(Alternate class for witch)
HD: D6
Skill Points: 2+int
Alignment: Any Chaotic
Level | BAB | Fort | Ref | Will | Special |
Spells
| |||||||||
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||||
1 | +0 | +0 | +0 | +2 | Wild Magic, Cantrips, Chaotic | 3 | 1 | - | - | - | - | - | - | - | - |
2 | +1 | +0 | +0 | +3 | Wild Talent | 4 | 2 | - | - | - | - | - | - | - | - |
3 | +1 | +1 | +1 | +3 | 4 | 2 | 1 | - | - | - | - | - | - | - | |
4 | +2 | +1 | +1 | +4 | Wild Talent | 4 | 3 | 2 | - | - | - | - | - | - | - |
5 | +2 | +1 | +1 | +4 | 4 | 3 | 2 | 1 | - | - | - | - | - | - | |
6 | +3 | +2 | +2 | +5 | Wild Talent | 4 | 3 | 3 | 2 | - | - | - | - | - | - |
7 | +3 | +2 | +2 | +5 | 4 | 4 | 3 | 2 | 1 | - | - | - | - | - | |
8 | +4 | +2 | +2 | +6 | Wild Talent | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9 | +4 | +3 | +3 | +6 | 4 | 4 | 4 | 3 | 2 | 1 | - | - | - | - | |
10 | +5 | +3 | +3 | +7 | Wild Talent | 4 | 4 | 4 | 3 | 3 | 2 | - | - | - | - |
11 | +5 | +3 | +3 | +7 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - | - | - | |
12 | +6/+1 | +4 | +4 | +8 | Wild Talent | 4 | 4 | 4 | 4 | 3 | 3 | 2 | - | - | - |
13 | +6/+1 | +4 | +4 | +8 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - | - | |
14 | +7/+2 | +4 | +4 | +9 | Wild Talent | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | - | - |
15 | +7/+2 | +5 | +5 | +9 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - | |
16 | +8/+3 | +5 | +5 | +10 | Wild Talent | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | - |
17 | +8/+3 | +5 | +5 | +10 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | |
18 | +9/+4 | +6 | +6 | +11 | Wild Talent | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 |
19 | +9/+4 | +6 | +6 | +11 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | |
20 | +10/+5 | +6 | +6 | +12 | Wild Talent | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
Wild Magic: When casting a spell the wild mage rolls 1d6-3 twice. The first number affects his caster level for the spell, and the second one affects the DC of the spell. If the numbers of the two dice are equal (both 3’s) then a wild magic surge results in addition to the spell effect. Practiced spellcaster does not prevent a lower caster level in any way.
Cantrips: Like a wizard a wild mage can cast cantrips. His cantrips are not considered wild magic and are not used up by the wild magic effect.
Chaotic: Gain a chaotic aura like a priest, and get +1 caster level to all spells with the [chaotic] descriptor.
Wild Talent: Each even level the wild mage can choose a wild talent from the list below. Some have level prerequisites.
Reckless Dwomer: The wild mage may attempt 1/day to cast any spell in his spellbook, even if he does not have the spell prepared. (Or one he has under spell mastery). He automatically gains a wild magic surge result and hopes for a result that indicates that the spell works properly. He may use this ability 1 extra time per day for every 5 levels he has.
Chaos Shield: 1/day as an immediate action the wild mage may pull back his wild magic when he causes a wild magic surge. The surge happens, but everyone within 10’ of the mage (including the mage himself) is unaffected by the surge, even a beneficial effect. He uses this ability after learning that a surge will happen, but before learning the result of the surge. This does not protect him from the wild magic surges of other wild mages.
Control Magic Device (Level 8): The mage has a 50% when using a magical item with a random effect (such as a rod of wonder or deck of illusions) of controlling the result. He must re-roll every time he uses the item. Artifacts (such as decks of many things) are not affected by this ability.
Magic Battery (Level 8): The mage can use a rod of wonder to attempt to cast his own spells. He has a 50% chance of success. If he fails, the rod of wonder charge is used normally and the spell lost is wasted. If successful he can use a memorized spell without losing the spell slot.
