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Wild Magic

It isnt really known how wild magic was first introduced


to Oerth. But due to the infections nature of the condition,
it is generally assumed that some unfortunate planewalking adventurer acquired the disease and brought it
back with him when he returned home. Accounts vary as to
whether this mythological adventurer was named either
Nahal or Hornung.
Most scholars agree that wild magic is a disease that infects
the magical aura of an individual or area. And like a
disease, untreated wild magic tends to spread. The exact
mechanism of how the disease is spread is unknown. In
fact, very little is known about how wild magic actually
works, due in large part to the fact that only individuals who have become infected seem to have
the capacity to study and understand the nature of the condition. Study of the infected is made
doubly difficult since it is nearly impossible to detect the presence of wild magic by normal
divinatory means.
The Society of Magi (based in The Free City of Greyhawk) have taken a strict stance against the
practice of wild magic, and are officially completely intolerant of wild magic and its
practitioners. Individual casters within the society (and in other organizations that look to the
Society for leadership), may interpret this edict rather liberally. Less aggressive types may
simply refuse to associated with a known wild caster, while others might respond more
aggressively to what they perceive as a very real threat.
Similarly, it is the considered option of the Council of Clerics that wild magic is an aberration.
What this means for the members of the various priesthoods is that wild magic is officially
viewed in much the same manner as that priesthood would view any other aberrant individual or
effect.
It is rumored that a small sect of priests from a number of different faiths has received a special
dispensation to study wild magic, with the goal of developing a means to turn (or control) its
effects and to hopefully one day find a cure for those who have become infected. Needless to say,
not *all* wild casters want to be cured. The sect is said to care very little for such objections,
as all wild casters are assumed to have been driven insane as a side effect of the condition.

Rules
Any spellcasting character may become a Wild Caster. However, the condition is not a voluntary
one. All individuals known to possess wild surge became infected after being exposed to a wild
surge (see below).
Note: Non-casters may also become infected, though without the ability to throw spells, the
opportunities to express the condition are notably limited.
There are no restrictions to the race, class, or alignment of a wild caster. Wild casters retain all of
the normal abilities associated with their race, class and alignment.
Wild Casters who possess the ability to counterspell may expend a memorize wild magic spell to
cause the opposing spellcaster to suffer a Wild Surge! The wild caste gains +5, +10 or +15 to the
roll if one of the Nahals Reckless Dweomer spells is used for the counterspelling attempt.
Certain magical items behave differently in the hands of a wild caster. This is due to his
understanding of the random processes that power them. Most notable of these is the wand of
wonder. The wild caster 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 caster 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. Note that this list is not
comprehensive.

Level Variation
The most broad-reaching aspect of the wild caster's powers is his approach to spells. The wild
caster's work with the principles of uncertainty affects all spells that have a level variable for
range, duration, area of effect, or dacaster. Each time a wild caster 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, and refer to the following chart.
Die Roll (1d20)
1
2
3-4
5-7
8-13

Result
Wild Surge! (Detrimental)*
-3 Caster Level
-2 Caster Level
-1 Caster Level
Spell is cast normally

14-16
17-18
19
20

+1 Caster Level
+2 Caster Level
+3 Caster Level
Wild Surge! (Beneficial)*

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 caster's experience level or casting ability.
One additional effect can occur when casting level-variable spells. On a natural roll of 1 or 20,
the wild caster creates a wild surge, the exact results of which will either be determined by the
DM or generated at random from the table below with a -50 (for detrimental effects) or +50 (for
beneficial effects) modifier to the result.
A wild surge briefly opens a doorway through which raw magical energy pours. The energy is at
best 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.
d100 Roll
-49 (or
lower)
0 thru -48
1
23
35
6 10
11 19
20 29
30 50
51 69

