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)
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.
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.).
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.
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
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.
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.