The Wild mage

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OrIoN89
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Joined: Fri Jul 24, 2009 6:50 pm

The Wild mage

#1 Post by OrIoN89 »

THE WILDMAGE

The Wildmage has the same stats as a normal lvl 1 mage.
Point cost: 90 (+20 for lvl 2, +60 for lvl 3, +100 for lvl 4)
The Wildmage may choose his mounts as a mage and can take any magic items, but seerstaff, up to 80 points.

The Wildmage may roll his spells from the lore of fire and death. Each round at the start of his magic phase, roll 2d6 for each spell known to the mage. 1-6 is the spells of fire, 7-12 is the spells of death, where 7 is the first spell and 12 is the last.

Special Rules

Wild magic:

Where the normal high elf mages studied how to control the powers of the magic, the Wildmages followed the path to archive unhuman amount of magic, often more than they could control casting.

The Wildmage do not confere the 1+ to dispel as normal mages and do not provide any dispel dice. Instead the mage is adding 1d6 to all casting results done by him.

Double or nothing:
All spells that succeeds by the wild mage, gives the mage the option to increase the magnitude of the spell for the risk of his own health.

If the mage chooses to do so, throw a d6. On a 3-6, the spell is creating a replicate of it self as if a normal mage whould cast two spells of the same type that phase with the same effect. On a 1-2 the spell is a miscast. No items can prevent this miscast by any means.

What do you think?
geoguswrek
Posts: 1974
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Re: The Wild mage

#2 Post by geoguswrek »

seems a bit too good to me.
200 points for a 5 spell level 4 from the damage lores, with +1 dice per spell (that can't create a miscast). That plus the banner of sorcery is the entire magic phase. Add to that that when it really matters you double the spell up (i'm thinking of -6 leadership)
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OrIoN89
Posts: 15
Joined: Fri Jul 24, 2009 6:50 pm

Re: The Wild mage

#3 Post by OrIoN89 »

OrIoN89 wrote:THE WILDMAGE

The Wildmage has the same stats as a normal lvl 1 mage.
Point cost: 90 (+30 for lvl 2, +80 for lvl 3, +130 for lvl 4)
The Wildmage may choose his mounts as a mage and can take any magic items, but seerstaff, up to 80 points.

The Wildmage may roll his spells from the lore of fire and death. Each round at the start of his magic phase, roll 2d6 for each spell known to the mage. 1-6 is the spells of fire, 7-12 is the spells of death, where 7 is the first spell and 12 is the last.

Special Rules

Wild magic:

Where the normal high elf mages studied how to control the powers of the magic, the Wildmages followed the path to archive unhuman amount of magic, often more than they could control casting.

The Wildmage do not confere the 1+ to dispel as normal mages and do not provide any dispel dice. Instead the mage is adding 1d6 to all casting results done by him. This extra dice may cause a miscast but no irrestible force.


Double or nothing:
All spells that succeeds by the wild mage, gives the mage the option to increase the magnitude of the spell for the risk of his own health.

If the mage chooses to do so, throw a d6. On a 3-6, the spell is creating a replicate of it self as if a normal mage whould cast two spells of the same type that phase with the same effect. On a 1-2 the spell is a miscast. No items can prevent this miscast by any means.
I have altered the mage with the power of the red font colour. What do you think now?
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Sturen
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Re: The Wild mage

#4 Post by Sturen »

OrIoN89 wrote:
OrIoN89 wrote:Each round at the start of his magic phase, roll 2d6 for each spell known to the mage. 1-6 is the spells of fire, 7-12 is the spells of death, where 7 is the first spell and 12 is the last.
Ehh? Does this mean he casts a random spell!?! Nice idea but maybe let him change the result by D3 if he wishes. Also I assume he rerolls if he rolls the same thing twice. That also would stack the odds towards lore of death as a 1 can't happen on 2D6 and 3 is very unlikely whilst 7 is the most common result.

Overall quite nice, I would take in a friendly game but it's a bit unreliable for a serious game. Not that that's bad as it's the aim of your character.
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Musashi
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Re: The Wild mage

#5 Post by Musashi »

On purely a fluff basis, Reckless is about as wild as High Elves get. In their own way, the High Elves are as strict as the Empire when it gets to magic, since outside of certain social norms, they're quite anal about how you conduct yourself, and being able to project lethal force with your mind would probably require at minimum supervised training so that you neither hurt yourself or others, or an informal license.
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NoOoDLe
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Re: The Wild mage

#6 Post by NoOoDLe »

I think it's more something Dark Elves would force their human slaves to become before sending them into battle as the advance guard.. With the magic levels being relevant to the amount of warpstone they were forcefed.
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Musashi
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Re: The Wild mage

#7 Post by Musashi »

Even if they did that, it seems unlikely they would permit one to go beyond first level, since the risks inherent in a former slave, now uncontrollable wizard, is that he may very well turn against you. And at fourth level, that's an exceptional level of lethality.
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tiekwando2
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Re: The Wild mage

#8 Post by tiekwando2 »

for spells does that mean he cannot get fireball... (rolling a 1 on 2d6 is tough) also its odd because he has a great chance of getting lvl 1 spell for dark magic, decent chance of getting steal soul, even less of spell 3 and so on with almost no chance of getting spell 6, on the otherhand its the opposite with firemagic, decent chance of wall of fire, and almost no chance of flaming sword.
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