: No |
65 | Target forgets last 24 hours. Duration: Until Limited Until Wish is cast is cast; Save: No |
66 | Illusionary nasty bug scurries across the target’s face, while target is shaken. Duration: 1d6+2 Rounds; Save: No |
67 | Target keeps sprouts leaves (no damage caused, can be pruned without harm). Duration: Until Remove Curse is cast; Save: No |
68 | Spell functions as if maximized and empowered; it does not allow a save and ignores spell resistance. Save: Yes |
69 | Target thinks he’s covered with devouring insects, frightened. Duration: 1d6 rounds; Save: No |
70 | Next time target gets wet, water breathing is cast on him. Save: No |
71 | Target is compelled to lie in response to the next question he’s asked. Save: No |
72 | Target's feet enlarge, reducing movement to half normal. Duration: Until Remove Curse is cast; Save: No |
73 | Target begins sneezing. No spells can be cast until fit passes. Save: Fortitude negates |
74 | Target polymorphs randomly. Duration: Until Break Enchantment is cast; Save: No |
75 | Target automatically wins the next 1d20 games of chance she plays. She thereafter loses the next 1d20 games of chance. Save: No |
76 | Heavy object appears over target and falls for 2d20 points of damage. Save: No |
77 | Target changes sex. Duration: Until Remove Curse is cast; Save: No |
78 | Target gets a -1 inherent penalty to a random ability score. Duration: Until Break Enchantment is cast; Save: No |
79 | Target turns to stone. Duration: Stone to Flesh; Save: No |
80 | Target is unable to speak above a whisper. Duration: Until Remove Curse is cast; Save: No |
81 | Target becomes blind and deaf, save ends. Duration: Until Remove Curse is cast; Save: No |
82 | Target turns into a Goblin. Duration: Until Break Enchantment is cast; Save: No |
83 | Target becomes helpless for 1d4 rounds. Duration: 1d4 rounds; Save: No |
84 | Target gains the ability to change self at will Duration: Permament; Save: No |
85 | Target's race randomly changes. Duration: Until Wish is cast; Save: No |
86 | Target is dazed. Duration: Will negates; Save: No |
87 | Small, black raincloud forms over target head. Duration: Until Remove Curse is cast; Save: No |
88 | All clothing on target crumbles to dust. Save: No |
89 | Target is slowed. Save: Fortitude negates |
90 | Rust monster appears in front of target. Save: No |
91 | Spell functions; spell slot or prepared spell is not expended, so it can be cast again. Save: Yes |
92 | Grass grows in a in a 30 ft. radius centered on target, or existing grass grows ten times normal size. Save: No |
93 | 1,000 lbs. of non-living matter within 20 ft. radius centered on target vanishes. Save: No |
94 | Everthing with 60 ft. is greased (as grease spell), but washed off with hot water. Duration: Permament; Save: No |
95 | Everyone within 20 ft. of caster may spend a heals 2d8+3 point of damage. Duration: Reflex negates; Save: No |
96 | All creatures within 10 ft of the target begin to hiccup (-2 of attack rolls and damage). Save: Fortitude negates |
97 | Spell functions as though affected by the Extend Spell feat. Save: Yes |
98 | Heroes’ feast; if feast is disrupted the spell is ruined, but the conjured food, tables, etc. remain. Save: No |
99 | Spell has a minimum duration of 1d4 rounds. Save: Yes |
100 | Spell effectiveness (range, area of effect, damage, etc.) increases 300%. Save: Yes |
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