The Wild Mage DCCified

I thought this would be a fun to DCCify.  Enjoy.

 

Wild Mage

Wild Mage 1

The energies of chaos course through your veins, giving you a euphoric sense of power and purpose.  The raging cacophony of sound is a symphony to your ears.  Rather than careful and predicted studies of magic which the boring and foolish wizards proclaim as the best and only method of wielding the arcane arts, you plunge recklessly into them shaping and molding them in a way rarely seen.  You fling spells with little regard for who they help or hinder, solely concerned about your own safety and basking in your superior use of magic.

 

Hit Points: A wild mage gains 1d4 HP per level.

 

Weapon Training: A wild mage is proficient with a crossbow, dagger, dart, shortsword, sling, spear, and staff.  A wild mage rarely wears armor as it hinders their ability to cast spells.

 

Alignment: Wild mages do not fear the madness or unpredictability of chaos, but rather embrace it; shirking the confines of law or apathy of neutrality.

 

Spell Casting: A wild mage does not spend their time reading through scrolls and tomes like their stodgy wizard counterparts; instead they harness the chaotic energies of magic and unleash them, regardless of the effect.

Wild Mage 3

When a wild mage attempts cast a spell they declare which spell they are striving for; the Judge makes a secret Luck roll to see if the wild mage is successful.  If the Luck roll is unsuccessful the Judge rolls to see which spell the wild mage is actually casting.  As a wild mage gains the ability to cast higher level spells they Judge will need to roll to see what level of spell the wild mage is casting (IE- if a wild mage can cast up to third level spells and fails the luck roll the Judge will roll a 1d3 to see spell level, then roll to see what spell is being cast).  The wild mage then rolls a spell check (d20 + level + Luck modifier + Personality modifier).

 

Mercurial Effect: Each time a wild mage casts a spell they consult the Mercurial Magic section (DCC, pg 110-15).

 

Familiar: A wild mage begins with a familiar at level 1.  Roll 1d3 for Familiar Type: 1) Demonic; 2) Focal; 3) Arcane.  Finish generating the familiar per the DCC rules pg 316-319.

 

Luck: A wild mage is able to permanently burn a point of Luck to successfully choose the spell they desire to cast.  Doing this also allows for a normal manifestation of the spell per the spell’s description.

 

Caster Level: The caster level of a wild mage is equal to their level.

 

Languages: A wild mage begins at level 1 knowing common.

 

Wild Mage 2

Gun Mage
Level Attack Crit Die/Table Action Dice Max Spell Level Ref Fort Will
1 +0 1d6/I 1d20 1 +1 +0 +1
2 +1 1d6/I 1d20 2 +1 +0 +1
3 +1 1d8/I 1d20 2 +1 +1 +2
4 +1 1d8/I 1d20 3 +2 +1 +2
5 +2 1d10/I 1d20+1d14 3 +2 +1 +3
6 +2 1d10/I 1d20+1d16 4 +2 +2 +4
7 +3 1d12/I 1d20+1d16 4 +3 +2 +4
8 +3 1d12/I 1d20+1d20 5 +3 +2 +5
9 +4 1d14/I 1d20+1d20 5 +3 +3 +5
10 +4 1d14/I 1d20+1d20+1d14 5 +4 +3 +6

 

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About wrathofzombie

I am a History major attending a community college until I can get more financial aid and attend a four year school. I am living in NJ with my girlfriend who is currently wrapping up on obtaining her PhD in Toxicology. I love Star Wars, Role-playing, video games, working out, reading, writing, and hanging with my girlfriend, dog (Perfect), and two kittens (Birch and Brambles). My main focus on this site will be my discussion of Role-playing games and ideas and hopefully contribute something worth a damn. View all posts by wrathofzombie

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