[[],[],[],[],[],[],[],[{"id":5917,"name":"Wizard, Wild Mage","type":"archetype","hit_die":"1d6","alignment":"Any","full_text":"
<\/p>
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.<\/p>
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.
While there are no restrictions to the alignment of a Wild Mage. Once taken the character's alignment shifts to the nearest chaotic alignment.<\/p>
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Wild Magic<\/b><\/p>
You unlock access to the Wild Magic school gaining the use of Nahal’s Reckless Dweomer immediately and additionally allowing access to the other wild magic spells as you progress in wild magic levels.<\/p>
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Once you've unlocked wild magic, all<\/i> of your spells are treated as being 5 slot levels lower than they actually are for the purposes of effects that vary by level. You then roll 2d4+1 and add the total to the effective spell slot level. If the results are either an effective spell slot less than 1 or generating no effect triggers a Wild Surge.<\/p>
This ability does not effect cantrips, and it cannot raise a spell above 9th level.<\/i><\/p>
Arcane Flux is ONLY used for determining effects<\/b> that vary by level. The spell --regardless of the effective level still costs the spell slot chosen by its caster. In the example the fireball, even if cast as 1st level spell, still uses a 3rd level spell slot.<\/i><\/p>
<\/p>
Copying Spells<\/caption> d20<\/th> Copying Effect<\/th><\/tr> 1<\/td> After spending Twice the Cost and Time, the spell is lost.<\/td><\/tr> 2-4<\/td> Twice the Cost and Time<\/td><\/tr> 5-9<\/td> Twice the Time; normal price<\/td><\/tr> 10-14<\/td> Half the cost; normal time<\/td><\/tr> 15-19<\/td> Half the cost and time<\/td><\/tr> 20+<\/td> The Spell is immediately transcribed into the spell book, not cost or time spent<\/p><\/td><\/tr><\/tbody><\/table><\/blockquote><\/blockquote>
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Controlled Chaos<\/strong><\/p>
Starting at 2nd level, whenever you encounter any random effect, as a reaction you may take advantage on the roll to determine what that effect is. You may do this once per short or long rest.<\/p>
- Example items that work on randomness: Amulet of the Planes, Bag of Beans, Bag of Tricks, Deck of Illusions, Deck of Many Things, Rod of Wonder and the Well of Many Worlds; for such you roll twice to determine its effects. If you are targeted by Prismatic Spray, roll twice to determine which color you are hit by. If you are walking down the street and find a random object or have a random encounter you may roll twice to determine what it is or how many there are. Dm's may wish to do this by themselves. In situations such as treasure or Encounters, the reaction can only be used to determine one of the rolls. In other words, you affect the type of encounter or the number of creatures encountered, but not both. You could effect the results of treasure found, or the number coins, jewels or the like.<\/i><\/dd><\/dl>
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- Servant of Chaos<\/strong><\/dt>
- <\/dt>
- Starting at 6th level, when a wild surge is activated, you may now add or<\/i> subtract your level to wild surge results choosing between the two results. (Results that are less than 01 counts as a 1). You may additionally use Controlled Chaos to perform the following:<\/dd><\/dl>
- You may elect have trade a prepared a spell for a spell you did not prepare, but as a result all your other<\/i> prepared spells are randomly determined.<\/li><\/ul>
- You may choose to change the damage type of offensive\/defensive spells you cast for 1 minute. (when you cast such a spell, you become vulnerable to that type of damage until the start of your next turn, and resistant to its opposite.)<\/li><\/ul><\/dd><\/dl><\/dd><\/dl>
Damage Type Opposites<\/caption> Damage Type<\/th> Opposite Damage Type<\/th><\/tr> Acid<\/td> Electric\/Thunder<\/td><\/tr> Bludgeoning<\/td> Piercing\/Slashing<\/td><\/tr> Cold<\/td> Fire<\/td><\/tr> Force<\/td> Psychic<\/td><\/tr> Necrotic<\/td> Radiant<\/td><\/tr><\/tbody><\/table><\/blockquote> <\/p>
Student of Chaos<\/strong><\/p>
At level 10, your understanding of chaos increases. You gain an additional use of Controlled Chaos and you may additionally use Controlled Chaos to perform the following:<\/p>
