Wild Mage2



Level

KXP
Wizard
123 456 789 ABC D

TH
1 0 11- --- --- - +0
2 2.5 22- --- --- - +0
3 5 321 --- --- - +0
4 10 432 --- --- - +1
5 20 542 1-- --- - +1
6 40 642 2-- --- - +1
7 60 743 21- --- - +2
8 90 843 32- --- - +2
9 135 943 321 --- - +2
10 250 944 322 --- - +3
11 375 944 433 --- - +3
12 750 944 444 1-- - +3
13 1125 955 544 2-- - +4
14 1500 955 544 21- - +4
15 1875 955 555 21- - +4
16 2250 955 555 321 - +5
17 2625 955 555 332 - +5
18 3000 955 555 332 1 +5
19 3375 955 555 333 1 +6
20 3750 955 555 433 2 +6
21 4125 955 555 444 2 +6
22 4500 955 555 544 3 +7
23 4875 955 555 555 3 +7
24 5250 955 555 555 4 +7
25 5625 955 555 555 5 +8
26 6000 966 665 555 5 +8
27 6375 966 666 665 5 +8
28 6750 966 666 666 6 +9
29 7125 977 776 666 6 +9
30 7500 977 777 776 6 +9
31 7875 977 777 777 7 +10
32 8250 988 887 777 7 +10
33 8625 988 888 887 7 +10
34 9000 988 888 888 8 +11
35 9375 999 998 888 8 +11
36 9750 999 999 999 91 +11
37 19500 999 999 999 92 +12
38 29250 999 999 999 93 +12
39 39000 999 999 999 94 +12
45 97500 A99 999 999 99 +14
54 185250 AAA AAA AAA 991 +17
63 273000 AAA AAA AAA A99 +20
72 360750 BBB BBB AAA AAA 1 +23
Requisites: Dex 9, Int 16, Wis 12
Alignment: C any
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Reference: TOM2
Groups: Wizard, Random
Complexity: CF=2
   
Saving Throws:  
PPD: level+3
RSW: level+6
PP: level+4
BW: level+2
Spell: level+5
Fort: level+0
Reflex: level+3
Will: level+4
   
Specialized in Wild Magic (2nd edition version of specialization only: +1 spell per SL), with no opposite school.
Level 1: (50+LVL)% chance to control the result of an Amulet of the Planes, Bag of Beans, Bag of Tricks, Deck of Illusions, Wand of Wonder, or Well of Many Worlds.
Level 1 ¶: 50% chance to control the result of a Deck of Many Things, however, repeat cards may not be drawn from the same deck with a controlled draw. If the draw is uncontrolled, repeat cards are allowed as usual.
Level 1 (optional, you can decide not to have this): Whenever you cast a spell from this class, add +1d6-1d6 to your CL, with a minimum CL = (your real CL)/2, round down.
Level 1 (optional, you can decide not to have this): Whenever you cast a spell from this class, you may create a Wild Surge LVL*5% of the time.
Level 1: For purposes of spell research, the school of Wild Magic is considered 1 spell level lower for you.
Wild Magic spells:
High SL Sample N (SL=N): The DM casts a random offensive spell effect from [MC1] Monster Collective (spells) of spell level = N+2.
Hornung's Guess (SL=1): Count how many objects or people are in a group
Nahal's Reckless Dweomer (SL=1): Choose a spell you can cast (any SL). LVL% chance of getting that spell, otherwise, you get a Wild Surge.
Patternweave (SL=1): Reassemble a broken item (non-magical), solve a jigsaw puzzle, etc.
Chaos Shield (SL=2): Immune to your own Wild Magic spells and Wild Surges
Hornung's Baneful Deflector (SL=2): Missile attacks against you are instead deflected to a random target in your group (it can be yourself).
Nahal's Nonsensical Nullifier (SL=2): You give random results to Detect Good/Evil, Detect Lie, Know Alignment.
Alternate Reality (SL=3): (Can be cast using 1bM) One die roll (friendly or enemy) is rerolled.
Fireflow (SL=3): One fire source moves at LVL" move rate (under your control)
Fool's Speech (SL=3): You and people you specify can speak in a language that is unknowable (Tongues, Comprehend Languages, Legend Lore do not work)
There/Not There (SL=4): Target object is phased in or out (50%/50%) relative to each person in the room, check each time the person looks at the item (it costs a 0 action to "relook" at something to possibly switch modes)
Unluck (SL=4): Target must make 2 saves vs. effects (choose the worst)
Vortex (SL=5): Area effect, each person takes LVLd6 dmg (Vortex, save:½) and 5% chance of Wild Surge, lasts 1 round and moves randomly 1/s, can control direction but then can't use an M action this segment.
Waveform (SL=5): Form a liquid into any shape you like, or can TK a liquid (dmg would be LVLd4 if directed at someone)
Wildshield (SL=6): Absorb 2d6 SL's of magical effects vs. you; does not absorb entire area of effect; Wild Surges count as SL=1d6
Wildstrike (SL=6): Whenever target tries to cast a spell or use a magic item, a Wild Surge is generated against him
Hornung's Surge Selector (SL=7): Whenever you generate a Wild Surge, roll twice and choose a result.
Spell Shape (SL=7): Whenever you're targetted by a spell, get a Spell save, if you make it, take no effect.
Hornung's Random Dispatcher (SL=8): Target is teleported to a random plane (2 Spell saves, choose the worst)
Wildzone (SL=8): [x1 Special] Whenever a spell is cast in the area or a charge from a magic item is used, a Wild Surge is generated.
Stabilize (SL=9): [x1 Special] Wild Surges cannot be generated in the area.
Wildfire (SL=9): Wishoid for a Wizard spell of SL 0-8; can alternatively create a magic item of CL*100 XP value that lasts for 1 turn; unlike Wish this cannot duplicate Priest spells
Wildwind (SL=9): [x1 Special] Wildzone (see above); each person takes 2d6 light dmg /s; each charged item loses 1 charge (and generates a Wild Surge) /s