Untamed Mage

Untamed Mages use unstable and wild magic, harnessing immense power with little control. Their spells can produce chaotic and unpredictable effects, making them a force to be reckoned with in any situation. This high-risk, high-reward magic often leads to explosive outcomes, both beneficial and destructive.


Players will enjoy Untamed Mages for their thrilling and unpredictable playstyle. The allure of tapping into raw, chaotic magic offers a dynamic experience, perfect for those who relish the excitement of high power balanced with the potential for wild, uncontrollable effects.

Untamed Mage Features By Level

Unstable Magic Surge

At 1st level, Your spellcasting can unleash surges of untamed magic. Every time you cast a spell roll 1d20 to determine your spell's stability. This does not apply to reaction and social spells.

Untamed Mage Wild Magic Table

Untamed Mage Wild Magic Table

D20 Effect
01 Each creature within 30 feet of you takes (PM)d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
02 You can take one additional action immediately.
03 Your spells this turn deal max damage or healing effects.
04 Your spell is cast again on the nearest ally to the target, this does not require additional spell points.
05 Up to three creatures you choose within 30 feet of you take 2 * (PM)d10 damage of your elemental choice.
06 You give a random creature a flying speed within 60 feet of you for 3 rounds.
07 You are frightened of the nearest creature until the end of your next turn.
08 You regain all expended spell points.
09 You polymorph a random creature within 60 feet of you until the end of your next turn. DM decides the new creature.
10 You regain (PM)d10 hit points.
11 Heal each ally within 30 feet of you for (PM)d10, you take damage equal to the sum of the damage healed as necrotic damage.
12 You lose all unused sorcery points.
13 You deal 4 * (PM) Fire damage to all creatures in a 20 foot radius centered on your target.
14 You teleport 60 feet to an unoccupied space of your choice that you can see.
15 You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
16 Your spells this turn deal the minimum damage or healing effects.
17 You are surrounded by faint, ethereal music for the next 10 rounds.
18 For the rest of your turn, your spells that require 1 action have a casting time of a bonus action.
19 Your spell is cast again on the nearest enemy to the target, this does not require additional spell points.
20 You lose (PM)d10 hit points.

Untapped Power

At 3rd level, Your lack of skills are compensated with raw power. Your Charisma is increased by 4 to a max of 30, but you have disadvantage on Charisma and Arcane skill checks. ๏ปฟ

Spell Fortitude

At 7th level, Your Constitution score increases by 2, to a maximum of 30. You are granted advantage on Fortitude saving throws.


(Recharge 6) You can reroll a Unstable Magic Surge effect.

Unstable Arcana

At 9th level, When you cast a spell, you can choose to amplify it by upcasting up to 5 times. However, doing so forces you to make a Arcane saving throw (DC equal to 10 + the upcast amount).


๏ปฟOn a failure, roll on the unstable magic table, if the effect was good you target as usual, if it was bad you target your closest ally with the spell.

Minor Spell Control

At 12th level, You no longer roll skills at disadvantage. Your Spell Fortitude skill is now recharge 3-6.

Pierce the Veil

At 14th level, If you land a spell attack, you reduce the armor of your target by (PM) for one turn for each attack, making your target more vulnerable to incoming attacks.

Critical Overload

At 17th level, The harmful energy of your spells intensifies. If you roll a critical your spell does double damage or healing.


However, you take 25% of the effect back to yourself as Necrotic damage or healing.

Archmagi

At 19th level, You can roll Unstable Magic Surge twice and choose which option to take. In addition, you no longer have a penalty to Arcane and Charisma skill checks.

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