Wild magic is a new type of magic that is characterized by powerful and dangerous surges and unpredictable effects. Generally considered to be an unfortunate byproduct of the Time of Troubles, wild magic has recently begun to attract the attention of many a curious or scholarly wizard.
Wild Mages are wizards who specialize in the study of wild magic. They have access to spells to protect themselves from Wild Magic and bend it to their wills. Wild magic is extremely unpredictable and should be used with caution.
Every time a Wild Mage casts a spell there is a 5% chance that the spell explodes in a Wild Surge. A Wild Surge does some completely random magical effect. A roll is made on the Wild Surge chart (see the Tables section of the manual); higher rolls are usually better than the lower rolls. A Wild Mage's casting level also varies slightly whenever he casts a spell - anywhere between five levels lower and five levels higher than the Wild Mage's true level. There are also three brand new spells available to the Wild Mage and ONLY the Wild Mage. These spells are Chaos Shield, Nahal's Reckless Dweomer and Improved Chaos Shield.
: Human, Elf, Half-Elf, Gnome
: Intelligence (9 Minimum)
: The Wild Mage can acquire the Planar Sphere in the Slums District as his stronghold. See our Mage Quests
section for more information.
- Spell casting, including exclusive Wild Mage spells
- Can scribe/cast any mage spell
- Potentially good effects via Wild Magic
- Cannot wear any armor
- Can only wield Daggers, Staves, Darts, and Slings
- Potentially bad effects via Wild Magic
Possible High-Level Abilities
Additional Level 6 Spell
Additional Level 7 Spell
Additional Level 8 Spell
Summon Dark Planetar