Level
1st
Casting Time
No Action
Range/Area
Self
Components
None
Duration
Special
School
Enchantment
Attack/Save
None
Damage/Effect
Wild Points: Whenever a player fails a skill check, attack roll, or saving throw (any time you roll a d20) they gain one Wild Point. Stored Wild Points may be added to any d20 roll the player makes. You are not required to spend all Wild Points on a single roll. When Wild Points are spent, the player must immediately roll a d20 to see if they surge. The threshold is equal to the number of points spent.
When you accumulate 20 points you surge unless you are able to hold onto the raw magical power by maintaining concentration on them.
Previous Versions
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12/2/2021 4:52:19 AM
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Coming Soon
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