Wild Magic (3.5e Trait)
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Wild Magic
You can't control which spells you cast.
Benefit: Most spells have their casting time decreased by one step (one minute to one round to a full-round action to a standard action to a move action to a swift action). This trait does not allow you to cast two spells with a original casting action of a standard action or more in a round.
Drawback: You never quite know what spell you are going to cast. Whenever you attempt to cast a spell, choose two instead of one, expending material components for both, and use the longest casting time of the two (modified by this trait). Once casting is complete, roll a d2 to randomly determine which spell you cast, at which point spellcasting precedes normally, with the appropriate spell slot expended only for the final spell. If you only have one spell slot available, there is simply a 50% chance that the spell fizzles to no effect.
Roleplaying Ideas: {{{roleplayingideas}}}
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