Wizard - Conjurer Wild Mage Kit Description: Wild Mages represent a fringe element of Conjurers who are intent on taking the basic premise of Conjuration to its ultimate possible expression. Thus, rather than carefully studying, mapping, and subtly manipulating the various pools and channels of magical energy suffusing certain planes and particular areas, a Wild Mage seeks to become a magical capacitor of sorts, drawing magical energy of any and every sort imaginable into the magical flow of their spell use. They have little interest in scrutinizing the magical infrastructure of the universe to find that one perfectly congruent source for their magic; if there is energy available and they need energy, they will use whatever is available and through sheer force of will (or unmitigated gall and presumptuousness) shape and form that randomly flitting, flowing, or changeable magical energy into the form that they need. Of course, this does not always work perfectly, but Wild Mages are nothing if not willing to experiment. The proponents of Wild Magic trumpet their art's broad base and flexibility as its great advantages, though they are quick to downplay its drawbacks. It is, after all, Wild Magic, and on rare occasions any spell can get out of control as the caster attempts to channel and shape the ambient forces of randomness, creating fluctuations in the normal functioning of a spell or even causing an effect entirely different from what was desired. Much to the annoyance of other wizards, the response of Wild Mages to such criticism is usually along the lines of comments like: "You can't make an omelet without breaking a few eggs". The concept of Wild Magic is a relatively recent discovery in the annals of magical craft. Originally defined in the Forgotten Realms and considered little more than an unfortunate by-product of an epic struggle among the deities of that world, the strange effects of the wild magic zones left behind intrigued many curious and scholarly wizards. Many researchers devoted their study of these areas to the theoretical underpinnings of magic, and these wild magic zones exposed for them long-hidden secrets of the magical universe and insights into how magical energy functions. From their work evolved the beginnings of a theory of random magic, one that defies the traditional schools and classifications. Many wizards who took of the study of this new art, however, were far less rigorous and methodical. These spellcasters were often attracted by the sheer randomness and uncertainty of wild magic zones and they sought to incorporate wild magic into their own spells by combining traditional magic with new theories of random magical chaos. The net product of this process has been the evolution of a new type of wizard, the Wild Mage. Requirements: As a standard Conjurer, save that gnomes can also become Wild Mages. It should be noted that although the practice of wild magic appears inherently chaotic on the surface, some degree of diligence and discipline is required to practice it successfully. Hence, Wild Mages may of any alignment. They must also have a score of at least 14 in Dexterity is also required to complete the intricate passes and gesticulations that have become a part of summoning, shaping, and molding raw magical energy. Weapons & Armor: As a standard Conjurer. Special Benefits: Wild Mages try not to allow their study and experimentation with magic to be constrained to the limitations of traditional magical fields of study. Wild Mages can use Wild Magic spells of any Realm as if within their Primary FOS. In addition, Wild Mages are able to learn and use spells from all Realms of Magic as if they were Major FOS. In addition to this vastly broadened spell access, Wild Mages gain the following unique abilities: Comprehensive Conjuring: As a standard Conjurer, save that this ability for a Wild Mage applies only to Wild Magic spells. A Wild Mage also has no ability to recognize magical constructs or summoned creatures. Manipulate Randomness: Wild Mages have a unique facility with magical items that normally produce random effects, with a 40% + 1% per level chance to control the result generated by an item that normally operates randomly, including items such as an amulet of the planes, bag of beans, bag of tricks, deck of illusions, deck of many things, and well of many worlds. The wand of wonder is a special case. If a Wild Mage successfully controls a wand of wonder, he or she may use it to cast any single spell that he or she knows, whether or not the spell is currently in memory, expending one charge per level of the spell. If the roll fails, the wand of wonder functions normally, expending one charge and generating a random result. A roll to Manipulate Randomness in this fashion must be made with each attempt to use such an item (e.g., each draw from a deck of many things, each bean drawn forth from a bag of beans). Special Hindrances: Although Wild