====== Wild Magic ====== There are those people in the world that act as direct conduits to the [[lore:shadow_realms|Shadow Realms]] from whence all magic originates. Unlike magicians who have a connection to the realm and nurture it someone blessed/cursed with Wild Magic has little control over their own abilities. A wild mage cannot become more skilled with their power and in fact their connection hinders their ability to practice any form of magic. ====== Chivalry & Sorcery ====== * +1 DF to all Magick Craft Skills * +1 DF to all Magick Mode Skills * -25% TSC to all Magick Craft Skills * Must make Disc AR check to operate any Magical Device that draws Fatigue from the user * Wild Magick Spells are cast at 100 - DISC AR - this can never be improved ====== HERO ====== * -5 to any skill that involves manipulating magic * All wild magic spells purchased must have Activation 12- on them (this can never be removed) * Any non-wild magic spells, in addition to the normal limitations required, must have Activation 14- on them and a Side Effect equal in active points to the spell in question