Wild Mage

Wild Mage

Wild magic is a strange, new type of magical power, just being explored and discovered for the first time. Wild mages are rare and exotic. Long before encountering such a wizard, characters may hear tell of a new type of magic in reports from travelers to distant lands. Of course, every adventurer knows that these reports tend to be exaggerated--more fiction than fact.
	The first appearance of a wild mage is best presented by the DM as a mysterious NPC. The wild mage may join the party briefly or may be the springboard for an adventure. He should not be a henchman or hireling, but someone who is the characters' equal or superior. This gives players the opportunity to experience the wonders (and terrors) of wild magic before immersing themselves in this new art. After the characters have learned something of this strange magic, wild mage player characters may be introduced, perhaps as apprentices of the same NPC. Gradually, these new mages will become accepted members of the campaign world.

	One of the newest discoveries from the great lands of the Forgotten Realms is wild magic. Originally considered little more than the unfortunate by-product of an epic struggle among the gods of that world, the strange effects of the wild lands (as those areas affected by wild magic are known) have attracted the attention of many a curious or scholarly wizard.
	In general, two types of wizards are drawn to these strange areas. The first are the researchers: wizards devoted to the study of the theoretical underpinnings of magic. For them, the wild areas expose long-hidden secrets of the magical universe and give new insights into how magical energy functions. From their work have evolved the beginnings of a theory of random magic--one that defies the traditional schools.
	The second type of wizard drawn to the wild lands is far less rigorous and methodical. These spellcasters are attracted by the sheer randomness and uncertainty of the wild lands. Such mages seek to incorporate wild magic into their spells by combining traditional magic with the new theories of random magic, throwing in a dose of their own chaotic natures as an extra measure. These wizards are the true wild mages who have been seen recently in various lands.
	Although initially discovered and researched on Toril, the FORGOTTEN REALMS® campaign world, the art of wild magic has quickly spread to other places. Wild mages, through teleporting, spelljamming, planar hopping, and even walking, have carried the precepts of wild magic to lands and worlds far removed from Toril. 

Wild Mages 

	With the discovery of wild magic has come the appearance of wizards devoted to its study. Like their traditional specialist brethren, wild mages have thrown themselves into the intense study of a single aspect of magic. This has given them unique benefits and restrictions on their powers. Wild magic is so different from traditional magic that only those devoted to its study may cast wild magic; no wizard other than a wild mage may attempt to use the spells of wild magic.
	Wild mages are by no means specialist wizards--at least not in the traditional sense. Wild mages do not study within the confines of schools. Instead, their research into new theories of wild magic carries them into all different fields. Wild magic has strengths in some areas (particularly divination and evocation), but it is not confined to any single school of magic. The proponents of wild magic proudly trumpet their art's broad base and flexibility as its great advantages. 
	Of course, these same advocates are quick to downplay wild magic's drawbacks. First and foremost, it is wild magic. On rare occasions, any spell can have dangerously unpredictable results, including backfiring or creating an entirely different effect from what was desired. More commonly, the magnitude of a spell--range, duration, area of effect, or even damage--may fluctuate from casting to casting. Spells cast by wild mages are inherently unpredictable.
	Only characters with Intelligence of 16 or greater are qualified to become wild mages. The theories of wild magic are breaking new ground, and only characters of high intelligence are able to decipher the arcane convolutions of its meta-mathematical theory. Although wild magic is chaotic on the surface, study in this field requires diligence and discipline.
	There are no restrictions to the alignment of a wild mage. The race of a wild mage is limited to those races with competency at magic; thus, only humans, elves, and half-elves can be wild mages. Gnomes have some magical talent, but lack the broad base of skills and knowledge necessary to master this new field.
Wild mages must abide by the normal restrictions for all wizards concerning weapons and armor. They use the same THAC0 and saving throw values of traditional wizards. They progress in level according to the Wizard Experience Levels and Wizard Spell Progression tables (Tables 20 and 21 in the Player's Handbook ).
	Wild mages have several abilities and restrictions. Like specialists, wild mages are able to memorize one extra spell per spell level. This spell must be a wild magic spell, although it can be from any school; wild mages have no opposition schools as do specialists.
	Wild mages receive a bonus of +10% when learning new wild magic spells and a -5% penalty when learning other spells. Because wild magic is somewhat "fast and loose," wild mages can research new spells as if they were one level less difficult, decreasing the amount of time and money needed to create new spells.
	Certain magical items behave differently in the hands of a wild mage. This is due to his understanding of the random processes that power them. Most notable of these is the wand of wonder. The wild mage has a 50% chance of controlling the wand, allowing him to use charges from the wand to cast any spell he already knows (but does not need to have memorized). The number of charges used by the wand is equal to the number of levels of the spell desired. If the attempt fails, only one charge is used and a random effect is generated. 
	The wild mage can control the following items 50% of the time, thereby allowing him to select the result or item instead of relying on chance: amulet of the planes, bag of beans, bag of tricks, deck of illusions, deck of many things, and the well of many worlds. 