Result
The spell fails, and a permanent Wild Zone! fills the area.
The spell fails, and a temporary Wild Zone! fills the area for 1d4
days times the casters level.
The spell fails, and a Wild Storm! fills the area. Everyone within
the area suffers the effects of Wild Madness!, Wild Sickness!,
and Wild Burn!
The spell fails, and a Wild Burn! affects the caster, who suffers
1d4 points of dacaster per level of the spell being attempted
(Reflex save for half).
The spell fails, and Wild Sickness! affects the caster, who must
make a Fortitude save or suffer 1 permanent point of dacaster
to a random Ability (Roll a d6).
The spell fails, and Wild Madness! affects the caster, who must
make a Will save or suffer from a permanent (though usually
minor) insanity.
A random unknown spell is thrown, with effects that are
detrimental to the caster and/or his allies. The spell may be
from any casters list (arcane or divine) and of any level.
A random known spell is thrown, with effects that are
detrimental to the caster and/or his allies.
A random memorized spell is thrown, with effects that are
detrimental to the caster and/or his allies.
A random memorized spell is thrown, with effects that are
beneficial to the caster and/or his allies.

70 79
80 89
90 94
95 97
98 99
100
101 thru
149
150 (or
higher)

A random known spell is thrown, with effects that are


beneficial to the caster and/or his allies.
A random unknown spell is thrown, with effects that are
beneficial to the caster and/or his allies. The spell may be from
any casters list (arcane or divine) and of any level.
The spell works and is Empowered (per the feat).
The spell works and is Maximized (per the feat).
The spell works and is Maximized (per the feat) and Doubled.
The spell works and is Permanent.
Caster may make a Wild Wish! (limited). This is like a Limited
Wish spell, though the effect may include some unintended
strangeness.
Caster may make a Wild Wish! This is like a Wish spell, though
the effect may include some unintended strangeness.

If a summoning spell of any type is produced as the result of a Wild Surge!, the summoned
creature acquires the Abberation Type, including all of the associated alterations to its statistics.
Spells created by a wild caster tend to occur at the designated target point and function normally
(appropriate saving throws are allowed). Certain results may be redirected by the DM in order to
achieve an appropriate beneficial or detrimental result.
The above list, while long, is only a small fraction of the possible results of a wild surge. The
DM is free to substitute his own results for wild surges.
Clearly, playing a wild caster are a risky proposition. All players are advised accordingly that
playing (or being in the company) of a wild caster is a DANGEROUS proposition, though that
danger is (hopefully) balanced by the potential advantages associated with beneficial results.

Wild Magic Spells


The following spells are ONLY available to wild casters. They are untyped and may be
learned by casters of any type (arcane or divine). There are not the only wild spells in existence,
but this list represents relatively well known (among wild casters, at lease) effects.

1st Level Spells


Hornung's Guess Provides a caster with an instant and highly accurate estimate of the number
of persons or objects in a group. The number revealed is within a factor of ten (Groups of
approximately 10,000 are revealed to within 1000, 1000 within 100, 100 within 10, etc.).
Nahal's Reckless Dweomer, Lesser The caster selects any known spell, and creates an
intentional Wild Surge! Roll on the Wild Surge! table, and add your caster level (up to +5, max.).
Patternweave Allows the caster to make sense of apparent chaos. The caster can see such
things as pottery shards reformed into a whole pot, shreds of paper formed into a page, scattered
parts as a working machine, or specific traits appearing out of overlapping footprints, etc.

2nd Level Spells


Chaos Shield This spell imbues the wild caster with special protection against the effects of
his own Wild Surges! Make a Will save to avoid the effects of any wild surge that YOU cause.
Note that this does not protect anyone else from the effect. This spell lasts for 1 round per caster
level.
Hornung's Baneful Deflector Whenever an individual missile attack is directed at a protected
creature, the baneful deflector activates. Instead of striking the target creature, the missile's target
is determined randomly among all creatures within a 15-foot hemisphere of the protected
creature, including the protected creature. This spell lasts for 2 rounds per level.
Nahal's Nonsensical Nullifier This spell scrambles the aura of the affected creature, giving
random results to know alignment, detect evil, and detect lie spells cast on that creature. Lasts
1d6 rounds plus 1 round per level.

3rd Level Spells


Alternate Reality When the spell is cast (a free action), any one event attempted by the
recipient during the previous round is recalculated, essentially allowing (or forcing) the creature
to make new die rolls. For good or ill, the new die roll replaces the original.
Fireflow This spell allows a caster to control natural fires by manipulating randomness and
adjusting probabilities to cause them to spread and take shape in any direction he desires. This
spell lasts for 1 round per level.

