Narnia... Adv # 21-.... [Trell links below]

Wild Mage (Trell generalist wizard)

J4. Wild Mages: (Thaumaturgy) UC

With the result of magics uncontrollable nature has come the appearance of wizards devoted to its study. Wild mages and specialists are very common on Trell, because all generalist had to become wild mages as of 800 years ago (see Magic: page 2). No wizard other than a wild mage may attempt to use the spells of wild magic, which were created for the use with wild magic.

On 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, area of effect, or even damage--may fluctuate from casting to casting. Spells cast by wild mages (Trell wizard generalists) are inherently unpredictable.

Only characters with Intelligence of 15 or greater are qualified to become wild mages. Only characters of high intelligence are able to decipher the arcane convolutions of its meta-mathematical theory. Although wild magic is chaotic on the surface, study in this field requires diligence and discipline.

Wild mages tend to be chaotic. Assume all things are the same foe wild mages as all other wizards unless otherwise stated. Wild mages have several abilities and restrictions. Like specialists, wild mages are able to memorize one extra spell per spell level. This spell must be a wild magic spell, although it can be from any school; wild mages have no opposition schools, as do specialists. Wild mages receive a bonus of +10% when learning new wild magic spells No penalty when learning other spells. Because wild magic is somewhat "fast and loose," wild mages can research new spells as if they were one level less difficult, decreasing the amount of time and money needed to create new spells.

Table 1: LEVEL VARIATION

The most broad-reaching aspect of the wild mage's powers is his approach to spells. The wild mage's work with the principles of uncertainty affects all spells that have a level variable for range, duration, area of effect, or damage. Each time a wild mage uses a spell with a level variable, he randomly determines the resulting casting level of the spell. The spell may function at lesser, equal, or greater effect than normal. The degree of variation depends on the true level of the caster.

To determine the level at which the spell is cast, the player must roll 1d20 at the moment the spell is cast. The variation from the caster's actual level is found at the point where the character's true level and the die roll intersect. If the result is a positive number, that many levels are added to the caster's true level for purposes of casting the spell. If the result is a negative number, that many levels are subtracted from the caster's true level. If the result is 0, the spell is cast normally. The variation of a spell's power has no permanent effect only affecting the spell of that round.

One additional effect can occur when casting level-variable spells. If the result from Table 1 is underlined & boldfaced, the caster has created a wild surge in the spell in addition to the spell's effects. A wild surge briefly opens a doorway through which raw magical energy pours. The energy is incompletely controlled by the actions of the spell caster. The result, often spectacular, is seldom what the caster intended and is sometimes a smaller or greater version of the desired spell. At other times, wildly improbable results occur. Songs may fill the air, people might appear out of nowhere, or the floor may become a pool of grease. Whatever happens, it is the essence of wildness. When a wild surge occurs, the DM must roll on Table 2.

Table 1: LEVEL VARIATION ***

True--------------------------------------------Die Roll (D20)------------------------------------------ surge

Lvl 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20/ #

1 -1 -1 -1 -1 -1 O O O O O O O O 0 0 +1 +1 +1 +1 +1/ 7

2 -1 -1 -1 -1 -1 -1 O O O O O O O 0 +1 +1 +1 +1 +1 +1/ 6

3 -2 -1 -1 -1 -1 -1 -1 O O O O O O +1 +1 +1 +1 +1 +1 +2/ 6

4 -2 -2 -1 -1 -1 -1 -1 1 O O O O +1 +1 +1 +1 +1 +1 +2 +2/ 5

5 -3 -2 -2 -1 -1 -1 -1 -1 -1 O O +1 +1 +1 +1 +1 +1 +2 +2 +3/5*

6 -3 -3 -2 -2 -1 -1 -1 -1 -1 O O +1 +1 +1 +1 +1 +2 +2 +3 +3/ 4

7 -4 -3 -3 -2 -2 -1 -1 -1 -1 O O +1 +1 +1 +1 +2 +2 +3 +3 +4/ 4

8 -4 -4 -3 -3 -2 -2 -1 -1 -1 O O +1 +1 +1 +2 +2 +3 +3 +4 +4/ 3

9 -5 -4 -4 -3 -3 -2 -2 -1 -1 O O +1 +1 +2 +2 +3 +3 +4 +4 +5/ 2

10^-6 -5 -4 -3 -3 -2 -2 -1 -1 0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +6/1**

