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Wild Magic

School of MagicWild
DomainNatural
Polarity Balance
OriginsThe Realm of Eden
Associated Colors Variety of Green tones
Associated Materials Emerald, Jade, Amber
Crafting//Enchanting MaterialPrimordial Sap
School of PowersNature
Academic NameEcomancy
Traditional NameLore of Balance
School of Powers, VolatileToxic
Academic NameVenomancy
Traditional NameLore of Venom

Lore coming soon…

Passive Effects


Passive Effects for Wild Magic are unique to each School of Powers:

Nature Power Passives

Applies to Nature powers only NOT Toxic Powers

Cycle of Life

  • Gain 1 Cycle of Life stack any time a target (friend or foe) dies within 15″ while under a persist Nature effect belonging to the caster or from Nature damage inflicted by the caster
  • Stacks may be consumed as an auto-cast instant (no d100 roll) that heals a single target within 15″ for 1d12 per stack consumed

Toxic Power Passives

Volatile Powers

  • All Toxic Powers are considered Volatile Powers

Overdose

  • Gain 1 stack of Overdose for every ongoing poison or toxic effect the caster currently has in effect on a battle field (this includes ongoing beneficial Toxic powers like Toxic Ward or Toxic Shield)
  • Stacks are removed when a poison effect runs its course, or if it is resisted
  • If at any given time the number of stacks exceeds your highest available Tier of powers (i.e if exceeding 3 stacks as a Tier 3 caster) your Critical Cast and Critical Fail chances with Toxic powers are doubled until the number of stacks drops below your highest Tier
  • Overdose stacks are NOT reset when a Critical Cast/Fail occurs, however can be removed by casting a Venting Power

Nature & Toxic Power List


See Spirit Disciplines & Archetypes for detailed descriptions of each Discipline and Archetype (including its Critical Cast and Critical Failure results). Use the filters below to refine your search.