True  ------------------------------------Die Roll (D20)---------------------------------------- 
Level 	 1      2    3    4    5   6    7    8    9   10  11  12  13  14  15   16  17  18  19  20 
	1 	-1    -1 	-1  	-1  	-1  	0    0    0    0    0    0    0    0    0    0    +1  +1  +1 	+1 {+1}
	2 	-1    -1 	-1 	-1  	-1  	-1  	0    0    0    0    0    0   {0}   0   	+1  +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 	-1  	-1  	-1  	-1  	-1  	-1  	0    0    0    0    +1 	+1  +1 	+1 	+1  +1 {+2}	+2 
	5 	-3 	-2 	-2 	-1  	-1 	-1 	-1      {-1}	-1  	0 	0	+1	+1	+1	+1	+1	+1	+2	+2	+3 
	6 	-3 	-3 	-2 	-2     {-1} 	-1 	-1 	-1 	-1 	0 	0 	+1	+1	+1	+1	+1	+2 	+2	+3	+3 
	7 	-4 	-3 	-3 	-2 	-2 	-1 	-1 	-1 	-1 	0 	0 	+1	+1	+1	+1	+2	+2	+3	+3	+4 
	8 	-4 	-4 	-3 	-3 	-2 	-2 	-1 	-1 	-1 	0      {0}	+1	+1	+1 {+2}	+2	+3	+3	+4	+4 
	9+	-5 	-4 	-4 	-3 	-3 	-2 	-2 	-1      {-1} 	0 	0 	+1	+1	+2	+2	+3	+3	+4	+4	+5 

Results in parenthesis indicate a wild surge; consult Table 2; Wild Surge Results. If the above chart does not display properly dont blame me I cant do anything about it it's a problem with the html. coding spaces being transferred into the spacing your internet browser uses. 

Level Variations

	The most broad-reaching aspect of the wild mage's powers is his approach to spells. The wild mage's work with the principles of uncertainty affects all spells that have a level variable for range, duration, area of effect, or damage. Each time a wild mage uses a spell with a level variable, he randomly determines the resulting casting level of the spell. The spell may function at lesser, equal, or greater effect than normal. The degree of variation depends on the true level of the caster, as shown in 
	To determine the level at which the spell is cast, the player must roll 1d20 at the moment the spell is cast. The variation from the caster's actual level is found at the point where the character's true level and the die roll intersect. (True level refers to the current experience level of the wild mage.) If the result is a positive number, that many levels are added to the caster's true level for purposes of casting the spell. If the result is a negative number, that many levels are subtracted from the caster's true level. If the result is 0, the spell is cast normally. The variation of a spell's power has no permanent effect on the mage's experience level or casting ability.
	For example, Theos, a 7th-level wild mage, casts a fireball. He wishes it to take effect 70 yards away at the site of a band of advancing orcs. Fireball has level variables for range (10 yds.+10 yds./level) and damage (1d6/level). A die roll is made on the Level Variation Table with a result of 19, indicating a level variation of +3. The fireball functions as if cast by a 10th-level wizard (7+3) and easily reaches its target, causing 10d6 points of damage. If the level variation had been -3 (die roll of 2), the spell would have operated as if it were 4th level. In this case, the fireball would have fallen short since its maximum range would have been 50 yards (10 yds+ 10 yds 1d4).
	One additional effect can occur when casting level-variable spells. If the result from Table 1 is boldfaced, the caster has inadvertently created a wild surge in the spell in addition to the spell's effects. A wild surge briefly opens a doorway through which raw magical energy pours. The energy is incompletely controlled by the actions of the spellcaster. The result, often spectacular, is seldom what the caster intended and is sometimes a smaller or greater version of the desired spell. At other times, wildly improbable results occur. Songs may fill the air, people might appear out of nowhere, or the floor may become a pool of grease. Whatever happens, it is the essence of wildness.
	When a wild surge occurs, the DM must roll on Table 2. Unlike many other instances in the AD&D® game in which the DM is encouraged to choose a suitable result, wild surges are best resolved by random chance. Actively choosing a result biases the nature of wild magic. DMs are encouraged to be random and have fun. 


