Wild Mage (3.5e Class)
Wild Mage
The Wild Mage is a sorcerer of sorts,but instead of magic being in the blood of Draconic ancestry.The Wild Mages power is drawn from positive and negative energy planes,leading to a spellcaster who can heal as great as the cleric destroy like the wizard and control the elements as a druid.but in trade for this power the Wild mage has no control over what spells they are casting and use a wild mage surge chart(DMs choice)before they can even cast.
Making a Wild Mage
Due to its unlimited spell choices the Wild mage can take the role of any spell caster,how ever its inability to control the forces of magic make it a weapon against enemy and ally alike.
Abilities: Charisma is the most important as it allows for more powerful spells after that Dexterity and constitution to make up for the lack of armor, and Intellect for skills.
Races: Any race could be a Wild Mage Whether or not they become one is based on factors like living in a major city where ambient divine and arcane magic lingers or if the were born in a tribal forest home near a center of magical focus.
Alignment: Any Chaotic.
Starting Gold: 3d4x10.
Starting Age: Simple.
Level | Base Attack Bonus |
Saving Throws | Special | Spells per Day | |||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||||||||||||||||||||||||||||
1st | 1 | 1 | 1 | 2 | Summon Familiar Die-casting | 9 | 4 | — | — | — | — | — | — | — | — | ||||||||||||||||||||||||||
2nd | 1 | 1 | 1 | 3 | 9 | 5 | — | — | — | — | — | — | — | — | |||||||||||||||||||||||||||
3rd | 1 | 1 | 1 | 3 | 9 | 6 | — | — | — | — | — | — | — | — | |||||||||||||||||||||||||||
4th | 2 | 2 | 2 | 4 | 9 | 7 | 4 | — | — | — | — | — | — | — | |||||||||||||||||||||||||||
5th | 2 | 2 | 2 | 4 | bonus feat | 9 | 8 | 5 | — | — | — | — | — | — | — | ||||||||||||||||||||||||||
6th | 2 | 2 | 2 | 5 | 9 | 9 | 6 | 4 | — | — | — | — | — | — | |||||||||||||||||||||||||||
7th | 3 | 3 | 3 | 5 | 9 | 9 | 7 | 5 | — | — | — | — | — | — | |||||||||||||||||||||||||||
8th | 3 | 3 | 3 | 6 | 9 | 9 | 8 | 6 | 4 | — | — | — | — | — | |||||||||||||||||||||||||||
9th | 3 | 3 | 3 | 6 | 9 | 9 | 9 | 7 | 5 | — | — | — | — | — | |||||||||||||||||||||||||||
10th | 4 | 4 | 4 | 7 | bonus feat | 9 | 9 | 9 | 8 | 6 | 4 | — | — | — | — | ||||||||||||||||||||||||||
11th | 4 | 4 | 4 | 7 | 9 | 9 | 9 | 9 | 7 | 5 | — | — | — | — | |||||||||||||||||||||||||||
12th | 4 | 4 | 4 | 8 | 9 | 9 | 9 | 9 | 8 | 6 | 4 | — | — | — | |||||||||||||||||||||||||||
13th | 5 | 5 | 5 | 8 | 9 | 9 | 9 | 9 | 9 | 7 | 5 | — | — | — | |||||||||||||||||||||||||||
14th | 5 | 5 | 5 | 9 | 9 | 9 | 9 | 9 | 9 | 8 | 6 | 4 | — | — | |||||||||||||||||||||||||||
15th | 5 | 5 | 5 | 9 | bonus feat | 9 | 9 | 9 | 9 | 9 | 9 | 7 | 5 | — | — | ||||||||||||||||||||||||||
16th | 6/1 | 6 | 6 | 10 | 9 | 9 | 9 | 9 | 9 | 9 | 8 | 6 | 4 | — | |||||||||||||||||||||||||||
17th | 6/1 | 6 | 6 | 10 | 9 | 9 | 9 | 9 | 9 | 9 | 9 | 7 | 5 | — | |||||||||||||||||||||||||||
18th | 7/2 | 6 | 6 | 11 | True power | 9 | 9 | 9 | 9 | 9 | 9 | 9 | 8 | 6 | 4 | ||||||||||||||||||||||||||
19th | 7/2 | 7 | 7 | 11 | 9 | 9 | 9 | 9 | 9 | 9 | 9 | 9 | 7 | 5 | |||||||||||||||||||||||||||
20th | 8/3 | 7 | 7 | 12 | bonus feat | 9 | 9 | 9 | 9 | 9 | 9 | 9 | 9 | 8 | 6 | ||||||||||||||||||||||||||
Class Skills (6 + Int modifier per level, ×4 at 1st level) |
Class Features
All of the following are class features of the Wild Mage.