* At Fifth level a wild mage has a 10% per level of + or -1 one to the die roll for every two level above 5th (10% +1or -1, 20% +1or -1 at 6th, 30% +1or -1 at 7th, 40% +2 or -2 at 8th, 50% +2or -2 at ninth, end)

**At 10th lvl Wild M. get 50%(+5/lvl^10) chance to cause or avoid a wild surges, if they choose.

*** Boldface, underline results indicate a wild surge; consult Table 2: Wild Surge Results.

Table 2: WILD SURGE RESULTS UC spells still being converted to 3rd Ed spells

Spell guide;(assume PH), p:page, r:range, d:duration, ct:casting time, aoe:area of effect, 1a = one action. D100

Roll Result (all spells cast at level of caster unless otherwise stated, if not high enough still goes off)

01 Wall of force appears in front of caster ( r:30yds, d:1t+1rd/lvl, ct: one A, aoe:10ft squared/lvl)

02 Caster smells like a skunk for spell duration

03 Caster shoots forth 8 non-poisonous snakes from fingertips. (50% chance snakes will attack random creature)

04 Caster's clothes itch (+2 to initiative) for spell duration

05 Caster glows as per a light spell (r:60y, d:1t/lvl, ct: one A, aoe:20ft radius cube)

06 Spell effect has 60' radius centered on caster

07 Next phrase spoken by caster becomes true, lasting for 1 turn

08 Caster's hair grows one foot in length, 50% chance all hair will fall out in one turn.

09 Caster pivots 180 degrees

10 Caster's face is blackened by small explosion

11 Caster develops allergy to magical items.PC cant control sneezing until all magical items are removed. Dur=d6t

12 Caster's head enlarges for 1d3 turns

13 Caster reduces for 1d3 turns (10% level, r: 5y/lvl, d: 5rd/lvl, ct: 1a 1, aoe: 1creature

14 Caster falls madly in love with target until a remove curse is cast

15 Spell cannot be canceled at will by caster

16 Caster polymorphs randomly (system shock roll, aoe: 1 creature, ct: 1a, d:perm., r:5y/lvl)

17 Colorful bubbles come out of caster's mouth. Words are released when bubbles pop. No verbal comp cast 1tn.

18 Reversed tongues affects all within 60 feet of caster (d: 1rd/lvl, ct: 1a, aoe:30ft radius)

19 Wall of fire encircles caster 50% flame on inside (r: 60y, ct: 1a, d4hp of dam(20ft) & 2d6 within circle)

20 Caster's feet enlarge, reducing movement to half normal and adding +4 to initiative rolls for 1d3 turns

21 Caster suffers same spell effect as target

22 Caster levitates 20' for 1d4 turns (then falls)

23 Cause fear with 60' r centered on caster. All within r except the caster (ct: 1a, r:0 60%-5%lvl to drop everything)

24 Caster speaks in a squeaky voice for 1d6 days

25 Caster gains X-ray vision for 1d6 rounds; page?

26 Caster ages 10 years

27 Silence, 15' radius centers on caster (r:120y, d:2rd/lvl, ct: 1a, aoe:15ft r, no save)

28 10'x10' pit appears immediately in front of caster, 5' deep per level of the caster

29 Reverse gravity beneath caster's feet for 1 round (r:5y/lvl, d:1r/lvl, ct:1a, aeo:30ftX30ft)

30 Colored streamers pour from caster's fingertips

31 Spell effect rebounds on caster

32 Caster becomes invisible(ct:1a,d:24hrs or attack)

33 color spray from caster's fingertips (ct: 1a, aoe: 5X20 wedge d6 creatures)

34 Stream of butterflies pours from caster's mouth

35 Caster leaves monster-shaped footprints instead of his own until a dispel magic is

36 3-30 gems shoot from caster's fingertips. Each gem is worth 1d6 x 10 gp.