Mages have the ability to learn spells from all Realms of Magic, they suffer a -10% penalty when attempting to learn spells other than Wild Magic (regardless of Realm) due to their unorthodox approach to magic and the fact that they always try to learn spells with an eye toward incorporating the effects of wild magical energy in with the energy normally channeled by the spell. Because of this approach--directing random impulses of ambient magical energy into spells rather than carefully charted and planned magical energy fields--Wild Mages lose the ability to Channel Energy as a standard Conjurer. A Wild Mage's greatest hindrance results from this practice of channeling ambient magical energy through his or her spellcasting in addition to the magic normally invoked. Because of this, his or her spells are subject to unpredictable fluctuations as a result of the interaction between the focused magic called by the casting of the spell and the wild magic channeled by the Wild Mage through his or her spellcasting. As a result, every time a Wild Mage casts any spell, regardless of whether or not it is a Wild Magic spell, he or she must roll on the magical flux table below. d20 roll Result of Magical Flux 1 Spell takes effect at -4 levels, plus possible wild surge 2 Spell takes effect at -3 levels 3 Spell takes effect at -3 levels 4 Spell takes effect at -2 levels 5 Spell takes effect at -2 levels 6 Spell takes effect at -1 levels 7 Spell takes effect at -1 levels 8 Spell takes effect normally 9 Spell takes effect normally 10 Spell takes effect normally 11 Spell takes effect normally 12 Spell takes effect normally 13 Spell fails, wild surge results 14 Spell takes effect at +1 levels 15 Spell takes effect at +1 levels 16 Spell takes effect at +2 levels 17 Spell takes effect at +2 levels 18 Spell takes effect at +3 levels 19 Spell takes effect at +3 levels 20 Spell takes effect at +4 levels, plus possible wild surge If a Wild Mage is casting a Wild Magic spell and rolls a natural 1 or natural 20, the spell that he or she is casting will take effect with the noted level modification, but there is a 50% chance that a wild surge will occur in addition to the normal spell effect. A wild surge always occurs on a roll of 13, which indicates that the wild magic being channeled by the Wild Mage has gotten out of control, negating the spell that the Wild Mage was attempting to cast and generating a completely random magical effect that may or may not have anything to do with the spell originally intended. It should be noted that Wild Mages below 5th level are not able to channel as much wild magical energy as higher level Wild Mages; hence, they decrease all level modifications from the Magical Flux table by one. If a level fluctuation would result in an effective casting level of zero or less, then the spell that was cast has been disrupted and canceled out by the wild magic that the Wild Mage was attempting to blend into it. As a final note, Wild Mages are seen as dangerous radicals and maniacs by most other wizards and suffer a -3 reaction penalty when dealing with them. Even non-wizards are put off by the subtle air of entropy and precarious (and potentially dangerous) imbalance that follows a Wild Mage, resulting in a -1 penalty to all reaction rolls. Bonus Proficiencies: Numeracy Required Proficiencies: Reading/Writing, Spellcraft Preferred Proficiencies: Alertness, Arcanology, Artistic Ability, Bookbinding, Calligraphy, Clockwork Creation, Direction Sense, Engineering, Luck, Magecraft, Magical Awareness, Numerology, Papermaking, Planology, Research, Rune Lore, Supernumerate, Teaching, Thaumaturgy, Time Sense ***DISCLAIMER*** As with all postings by me of classes or races, it should be noted that portions of the information contained herein were inspired by or derived from information in published works of TSR, Inc., and may contain references to those works, quotations or passages of text (especially in the area of 'Character Description', where applicable sections from TSR works were often carried over more or less intact into my campaign world), or particular powers or abilities invented by TSR staff writers. No relationship with TSR, Inc., is to be implied by this use, nor is any attempt being made to solicit profit or remuneration of any kind. I have read the TSR Online Policy document, and have tried to accommodate the stipulations contained therein. In instances where I have lifted an essentially complete class or race without significant alteration, I have not included these in my postings but instead have inserted a reference to the appropriate D&D sourcebook for those curious in including it in their campaign. Only variations that include a significant component of original work, alteration, or reformulation (including the compositing elements from various TSR sources into new combinations) of have been included in this set of postings. Jason Eric Nelson < tjaden@u.washington.edu >