New Wild Mage for Dragonlance

Post/Author/DateTimePost
#1

brettscho

Jan 27, 2006 18:08:36
Hello, this is my first time posting on these forums, but I am currently running a game set in during the reign of Istar in which all of my players are wizards, and one wanted to be a Wild mage, but niether of us really liked the 3.5 wild mage, and so we created the following prestige class, and I was curious what other people thought of the class. Thanks in advance for your feedback.

The Wild Mage (Dragonlance)

Level BAB Fort Ref Will Special Abilities Caster Progression
1st +0 +0 +2 +0 Tinkering +1 level of arcane class
2nd +1 +0 +3 +0 Random Deflection 1/day +1 level of arcane class
3rd +1 +1 +3 +1 Improved Tinkering +1 level of arcane class
4th +2 +1 +4 +1 Controlled Chaos +1 level of arcane class
5th +2 +1 +4 +1 Master Tinkering, +1 level of arcane class
Random Deflection 2/day

Special abilities:

Tinkering: Wild Mages naturally have a tendency to tinker with Magius, the language of magic, experimenting with it and using it when other mages would not normally dare (eg. in normal conversation). This habit extends to their spellcasting, much to the horror of their fellow mages. This has two effects. The first is that all spells cast by the Wild Mage have a variable caster level, which is equal to their own caster level minus three, plus a d6. Although Wild Mages have the potential of using a very potent combination of words, they are just a likely to use words which will drain power from their spells. The second effect is that every time a Wild Mage casts a spell or uses a spell-like ability, there is a 10% chance that a Wild Surge will occur instead of the indented effect. In all other regards, treat the spell as having been cast (the spell slot is used up, and the mage must make a fortitude save as normal). When a Wild Surge occurs, roll a percentile die and consult the Wild Surge chart. Note that the Wild Mage does not have the choice to tinker with their spells, it is in her nature to do so and she cannot simply turn it on or off at will.

Random Deflection: At 2nd level and higher, a Wild Mage has the ability to protect herself from certain attacks with this ability. Using this ability is an immediate action. When activated, the random deflector lasts until the beginning of the Wild Mage's next turn. The random deflector redirects ranged attacks, ranged touch attacks, and individually targeted spells (spells designating the Wild Mage as the sole target, but not area spells striking an area in which she happens to be the sole target) so that they instead attack or affect a random target within 20 feet of the Wild Mage. A Wild Mage includes herself and her allies among the possible new targets. Any creature targeted by a deflected attack is attacked or affected normally, so an attack roll is made normally against the new target's AC, the new target receives a saving throw if a spell or effected allows one, and so on. A Wild Mage can use this ability once per day at 2nd level and twice per day at 5th level.

Improved Tinkering: At 3rd level the Wild Mage grows emboldened by his successes that she is willing to try even more dangerous combinations of Magius. To represent this, the chance of a Wild Surge occurring is increased to 20% for all spells cast by the Wild Mage. However, when a Wild Surge occurs, the normal roll is made and the resultant effect is announced, the Wild Mage can then choose whether she wishes this effect to happen. If not, then a second roll is made, and the Wild Mage must accept this second result. No further rerolls may be made. This ability can be used once per day per level of Wild Mage the caster possesses.

Controlled Chaos: At 4th level the wild mage gains the ability to influence the likelihood of a Wild Surge occurring during his spell casting. When the Wild Mage casts a spell, she may declare that she is either increasing or decreasing the chance of a Wild Surge. This must be declared before the spell is cast. Should the Wild Mage choose to impact her chances of a Wild Surge, then the percentage of such an occurrence is either increased or decreased (caster’s choice) by D6 D10 dice (roll a D6 to determine how many D10’s to roll). If the Wild Mage chooses to adjust the percentage negatively and rolls a total result greater than their normal Wild Surge chance, the remaining value is subtracted from 100% (it wraps around) drastically increasing the chance of random effects. This ability can be used up to one per day per level of Wild Mage the caster possesses.

Master Tinkering: At 5th level the Wild Mage grows emboldened by his successes that she is willing to try even more dangerous combinations of Magius. To represent this, the chance of a Wild Surge occurring is increased to 30% for all spells cast by the Wild Mage. However, when a Wild Surge occurs, there is a 50% chance that the original spell will be cast in addition to the random effect. Note that the spell can never be cast twice, so any result on the Wild Surge table that allows the spell to be cast with a modifier should be applied to the spell, but it is only cast once.
#2

karui_kage

Jan 28, 2006 1:06:22
Wild Mages naturally have a tendency to tinker with Magius,

Whether or not it's an alternate form of saying magic in Dragonlance, it just gave me a funny mental image of a stuffed plushy of Magius (Red Robed companion to Huma) called "Tickle Me Magius".

Oh ho ho, the hilarity.

"Come here Magius, *tickle tickle*"
"BLAST! Away with you! Damndable wild mages..."
#3

zombiegleemax

Jan 28, 2006 6:37:07
"Come here Magius, *tickle tickle*"
"BLAST! Away with you! Damndable wild mages..."

Tee Hee,