Fool's Speech With this spell, the caster empowers himself and others of his choosing with the
ability to speak a secret language incomprehensible to others. This spell affects 1 creature per
level, and lasts for 1 hour per level.
Nahal's Reckless Dweomer The caster selects any known spell, and creates an intentional
Wild Surge! Roll on the Wild Surge! table, and add your caster level (up to +10, max.).

4th Level Spells


There/Not There The spell can be cast only upon nonliving objects and can affect only
materials within a 10'x10'x10' cube. Objects in the area of effect either remain normal and visible
or they disappear (50% chance). The state of existence for any object is determined randomly
and changes with each viewing and viewer. Thus, a single object could appear and disappear
several times during the course of the spell. Furthermore, it might be "there" for one onlooker,
but "not there" for another. This spell lasts for 10 minutes per level.
Unluck The creature is allowed a Will save. If successful, the spell fails. If the saving throw is
failed, random chance falls into an unlucky pattern for the target. All random chance effects (i.e.
die rolls made by the target player) are rolled twice. The less favorable (to the target) of the two
results is then applied. This spell lasts for 1d6 rounds plus 1 round per level.

5th Level Spells


Vortex The caster unleashes a cyclone of uncontrolled wild magic. It springs into existence
where the caster wills it within spell range. It moves in whichever direction you point and burns
those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to
30 feet to strike a target. A Nahals vortex rolls over barriers less than 4 feet tall. If it enters a
space with a creature, it stops moving for the round and deals 1d6 dacaster per caster level
(maximum 10d6) of raw magical dacaster (untyped). A Reflex save is allowed for half dacaster.
There is a 5% chance on every hit that Nahals vortex will explode in a wild surge with the
dacasterd creature counting as both caster and target and Nahals vortex as the spell being cast.
This ends the spell immediately. Otherwise, the cyclone moves as long as you actively direct it (a
move action for you); otherwise, it moves in a random direction at full speed, if the cyclone
moves out of range from the caster, the caster loses full control and has no way of controlling the
spell for the rest of duration. It cannot push aside unwilling creatures or batter down large
obstacles. This spell lasts for 1 round per level.
Waveform The caster transforms into a chaotic, liquid shape. In all respects, the caster gains
the physical attributes and abilities of a water elemental of water elemental of no more than one
hit die per caster level. The abilities of this form to control water can however be allied to ANY
liquid within range. This spell lasts for 1 round per level.

6th Level Spells

Nahal's Reckless Dweomer, Greater The caster selects any known spell, and creates an
intentional Wild Surge! Roll on the Wild Surge! table, and add your caster level (up to +15,
max.).
Wild Shield This spell imbues the touched creature with special protection against the effects
of Wild Surges! Make a Will save to avoid the effects of any Wild Surge! that targets the subject.
Note that this does not protect anyone else from the effect. This spell lasts for 1 round per caster
level.
Wild Strike This exceptionally dangerous spell surrounds the target with a personalized zone
of wild magic. A Will save is permitted to avoid this effect. If the saving throw fails, the subject
will automatically generate a detrimental (-50 on the roll) Wild Surge! if it attempts to cast a
spell. This spell lasts for 1 round per level.

7th Level Spells


Nahalss Surge Selector This spell allows the caster to make two rolls on the Wild Surge!
when surging a spell. The caster may then choose between the two results. A wild caster is able
to shape one surge per five levels. This spell lasts for 1 hour per level or until discharged.
Spell Shape If a wild caster is the target of a spell or magical item, this spell (cast as a free
action) automatically allows him a Will save. Failure means the opponent's spell has its normal
effects. Success means the spell shape absorbs the magical energy of the opponent's spell. The
wild caster may then choose to let the energy dissipate or can instantly use it to cast any known
spell of equal or lower level back at the opposing caster. The act of returning the spell does not
cost the wild caster any of his daily allotment of spells. Spell energy cannot be saved. If not used
immediately, the spell energy dissipates.