- You can use Controlled Chaos to prevent a surge from happening entirely (only once per turn).<\/li>
- Impose disadvantage on saving throw for a spell you cast - (but the first attack against you before your next turn is at advantage.)<\/li><\/ul><\/dd><\/dl>
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- Master of Chaos<\/strong><\/dt>
- At 14th level, whenever you roll a critical failure or critical success, you gain an additional use of Controlled Chaos, until your next short or long rest.<\/dd><\/dl>
You may also use Controlled Chaos to perform the following:<\/p>
- Choose to gain advantage on die rolls for spell effects (hp for determining sleep, die rolls for damage dealt, etc) for 1 minute. (your saves are at disadvantage during this time)<\/li>
- When you attack with a modified damage type, you may choose up to your spell ability modifier in damage types, the resulting total damage is a proportionate distribution of each damage type.<\/li><\/ul><\/dd><\/dl><\/dd><\/dl>
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Reference: https:\/\/www.dandwiki.com\/wiki\/Wild_Mage_(5e_Archetype)<\/a><\/strong><\/p>
WILD Surge Results<\/span><\/h5>
<\/p><\/caption>
% (d100)<\/th> Result<\/th><\/tr> 1<\/td> You explode, dealing (your level)d6 damage to every thing within 30ft of you (You immediately go to 0 HP), death saves are at disadvantage)<\/td><\/tr> 2<\/td> You instead create an explosion around yourself It functions like fireball except you’re a target too and damage is 9d4 piercing and slashing damage*<\/td><\/tr> 3<\/td> You cast Fireball 3rd level spell slot centered on you<\/td><\/tr> 4<\/td> Caster loses 1d10 maximum hit points until long rest<\/td><\/tr> 5<\/td> All of your spell slots are instantly spent for the day<\/td><\/tr> 6<\/td> half of total party wealth vanishes for 1d6 days<\/td><\/tr> 7<\/td> Spell effectiveness (range, duration, area of effect, damage, etc.) is halved<\/td><\/tr> 8<\/td> If the original spell has a saving throw, target automatically succeeds.<\/td><\/tr> 9<\/td> You cast Full Polymorph on yourself and turn into a creature of your choosing. The spell automatically acts as Concentrated. It cannot be made permanent*<\/td><\/tr> 10<\/td> If your spell does damage, it will do the minimum<\/td><\/tr> 11<\/td> Your spell’s duration will be minimum<\/td><\/tr> 12<\/td> Roll on the table twice (no advantage possible on next roll)<\/td><\/tr> 13<\/td> Anti-Magic field centered on caster (wastes spell) for 1 round; dispels all magic centered on caster, including own spells<\/td><\/tr> 14<\/td> You take 2d8 radiant damage and the ally closest to you regains hit points equal to the damage you took.<\/td><\/tr> 15<\/td> Your spell fails, but the spell slot is not expended (if this applies)<\/td><\/tr> 16<\/td> Original spell targets caster instead.<\/td><\/tr> 17<\/td> Everyone in 30 ft hit with Inflict Wounds spell instead*<\/td><\/tr> 18<\/td> Caster held (as if failing against Hold Person spell), no spell is cast<\/td><\/tr> 19<\/td> You become allergic to magic items until dispel magic or lesser restore is casted on you. Every time you have a magic item on you, you itch everywhere and sneeze a lot. (Concentration every time you cast a spell or lose spell.)<\/td><\/tr> 20<\/td> Each creature with 30 ft of you takes 1d6 necrotic damage. You gain HP equal to the sum of necrotic damage dealt<\/td><\/tr> 21<\/td> Target's clothes itch (-4 to initiative)<\/td><\/tr> 22<\/td> You are encumbered. You can only move half of your total speed for 1 minute.<\/td><\/tr> 23<\/td> You panic and try to flee! You must run away from your target<\/td><\/tr> 24<\/td> You are enraged! The next time your spell fails or your attack misses during the same encounter, you must take a bonus action to attack the closest target to you.<\/td><\/tr> 25<\/td> The caster’s biological sex is changed<\/td><\/tr> 26<\/td> You are the target of a Charm Person spell. Failure = charmed by enemy creature.<\/td><\/tr> 27<\/td> You are the target of Bestow Curse spell.<\/td><\/tr> 28<\/td> Caster smells like a skunk for spell duration (stinking cloud)<\/td><\/tr> 29<\/td> You have become mute for the next minute.<\/td><\/tr> 30<\/td> You feel horribly dizzy; must roll concentrate to cast; roll Dexterity saving throw or fall prone. Lasts 2 rounds.