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== Basis for wild magic ==
[[Summary::When the world was created , it is said that all magic was wild, but over the years , with all the use by wizards, clerics , and others , the magic was bound into the form we know today. However, there still exist places were where the magic hasn't been tamed yet.
Wild Magic is an environmental effect in certain locations, considered to be extremely unreliable. In these environments , magic might be strengthened, weakened, or randomly altered. These alteration alterations might radically alter the spell to another type, a new and unique expression of reality alteration, or even make the spell fizzle and do nothing.]]
Wild magic areas can be as small as a 5ft radius , and the biggest one known is about half a mile across. These areas are rare and often in hard-to-come-by places far away from colonized lands, but exceptions do exist.
In a wild magic area , spells and [[SRD:Spell-Like Ability|spell-like abilities]] function in radically different and sometimes dangerous ways. Any spell or [[SRD:Spell-Like Ability|spell-like ability]] used in a wild magic area has a chance to go awry. The caster must make a level check (Standard [[SRD:DC|DC]] is 15 + the level of the spell or effect, but it can be higher) for the magic to function normally. For [[SRD:Spell-Like Ability|spell-like abilities]], use the level or [[SRD:Hit Dice|HD]] of the creature employing the ability for the [[SRD:Caster Level|caster level]] check and the level of the [[SRD:Spell-Like Ability|spell-like ability]] to set the [[SRD:DC|DC]] for the [[SRD:Caster Level|caster level]] check. Failure on this check means that something strange happens; roll on [[#Basis Basic Table|Great Surge Table]] .
===Magic Type Descriptor [Wild]===