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Wild Magic

Practitioners of wild magic cast spells based on rigid spell formulae but subconsciously manipulate the energies flowing into the formula.  This can result in the spell going awry and causing random effects.  The formulae for such spells is complicated enough that only a certain number of spells may be memorized at any one time, though the memorization of one spell can be changed out for another given enough time to commit the new spell to memory. It heavily endorses evocation effects but is incapable of producing necromantic or summoning effects.

Once committed to memory, a spell may be cast any number of times as the wizard's endurance provides.

A beginning character that is a practitioner of wild magic will begin with a spell book of 5 spells as defined by the character. The character must be able to cast the spells as defined by the mechanics below. A character increases the number of spells in their books through adventuring, looting, or purchasing as with any other commodity.

 

Hero System Specifics

  Perk: left handed magic, 10 character points
  • This Perk represents the years of study it requires to be able to use wild magic
Magic Skill (int), 3 character points, +1 to roll for two points
  • This Skill represents a character's ability to translate their memorization of a spell into the physical actions needed to produce the effect
Magic Variable Power Pool. The size of the variable power pool is determined by the player character. This variable power pool represents the quantity and power of spells a wizard may have memorized at one time. At a minimum, the variable power pool must have the following limitations on the Control Cost.
  • Major random side effect (30 pts) when Magic Skill check fails, -1/2
  • All powers must have either Gestures or Incantations as limitations, -1/4
  • All powers within the power pool require a Magic Skill check, -1/2
  • Powers within the pool can only be changed with access to inscribed spell fomula (daily), -1/2
Individual spells can have any number of additional advantages and limitations representing the specific effect of the spell.

Localization

The study of wild magic has been spearheaded by the Magicians Guild of Toran. A number of wizards broke off the guild after they determined that catastrophic events could result in areas where magic was completely unpredictable. After a time of intense study, most wizards turned away from this school to pursue safer avenues of research.

Wild magic is still an accepted area of specialization for the Brotherhood of the Crystal Star. And, while not a well-respected school, The Magicians Guild of Toran will certify Wild Mages.   Anson Dalael operates a magic school in Durenor that teaches wild magic to those interested.
Type
Metaphysical, Arcane

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