<\/td><\/tr> 31<\/td> Instead of words, colorful bubbles come out of your mouth when you try to speak for 1 round<\/td><\/tr> 32<\/td> Your hair falls out (But regrows after the next long rest)<\/td><\/tr> 33<\/td> roll a d10 your age changes (even increases, odd decreases)<\/td><\/tr> 34<\/td> Roll a d10 Your height changes by a number of inches equal to the roll (Even you grow, odd you shrink)<\/td><\/tr> 35<\/td> A bright light flashes. (wisdom save or become blinded for 1d6 turns.)<\/td><\/tr> 36<\/td> Original spell targets ally of the DM’s choosing<\/td><\/tr> 37<\/td> Spell target changes biological sex<\/td><\/tr> 38<\/td> Target must save or become petrified<\/td><\/tr> 39<\/td> You suffer the same effect as your target<\/td><\/tr> 40<\/td> You cast detect thoughts on the target you chose. If you didn’t target a creature, you instead take 1d6 psychic damage<\/td><\/tr> 41<\/td> For the next minute any flammable object you touch that isnt' being worn or carried by a creature<\/td><\/tr> 42<\/td> You instead cast Goodberry<\/td><\/tr> 43<\/td> Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute<\/td><\/tr> 44<\/td> A cloud of 600 oversized butterflies fills a 30-foot-radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes<\/td><\/tr> 45<\/td> Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.<\/td><\/tr> 46<\/td> An animal appears in the unoccupied space nearest the target at the start of each of their rounds. The animal isn’t under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01–25, a rhinoceros appears; on a 26–50, an elephant appears; and on a 51–100, a rat appears<\/td><\/tr> 47<\/td> Your spell turns into a burst of flowers. This does nothing.<\/td><\/tr> 48<\/td> A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.<\/td><\/tr> 49<\/td> Hold Person cast on everyone in 60 ft radius<\/td><\/tr> 50<\/td> You sound off a magical alarm, can be heard clearly for 60 ft., heard faintly another 60 ft.<\/td><\/tr> 51<\/td> You are immune to being intoxicated for 5d6 days<\/td><\/tr> 52<\/td> Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours.<\/td><\/tr> 53<\/td> Caster's limbs are invisible<\/td><\/tr> 54<\/td> All cloth on target crumbles to dust<\/td><\/tr> 55<\/td> All doors, windows, chests, and anything locked within 60 ft. of you instantly unlocks<\/td><\/tr> 56<\/td> The target’s skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected.<\/td><\/tr> 57<\/td> Everyone randomly switches places with each other<\/td><\/tr> 58<\/td> Sparkling motes dance about the caster's head until dawn<\/td><\/tr> 59<\/td> The caster glows with a bright light 30ft radius (Creatures ending their turn within 5ft of you is blinded until the end of its next turn.<\/td><\/tr> 60<\/td> You feel energetic and antsy (+4 to initiative)<\/td><\/tr> 61<\/td> You grow an eye in the middle of your forehead. For the next hour you can see as if with True Seeing, but Charisma skills are at disadvantage.<\/td><\/tr> 62<\/td> You shrink 1 size for 1 minute.<\/td><\/tr> 63<\/td> A Modron chosen and controlled by the DM appears in an unoccupied space.<\/td><\/tr> 64<\/td> You grow 1 size for 1 minute.<\/td><\/tr> 65<\/td> 5d20 gold pieces materialize on your person<\/td><\/tr> 66<\/td> Random item\/treasure created on target's person.<\/td><\/tr> 67<\/td> A stream of 1d4 × 10 gems, each worth 1 gp, shoots from your finger's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line.<\/td><\/tr> 68<\/td> You cast Bless on yourself instead (no concentration; lasts 1 minute).<\/td><\/tr> 69<\/td> You cast Sanctuary on yourself without spending a spell slot (last 1 minute).<\/td><\/tr> 70<\/td> The next creature to die will automatically be brought back to full hit points and lose all status effects\/conditions.<\/td><\/tr> 71<\/td> Target gains the benefits of Mirror Image.<\/td><\/tr> 72<\/td> You teleport up to 60 ft away from your current position.<\/td><\/tr> 73<\/td> Target becomes prone. If there is not a target, the caster is immediately prone.<\/td><\/tr> 74<\/td> Target becomes in encumbered for 1 minute. Its movement is cut in half.<\/td><\/tr> 75<\/td> You create a temporary double of target instead; lasts until next round. Double will follow and mimic same action. (if no target, you are the target).<\/td><\/tr> 76<\/td> You instead cast Sleep, centered on you.<\/td><\/tr> 77<\/td> A small black rain cloud forms over the target for 10 minute {Recharge 1,2} a bolt of lightning strikes 2d4 Lightening damage.