Wild Magic

There are those people in the world that act as direct conduits to the 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