8th Level Spells


Hornung's Random Dispatcher With the utterance of a few words, this spell can hurl a
creature to a random plane of existence and leave him there. The creature, if unwilling, is
allowed a saving throw. If successful, the spell fails. If unsuccessful, the creature and all items it
carries are sent to a random plane. To determine which plane, roll on the table below. The caster
has no control over the destination of the target creature, nor is he aware of what the randomly
determined destination is. The conditions of the destination may very well kill the creature or
merely make life difficult.
01-06
07-12
13-17
18-21
22-25
26-28
29-31
32-34

Alternate Prime Material


Prime material plane
Ethereal plane
Demiplane (shadow, nighmare, dread, etc.)
Elemental Plane (air, earth, fire, water)
Para-elemental plane (smoke, magma, ooze, ice)
Positive Quasi-plane (Lightning, radiance, minerals, steam)
Negative Quasi-plane (Ash, Vacuum, Dust, salt)

35-37
38-40
41-47
48-52
53-55
56-58
59-61
62-64
65-67
68-70
71-73
74-76
77-79
80-82
83-85
86-88
89-91
92-94
95-97
98-00

Positive Material plane


Negative Material plane
Astral Plane
The Outlands (concordant opposition)
Mechanus
Arcadia
Mount Celestia
Bytopia
Elysium
Beastlands
Arborea
Ysgard
Limbo
Pandemonium
Abyss
Carceri
Gray Wastes
Gehenna
Baator
Acheron

Wild Zone This spell enchants an area to become a wild zone. Any spell or activated magic
item within the area will cause an automatic Wild Surge! The area can be made permanent as per
a Permanancy spell.

9th Level Spells


Stabilize This spell negates the effects of a wild zone in a 30 radius, allowing the caster and all
creatures in the area effect to cast spells and activate items normally. This spell is centered on the
caster and follows the casters movements. The caster's own spells never cause Wild Surges
when cast during the duration nor do the effects of wild surges extend into the protected area.
This spell affects Wild Strike and Wild Zone.
Wildfire By means of this spell, the wild caster is able to channel raw magical energy through
himself, shaping it into any form or effect he desires. The energy is similar in many ways to a
wish spell, but has unique differences as well.
Wildfire allows the caster to create the effect of any caster spell of up to 8th level. He need only
have general knowledge of the spell and its effects; the spell does not need to be one which is in
his own spellbook (or repertoire for bardic/sorcerous wild casters).
Any normal saving throws for the desired spell effect applies, but the DC for the save is as per a
9th level spell, rather than the spell-level of the imitated spell.

Wildfire can also be used in the creation of magical items. The energy created by the spell may
be used to generate effects that are not created by known spells, as well as effects of other spells
as detailed above.
Wildfire can additionally be used to create an item out of nothing. The magical energy is shaped
and hardened to form a solid object. Such objects created have a multi-hued, glowing tinge and
radiate strong magic. These objects are stronger than steel yet have almost no weight. They are
immune to fire, cold, electricity and all forms of magical attack except dispel magic and wish
spells. Even if they are subjected to these spell effects, a saving throw is allowed. Such objects
use their creator's saving throws.
When creating objects, the caster is limited only by his own skill and the dimensions of the
object. Items larger than a 10-foot radius sphere cannot be fashioned. Creating the object
requires only one round, regardless of size. Thus a caster could make an impenetrable dome or
small boat with this spell.
Objects made of wildfire are neither stable nor permanent. Since the object is made of magic
separated from the magical continuum, the material gradually deteriorates until the magical
bonds become too weak to hold the wildfire in the chosen form. This decay takes 1d6 hours plus
1 hour per level.
Wildwind When cast, this spell brings into being a wall of faint, multicolored lights at the
point indicated by the caster. These lights form a line 150 feet long. After the first round of the
spell, the wizard can move the wall of lights. Each round, the caster can move the wall in the
same direction or as much as 45 degrees to either side. Once the wall is set in motion, it cannot
be stopped unless the spell is cancelled or dispelled. The lights can move 30 feet per round.
The wildwind has two significant effects. First, all creatures struck by the magical lights suffer
2d6 points of damage. Second, any spellcaster attempting to cast a spell during the round he or
she is struck automatically triggers a wild surge. Magical items that expend charges that touch
the wall of lights automatically release one charge, also resulting in a wild surge.

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