Thursday, February 9, 2017


Wilders have an instinctive relationship with magic. They are fundamentally connected to it. Magic is as much a part of a wilder as emotions. However, without any formal training or apprenticeship, they must create spells by trial and error requiring incredible perseverance and keen intuition. As a result, wilders can be a danger to themselves and others. There is a strong stigma against wilders and many are forced to hide their talents, while others are driven from their respective communities. Many do not survive to adulthood, but those who do, learn to control their powers and are stronger for it.

Intuitive: A wilder’s Intuition score changes to 4d6.

Spells: A wilder casts spells from any of the four magic types, Demon Magic, Primeval, Sorcery, and Theurgy. Choose only one (it cannot be changed later).
At level 1, a wilder begins knowing 4 + Intellect modifier spells and learns Intellect modifier spells each level thereafter.  She knows only level 1 spells at level one, but then gains access to level 2 spells at level three, and level 3 spells at level six, and last, level 4 spells at level ten. 

Wild Magic (M): Wilders do not use magic the same way as other spellcasters. To cast a spell spend Power equal to the spell’s level and then choose how many Spell Dice to roll regardless of how much Power was spent. In exchange, she activates an identical dice effect based on how many Spell Dice were rolled. If she rolled 1 Spell Dice, no identical dice effect is triggered. If she rolled 2 Spell Dice, trigger one of six identical dice effects for pairs. If she rolled 3 Spell Dice, she triggers one of six effects for triples, and on 4 Spell Dice, trigger one of six effects for quadruples. Roll a single d6 to determine which effect is triggered. Conversely, spells that become cantrips are treated as if she had rolled one less Spell Die (therefore she may roll up to 2 Spell Dice and not trigger an identical dice effect). 

Gifted (M): At level 3, a wilder can spend an immediate action to reroll the identical dice effect from the Wild Magic attribute. 

Perilous (M): At level 6, a wilder can spend Power to change Spell Dice to d8s. Each Power spent changes one Spell Dice from a d6 to a d8. She may spend up to 4 Power in addition to Power spent casting the spell. If a spellcaster attempts to counter a perilous spell, the counterspeller becomes fatigued. 

Strange (M): At level 9, when a wilder casts spells she causes the world around her to change. Depending on her chosen magic type, her spells produce an environmental effect. The environmental effects produced have the following associations: demon magic and shadow, primeval and fae, theurgy and chaos, and last sorcery, a combination of shadow and fae (see Chapter 5: Magic under Magic and the Environment for descriptions). The potency of the spell determines the strength of the environmental effects. The change in the environment lingers for as many hours afterward as spell dice spent casting it. (archetype table)
Leanna the Wilder
Leanna pinched the ring between her thumb and index finger. Rubbing away the dust and grime revealed a plain band, unremarkable except for the fact that it was gold. There was something else, however, not about the ring necessarily, but about how it made her feel. Leanna was keenly aware of it. She’d been living in the woods all her life; you learn to trust your instincts when you have no one else to rely on.
Leanna squatted back down, dipping the ring into the stream to remove the rest of the grime. Once cleaned, she examined it again– even bit it to check the softness of the gold. No teeth marks. Unremarkable indeed. But, gold is gold. It’ll be worth something to the traders on the King’s Road.
Before slipping it into her pocket, Leanna decided to try one more thing. This time she’d use her ‘talent’ to examine it. She placed the ring on a nearby stump and concentrated. Reaching out with her mind, Leanna tapped into her secret power. Suddenly she felt the world around her like never before. She wasn’t just reaching out and touching the ring, she was reaching out and touching everything– the dead leaves, the caterpillars in the trees, the unhatched eggs in the branches above her. Normally when she used her ‘talent’ it felt like standing waste deep in water, she could feel the force of it, but she could keep her feet. This felt like a flood, a torrent of water sweeping her away to wherever it was going.
Only with great effort did she let go. The sudden onset of it was surprisingly taxing. Her hands were on her knees and she was bent over and breathing hard. After a few moments, she regained her breath, but then noticed something strange– the cold metal on her finger. She looked down at her left hand and there was the ring. How...
Leanna’s lived in the woods all her life. Her mother raised her in the small cottage until Leanna was ten when she came down with a fever and died. Ever since Leanna has cared for herself. She doesn’t know if her mother had the ‘talent,’ but her mother knew she did and never feared it.
Leanna found the old ring while wandering the woods gathering firewood. She doesn’t often visit the town nearby, but the experience with the ring and her ‘talent’ scared her. Unsure of what to do, she realized how long it’d been since she thought about her mother. Hours went by sitting in her little cottage, the wood still piled in the fireplace unlit. Staring at the ring on her finger, Leanna had one question running through her mind over and over again, “Get rid of the ring or try again?”


After some feedback I've added a little bit more differentiation between the three archetypes. The change is in regards to Power. It's subtle, but it could also amount to a lot. Basically, every character used to begin with 5 + Will modifier Power. Now the default is WIll modifier Power, then based on your archetype choice, you may gain a bonus at level 1. The breakdown is as follows:

-Specialists do not gain a bonus 
-Mixed Bag characters gain +1d6 Power at level 1
-Magic Users gain +2d6.

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