Wild Study: The mage can attempt to add spells to his spellbook that are not on the wizard spell list. Spells from the bard, cleric, witch, or other lists can be added. (But only spells- not alchemical formulas from the alchemist class or warlock invocations or other non-spells). When he attempts to cast a spell that are not on the wizard spell list, his wild magic rolls are 1d6-4 instead of 1d6-3, and a wild magic surge accompanies the spell if the two numbers are equal OR one apart from each other. (both 3s, or a 3 and 4).
Focused Magic: The mage can memorize a spell at a level 1 higher than it normally costs, as if modifying it by a metamagc feat. This spell will not result in a wild magic surge when cast normally (but using magic battery or reckless dwoemer acts normally). The caster level and DC modifiers are still applied normally.
Infuse Spell: 1/day the mage can infuse extra wild magic into a spell. When rolling his wild magic, he may add up to 3 to one of the d6 rolls and subtract the same number from the other. (So caster level +1d6 and DC +1d6-6, for example). The surge result still happens if the naked dice rolls are the same. He may use this 1 extra time per day per every 3 levels he’s obtained.
Wild Metamagic: The mage can attempt to apply a metamagic feat he has to one of his spells spontaneously without affecting casting time or spell level. He rolls 1d20. If the result is less than 2x the spell level modifier of the metamagic feat the metamagic feat is not applied and the spell results in a surge. Metamagic which modifies casting time (like quicken spell) cannot be used in this way. He may use this ability a number of times per day equal to 3+intelligence modifier. Requires: A metamagic feat.
Speedy Magic (Level 8, requires Wild Metamagic): The mage can attempt to cast a spell as a swift action. He has a 50% chance of success. If he fails a wild magic surge results and his spell is wasted, but the spell does not happen. (A wild magic surge result which says spell succeeds causes the spell to work).
Baneful Deflector (Su): The wild mage may surround himself in transparent energy for 1 round per mage level. Any targeted spell used against the mage is redirected to a random target within the range of the spell (the mage is included in this). The mage cannot allow certain spells to go through and others to pass. He cannot end this effect early. Thus a touch spell has a 50% chance to affect the caster, a magic missile will affect a random target within long range of the caster. He may use this ability a number of times per day equal to 3+ his intelligence modifier.
Penetrating Magic: The wild mage can charge the spell with extra wild magic energy, granting a +4 bonus to overcome spell resistance. Whenever he uses this ability, he takes a -2 penatly to all saving throws against magic or supernatural abilities until his next turn.
Nonsensical Nullifer(Su): The mage may touch a target who gets a will saving throw = to 10+intelligence modifier+1/2 wild mage level. Divination spells used on the target give completely random results. Detect alignment spells treat the target as if he had a random alignment, detect lie randomly pings his statements as true or false, locate creature will locate some other random creature within range, etc. The duration of this is 1 minute per caster level.
Organize Chaos(Ex): The mage is adept at putting order to chaos. He can count large numbers with a glance and estimate the correct size, and determine original shapes from broken pieces. This has 2 effects: 1) He can accurately estimate size. Upon seeing a pile of treasure he can tell you how many gold coins, silver, coins and copper coins there are at a glance, for example, or look at an army and tell you the number of soldiers. 2) He can look at a destroyed object, such as a pile of shattered glass, and know the exact shape that the pieces made before they were broken. He gets a +4 insight bonus to put the broken objects back together.
Wildshield(su) (level 16, requires chaos shield): 1/day the mage can surround himself in a spell absorbing shield. It completely protects him against spells, spell like abilities, invocations, and spell-like abilities from magical items. It protects from 1d6 spell levels per caster level. It protects against wild magic surges, each of which cast as 1d6 spell levels. This total number is unknown by the mage. It does not protect him his own spells. If the shield’s limit is reached exactly then the spell ends with no ill effects. If it is hit by a spell level which is higher than its remaining limit then it explodes in a wild magic surge. The shield lasts for 10 minutes per caster level.
