Le monde de Belam

Mage du Chaos

Description
Introduction
De par le monde la magie arcane est presque une constance. Mais il y a des endroits ou la magie ne rejoint pas. On appel ces endroit des zone de magie morte. A d'autres endroits les zone de magie morte ont encore de la puissance mais elle n'est pas constante c'est endroit sont des zones de magie folle.

Certains mage ce sont spécialisé a invoqué leur pouvoirs magique directement de ces zones de magie folles, sans trop les comprendres leurs plaisirs dérive des du pouvoir qu'engendre la surpuissance aléatoire de ces zones. On les appellent les mage du chaos, mais ils sont loin de vivre dans le chaos. Devenir un mage du chaos comportent autant de travail sinon plus que de devenir un mage régulier
Alignement
Tous les alignements sont permis.
D� de vie
(d4)
Skills

Les skills du magicien sont Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int). Voir le chapitre 4: Skills pour la description des skills.



Nombre de skills au 1er niveau: (2 + Modificateur d'Intelligence) x 4
Nombre de skills par niveau: 2 + Modificateur d'Intelligence

Mage du Chaos
NiveauBase AttackFortitudeR�flexeVolont�Habilit�s de classe
1+0+0+0+2Wild Magic
2+1+0+0+3
3+1+1+1+3Call Surge
4+2+1+1+4
5+2+1+1+4Summon Familiar
6+3+2+2+5
7+3+2+2+5Ability Gamble
8+4+2+2+6
9+4+3+3+6
10+5+3+3+7Alter
11+5+3+3+7Ability Gamble
12+6+4+4+8
13+6+4+4+8
14+7+4+4+9
15+7+5+5+9Ability Gamble
16+8+5+5+10
17+8+5+5+10Major Alter
18+9+6+6+11
19+9+6+6+11Ability Gamble
20+10+6+6+12Secrets revealed

Habilet�s de classe
Spells

The wild mage must learn his spells exactly as wizard, thus he uses intelligence as his important modifier. A wild mage can only learn a maximum number of spells for each spell level, equal to his intelligence modifier + a certain number of spells depending on spell level. This is very simple. Simply add his intelligence bonus to 9 for first level spells, 8 for 2nd level spells, 7 for 3rd level spells etc. Until 1 for 9th level spells. With the coming of the wild mages, a new school of magic has come (the old schools were evocation, transmutation etc.) called wild. Whenever the wild mage becomes able to cast a spell of a certain level for the first time (i.e. at fifth level the wild mage becomes able to use 3rd level spells) he automatically receives a spell from the wild magic school. There is only one such spell on each level, described under the spells section. These spells count in terms of determining the maximum number of spells a wild mage can choose. A wild mage can memorize as many spells as he able to cast each level, and must memorize a wild magic spell of each level he can cast, but may memorize them more than once, exactly as an evoker must memorize one evocation spell of each level he or she can cast. A wild mage cannot specialize in other schools of magic in this class, but if he multiclass as a normal wizard he may specialize in the levels of that class.

Wilg Magic spells: Cliquer ici

Wild Magic

Everywhere and at any time, the wild mage has a 5% chance that the magic he uses will be affected by a wild magic surge. In wild magic zones he does not have 5% but 100% chance that the wild magic will affect his spells.

Call Surge
As a free action the wild mage can, if he desire so, augments the chance for a wild surge once per day. He simply add a d12 to the 5% base of a wild surge. The effect of calling a surge is detrimental to the health of the caster. So the wild mage loose 1d3 point of constitution. The effects of the Call Surge last until the constitution is healed or until the caster rest fort 2 hours straight.
Summon Familiar

Voir le mage et le sorcier

Ability Gamble

This represents the strange effect that the wild magic has on the wild mage. It bends and twists his body and spirit as it flows through him. Each time the Wild Mage gains this, he gets one charge of the special power Gamble. When he uses a charge, he has a chance to raise an ability, but a danger of decreasing it. The wild mage must choose to gamble one of his six abilities. When he gambles one of his abilities, he rolls 2d8, one of the d8 is negative, one is positive. Subtract the positive die from the negative die. If the result is negative, that many points is drained from the ability score the wild mage gambled. If the result is positive, that many points is added to the ability. The wild mage may choose to save these gamble charges or he may choose to never use them.

Alter

Once per week, when the wild mages magic catches a wild magic surge, there is a 50% chance that the wild mage may roll two times on the wild magic table and choose the best result.

Major Alter

Alter is changed to once per day, and the wild mage has 100% chance of being able to roll two times on the table.

Secrets revealed

A wild mage of 20th level may, once per week, roll four times at the wild magic table when his magic catches a wild magic surge, and select the best result.


Nombre de sorts par jour
Niveau0e1er2e3e4e5e6e7e8e9e
132
242
3422
4432
54332
64332
744432
844432
9444432
10444432
115444432
125444432
1354444432
1454444432
15544444432
16554444432
175544444432
185554444432
195554444443
205555444443