Wild Mage Wild Mages master the use of wild raw magic. Hit Die: d4 Requirements: To qualify to become a wild mage, a character must fulfill all the following criteria. Alignment: Any nonlawful. Spellcasting: Ability to cast 3rd-level arcane spells, knowledge of wild magic spells from at least three schools. Skills: Knowledge (arcana) 8 ranks, Spellcraft 8 ranks. Feats: Wild Magic and any metamagic feat. Special: Must have been to a wild magic area. Class Skills: The wild mage's class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Knowledge (all skills taken individually) (Int), Scry (Int), Spellcraft (Int). See Chapter 4: Skills in the Player's Handbook for skill descriptions. Skill Points at Each Level: 2 + Int modifier. TABLE 1: THE WILD MAGE Class Base For. Ref. Will Level AB Save Save Save Special Spells per Day 1st +0 +0 +0 +2 Master of the Art, Penetration +1 +1 level of existing arcane spellcasting class 2nd +1 +0 +0 +3 Wild Control I (Spells) +1 level of existing arcane spellcasting class 3rd +1 +1 +1 +3 Function in Wild Magic Areas +1 level of existing arcane spellcasting class 4th +2 +1 +1 +4 Wild Control II (Minor Magical Items), Penetration +2 +1 level of existing arcane spellcasting class 5th +2 +1 +1 +4 Bonus feat +1 level of existing arcane spellcasting class 6th +3 +2 +2 +5 Wild Control III (Medium Magical Items) +1 level of existing arcane spellcasting class 7th +3 +2 +2 +5 Self Evasion, Penetration +3 +1 level of existing arcane spellcasting class 8th +4 +2 +2 +6 Wild Control IV (Major Magical Items) +1 level of existing arcane spellcasting class 9th +4 +3 +3 +6 Philosopy of the Art +1 level of existing arcane spellcasting class 10th +5 +3 +3 +7 Wild Control V (Minor Artifacts), Penetration +4 +1 level of existing arcane spellcasting class Class Features: All the following are class features of the archmage prestige class. Weapon and Armor Proficiency: Wild mages gain no proficiency in any weapon or armor. Spells per Day: When a new wild mage level is gained, the character gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats and so on). This essentially means that she adds the level of wild mage to the level of some other spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one arcane spellcasting class before she became a wild mage, she must decide to which class she adds each level of loremaster for purposes of determining spells per day when she adds the new level. Master of the Art: The wild mage has learned how to better control her casting. Whenever she is in a situation that would cause her to slip into the shortcuts of wild casting (when concentration checks are required, see wild magic feat), she may opt to slow down and cast her spell carefully. A spell with casting time less than 1 round takes 1 full round to complete and 1 full round is added to the casting time for spells with longer casting time. This way the wild mage need not roll the wild die, d12. Penetration: The wild nature of magic makes it easier for the wild mage to overcome spell resistance. A bonus is added to the caster level checks unless the wild mage chooses to cast her spells controlled. Wild Control: The study of wild magic gives a better understanding of random magical effects. At 2nd level, percentile rolls for determining the effects of entropic spells, spellike or supernatural abilities and wild surge results can be modified up or down by 1 point as determined by the wild mage. At higher levels, this extraordinary ability starts to become applicable to magical effects from magical items. With every new Wild Control level, the modifier for the previous Wild Controls increase by one more point. For instance, a 10th level wild mage can modify the percentile roll for a Deck of Many Things (a minor artifact) by one point, the roll for a Rod of Wonder (a major magical item, see Dungeon Master's Guide) by two points and the roll for the wild surge effects by five points, up or down as she likes. Function in Wild Magic Areas: At 3rd level, a wild mage will not be effected by the adverse effects of a wild magic area, unless she wills so. Bonus Feat: At 5th level, a wild mage gains a bonus feat. This feat must be a metamagic feat, an item creation feat, or Spell Mastery. Self Evasion: At 7th level, the wild mage has learned how to escape the mishaps and wild surges created by her spells. When exposed to any such self-created effect that normally allows her to attempt a Reflex saving throw for half damage, the wild mage takes no damage with a successful saving throw. Self evasion can only be used if the wild mage is wearing light armor or no armor. It is an extraordinary ability. Philosophy of the Art: At 9th level, the wild mage discovers the true path of wild magic. She is no longer subject to rolling the wild die, d12, unless she wants to. ---------------------------SOME USEFUL FEATS-------------------------------- Wild Magic [General] Prerequesties: Int 13+, must be able to cast 1st level arcane spells. Benefit: The character learns tricks and methods to reach through the strands of the weave to control and shape raw wild magic. Wild magic is difficult to control but is very tempting, causing the caster to accidentally fall into its use. However, it can be used to create effects that are difficult to achieve with ordinary spellcasting. The character can learn, use and research spells with the wild descriptor. Such spells include but are not limited to Nahal's Reckless Dweomer, Hornung's Guess, There/Not There etc. Such spells cannot be learned or cast without this feat. Unfortunately, once the caster gets access to the tricks and shortcuts of using the magic in its more primal form, he starts to loose his control of his spellcasting. These tricks and shortcuts are compulsory to cast spells mentioned above, but bring some danger with them. Under conditions of extereme anger, excitement, fear etc., or when he must divide his attention to a secondary task apart from spellcasting, he slips into this fast and wild casting. Whenever the caster needs to roll for a concentration check during spellcasting (like for casting defensively, or wounded etc.), he must also roll a d12. He adds his class level to this number and subtracts 6 to find his effective caster level for that spell. On a roll of natural 12, a wild surge occurs and the die is rerolled. An effective caster level of zero or lower may mean that the spell is lost without any effect or has turned into a mishap or has worked with minimum effect as determined by the DM. The wild surge is any wierd magical phenomenon that may effect the caster, the target, environment or any combination as determined by the DM. Variant: The effective caster level may not go below 1 or higher than or equal to twice the class level of the spellcaster. Variant: Treat the a wild surge as if the caster activated a Rod of Wonder as detailed in the DMG. Variant: Spells with the wild descriptor can be used by spellcasters without this feat, but occupy a spell slot 2 levels higher than what their levels are. Wild Spell Focus [General] Prerequisite: Wild Magic Benefit: The character's spells with wild descriptor are more potent than normal. Add +2 to the Difficulty Class for all saving throws against spells with the wild descriptor. Special: This bonus stacks with bonuses from Spell Focus and Greater Spell Focus feats. [prepared by Zwi&Termit, 12/12-13/01]