<\/td><\/tr> 78<\/td> Target must make a Wisdom save or fall madly in love with the caster. Creatures get a new save every minute.<\/td><\/tr> 79<\/td> All creatures with 30ft of caster make a Constitution Save or start to hiccup for 1 hour.<\/td><\/tr> 80<\/td> You gain resistance to all but Pyschic damage for the next minute.<\/td><\/tr> 81<\/td> Everyone in 30 ft hit with Cure Wounds spell of the same slot.<\/td><\/tr> 82<\/td> 1d4 local guardsmen emerge from nowhere and fight by your side for up to 5 turns.<\/td><\/tr> 83<\/td> Caster is transported to the Astral Plane until the end of their next turn, reappearing in the same square or the nearest adjance one.<\/td><\/tr> 84<\/td> Your AC goes up by 2 for 1 minute, and become immune to Magic Missile.<\/td><\/tr> 85<\/td> Your maximum HP goes up by 1d10 for 1 minute.<\/td><\/tr> 86<\/td> Caster regains 5 hit points every turn for 1 minute.<\/td><\/tr> 87<\/td> You cast Full Polymorph on yourself and turn into a creature of your choosing. The spell automatically acts as Concentrated. You keep this form until someone dispels its magic. You gain the form’s stats and abilities.<\/td><\/tr> 88<\/td> You Polymorph randomly at the end of each round for 1 minute.<\/td><\/tr> 89<\/td> A random creature within 60 feet of you becomes poisoned for d4 hours.<\/td><\/tr> 90<\/td> You regain your caster level of spell slots.<\/td><\/tr> 91<\/td> A random creature appears and begins following the target and singing until the end of your next turn.<\/td><\/tr> 92<\/td> Everyone in 20ft radius of you is Hasted.<\/td><\/tr> 93<\/td> If you die within the next minute, you immediately come back to life as if by Reincarnate spell.<\/td><\/tr> 94<\/td> Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it atlacks or casts a spell.<\/td><\/tr> 95<\/td> A random creature within 60 feet of you becomes poisoned for 1d4 hours.<\/td><\/tr> 96<\/td> You instead cast a random cleric spell of the same spell slot level.<\/td><\/tr> 97<\/td> The area around round for 60ft begins raining precious jewels and coins for 1d6 rounds, each round dealing 1d4 bludgeoning damage. At the end of 10 minutes all the wealth disappears.<\/td><\/tr> 98<\/td> A table with freshly baked cookies and milk appears (enough to feed 2d4 people).<\/td><\/tr> 99<\/td> 1d4 enemy creatures within 60ft, must make a Willpower Save or begin sining show tunes (affected creatures move together to form a chorus line. (They continue to dance and sing until they make their save at the start of each of their turns.<\/td><\/tr> 100<\/td> Spell Effect goes off as normal.<\/td><\/tr> 101<\/td> Your spell goes off as normal, but the spell slot is not expended (if this applies).<\/td><\/tr> 102<\/td> Spell Effect goes off as normal. If the original spell has a saving throw, target's save is at disadvantage.<\/td><\/tr> 103<\/td> Spell Effect goes off as normal. If the original spell has a saving throw, target automatically fails.<\/td><\/tr> 104<\/td> Spell Effect goes off as normal. Your spell’s duration will be maximum (does not require concentration).<\/td><\/tr> 105<\/td> Your spell goes off as normal. If your spell does damage, it will do the maximum. If it does not, the next damage spell you cast does maxium damage.<\/td><\/tr> 106<\/td> You spell goes off as normal, and you gain 1 Temporary HP for each spell slot level of the spell<\/td><\/tr> 107<\/td> Arcane Echos: The spell goes off as normal. Then goes again the next round in the same area or against the same targets again and continues this way for a number of turns equal to the spell's slot level.<\/td><\/tr> 108<\/td> The spell goes off as normal, and a charged item on, or within 30ft of you regains d4 charges, or if not item exists a random mundane item becomes magical (The GM may determine what benefit a +1 Messkit provides (if any)<\/td><\/tr> 109<\/td> Spell Effect goes off as normal. Spell effectiveness (range, duration, area of effect, damage, etc.) is doubled.<\/td><\/tr> 110<\/td> Spell Effect goes off as normal. Your spell’s duration, damage etc will be maximum without concentration without use of the spell slot.<\/td><\/tr> 111+<\/td> Spell effectiveness (range, duration, area of effect, damage, etc.) increases 200%, spell slot is not used.<\/td><\/tr><\/tbody><\/table><\/div>","reference":"Usergen","class_skills":"","proficiencies":""}],[],[]]