Wild Strike(su) (level 16): The wild mage can cloak another creature in wild magic for 1 minute per caster level. Every spell that creature casts erupts in a wild magic surge in addition to the spell effects. The target can resist this with a will save (10+int+1/2 wild mage level). A creature that saves cannot be affected by this for 24 hours. Range is 60'/
Wild Zone(su) (level 16): The wild mage can attempt to create a zone of wild magic. This is done in an hour long ritual that consumes 1000 gp worth of material componants. Once completed, the zone becomes a wild magic zone for 1 year, at the same radius as the hallow spell. All spells and spell-completion items used within the zone have a 50% chance of erupting in a wild magic surge.
More Wild (level 6, requires infuse spell): The mage may choose to go hogwild with his spellcasting. He rolls 2d4-3 instead on his caster level and and DC modifiers instead of 1d6-3. This always is accompanied by a surge.
Surge Selector (level 10): This ability can be used 3+int modifier. The wild mage can roll twice for his wild magic surge and choose which of the surge effects happens. This can affect surges from reckless dwomer or other wild talents.
Mimic Magic (level 6): 1/day the wild mage can attempt to cast a spell that he witnessed being cast within the last hour. He has a 50% chance of success. On failure, a surge results. On success, he casts the spell, including all metamagic he saw the spell being cast with, and he must sacrifice a memorized spell of the same level. He may use this ability another time per day for every 5 levels he’s obtained.
Mimic Spell-Like Ability (level 10, requires mimic magic): The mage may use his mimic magic ability to mimic spell like abilities and invocations.
Mimic Supernatural Ability (level 16, requires mimic spell-like ability): The mage may attempt to mimic supernatural abilities. He uses them as spell like abilities (meaning they don’t bypass spell resistance) and only abilities that are used (rather than ones with constant effects like unearthly grace) can be mimicked. On success, he sacrifices a spell slot from his highest level spell. He must have a spell slot available from his highest level of spells to attempt this.
SpellShape (level 16, requies Chaos shield): 1/day the mage may attempt to catch a spell directed at him as an immediate action. He makes an opposed caster level check as if using dispel magic to counter the spell. If successful he may dispel the effect harmlessly, or he may redirect the spell energy into one of his own memorized spells. If he redirects the energy, he may use it on a spell that he has memorized of equal or lower level. That spell remains memorized. He must target the original caster with the new spell. He may use this 1 extra time per day per 5 levels.
Dispatch(Sp) (level 16): The mage may touch a creature who gets a will save. If failed the target is plane shifted to a random plane. He may use this 1/day per 5 levels. The mage is not aware of the location he sent the target to.
D20 Roll Plane
01 Abyss
02-Acheron
03-Alternate Prime
04-06-Astral Plane
07 Plane of Fire
08- Plane of Water
09- Plane of Air
10- Plane of Earth
11-13 Ethereal Plane
14- Negaive Energy Plane
15- Positive Energy Plane
16- Limbo
17- Nine Hells
18-19 Prime Material Plane
20- Plane of Shadow
* Characters sent to the same plane they are already on are teleported elsewhere in the same world.
Stabalize(Su)(level 16- requires chaos shield)- The mage may attempt to create an area of stability from wild magic effects. This ability is used as a full round action and affects an area within 30’ of the mage and follows him. This effect lasts 1 min/level. During this time no wild magic talents may be used, no spells roll for wild magic surges or caster level/dc modifers, and wild talents used outside on targets within are protected as if anti-magic aura. The mage’s own abilities are similarly suppressed.
Wildfire(Su) (level 16- requires reckless dwomer)- The mage may use reckless dwomer to attempt to cast any spell, whether he has it in his spellbook or not. The spell cannot be of a higher level than the mage can already cast.
Chaotic Blast(Sp)- The mage may use up a spell slot to deal chaotic damage as a ranged touch attack. The blast does 1d6 damage per spell level sacrificed, +1 damge/caster level of chaotic damage (will half). The range is close range.
