Wild Magic Areas


Advice


Does such a thing exist in Pathfinder (officially anyway)? I know some earlier editions of D&D had rules for it, and I believe there are anti-magic areas in Pathfinder but didn't find anything for wild magic on a quick search. I can obviously come up with some rules on my own of course, but was just curious if there is an "official" system in place already (why reinvent the wheel if I don't need to).

As always, any assistance would be much appreciated.


Look up the create Demi-plane spell it talks about you being able to choose a magically planar trait and wild magic is one of them. But it doesn't go into detail about wild magic. Now if you go to the d20psrd website and search for planar traits you can actually find the details on the wild magic planar trait.

Now as far as application I don't not know of anywhere on Golarion that is being affected by wild magic... but I don't see why you couldn't change that if in your homebrew game if you wanted to


In Golarion, I think it's normally referred to as primal magic, and there's a table of effects in Inner Sea Magic, if I recall correctly, which is nice because, among other things, it's designed to scale by challenge rating / caster level. I think there are areas of primal magic in the Mana Wastes, and especially along the river through Alkenstar City. I'm a huge fan of wild magic, but I think it's enough of a finicky niche thing that it doesn't come up often.


Hey thanks for the ideas, I will definitely look into those!

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