Wild Magic Paragon (3.5e Prestige Class)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Homebrew.png
Author: Lo77o (talk)
Date Created: 15/01-2011
Status: Complete
Editing: Clarity edits only please
Scale.png Low - Moderate - High - Very High
ArticleUndiscussed.png
Rate this article
Discuss this article



Wild Magic Paragon[edit]

Let me just cast detect traps first, so nothing bad surprises us.
—Grolin the mad, Human Wild Magic Paragon, Last words to his adventure group before turning himself into a statue

Becoming a Wild Magic Paragon[edit]

Entry Requirements
Alignment: Any non-lawful
Skills: Knowledge (arcana) and Spellcraft 4 ranks in each.
Feats: Wild Mage
Special: Must have had a personal experience with one of his own wild surges. (Example, any wild surge that changed the effect of a spell, and had the caster as target)

Table: The Wild Magic Paragon

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +0 +2 Secret +1 level of existing class
2nd +1 +0 +0 +3 One Revelation +1 level of existing class
3rd +1 +1 +1 +3 Secret +1 level of existing class
4th +2 +1 +1 +4 Two Revelations +1 level of existing class
5th +2 +1 +1 +4 Secret +1 level of existing class
6th +3 +2 +2 +5 Three Revelations +1 level of existing class
7th +3 +2 +2 +5 Secret +1 level of existing class
8th +4 +2 +2 +6 Four Revelations +1 level of existing class
9th +4 +3 +3 +6 Secret +1 level of existing class
10th +5 +3 +3 +7 Infusion +1 level of existing class

Class Skills (6 + Int modifier per level.
Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha),


Class Features[edit]

All of the following are class features of the Wild Magic Paragon.

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a Wild Magic Paragon, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Secret (Ex): At 1st level and every two levels higher than 1st (3rd, 5th, 7th, and 9th), the wildmage paragon chooses one secret from the table below. Her class level plus modifier from casting stat (Intelligence for wizards, Charisma for sorcerers and bards etc.), determines the secrets she can choose. She can’t choose the same secret twice.

Wild Magic Paragon Secrets
Level +
Modifier
Secret Effect
1 Entropic Life When ever you cast a spell or use a spell-like ability that doesn't trigger a wild surge, you get fast healing, equal to the spells level, until your next turn.
2 Entropic Knowledge When ever you cast a spell or use a spell-like ability that doesn't trigger a wild surge, you get an insight bonus on any knowledge checks, equal to the spells level, until your next turn.
3 Smiling Fate When you roll on the surge table, you must succeed on a charisma check with a DC equal to (25 minus class level), if you do your spell or spell-like ability has its intended effect in addition to the surge effect. This is ignored if you get a surge effect that is already in addition to a spells or spell-like abilities normal effect.
4 Entropic Movement When ever you cast a spell or use a spell-like ability that don't trigger a wild surge, you get an insight bonus on any dexterity based skill checks, equal to the spells level, until your next turn.
5 Entropic Protection When ever you cast a spell or use a spell-like ability that don't trigger a wild surge, you get damage reduction that can only be overcome by lawful weapons, equal to twice the spells level, until your next turn.
6 Entropic Perception When ever you cast a spell or use a spell-like ability that don't trigger a wild surge, you get an insight bonus on any perception checks, equal to twice the spells level, until your next turn. This also gives you a free perception check when the spell completes, and another one right before you start your next turn.
7 Fickle Fate If you wild surge, any other surges you get before the end of your next round will be a fickle surge. When you get a fickle surge you get to choose what sub table to roll on (A1, B1, C1, D1 or E1)
8 Twin Fate When you wild surge, and you are the target, you get to choose someone within 10 feet per class level, that is also effected by the surge. You roll only once and the result is applied to both recipients.
9 Sealed Fate A number of times per day, equal to your half your wildmage paragons class level rounded down, you can choose if your next spell or spell like ability is a wild surge (Do not roll a dice).
10 Wild Magic Insight When ever a wild surge happens, you can make a spellcraft check (DC 10+ level of original spell +5 for each roll on basis table), to determine the outcome of the surge before it completes. (This will never identify the effect from the “special” table, but you do know its from that table)

Revelation (Su): At 2nd level the Wild Magic Paragon gains Revelations, These revelations are rolled every time the wild magic paragon memorizes spells or spell slots (usually in the morning), and last until next time he memorizes. At 2nd level he rolls one Revelation and every two levels higher than 2nd (4th, 6th, 8th), except 10th level he gets one more up to four Revelations at level 8th. When ever revelations are gained, roll on the table below. The same revelation cannot be gained twice, and in that case reroll.

