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Wild Magic

School of Magic Wild
Domain Natural
Polarity Balance
Realm of Origin Eden
Associated Colors Variety of Green tones
Associated Materials Emerald, Jade, Amber
Crafting//Enchanting Material Primordial Sap
School of Powers Nature
Academic Name Ecomancy
Traditional Name Lore of Balance
School of Powers, Volatile Toxic
Academic Name Venomancy
Traditional Name Lore 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

Regardless of the target, trace amounts of Volatile Toxic energy build up within the casters body and can eventually lead to an overdose.

  • For each Volatile Toxic energy stack, increase base Critical Cast and Critical Fail chance by +5%
  • Scoring a Critical Fail with any Toxic power triggers Overdose, which inflicts 3x the standard Critical Fail damage for a volatile 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.