37 Music fills the air

38 Create water (r:30yds, d:perm, ct: 1a, 4gallons/level)

39 All normal fires within 60' of caster are extinguished 50% chance this is permenate area of affect

40 One magical item within 30' of caster (randomly chosen) is permanently drained

41 One normal item within 30' of caster (randomly chosen) becomes permanently magical

42 All magical weapons within 30' of caster are increased by +2 for 1 turn

43 Smoke trickles from the ears of all creatures within 60' of caster for 1 turn

44 Dancing lights centered on caster (r:40yd+10yd/lvl, d:2rd/lvl, ct: 1a)

45 All creatures within 30' of caster begin to hiccup (+1 to initiative, -1 to base attack bonus)

46 All normal doors, secret doors, portcullises, locked, or barred within 60' of caster swing open

47 Caster and target exchange places

48 Spell affects random target within 60' of the caster

49 Spell fails but is not wiped from caster's mind

50 Monster summoning II (r: 40yds, d: 3rd+1rd/lvl, ct: 1a, d6 2HD monsters)

51 Sudden change in weather (temperature rise, snow, rain, etc.) lasting 1d6 turns

52 Deafening bang affects everyone within 60'. All those who can hear must save vs. Fort or be stunned for 1d3 rds.

53 Caster and target exchange voices until a remove curse is cast

54 Gate opens to randomly chosen outer plane; 50% chance for extra-planar creature to appear, r:30yds,ct: 1rd)

55 Spell functions but shrieks like a shrieker (monster manual page? (Monster manual page?

56 Spell effectiveness (range, duration, area of effect, damage, etc.) decreases 50%

57 Spell reversed, if reverse is possible

58 Spell takes physical form of free-willed elemental and cannot be controlled by caster. Elemental remains for duration of spell. Touch of the elemental causes spell effect (base attack+ = to caster's). Air/Fire/Earth/Water 25% chance each Elemental HD: AC:

59 All weapons within 60' of caster glow for 1d4 rounds

60 Spell functions; any applicable saving throw is not allowed

61 Spell appears to fail when cast, but occurs 1-4 rounds later

62 All magical items within 60' of caster glow for 2d8 days

63 Caster and target switch personalities for 2d10 rounds

64 Slow spell centered on target (r:90y+10y/lvl, d:3rd+1rd/lvl, ct: 1a, aeo:40cube 1creature/lvl)

65 Target deluded (d:turn/lvl, ct:1a, no alignment detectable)

66 Lightning bolt shoots toward target (r:40yd+10y/lvl, ct: 1a, d6/lvl)

67 Target enlarged (r:5y/lvl, ct:5rd/lvl, ct:1,aoe: 1 creature or object save 10%/lvl)

68 Darkness centered on target (no infravision, r:10y/lvl, d: turn/+11rd/lvl, ct:1a)

69 Plant growth centered on target (r:10y/lvl, d: perm., ct: 1a)

70 1,000 lb. of non-living matter within 10' of target vanishes (r:touch, ct: 1a,aoe:1 object,5lbs/lvl)

