The Dragonlance Nexus

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Dragonlance Wild Mage

D&D 3e (3.0/3.5) Rules

by The Arcanist


Note: This article is a Dragonlance-specific alteration of the wild mage class from Advanced Dungeons & Dragons as well as the prestige class found in the Complete Arcane sourcebook for the 3.5 edition of D&D. It is highly recommended that you possess the 2nd-edition Tome of Magic (for the wild surge chart) and Complete Arcane for the 10-level prestige class.

Hit Die: As the prestige class listed in Complete Arcane.

Requirements: As the prestige class listed in Complete Arcane.

Class Skills: As the prestige class listed in Complete Arcane.

Class Features

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 as 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 her spells, it is in her nature to do so and she cannot simply turn it on or off at will.

Random Deflection: As the random deflector ability of the wild mage prestige class listed in Complete Arcane, except for the change in uses per day.

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 1d6 ten-sided 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.

Wild Mage (for Dragonlance)
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st +0 +0 +2 +0 Tinkering +1 level of arcane class
2nd +1 +0 +3 +0 Random deflection +1 level of arcane class
3rd +1 +1 +3 +1 Improved tinkering +1 level of arcane class
4th +2 +1 +3 +1 Controlled chaos +1 level of arcane class
5th +2 +1 +4 +1 Master tinkering, random deflection 2/day +1 level of arcane class

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