Roll 	Result 
 01 	Wall of force appears in front of caster 
 02 	Caster smells like a skunk for spell duration 
 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 1 turn  
 08 	Caster's hair grows one foot in length 
 09 	Caster pivots 180 degrees 
 10 	Caster's face is blackened by small explosion 
 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 reduces (reversed enlarge) for 1d3 turns 
 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 	Colorful 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. 
 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 1d3 turns 
 21 	Caster suffers same spell effect as target 
 22 	Caster levitates 20' for 1d4 turns 
 23 	Cause fear with 60' radius centered on caster. All within radius except the caster must 
		make a saving throw. 
 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 	3-30 gems shoot from caster's fingertips. Each gem is worth 1d6 x 10 gp. 
 37 	Music fills the air 
 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 permanently drained 
 41 	One normal item within 30' of caster (randomly chosen) becomes permanently magical 
 42 	All magical weapons within 30' of caster are increased by +2 for 1 turn 
 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 (+1 to casting times, -1 to THAC0) 
 46 	All normal doors, secret doors, portcullises, etc. (including those locked or barred) within 
		60' of caster swing open 
 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 1d6 turns 
 52 	Deafening bang affects everyone within 60'. All those who can hear must save vs. spell or 
		be stunned for 1d3 rounds. 
 53 	Caster and target exchange voices until a remove curse is cast  
 54 	Gate opens to randomly chosen outer plane; 50% chance for extra-planar creature to
 55 	Spell functions but shrieks like a shrieker 
 56 	Spell effectiveness (range, duration, area of effect, damage, etc.) decreases 50% 
 57 	Spell reversed, if reverse is possible 
 58 	Spell 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). 
 59 	All weapons within 60' of caster glow for 1d4 rounds 
 60 	Spell functions; any applicable saving throw is not allowed 
 61 	Spell appears to fail when cast, but occurs 1-4 rounds later 
 62 	All magical items within 60' of caster glow for 2d8 days 
 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 	Target turns to stone 
 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 and THAC0, cannot cast spells) for 2d4 rounds 
 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 
 81 	Target's feet enlarge, reducing movement to half normal and adding +4 to all initiative 
		rolls for 1-3 turns 
 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 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.) which remains until dispel magic is cast 
 98 	Target changes color (canceled by dispel magic) 
 99 	Spell 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.) 
 100 	Spell effectiveness (range, duration, area of effect, damage, etc.) increases 200% 

Unless otherwise noted, all spells created by a wild surge occur at the designated target point and function normally (appropriate saving throws are allowed). The caster's true level is used when calculating range, duration, area of effect, etc. of these spells.
	The above list, while long, is only a small fraction of the possible results of a wild surge. The DM is free to create his own tables for wild surges. 
	Tables like the one above cannot take into account the situation at the instant of casting. It is not feasible to create tailored effects for every spell used in every possible way. Therefore, it is quite likely that some wild magic results will make no sense, be impossible, or have no visible effect. In these cases, the wild surge has no effect. For example, if a mage were casting a wizard lock on a door and triggered a wild surge with the result "Target changes sex," no effect would be visible, since doors do not have a sex (at least as far as we know). Likewise, a rock might be hastened or a snake might have its feet enlarged. In these cases, nothing happens--at least nothing that affects play. When determining the result of wild magic, the DM must use his best judgment.
	Finally, not even the randomness of wild surges should be allowed to ruin the story of an adventure. As ultimate storyteller and arbiter of the game, the DM can overrule any wild surge he deems too destructive to the adventure. If this happens, reroll the dice to get a new result. In a case such as this, do not treat a wild surge as having no effect.
	Clearly, wild mages are a risky proposition. Not every player will want to play a wild mage; not every party will want a wild mage. The DM should not add benefits to the wild mage, hoping to the make the class more "attractive" to his players. Players who like wild mages will play them without bribery. They will find the uncertainty and randomness of wild mages irresistible; these are the players for whom the wild mage was created. 

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