Wild mage path
Posted: Tue Jan 27, 2015 12:58 pm
For the wizard class.
Every spell has a % chance to produce a rod of wonder effect.
Gains the ability to willingly produce a wild surge once per day (usable from that token thing). This is basically the rod of wonder again.
At high levels, gains the ability to influence an area, turning the area into either a zone of wild magic, or removing an area of wild magic with a console command. Both require a substantial number of spell components. The wizard would have to make a concentration check or something in order to succeed, and could potentially fail, wasting the components.
Wild magic zones would produce the same effect as above for anyone, and would disappear after a certain number of hours, or a reset.
Regular wizards would also be able to negate the above zones, except at a penalty. This would be exclusive for wizards, due to the amount of study and understanding one would need to comprehend wild magic zones.
Every spell has a % chance to produce a rod of wonder effect.
Gains the ability to willingly produce a wild surge once per day (usable from that token thing). This is basically the rod of wonder again.
At high levels, gains the ability to influence an area, turning the area into either a zone of wild magic, or removing an area of wild magic with a console command. Both require a substantial number of spell components. The wizard would have to make a concentration check or something in order to succeed, and could potentially fail, wasting the components.
Wild magic zones would produce the same effect as above for anyone, and would disappear after a certain number of hours, or a reset.
Regular wizards would also be able to negate the above zones, except at a penalty. This would be exclusive for wizards, due to the amount of study and understanding one would need to comprehend wild magic zones.