Difference between revisions of "Wild Spellcaster (3.5e Feat)"

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(Created page with "{{author |author_name=Eiji-kun |date_created=4-6-24 |status=Complete |balance=Unquantifiable }} <onlyinclude>{{3.5e Feat |name=Wild Spellcaster |types= |summary=You can boost...")
 
 
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| 78-79 || class="left" | Heal 3d10 hp.
 
| 78-79 || class="left" | Heal 3d10 hp.
 
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| 80-81 || class="left" | Spell is [[SRD:Empowered Spell|Empowered]].
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| 80-81 || class="left" | Spell is [[SRD:Empower Spell|Empowered]].
 
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| 82-83 || class="left" | The sky rains edible foodstuffs for 1 round over a 1 mile radius, which may be consumed over the course of 1 minute for a full meal.
 
| 82-83 || class="left" | The sky rains edible foodstuffs for 1 round over a 1 mile radius, which may be consumed over the course of 1 minute for a full meal.

Latest revision as of 12:52, 6 April 2024

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Author: Eiji-kun (talk)
Date Created: 4-6-24
Status: Complete
Editing: Clarity edits only please
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ArticleUndiscussed.png
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Wild Spellcaster [General] You can cast above your level, but it doesn't always go according to plan...Prerequisites: Able to cast spellsBenefit: You can choose to increase your caster level by +1, as well as increasing any caster level caps beyond their usual (such as the maximum 10 dice of a fireball spell). If you do so you have a 10% chance of initiating a wild surge of magic. Roll on the chart below to determine the effect.

At 4 HD and every 4 HD after, you may increase the caster level by an additional +1 and the wild surge chance by an additional 10% (maximum +6 and 60% at 20 HD).

You may also sacrifice a 1st level or higher spell to create the same effect of activating a Rod of Wonder.


Wild Magic Surge
Roll 1d100 Effect
1 You are point blank for a magical explosion. Use the spell save DC, you and all within a 20 ft radius must make a save against 1d6 damage/level, Reflex save for half.
2-3 You are unable to speak for 1 minute, random noises coming from your mouth instead.
4-5 Spell variables are minimized. This takes priority over metamagic effects.
6-7 Turn into a potted plant for 1 round (hardness 5, 10 hp). If broken you revert to normal with the damage, and are staggered for 1 round and prone.
8-9 Fall under the effects of confusion for 1 minute.
10-11 A creature from summon monster I is summoned next to your target or in the area of effect, hostile to all creatures.
12-13 40 ft radius centered on you affected by transmute rock to mud (or transmute mud to rock if surrounded by mud). Save DC is based on your casting ability score.
14-15 You turn a random color. This is considered a curse and is removed by remove curse.
16-17 You are affected by baleful polymorph into a bunny or other animal, and you revert upon taking 1 hp of damage.
18-19 Lose 3d10 hp, to a minimum of 1 hp.
20-21 Ambient wind conditions increase by three steps, and any inclement weather worsens as appropriate. Effects last up to 10 minutes.
22-23 You break into a dance, your movement speeds reduced to 0 for 1 round.
24-25 Change into a random different race as if affected by reincarnate. Transmutation is in appearance only, do not change your abilities. Reverts after 24 hours.
26-27 Roll 1d8 for direction, you are teleported 60 ft in that direction or in the nearest valid space.
28-29 Your casting ability score and your Strength ability score switch places for 1 round.
30-31 Your hair falls out, but will regrow in 1d10 days.
32-33 A narrator proceeds to narrate all of your actions out loud for the next hour.
34-35 Unable to speak, can only babble. You may still make vocal components. Effect lasts for 10 minutes.
36-37 Roll 1d2. On a 1, you shrink as per reduce person. On a 2 you grow as per enlarge person. Effects last for 24 hours.
38-39 You lose 3d10 hp and all creatures within 30 ft gain 3d10 hp.
40-41 Your movement speeds are doubled and you fall under displacement for 1 round, and you must move up to your speed within 1 round. If you do not or cannot, your are staggered for 1 round.
42-43 You fall under greater invisibility but are also blinded for 1 round, bypassing immunities.
44-45 All creatures within 100 ft radius are disguised (as disguise self) as the caster for 1 hour. Effect may be removed with a standard action.
46-47 Roll 1d2. On a 1, you become significantly younger, on a 2 you become significantly older. Do not change your abilities, and your age reverts after 24 hours.
48-49 All creatures in a 100 ft radius become invisible for 1 minute, or until they make an attack as per the spell.
50-51 Spell effects are invisible (through the consequences of the spell may not be). Summons are only invisible for 1 round. Normally unseen spells now have a flashy visible appearance.
52-53 An obscuring mist is centered on you, smelling strongly of a random food or perfume.
54-55 You can only shout when speaking. Effect lasts for 10 minutes.
56-57 An outsider associated with your alignment of 6 HD or less appears in a random space within 30 ft under control of the DM. The outsider persists for 1 minute before vanishing.
58-59 You shine with bright light, gaining a 20 ft miss chance against any creature attacking you that relies on sight for 1 round. You emit bright light out to 60 ft and dim light out to 120 ft.
60-61 Your hair grows extra long. This is an instantaneous effect.
62-63 Switch places with nearest creature within 60 ft. This is a teleportation effect.
64-65 Gain a third eye for 1 hour, giving +4 Spot checks and Darkvision 60 ft. You cannot avert your gaze.
66-67 You gain a random animal’s traits such as fur, paws, tails, or horns for 24 hours. For the duration you may use speak with animals with that type of animal at will.
68-69 You are transported to an nice extraplanar resort where you benefit from a full meal and relieve any fatigue or exhaustion. While it seems like hours, only 1 round passes in reality and durations persist as normal. Gain a free useless trinket as a souvenir.
70-71 Your current weapon (or the next weapon you wield) turns into a fish of appropriate size. Its next attack is a touch attack that deals 2d10 + twice your caster level in unresistible fish damage, before reverting to its normal appearance and abilities.
72-73 You levitate up 20 ft each round for 3 rounds, then float back to the ground.
74-75 Choose one creature you can see within 100 ft. You gain an instant snapshot of their current hp, HD, and status as per status.
76-77 The next d20 you roll will be a natural 20, though critical hits must be confirmed.
78-79 Heal 3d10 hp.
80-81 Spell is Empowered.
82-83 The sky rains edible foodstuffs for 1 round over a 1 mile radius, which may be consumed over the course of 1 minute for a full meal.
84-85 You take half damage from all sources until the end of your next turn.
86-87 You regain one use of the lowest level spell slot expended.
88-89 A clone of you appears in the next space over for 1 round. You may perform two creature's worth of actions and after seeing the results, decide which one was canon. The clone (and anything it did or that happened for it) vanish and its effects reverted, though everyone retains memory of what happened.
90-91 Spell is Maximized.
92-93 You obtain one item of value of 50 gp or less which appears in a free hand or at your feet. The effect is instantaneous.
94-95 You gain a golem's Magic Immunity for 1d4 rounds.
96-97 Spell cast does not consume the use of the spell.
98-99 Roll twice on this chart, ignoring further instances of this result.
100 You gain an extra full round action.



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Eiji-kun's Homebrew (5608 Articles)
Eiji-kunv
Article BalanceUnquantifiable +
AuthorEiji-kun +
Identifier3.5e Feat +
PrerequisiteAble to cast spells +
RatingUndiscussed +
SummaryYou can boost the caster level of your spells, at the risk of incurring unknown chaos. +
TitleWild Spellcaster +
TypeGeneral +