Wild Mage Wizard Path

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TheGreatMars
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Joined: Sat Jul 04, 2015 11:57 am

Wild Mage Wizard Path

Post by TheGreatMars »

So, I couldn't help but notice how Wizards have no paths, and how sorcerers and their paths are the dominant arcane spellcaster. Well, I have an idea for a -wild- new path, ha ha, anyone?
*Clears throat*

So you might have guessed from the suggestion title, and my facetious introduction, but the idea is to add a Wild Mage path for wizards. For those who don't know, following the Time of Troubles several mages learned to draw upon the chaotic energies it left behind, granting themselves fantastically unpredictable magic.

Literally, the way a Wild Mage would work is that they would always be under the effects of Faerzress. In fact, if you look at the system log when the faerzress triggers it actually says "Wild Surge" which is the main thing that sets Wild Mages apart from normal mages. Every time they cast a spell, there's a chance of a Wild Surge occurring.
They also have special unique spells, but as far as implementing Wild Mages in Arelith is considered, that can be ignored, since Arelith can't support custom spells.

The way I understand it, the groundwork for the Wild Mage already exists on Arelith, in the form of the Faerzress. So it shouldn't be too hard to code in, but I don't know enough about coding for my 'shouldn't be' to carry weight.

I would also request that a "-forcesurge" command be added for Wild Mages, which when used will cost some experience, but force the effects of a wild surge. Helpful in the event that a mage is particularly desperate. The inspiration for this command being partly the aforementioned unique spells(Specifically Nahal's Reckless Dweomer) but mainly from the "Force Surge" rule which my PnP group uses as a house rule instead of bothering with WM unique spells.

Traditionally, the percent chance of a Wild Surge occurring goes up with level.

Now to answer the question of why someone would want to play a Wild Mage. Typically, casting under the effects of Faerzress is a risky business, and you might find yourself worried that horrible things will happen, despite there being very good things that can happen. That is understandable, in fact, that is the sane people are supposed to think.

Wild Mages however, lack such common sense, and relish the uncontrollable danger their magic brings. That unpredictability sends chills of excitement up their spines as they cast any given spell. They laugh and cheer as a surge turns in their favor, and apologize thoroughly when it incinerates the rest of the party (Or even their own self)

Any good aligned Wild Mage will almost always tell his party what they're getting into by bringing her along, though more cruel characters might not be so considerate.

Wild Mages are very rarely lawful, and most often, in fact, almost always, chaotic by alignment and nature. The structured life of a Lawful just doesn't sit right with a wild mage. However, this should not limit the player's ability to take Lawful alignments, since I can already think of more than one reason a WM would be Lawful.
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