71 Fireball centers on target (r:10yd+10yd/lvl, ct: 1a,aoe: 20 radius, d6/lvl)

72 Target turns to stone

73 Spell is cast; material components and memory of spell are retained

74 Everyone within 10' of caster receives the benefits of a heal (25%Cure Crit Wounds) (r:touch, d:perm., ct: 1rd)

75 Target becomes dizzy (-4 AC and base att+, cannot cast spells) for 2d4 rounds

76 Wall of fire encircles target (r:60y, ct: 1a, d4hp of damage(20ft) & 2d6 within circle)

78 Target suffers blindness( r:30y+10y/lvl,ct: 1a,aoe:1 creature until dispel magic, [p:148])

77 Target levitates 20' for 1d3 turns (r:20y/lvl, d:turn/lvl, ct: 1a, aoe: 1 object or creature)

79 Target is charmed as per charm monster (r:60y, ct: 1a, 2d4 HD)

80 Target forgets (r:30y, d:perm., ct: 1a, aoe: 20ft cube 1 minute/3lvls)

81 Target's feet enlarge, reducing movement to half normal and adding +4 to all initiative rolls for 1-3 trns

82 (a Dead 50% chance) Rust monster appears in front of target

83 Target polymorphs randomly (system shock roll, aoe: 1 creature, ct: 1a, d:perm., r:5y/lvl)

84 Target falls madly in love with caster until a dispel magic is cast.

85 Target changes sex

86 Small, black raincloud forms over target

87 Stinking cloud centers on target (r:30y, d:1rd/lvl, ct: 1a, aoe: 20ft cube, nausea d4+1rd)

88 Heavy object (boulder, anvil, safe, etc.) appears over target and falls for 2d20 points of damage

89 Target begins sneezing. No spells can be cast until fit passes (1d6 rounds).

90 Spell effect has 60' radius centered on target (all within radius suffer the effect)

91 Target's clothes itch (+2 to initiative for 1d10 rounds)

92 Target's race randomly changes until canceled by dispel magic

93 Target turns ethereal for 2d4 rounds

94 Target hastened (r:60y, d:3rd/lvl, ct: 1a, aoe:40ft cube, 1 creature/lvl, -2 initative)

95 All cloth on target crumbles to dust

96 Target sprouts leaves (no damage caused, can be pruned without harm)

97 Target sprouts new useless appendage (wings/arm/ear,etc.) which remains until dispel magic

98 Target changes color (canceled by dispel magic)

99 Spell has a minimum duration of 1 turn (i.e., a fireball creates a ball of flame that remains for 1 turn, a lightning bolt bounces and continues, possibly rebounding, for 1 turn, etc.)

100 Spell effectiveness (range, duration, area of effect, damage, etc.) increases 200%

Unless otherwise noted, all spells created by a wild surge occur at the designated target point and function normally (appropriate saving throws are allowed). The caster's true level is used when calculating range, duration, area of effect, etc. of these spells. Saves are assumed possible for any affect unless otherwise stated. The above list, while long, is only a small fraction of the possible results of a wild surge. The randomness of wild surges should be allowed to ruin the story of an adventure. Clearly, Trell generalists (wild mages) are a risky proposition. Not every player will want to play a wild mage; not every party will want a wild mage.

Certain magical items behave differently in the hands of a wild mage. This is due to his understanding of the random processes that power them. Most notable of these is the wand of wonder. The wild mage has a 50% chance of controlling the wand, allowing him to use charges from the wand to cast any spell he already knows (but does not need to have memorized). The number of charges used by the wand is equal to the number of levels of the spell desired. If the attempt fails, only one charge is used and a random effect is generated.

The wild mage can control the following items 30% Plus 5% per every 2 levels (80% max.) Of the time, thereby allowing him to select the result or item instead of relying on chance: amulet of the planes, bag of beans, bag of tricks, deck of illusions, deck of many things, and the well of many worlds.

Wild Mage Spell list UC still 2nd Edition

1st Hornungs Guess, Nahals Reckless Dweomer, and Patternweave, 2nd Chaos Shiled, Hornugs Baneful Deflector, Nahals nonsensical nullifier, 3rd Alternate Reality, Fireflow, Fools speech, 4th There/Not there, Unluck, 5th Vortex, waveform, 6th Wildshield, Wildstrike, 7th Hornungs surge selector, Spell shape, 8th Hornungs random, Dispatcher, Wildzone, 9th Stabilize, Wildfire, Wildwind

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