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Wild Mage

Wild Mages, like their wizard cousin, are studious masters of the arcane arts. From their research and spell books flows forth the energies drawn from the arcane weave of Krona itself. The Wild Mage, however, chooses to utilize the arcane energies in it's most raw form in order to supercharge his spells at the risk of having the spells backfire on himself and his allies. By attempting to form this raw arcane energy as he is casting a spell he may cause a spell surge which can unleash a mighty burst of power.

Role: The Wild Mage has the same role as a wizard, to unleash spells to benefit his allies and rain destruction on his foes. When he loses control of his mighty power...the roles could very well flip in an instant, destruction to his allies or benefit to his foes.

Alignment: Any Chaotic

Hit Die: d6

Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
The wild mage's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

Skill Ranks per Level: 4 + Int modifier.

Table: Wild Mage
Level
BAB
Fort Save
Ref Save
Will Save
Special
Spells per Day
0
1
2
3
4
5
6
7
8
9
1st
+0
+0
+0
+2
Voidwurm, Wild Magic School, Cantrips, Scribe Scroll
3
1
2nd
+1
+0
+0
+3
4
2
3rd
+1
+1
+1
+3
Bonus feat
4
2
1
4th
+2
+1
+1
+4
Chaos Shield
4
3
2
5th
+2
+1
+1
+4
4
3
2
1
6th
+3
+2
+2
+5
Bonus feat
4
3
3
2
7th
+3
+2
+2
+5
Nahal’s Reckless Dweomer
4
4
3
2
1
8th
+4
+2
+2
+6
4
4
3
3
2
9th
+4
+3
+3
+6
Bonus feat
4
4
4
3
2
1
10th
+5
+3
+3
+7
4
4
4
3
3
2
11th
+5
+3
+3
+7
Improved Chaos Shield
4
4
4
4
3
2
1
12th
+6/+1
+4
+4
+8
Bonus feat
4
4
4
4
3
3
2
13th
+6/+1
+4
+4
+8
Practiced Surge
4
4
4
4
4
3
2
1
14th
+7/+2
+4
+4
+9
4
4
4
4
4
3
3
2
15th
+7/+2
+5
+5
+9
Bonus feat
4
4
4
4
4
4
3
2
1
16th
+8/+3
+5
+5
+10
Wild Knowledge
4
4
4
4
4
4
3
3
2
17th
+8/+3
+5
+5
+10
4
4
4
4
4
4
4
3
2
1
18th
+9/+4
+6
+6
+11
Bonus feat
4
4
4
4
4
4
4
3
3
2
19th
+9/+4
+6
+6
+11
4
4
4
4
4
4
4
4
3
3
20th
+10/+5
+6
+6
+12
Mastered Surge
4
4
4
4
4
4
4
4
4
4

Class Features
The following are the class features of the wild mage.

Weapon and Armor Proficiency
Wild Mages are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.

Spells
A wild mage casts arcane spells drawn from the sorcerer/wizard spell list. A wild mage must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the wild mage must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wild mage's spell is 10 + the spell level + the wild mage's Intelligence modifier.

A wild mage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wild Mage. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A wild mage may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Wild Surge: Anytime a wild mage casts a spell he has a chance of a wild surge equal to 5% + his Intelligence Modifier, whenever a wild surge is generated the wild mage rolls a percentile dice and the spell is altered according to the Wild Surge Table. This ability replaces the Critical Hit chance that all other spellcasters gain. If the Wild Mage's roll results in over 100 then the spell casts as if the caster rolled a 100.

Spellbooks
A Wild Mage must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all Wild Mages can prepare from memory.

A wild mage begins play with a spellbook containing all 0-level Wild Mage spells plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook.

Adding Spells to a Wizard's Spellbook:
Wild Mages can add new spells to their spellbooks through several methods. A Wild Mage can only learn new spells that belong to the wild mage spell lists (see Magic).

Spells Gained at a New Level:
Wild Mages perform a certain amount of spell research between adventures. Each time a character attains a new wild mage level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.

Spells Copied from Another Spellbook or Scroll:
A wild mage can also add a spell to his book whenever he encounters one on a magic scroll or in another wild mage or wizard's spellbook. No matter what the spell's source, the wild mage must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level).

Bonus Languages
A wild mage may substitute Protean for one of the bonus languages available to the character because of his race.

Voidwurm
At 1st level, wild mages form a powerful bond with a Protean Voidwurm as his Familiar. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic. The Voidwurm grants the Wild Mage +2 to his initiative. The voidwurm gains hit dice equal to the wild mage's, has half the wild mage's total hit points,  shares the wild mage's base saving throws and shares the wild mage's Base attack Bonus.

Wild Magic School
The Wild Mage specializes in Wild Magic as a Wizard would normally specialize in a school of magic like Evocation or Conjuration. However, the Wild Mage is not required to choose opposition schools but still gains an additional spell slot per spell level as a wild spell slot. These spell slots can be filled with any spell that the wild mage currently knows but results in a 30% chance of a wild surge instead of the standard 5% + Int Modifier chance. The wild mage gains Chaos Shield, Nahal's Reckless Dweomer and Improved Chaos Shield as school powers.

Cantrips
Wild Mages can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wild Mage under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips may produce a wild surge but only at a 1% chance.

Scribe Scroll
At 1st level, a Wild Mage gains Scribe Scroll as a bonus feat.

Bonus Feats
At 3rd level and every 3 levels after a Wild Mage gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation, Spell Penetration, Greater Spell Penetration, Spell Focus, Spell Specialization, Greater Spell Focus, Greater Spell Specialization or Spell Mastery. The wild mage must still meet all prerequisites for a bonus feat, including caster level minimums.

Chaos Shield (Sp)
Starting at 4th level the Wild Mage gains a Spell-Like Ability which helps him form his wild energy into a beneficial form. This ability may be used 3 times per day.

Chaos Shield - The Wild Mage Cloaks himself in stabilized Arcane Energy granting him +4 armor bonus to AC and adds 10 to any wild surge percentile rolls. This effect remains for 1 hour per caster level, treat this effect as a spell level equal to half the wild mage's levels when considering dispel magic.

At 11th level the Wild mage replaces Chaos Shield with an improved version.

Improved Chaos Shield - As Chaos Shield, grants +6 armor bonus to AC and +20 to any wild surge percentile rolls.

Nahal's Reckless Dweomer (Sp)
Starting at 7th level the Wild Mage may use Nahal's Reckless Dweomer as a free action to cause his next spell cast to create a wild surge. When rolling the percentile dice for his wild surge he adds his wild mage level to the roll, in addition to Chaos Shield if it is active. This ability may be used 3 times per day and an additional 1 time per day every 4th level after.  

Practiced Surge
Starting at 13th level the Wild Mage has become extremely skilled in controlling the raw arcane energies which he manipulates, he may add or subtract 1 to his wild surge percentile rolls to choose the most favorable option. This decision may be made after the percentile roll.

Wild Knowledge (Ex)
Starting at 16th level the Wild Mage uses his insight into the arcane weave to amplify his ability to identify arcane spells and magical auras. He may add half of his Wild Mage levels to Spellcraft and Knownledge (Arcana) skill checks.

Mastered Surge
At 20th level the Wild Mage has mastered his control of the raw arcane energies which he manipulates, he may add or subtract up to 5 to his wild surge percentile rolls to choose the most favorable option.