Wild Magic

In some areas of Creed, the mana is so warped or frayed that magic rarely functions reliably. This damage may be due to some magical disaster or due to some powerful effect that fractures mana, such as breaking Powerstones. While most zones of wild magic are often destroyed by wild mages or naturally repair themselves in time, small pockets of wild magic remain scattered across Creed, especially underground and in wilderness areas.

Wild Mages

Wild mages are beings with a small fracture in their essence, making them act like wandering areas of wild magic but granting them a greater degree of control over such magics.

Detecting areas of Wild Magic

Areas of wild magic are generally unnoticed until they make some spell or effect go awry, or travelers begin to feel their magical wards begin wearing away or shattering. A wild mage is instinctively aware of an area of wild magic, and those who view such an area with a Detect Chaos spell can determine the exact borders of the affected area and gain insight into what created such an area and what might allow such an area to repair itself.

Wild mages are also capable of drawing an area of wild magic into themselves if there is nothing else that would repair an area of wild magic, or if such a task is beyond their abilities. Such an action increases the wild nature of their own magic (increasing the amount of numbers on the wild mage’s wild surge die).

Effects of areas of Wild Magic

Any spell or spell-like ability whose caster is within an area of wild magic is vulnerable to the effects of wild magic. (Wild magic does not affect supernatural, extraordinary, or natural abilities.) All such effects have a chance of resulting in a wild surge, typically 50% though this may be lower (but never higher) in areas of only slightly fractured mana.

Spell effects with a duration greater than 1 round (such as wards and enhancements) that enter an area of wild magic are susceptible to mutation. While such effects can vary between areas of wild magic, all such spells will typically attempt to mutate once per minute. Mutations most commonly act as follows (determined by a random d100 roll):

  • 1-5: With a sudden nauseating surge, the spell drains away and forms into a Living Spell. This ooze acts immediately after the original spell bearer’s turn, spawns adjacent to them, and attacks the bearer first, but then randomly attacks any nearby creature. Spells granted by a Living Spell roll against mutation on the new bearer’s next round and treat any roll between 1 and 50 as “spell shatters”.
  • 6-25: In a great burst of energy, the spell shatters. The effect is dispelled and the bearer suffers mana burn as appropriate for the spell’s level.
  • 26-50: Boiling off the flesh of its bearer, the spell evaporates. The effect is dispelled but no mana burn is suffered.
  • 51-60: Dancing around the bearer in a cascade of dizzying colors, the spell reforms. The effect warps into a new spell, targeting the bearer if a ward or enhancement, otherwise launching out at a target of the bearer’s choice. The new spell takes place and acts immediately when warped, directed as a free action by the bearer. The new spell has the same caster level and any applicable metamagics or alterations of the warped spell. If the new spell is not instantaneous, the duration of this spell is identical to the effect dispelled, or reduced to the appropriate duration of the new spell based on the spell’s caster level, whichever’s shorter.
  • 60-95: Nothing happens, the spell effect remains in place.
  • 96-100: With a surge of power, the spell is enhanced. The spell gains the benefits of the Extend Spell and Maximize Spell metamagics and the caster level for the spell is increased by 5 (recalculate any effects of the spell as appropriate). The spell cannot suffer further mutations from this area of wild magic.

Permanent spell effects must suffer three negative mutation rolls before they can be affected by such a mutation. Empowering mutations only effect a permanent spell effect for the normal duration of the regular spell.

Some spells act differently within an area of wild magic.

  • Chaotic and wild spells gain a +2 bonus to their save DCs while within an area of wild magic.
  • Lawful spells have a 50% reduced chance to wild surge within an area of wild magic. When rolling for mutations against a lawful spell, roll twice and take the better roll.
Wild Mutations

Wild mutations are an unfortunate occurrence within those exposed to areas of wild magic, often exacerbated within spellcasters that have spells run wild in such an area. While some mutations can be harmless or even beneficial, all mutations have the capacity to grow out of control, often with lethal consequences (or worse). The most dire of such mutations are known as The Paths of Chaos and have taken the lives of countless wild mages throughout history. Wild mutations are the most common, and the most dangerous, within powerful areas of wild magic and within recently created areas of wild magic.

Wild Items

Wild items are objects that utilize the roiling nature of chaos to power unusual effects. See Wild Items for more information.

Servants of Chaos

While all mages are capable of creating a familiar, wild mages, like wizards, are capable of creating unusually unique familiars. Unlike many professions which gain bonded familiars or companions, such as the paladin, druid, and wizard, wild mages must invest significant additional training to be able to create such a familiar. See Familiars for more information.

Wild Spells

Wild spells call upon the unique power of fractured mana to warp the world around them. All wild mages gain access to a number of spells that only they can cast, known as Wild Spells which they gain as they advance levels. Wild spells may only be cast by wild mages. Many wild mages have created new and unique wild spells, though most have kept their creations secret. Some of the most unusual wild spells have the unfortunate side effect of creating wild mutations within their caster.

Wild Magic

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