[[],[],[],[],[],[],[],[{"id":5917,"name":"Wizard, Wild Mage","type":"archetype","hit_die":"1d6","alignment":"Any","full_text":"

Wizard, Wild Mage<\/span><\/h2>

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Arcane Tradition: Wild Magic<\/span><\/h3>

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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Arcane Flux<\/strong><\/dt><\/dl>

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>

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Chaotic Studies<\/strong><\/dt>
Wild Magic is ultimately a study into the esoteric, as such wild mage wizards gain advantage on all arcana checks, and history checks dealing with magic lore. Also their rarity and Arcane Flux make them nonconventional so opposed arcana checks to determine what they are<\/i> casting suffer disadvantage.<\/dd>
Roll a d20 when you are copying a spell into your spellbook, and consult the table below.<\/dd><\/dl>
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>
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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>