Wild Magic and Its Effects - Volume 2

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Wild Magic and its effects ~an Ongoing study~, Volume 2 Aiko Heartfire Green Order of the Forest


In the first volume, we spoke of the beneficial surges that comes with wielding wild magery. We also covered the goals of the research , in shedding some light on this mysterious form of magic. In this volume, we will be discussing the harmful side effects of wild magic surge.

Originally, it was believed that surges could only affect those standing nearby or within light of the wild mage. It was discovered during our tests that this reasoning was false. It did not matter if there was tons of rock or distance, that a surge would find a target if not the wild mage themselves. This was tested caves, open fields and even within my own home with potential targets behind locked doors with no line of sight. Identical results occured within the confines of the orders tower which is fully warded.

~Harmful Effects~

Divine Light -The deadliest of all the harmful effects as it may strike anyone, at random. This surge is represented by a blast of light from the sky. There are no protections or safeguards against this one. If it strikes you, it requires immediate medical attention.

Fireball - Though it appears to be a fireball, the raw energy it strikes with is that of arcane nature. This effect may strike anyone.

Lightning - This manifests itself into lightning that may strike anyone. It is of the same caliber and power as the fireball.

Gas Cloud- Similar to Stink Cloud however the potency appears to be much higher and has dazed even the most resilient of adventurers. This effect seems to have about a 15ft range around and centered on the Wild mage.

Confusion - This appears to only affect the Wild Mage. Its only harmful depending on the mage and if they are wielding a weapon. If not, they simply find something to punch until the effect wears off.

Curse - Only the Wild Mage is the only one affected by this surge. It only lasts mere seconds but during this effect, one would feel weakened.

Arcane Bovine - polymorphing the Wild Mage into a cow. In cow form, the Wild mage is pretty harmless however the effects afterwards are mentally taxing until one can rest once again.

Slow - It works just as the original spell. The Wild mage is solely affected by this and it lasts nothing more then a few seconds.

Petrification - Another effect that only seems to affect the wild mage attempting to cast. This one turns one into a statue, trapping them within stone for a few minutes.

Blindness - This affect only lasts for about a dozen or so seconds and only the Wild mage is affected by it.

Deafness - Similar to the Blindess, lasts mere seconds and only affects the Wild mage.

Silence - Similar to the two above. Silences the Wild mage for a few seconds.