Wild Magic Paragon Revelations
Dice Roll (d10)
Revelation Effect (these are all in addition to the normal surge effects, and are part of the wild surge)
1 Repeated Surge When ever you surge you must succeed on a charisma check with a DC equal to (22 minus class level), if you do you will surge again next round. (Use the same information as the spell that made your surge, except the spells effect will not happen, even if you roll a surge that is in addition to the normal spells effect)
2 Delayed Surge When ever you surge you must succeed on a charisma check with a DC equal to (22 minus class level), if you do any wild surge effect is delayed 1d4 rounds.
3 Random Surge When ever you surge, you must succeed on a charisma check with a DC equal to (22 minus class level), if you do you roll 1d6-2 to determine how many times you wild surge. (Minimum zero wild surges)
4 Quick Surge When ever you surge, you must succeed on a charisma check with a DC equal to (22 minus class level), if you do you gain a free quickened reckless dweomer. This must be cast immediately and counts against your normal limit of one quickened spell per round.
5 Horrifying Surge When ever you surge, you must succeed on a charisma check with a DC equal to (22 minus class level), if you do the surge is accompanied with a display of horrifying illusions. Everyone within 10 feet per class level (including your self) must succeed on a will save (DC of original spell) or be panicked for 1d4 rounds (This is a mind effecting, fear effect).
6 Stable Surge When ever you surge, you must succeed on a charisma check with a DC equal to (22 minus class level), if you do you loose your wild dice, and access to all [wild] spells, and your wild modifier to caster level. Duration is equal to the level of the spell that coursed the surge in hours.
7 Melodic Surge When ever you surge, you must succeed on a charisma check with a DC equal to (22 minus class level), if you do all valid targets within 10 feet per class level gets targeted by an Irresistible Dance, including your self.
8 Greymantle Surge When ever you surge, you must succeed on a charisma check with a DC equal to (22 minus class level), if you do you gain an energy aura extending 10 feet per class level. Within this aura it becomes positive/negative major dominant (roll 1d2 to determine witch one). Duration is equal to the level of the spell that coursed the surge in rounds.
9 Wildplague Surge When ever you surge, you must succeed on a charisma check with a DC equal to (22 minus class level), if you do, anyone targeted by the surge, or within the area of a surge effect has a chance to be infected with wildplague.
10 Elemental Surge When ever you surge, you must succeed on a charisma check with a DC equal to (22 minus class level), if you do you gain an elemental (air/earth/fire/water) aura extending out 10 feet per class level. Any spell that deals damage cast within this aura has its type changed to (electricity/acid/fire/cold). Roll 1d4 to determine the aura. Duration is equal to the level of the spell that coursed the surge in rounds.

Infusion (Ex): At 10th level the Wild Magic Paragon becomes infused with wild magic. Wild Magic Paragon gains the following.

  • [Chaotic] subtype
  • When is brought back from the dead by such magic as raise dead and resurrection, the Wild Magic Paragon does not lose a level
  • Wildmagic Aura (All dead magic and antimagic effects within 100 feet of the Wild Magic Paragon becomes wild magic areas instead)

Back to Main Page3.5e HomebrewClassesPrestige Classes

Part of:
Wildstuffv
Basis Wild Magic, Wild Magic Areas +Da Great Surge Table
Wild Feats Wild Mage, Wild Blood, Wild Born, Wild Mage Artist
Wild Prestige Classes Master Wild Mage, Wild Magic Paragon
Wild Spells Nahal’s Reckless Dweomer, Hornung’s Chaos Shield, Fool’s Speech, Wild Fate, Nahal’s Vortex, Nahal’s Wildstrike, Hornung’s Surge Selector, Nahal’s Wildzone, Nahal’s Wildfire
Wild Other Wild plague
Allowed AlignmentsNeutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceVery High +
AuthorLo77o +
Base Attack Bonus ProgressionPoor +
Class AbilityArcane Spellcasting +
Class Ability ProgressionFull +
Fortitude Save ProgressionPoor +
Identifier3.5e Prestige Class +
Length10 +
Minimum Level6 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillBluff +, Concentration +, Craft +, Diplomacy +, Disguise +, Gather Information +, Heal +, Intimidate +, Jump +, Knowledge +, Perform +, Profession +, Sense Motive +, Spellcraft + and Use Magic Device +
Skill Points6 +
SummaryA wild mage who sacrefices even more control for new secrets +
TitleWild Magic Paragon +
Will Save ProgressionGood +