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==AD&D 2e== Introduced and named in this edition, the Wild Mage is a [[wizard]] of a different stripe indeed. These specialists, who like most specialist wizards can only arise from the ranks of [[human]]s, [[elves]] and [[half-elves]], receive the usual bonus spell splot for each level (which can only be used to memorized wild magic spells), but have no opposition schools. They have a +10% bonus to learning wild magic spells, a -5% penalty to learning other spells, and when inventing a spell, treats its spell level as being one level lower to determine how difficult it is to invent. They also have the unique ability to influence wild magic-based magical items; this gives them a 50% chance to control the outcome when using certain random chance-based magical items, even artifact-tier ones like the [[Well of Many Worlds]] and the [[Deck of Many Things]]. What's the catch? Two things. Firstly, the actual efficiency of their spells is highly variable; when you cast a spell, you roll a D20 and compare your wild mage's level and the result of the die roll to a grid to determine the potency of your spell. Secondly, certain results on that grid will trigger a Wild Surge, a D100 check that, in addition to the spell going off, causes a random effect to occur. This can be silly, dangerous, helpful or annoying, with possible occurrences including permanently destroying a magical item held by the caster, summoning a [[Rust Monster]], creating a Gate to a random spot on the [[Outer Planes]], casting a Heal spell on the caster and everyone within 10 feet, ''causing you to fall in love with your target'' , and causing the spell to be cast at 200% effectiveness. This, naturally, makes the AD&D Wild Mage a very unpredictable and untrustworthy class; whilst many fans found it notable, not so many found it playable. Wanting to play a wild mage in AD&D isn't quite the same level of [[That Guy]]ness as wanting to play a [[kender]] or a [[Xaositect]], but it will earn you some distrust. or lulz.
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