SpellDraw(Sp) (10th requires chaotic blast)- A spellcasting target hit by chaotic blast who fails his will save has one of his spells automatically go off as if the person hit was the target of the new spell. The spell selected is of the same level sacrificed (if the caster has no spells of that level available, the highest available spell at a lowst level is used- if no viable spells are available this abilitiy is wasted). The spell uses any wild magic effects in the area normally (such as if the target is a wild mage he rolls caster level and dc modifiers and risks a surge)
Reckless(Ex): The caster need not worry about casting defensively. Any time he fails a concentration check to cast a spell, the spell erupts in a wild magic surge rather than being lost. The original spell is still cast.
Escape(Sp) (level 6)- The caster may attempt to teleport away, as if dimension door, but close range only. The location is randomly selected. At 12th level this goes to long range. At 16th level this has the range of teleport. At 20th level the caster may choose to plane shift if he wishes using this ability, at random of course(use the dispatch table). The caster may bring one creature per 3 caster levels with him if they all join hands. The mage may use this ability a number of times = to 3+charisma modifier.
Shatter Enchangment (level 8)-The caster attempts to dispel magic by touch 1/day per 5 caster levels. Any spell dispelled in this way erupts in a wild magic surge. At 12th level this acts as break enchantment, and at 16th level this is treated as greater dispel, remove curse, and break enchantment. At 20th level this acts as mage’s disjunction and can be used in an area like mage’s disjunction.
Wildcraft- The mage can attempt to create magical items he does not have the spells necessary to cast, like the warlock deceive item ability. Any magical item he fails his checks to create becomes a cursed item instead. He must still be of the correct caster level and spend the time and money normally. He must have the correct item crafting feats. He may attempt to make potions or scrolls in this fashion, but the DC is increased by 10.
Force Use Magic Device- If a wild mage fails his use magic device checks to activate blindly, use a wand, or use a scroll, he still uses the device normally, but a wild magic surge accompanies the effect. He must still have at least 1 rank of use magic device to make the attempt. This does not affect the emulate class feature, emulate race, or alignment features.
WildWand- The wild mage can, when using a wand, use his intelligence modifier to set the wand's DC, and use his caster level instead of the wand's caster level, but in doing so he risks causing a wild magic surge.
WIldScroll- The wild mage can attempt to use a scroll without consuming it. Roll 1d20:
1-5: Scroll Mishap. Scroll wasted. Spell does not go off.
6-10: Spell cast from scroll, scroll expended, wild magic surge accompanies spell.
11-20: Spell is cast from the scroll. The scroll is preserved.
He may use this ability a number of times per day equal to 3+ his intelligence modifier. If the scroll has an expensive material componant subtract -1 from the roll for every 100gp of the componant, max -5.
Borrow Class Feature (Level 8)- The wild mage may attempt to pretend that he is someone else with a use magic device check. The DC is 10 + the HD of the character he's impersonating. He can use this ability to use class feature items that he normally could not. For example, he could drink an alchemist's mutagen as if he was the alchemist, or non-infusion extracts. Or he could hold a soulknife's psiblade and use it in combat, or he could cast a personal spell on someone else's familiar by touch, or have their familar deliver his touch spells. He does this by influencing wild magic in the area. If he fails this check a wild magic surge results. He may attempt this once per day, plus one time at 12th level, and one more at 16th level. This does not allow him to take control of familars or make mutagens, only utilize existing ones as if he was the same as the owner.
Alternate Reality- 1/day the mage can re-arrange small fragments of space-time as a standard action. Everyone re-rolls their initiative rolls for the remainder of the combat and things continue on the current initiative tick.
At 5th level the wild mage gets +4 to his new initiative roll.
At 10th level this is a swift action.
At 15th level this is an immediate action.
Favored Class Options:
Gnome- Gain 1/6 of an extra wild magic talent.
Human- Gain +1 spell to your spellbook of a spell lower than the minimum spell you can cast.
