Wizard
Base Class: Wizard

Whether this unofficial school of magic was created through a desire to become the most powerful or out of sheer madness, wild magic is perhaps the most misunderstood and confusing method of magic. Wild Magic is understanding the raw powers of arcane energy itself, trying to harness it to the fullest, and seeing where the energy takes you as a result. For obvious reasons, this school of magic faces more persecution than the necromancy school.

With the discovery of wild magic has come to the attention 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 of their powers. Wild magic is so different from the traditional schools of 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. 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, the area of effect, or even damage--may fluctuate from casting to casting. Spells cast by wild mages are inherently unpredictable.

Spell Thief

Starting at 2nd level you learn to identify strange forms of magic. Whenever another creature casts a spell you may use your reaction to identify the spell’s level and what school of magic the spell belongs to. Once identified you may, at a later time, make an Arcana check to determine if you can copy it into your spellbook. The DC is 12+ the spell’s level. The DC increases by 1 for each 12 hour period that passes after identifying the spell. If you succeed the check the spell is added to your spell book and counts as a Wizard’s spell for you.

Wild Casting

As a member of the School of Wild Magic at 2nd level you as an action you can attempt to cast a spell from your spellbook that you haven't prepared. To successfully cast the attempted spell you must pass an Intelligence saving throw using the DC of 8 + Spell Level. If you pass the spell succeeds, if you fail your magic goes Wild, roll on the Wild Magic table.

Wild Magic Surge

When you choose this tradition at 2nd level, your spell casting can unleash surges of untamed magic. Whenever you cast a wizard spell of 1st level or higher and the attack misses or a target succeeds on a saving throw, make an Intelligence saving throw (the DC equals 11 + the level of the spell cast). If you fail, roll a d100 on the following Wild Magic Surge table to create a magical effect. If the effect is a spell, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration unless specified otherwise.

Arcane Reflection

Starting at 6th level when a spell targets you specifically you can as a reaction reflect the spell back upon the caster using your spell save DC as if you had cast the spell. Make an ability check (Intelligence), with a DC of 10 + Spell Level. If you succeed, then you reflect the spell. If you fail, roll in the Wild Magic Table. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses once you finish a long rest.

Servant of Chaos

Starting at 10th level, when a wild surge is activated, you may now add or subtract your level to wild surge results choosing between the two results. (Results that are less than 01 counts as a 1).

Master of Chaos

By 14th level you learn to alter your spells in dangerously unpredictable ways. As a bonus action on your turn, you can change your spells in the following ways:

 

Double the range of the spell.

Cast a spell without its components.

Impose disadvantage on a saving throw.

Reroll the damage dice.

Whenever you alter your spells in this way, you have disadvantage on the saving throw for resisting a wild magic surge.

Previous Versions

Name Date Modified Views Adds Version Actions
2/2/2023 7:32:08 PM
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