Weapon and Armor Proficiency: the Wild Mage may only use simple weapons and no armors or shield.
Spells: To learn or cast a spell, a Wild Mage must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Wild Mage’s spell is 10 + the spell level + the Wild Mage’s Charisma modifier. Wild mages use the Sorcerer/wizard spell list.
Die-casting: Whenever a Wild mage tries to use a spell they must first chose a spell level to cast from then roll for spell failure with an automatic 50% fail chance.Upon failure roll on wild mage surge chart(If DM decided you need one)if you succeed the percentile check, roll 1d10 and cast what ever spell you have set for that number.
True power: upon reaching 18th level the Wild-Mage can roll a D100 (aka percentile roll) and cast what ever spell fits that number if the roll is 91 or above the DM may chose what spell you cast,when using this ability any spell cast has no cost and doesn't count toward the caster spells per day. this Ability can be used a number of times per day equal to Wild Mage's Charisma modifier.
Level | Spells Known | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
1st | 10 | 10 | — | — | — | — | — | — | — | — |
2nd | 10 | 10 | — | — | — | — | — | — | — | — |
3rd | 10 | 10 | — | — | — | — | — | — | — | — |
4th | 10 | 10 | 10 | — | — | — | — | — | — | — |
5th | 10 | 10 | 10 | — | — | — | — | — | — | — |
6th | 10 | 10 | 10 | 10 | — | — | — | — | — | — |
7th | 10 | 10 | 10 | 10 | — | — | — | — | — | — |
8th | 10 | 10 | 10 | 10 | 10 | — | — | — | — | — |
9th | 10 | 10 | 10 | 10 | 10 | — | — | — | — | — |
10th | 10 | 10 | 10 | 10 | 10 | 10 | — | — | — | — |
11th | 10 | 10 | 10 | 10 | 10 | 10 | — | — | — | — |
12th | 10 | 10 | 10 | 10 | 10 | 10 | 10 | — | — | — |
13th | 10 | 10 | 10 | 10 | 10 | 10 | 10 | — | — | — |
14th | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | — | — |
15th | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | — | — |
16th | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | — |
17th | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | — |
18th | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 |
19th | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 |
20th | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | 10 |
Ex-Wild Mage
Any Wild Mage who loses their Chaotic nature gains 99% spell failure on all magical abilities until there alignment is restored.
Epic Wild Mage
Wild mage has no Epic-level,player must multi-class or prestige
Human Wild Mage Starting Package
Weapons: Quarter staff.
Feat: Improved caster level.
Gear: basic robes.
Gold: 50gp.
Playing a Wild Mage
Religion: any god of magic or chaos tends to draw the Wild Mage.
Other Classes: wizards and sorcerers tend to find a Wild Mage an annoyance,but find their powers interesting,clerics find the Wild Mage to be a heretic as it draws upon the divine without worship(kind of) or regard.
Combat: Mid-range caster.
Advancement: any who play the Wild Mage may want to multiclass the Homebrew LuckyBastard for its rerolling,otherwise it is suggested you prestige into something that will increase your spells per day limit.
Wild Mages in the World
“ | I have no idea what i am doing! | ” |
—Rekton, Human Wild Mage |
Notables: Rekton was the first known wild mage to truly manifest his powers and become a force in the world,he is best known for his last words "i have no idea what i am doing" spoken just before causing a boulder to manifest in the air above him.
Organizations: Wild Mages have no organization and are automatically banned from all wizarding schools and mages towers because of what they are.
NPC Reactions: Any NPC that recognizes the character as a Wild Mage would be afraid of the disaster the mage might bring.
Wild Mage Lore
Characters with ranks in Knowledge Arcana can research Wild Mages to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC | Result |
---|---|
15 | Wild Mages are dangerous sorcerers with no control. |
20 | Some Wild Mages can even cast divine magics. |
25 | Wild Mages are born on an apex of magical energy making them a conduit. |
30 | The most powerful of Wild Mages can even cast spells without any cost. |
Wild Mages in the Game
Wild Mages usually travel as spell caster for any circus simply to cast its spells for entertainment purposes
Adaptation:(coming soon).
Sample Encounter: (coming soon).
EL : .
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