Dwarf- Gain SR 1 against wild magic spells and effects, but not from your own abilities
Elf: Modify a wild magic surge result up or down by ½.
Halfling: Pick a wild magic talent that’s usable a number of times per day. Gain +1/2 time per day.
Wild Magic Surge Results
Treat DCs and caster level as normal for the mage based on the spell level that caused them.
D100 Roll Result
01 Wall of force appears in front of caster
02 Stinking cloud centered on caster
03 Caster shoots forth eight non-poisonous snakes from fingertips. Snakes do not attack.
04 Caster's clothes itch (+2 to initiative)
05 Caster glows as per a light spell
06 Spell effect has 60' radius centered on caster
07 Next phrase spoken by caster becomes true, lasting for 10 rounds
08 Caster's hair grows one foot in length
09 Caster moves 5’ caster level in a random direction
10 Caster's face is blackened by small explosion. Take 1d6 nonlethal damage.
11 Caster develops allergy to his magical items. Character cannot control sneezing until all magical items are removed. Allergy lasts 1d6 turns.
12 Caster's head enlarges for 1d3 turns
13 Caster drops 1 size category for 10 min/level
14 Caster falls madly in love with target until a remove curse is cast
15 Spell cannot be canceled at will by caster
16 Caster polymorphs randomly
17 All caster’s speech is put in comic book speech bubbles. He cannot cast spells with verbal components. Lasts 1 round/level
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 +4 to initiative rolls for 10 min/level
21 Caster suffers same spell effect as target
22 Caster levitates 20' for 1d4 turns
23 Cause fear with 60' radius centered on caster. Caster immune.
24 Caster speaks in a squeaky voice for 1d6 days
25 Caster gains X-ray vision for 1d6 rounds
26 Caster ages 10 years
27 Silence, 15' radius centers on caster
28 10'x10' pit appears immediately in front 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 invisible
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 a dispel magic is cast
36 3d10 gems shoot from caster's fingertips. Each gem is worth 1d6x10gp.
37 Music fills the air. Any bard music in effect continues for 1 round/level
38 Create food and water
39 All normal fires within 60' of caster are extinguished
40 One magical item within 30' of caster (randomly chosen) is hit by mage’s disjunction
41 One normal item within 30' of caster (randomly chosen) becomes magical for 1 day/caster level. Effect is random
42 All magical weapons within 30' of caster are increased by +2 for 10 rounds
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 (50% spell fail on verbal spells, -2 to attack rolls)
46 Knock with 60’ radius
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 weather (temperature rise, snow, rain, etc.) lasting 1 round/level
52 Deafening bang affects everyone within 60'. All those who can hear must save vs. spell or be deafened for 1d6 rounds.
53 Caster and target exchange bodies as if alter self for 24 hours
54 Gate opens to randomly chosen outer plane; 50% chance for extra-planar creature to appear.
55 Spell functions but shrieks like a shrieker
56 Spell effectiveness (duration, area of effect, damage, etc.) decreases 50%
57 Spell reversed, if reverse is possible
58 Spell becomes a living spell for the normal duration of the spell
59 All weapons within 60' of caster glow for 1 round/level
60 Spell functions; spell resistance does not apply, -5 to saving throws.
61 Spell appears to fail when cast, but occurs 1d4 rounds later
62 All magical items within 60' of caster glow for 1 day/caster level
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 within 10' of target vanishes
71 Fireball centers on target
72 Flesh to stone on target
73 Spell is cast; material components and memory of spell are retained
74 Everyone within 10' of caster receives the benefits of a heal
75 Target becomes dizzy (-4 AC attacks, need concentration check for spells) for 1 round/level
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 last 24 hours
81 Target's feet enlarge, reducing movement to half normal and adding +4 to all initiative rolls for 10 min/level
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 within radius suffer the effect)
91 Target's clothes itch (+2 to initiative 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 non magical 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.) until dispel magic or break enchantment cast
98 Target changes color (canceled by dispel magic)
99 Spell extended to triple duration
100 Spell empowered and maximized
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