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The Wild Mage: A Base Class

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Oblivious Sage

PostPosted: Wed Oct 06, 2004 9:04 pm


Wild mages are similar to sorcerors in that magic is something inherent to them, but unlike sorcerors, wild mages do not generate their own magic. They instead are born with the ability to channel, and to a limited extent control, the pure chaos that is the lifesblood of the world.

Adventures:
Wild mages are easily bored, and they generally adventure just for the entertainment value.

Characteristics:
Like sorcerors, wild mages cast spells intuitively rather than through study or training. Wild mages can cast spells more often than wizards but not quite as often as sorcerors. Wild mages, like sorcerors, do not have to memorize spells ahead of time, but they know only a limited number of spells, slightly more than a sorceror of the same level. Wild mages may not specialize in a school of magic.

Alignment:
Since they are so closely in touch with the chaotic nature of the world, wild mages are never lawful, and rarely neutral.

Religion:
Wild mages rarely worship any deity, but when they do, Boccob is by far the most common.

Background:
Wild mages come into their powers shortly after entering puberty, generally to the annoyance of their families. Often considered insane or simple, wild mages rarely feel attached to any particular community.

Races:
Humans and half-elves are the most common wild mages, though elven and gnome wild mages are not unheard of. Half-orc and dwarf wild mages are incredibly rare.

Other Classes:
Wild mages get along well with rogues, and can do well with druids, fighters, rangers, and some clerics. Paladins, monks, and wizards generally find them to be incredibly annoying. Wild mages have an odd relationship with sorcerors, and always have a rapidly develop a strong bond of some sort with each sorceror they know (case-by-csae basis), whether it is love, friendship, or undying hatred and loathing.

Role:
More versatile than wizards or sorcerors, but less reliable, wild mages are generally secondary casters. Due to the way most people write them off as crazy or an idiot, wild mages who can control their attention spans (few and far between) sometimes act as spies, since, like children, they can get away with significantly more than a regular person.

---------------------------------------------------------------

Abilities:
Charisma determines how many spells a day a wild mage can cast, while Intelligence determines the highest spell level available to a wild mage as well as how powerful the wild mages spells are. High Constitution and Dexterity scores help keep a wild mage alive.

Alignment: any non-lawful
Hit Die: d4

Class Skills: Bluff, Concentration, Craft, Know(arcana), Speak Language, Spellcraft
Skill Points: 2+Int

Weapon and Armor Proficiency:
Wild mages are proficient with all simple weapons, but no armor or shields.

Spells:
A wild mage casts arcane spells (same spell lists as wizards and sorcerors). Wild mages are spontaneous casters. Wild mages can only cast spells whose level is at most their Intelligence minus ten. The DC for a wild mage's spell is 10 + spell level + wild mage's Int modifier. Wild mages gain bonus spells per day from a high Cha score.
Wild mages know a limited number of spells, and only learn new ones when gaining a level (see Table 2). Upon reaching third level, and every odd level thereafter, a wild mage may "forget" a spell and learn a new one of the same level. The spell forgotten must be at least 1 level lower than the highest level the wild mage can cast.

Wild Cast:
Wild mages never have complete control over the forces they direct. Any time a wild mage casts a spell, roll a d20 and apply the appropriate modifier from Table 3 to the wild mage's caster level for that spell. If a 10 is rolled, a wild surge results (roll on Table 4).

Jack of All Trades:
Wild mages are constantly trying new things. Upon gaining their 5th, 10th, and 15th levels in the class, they may choose any skill and treat it as a wild mage class skill.

Table 1: The Wild Mage
lvl bab fort/refl/will spells/day
--- --- -------------- ---------
1: +0 +0/+0/+2 4/2
2: +1 +0/+0/+3 5/3
3: +1 +1/+1/+3 5/3/2
4: +2 +1/+1/+4 5/4/3
5: +2 +1/+1/+4 5/4/3/2
6: +3 +2/+2/+5 5/5/4/3
7: +3 +2/+2/+5 5/5/4/3/2
8: +4 +2/+2/+6 5/5/5/4/3
9: +4 +3/+3/+6 5/5/5/4/3/2
10: +5 +3/+3/+7 5/5/5/5/4/3
11: +5 +3/+3/+7 5/5/5/5/4/3/2
12: +6 +4/+4/+8 6/5/5/5/5/4/3
13: +6 +4/+4/+8 6/5/5/5/5/4/3/2
14: +7 +4/+4/+9 6/6/5/5/5/5/4/3
15: +7 +5/+5/+9 6/6/5/5/5/5/4/3/2
16: +8 +5/+5/+10 6/6/6/5/5/5/5/4/3
17: +8 +5/+5/+10 6/6/6/5/5/5/5/4/3/2
18: +9 +6/+6/+11 6/6/6/6/5/5/5/5/4/3
19: +9 +6/+6/+11 6/6/6/6/5/5/5/5/5/4
20: +10 +6/+6/+12 6/6/6/6/6/5/5/5/5/5

