Wild Magic Feats

Feats that modify wild magic chance for yourself or others or manipulate the result of a wild magic event carry the (Wild Magic) descriptor. Many wild magic feats have improved effects depending on the number of wild magic feats you possess.


Blood Dampening (Wild Magic)

Prerequisites: Casting class feature.

Benefit: When you trigger a wild magic event (but not a major event), you may choose to negate the event by taking 2 points of Constitution burn. This decision must be made before the roll is made on the wild magic table. If you possess at least 4 wild magic feats, you may use this ability on a major event (see Variant Rules) by accepting 4 points of Constitution burn. If you have at least 6 wild magic feats, the burn cost is reduced by 1.

Ability Burn

Ability burn functions as ability score damage, but may not be removed by any means other than 8 hours of resting, which removes all burn.

Careful Caster (Wild Magic)

Prerequisites: Casting class feature.

Benefit: When casting a sphere effect that suffers from a wild magic chance, you may increase the casting time by one step to reduce the wild magic chance by 25%. This ability does not stack with itself. This reduction increases by 5% per additional wild magic feat you possess, to a maximum reduction of 50%.

Chaotic Counter (Wild Magic)

Prerequisites: Counterspell or the ability to cast dispel magic.

Benefit: When you successfully counterspell a spell or sphere effect, the caster suffers a 50% increase in wild magic chance until the end of its next turn. This penalty increases by 10% per wild magic feat you possess, to a maximum of 100%. Additionally, you gain a +1 bonus to your MSB when counterspelling. The affected caster is not aware of this increase.

Energy Shift (Wild Magic)

Prerequisites: Destruction sphere or at least 2 evocation spells known.

Benefit: When casting a destructive blast or an evocation spell that deals damage, you may increase your wild magic chance for that destructive blast or spell by 50% to change its damage type to one of the following types: acid, bludgeoning, cold, fire, electricity, piercing, or slashing. You may instead increase your wild magic chance by 100% to change the damage type to force, sonic, or untyped.

Inspired Surge (Wild Magic)

Prerequisites: Casting class feature.

Benefit: When casting a sphere effect, you may increase the wild magic chance by 100% to add a single talent that you do not possess from one of the effect’s base spheres to the effect. For every 5 wild magic feats you possess, increase the number of talents gained this way by +1. You must still meet any prerequisites that the talents possesses. When gaining multiple talents with this feat, you may use a talent gained this way as a prerequisite for other gained talents.

Heedless Metamagic (Wild Magic)

Prerequisites: 1 or more metamagic feats.

Benefit: When applying metamagic feats to a spell or sphere effect, you may ignore the casting time increase from using a metamagic feat by increasing your wild magic chance by 50% per metamagic feat whose casting time increase you ignore.

Manipulate Result (Wild Magic)

Prerequisites: Spell point pool or casting class feature.

Benefit: When you trigger a wild magic event (but not a major event), you may spend an immediate action to roll twice and choose which result to take. You may use this feat a number of times per day equal to the number of wild magic feats you possess.

Overpower Resistance (Wild Magic)

Prerequisites: Casting class feature.

Benefit: When casting a sphere effect, you may increase your wild magic chance for that effect by 50% to grant a +2 untyped bonus to magic skill checks versus spell resistance for that effect. This bonus increases by +1 for every 2 wild magic feats you possess.

Rhythmic Chaos (Wild Magic) [Mana HB]

Prerequisite: Mana sphere.

Benefit: Whenever you use an (expunge) talent on a creature that can use spells or sphere effects, you can spend an additional spell point to destabilize their magic, causing them to have a 20% chance to trigger a wild magic event every time they use magic. The target gets a Will save against your Mana sphere DC to resist this effect, and it lasts for a number of rounds equal to your casting ability modifier. The chance to trigger a wild magic event increases by 10% per additional wild magic feat you possess, to a maximum chance of 60%.

For information regarding wild magic events and the wild magic system, see Wild Magic by Drop Dead Studios.

Shift Cost (Wild Magic)

Prerequisites: Spell point pool.

Benefit: You may reduce the spellpoint cost of an ability or sphere effect by 1 SP, to a minimum of 1 SP cost, by increasing your wild magic chance by 50% for that ability or effect. At character level 10, you may double both the reduction and wild magic chance increase.

Shift Effect (Wild Magic)

Prerequisites: Spell point pool or casting class feature.

Benefit: When you trigger a wild magic event (but not a major event), you may spend a spell point as an immediate action after the result is revealed to roll 1d20. On a result of 1-10, subtract the result from the result of your wild magic roll and take the new result, even if it is worse.

On a result of 11-20, subtract ten from your roll, then add that number to your wild magic result, taking the new result even if it is worse. If you possess at least 6 wild magic feats, you may use this ability when triggering a major event (see Variant Rules).


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