Table 2: Spells Known by Level
lvl spells known
--- ------------
1: 5/2
2: 6/3
3: 6/3/2
4: 7/4/3
5: 7/4/3/2
6: 8/5/4/3
7: 8/5/4/3/2
8: 9/6/5/4/3
9: 9/6/5/4/3/2
10: 9/6/6/5/4/3
11: 9/6/6/5/4/3/2
12: 9/6/6/6/5/4/3
13: 9/6/6/6/5/4/3/2
14: 9/6/6/6/5/5/4/3
15: 9/6/6/6/5/5/4/3/2
16: 9/6/6/6/5/5/5/4/3
17: 9/6/6/6/5/5/5/4/3/2
18: 9/6/6/6/5/5/5/4/4/3
19: 9/6/6/6/5/5/5/4/4/4
20: 9/7/6/6/6/5/5/5/4/4

Table 3: Caster Level Modifiers by Class Level
lvl modifier
--- --------
1: -1/-1/0/0/0/0/0/0/0/0/0/0/0/0/0/0/0/0/+1/+1
2: -1/-1/-1/-1/-1/0/0/0/0/0/0/0/0/0/0/0/+1/+1/+1/+1/+1
3: -2/-1/-1/-1/-1/-1/-1/0/0/0/0/0/0/+1/+1/+1/+1/+1/+1/+2
4: -2/-2/-2/-1/-1/-1/-1/-1/0/0/0/0/+1/+1/+1/+1/+1/+2/+2/+2
5: -3/-3/-2/-2/-2/-1/-1/-1/0/0/0/0/+1/+1/+1/+2/+2/+2/+3/+3
6: -3/-3/-3/-2/-2/-2/-1/-1/-1/0/0/+1/+1/+1/+1/+2/+2/+2/+3/+3
7: -4/-4/-3/-3/-2/-2/-1/-1/-1/0/0/+1/+1/+1/+2/+2/+3/+3/+4/+4
8: -4/-4/-4/-3/-3/-2/-2/-2/-1/0/0/+1/+2/+2/+2/+3/+3/+4/+4/+4
9: -5/-5/-4/-4/-3/-3/-2/-2/-1/0/0/+1/+2/+2/+3/+3/+4/+4/+5/+5
10: -5/-5/-4/-4/-3/-3/-2/-2/-1/0/0/+1/+2/+2/+3/+3/+4/+4/+5/+5
11: -6/-5/-5/-4/-4/-3/-2/-2/-1/0/0/+1/+2/+2/+3/+4/+4/+5/+5/+6
12: -6/-6/-5/-5/-4/-4/-3/-2/-1/0/0/+1/+2/+3/+4/+4/+5/+5/+6/+6
13: -7/-6/-6/-5/-4/-4/-3/-2/-1/0/0/+1/+2/+3/+4/+4/+5/+6/+6/+7
14: -7/-7/-6/-5/-5/-4/-3/-2/-1/0/0/+1/+2/+3/+4/+5/+5/+6/+7/+7
15: -8/-7/-6/-6/-5/-4/-3/-2/-1/0/0/+1/+2/+3/+4/+5/+6/+6/+7/+8
16: -8/-7/-7/-6/-5/-4/-3/-2/-1/0/0/+1/+2/+3/+4/+5/+6/+7/+7/+8
17: -9/-8/-7/-6/-5/-4/-3/-2/-1/0/0/+1/+2/+3/+4/+5/+6/+7/+8/+9
18: same as level 17
19: -10/-9/-8/-7/-6/-5/-4/-3/-2/-1/+1/+2/+3/+4/+5/+6/+7/+8/+9/+10
20: same as level 19

Table 4: Wild Surge Effects
d100 result
------ ------
01-05: spell becomes a free-willed elemental, whose touch causes spell effect; elemental has duration of spell
06-10: spell gains benefit of Heighten Spell and Maximize Spell metamagic
11-25: spell has no effect
26-35: spell has no effect; spell/day & material components remain
36-40: spell functions normally; spell/day & material components remain
41-50: spell appears to fail, then takes effect 1d6 rounds later
51-60: randomly redetermine spell's target(s)
61-65: spell has no effect; cure moderate on intended target(s)
66-70: spell has no effect; inflict moderate on intended target(s)
71-80: random different spell of same level known to caster is cast on same target(s) instead of intended spell
81-85: spell has no effect; caster & target(s) exhange places
86-90: spell has no effect; reverse tongues spell affects everyone within 120 feet of caster
91-95: spell duration quadruples, spell area of effect halved
96-00: spell duration halved, spell area of effect quadrupled
PostPosted: Wed Oct 06, 2004 9:31 pm


A class for people who remember the wild mage from the Tome of Magic, back in 2nd edition.

Sorry about the formatting, Gaia treats tabs or strings of spaces as a single space.

Oblivious Sage


Maonikitsune

PostPosted: Thu Oct 07, 2004 1:15 pm


You could use the Code tags, as it doesn't ignore tabs or extra spaces, but they are kinda bothersome as you need to add extra spaces or taps just to get everything aligned proplery... sweatdrop
...but yeah, I remember wild mages...but I don't remember much about 2nd edition. xp
PostPosted: Tue Oct 19, 2004 10:33 am


Was doing a bit of thread maintenance, so I added this one to the Customs sticky.

Kalgalath

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