Ladies and gentlemen, The Boz proudly presents...
The Wild Mage
A full arcane caster that is barely in control of his own powers, the Wild Mage does not study magic like a Wizard, nor does he awaken ancient powers from within like a Sorcerer. Wild Mages are people that have just had magic happen to them. Wild magic. An old and forgotten source of arcane power that was not used for hundreds, if not thousands of years, and for good reason.
Wild mages are potent, if somewhat unpredictable or undependable, spellcasters. Saying they learn spells at a slow rate is not exactly accurate, as they have new spells just... happen to them, with almost no study, concentration, effort or control on their part. However, wild magic draws power from one of the most potent of arcane sources, and wild mages, living conduits to these unknown sources, benefit greatly from this. They can unload an impressive torrent of arcane energies before being exhausted.
Any. Wild mages of different alignments or character traits view their... talents in different ways.
1d20 × 1d20 gp. Wild mages come from all walks of life, and commoner and lord alike has no control of where and when the "talent" will take root. Additionally, each character begins play with an outfit worth 10 gp or less.
Armor & Shield Proficiencies:
None. When wearing armor or using a shield, the wild mage experiences more extensive penalties than other arcane spellcaster. In the case of spells with somatic components, in addition to the spell failure chance, an armor or shield also increases the Wild Manifestation chance by an equal amount.
All simple weapons.
Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level:
2 + Int modifier.
The Wild Mage:
|Level||BAB||Fort Save||Ref Save||Will Save||Class Feature|
|Wild Spell 0 & 1, Wild Manifestation, Wild Crafting, Control Pool|
|Wild Spell 1, Adapted to Wild Magic|
|Wild Spell 1, Wild Power 1d2|
|Wild Spell 1 & 2, Spell Manifestation 1/day|
|Wild Spell 2, Wild Metamagic Feat|
|Wild Spell 2 & 3, Wild Defense|
|Wild Spell 3, Wild Power 1d4|
|Wild Spell 3 & 4, Spell Manifestation 2/day|
|Wild Spell 4, Redirect Manifestation|
|Wild Spell 4 & 5, Wild Metamagic Feat|
|Wild Spell 5, Wild Power 1d6|
|Wild Spell 5 & 6, Spell Manifestation 3/day|
|Wild Spell 6, Persistent Wild Magic|
|Wild Spell 6 & 7, Forceful Wild Magic|
|Wild Spell 7, Wild Metamagic Feat, Wild Power 1d8|
|Wild Spell 7 & 8, Spell Manifestation 4/day|
|Wild Spell 8, Multiply Manifestation|
|Wild Spell 8 & 9, Anyspell Manifestation|
|Wild Spell 9, Wild Power 1d10|
|Wild Spell 9, Wild Magic Aura, Wild Metamagic Feat, Spell Manifestation 5/day|
A wild mage casts arcane spells drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a wild mage must have a Charisma 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 Charisma modifier.
The wild mage needs no special meditation, preparation or prayer to gain his spells per day; a racially appropriate full rest is enough. He also ignores the requirement for all focuses and material components with a value of 1 gold piece or less. He ignores the requirement for all focuses and material components with a value of 100 gold or less, but his wild manifestation chance increases by a value equal to the gold value of components or focuses required. The wild mage can never learn to cast a spell that has a focus or material component with a value of over 100 gold.
Like other spellcasters, 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 the table below. In addition, he receives bonus spells per day if he has a high Charisma score.
Spells per day:
A wild mage's selection of spells is both extremely limited and not fully in his control. To learn a spell of a level that he could cast, a wild mage needs to use his Spell Set and Wild Spell. A Spell Set is a list of three spells of the same level. To learn a spell from that list, the wild mage must gain a Wild Spell of the appropriate level, and then roll a d3 to determine the spell he learns from the Spell Set. Once he learns a spell, he removes the spell from the set and adds another spell to that Spell Set.
Even though the wild mage has no spellbook, and learns a fairly small number of spells to cast, the wild mage player should always keep a list of all his spells and Spell Sets, even if he can no longer roll to learn from them.
The wild mage begins play knowing four 0-level spells and one 1st-level spell. All of these spells must be rolled for by using the four 0-level and one 1st level Spell Sets that he gains at 1st level. At each new wild mage level, he gains one or more new spells, as indicated on table The Wild Mage. Unlike spells per day, the number of spells a wild mage knows is not affected by his Charisma score; the spells he knows for each level are fixed. These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the wild mage has stumbled upon through some unknown arcane process.
Even learned wizards have difficulty understanding wild magic, to say nothing of using it. The fact that a wild mage can tap into this arcane source is a small miracle in itself. But this power does not come without cost. With each spell cast, the wild mage risks a surge of arcane power that can have terrible consequences. With each casting, a wild mage has a 30% chance of causing a Wild Manifestation of the appropriate level. If a manifestation occurs, roll a d10 to determine the effect using the appropriate table from the ones below. Unless a manifestation result specifically notes otherwise, it does not interrupt the wild mage's spellcasting.
0 and 1st level Wild Manifestation Table:
2nd and 3rd level Wild Manifestation Table:
|1||Caster glows in a random color for 1 round.|
|2||Caster takes 1 random elemental damage.|
|3||Caster is healed for 1 hit point.|
|4||Target (or result, in the case of spells that summon or animate creatures) has a -1 penalty to AC for 1 round.|
|5||Caster is Sickened for 1 round.|
|6||Caster causes up to twenty pounds of food within 10 feet of him to be seasoned with exotic spices.|
|7||Instead of the normal visual effect, completed spell's effect appears as if done by a visible ghostly figure.|
|8||Causes an unseen, distant musical instrument to dramatically announce the spell's completion.|
|10||Escalation: Roll on the 2nd and 3rd level Wild Manifestation Table instead.|
4th and 5th level Wild Manifestation Table:
|1||Deescalation: Roll on the 0 and 1st level Wild Manifestation Table instead.|
|2||Caster needs no food or water for the rest of the day.|
|3||Caster takes 1d6 random elemental damage.|
|4||Target (or result, in the case of spells that summon or animate creatures) has a +2 bonus to all saves for 1 round.|
|5||Caster's movement speed is doubled for the rest of the round.|
|6||Caster changes gender. The change is permanent, but is undone with the caster's next wild manifestation.|
|7||A random small elemental is summoned to a square within 10 feet of the target. This elemental lasts for 2d4 rounds and attacks the closest creature.|
|8||Caster begins to randomly shift and distort, and gains 20% concealment for 1 round.|
|9||Spell fails as if the caster never attempted to cast it, and he retains it.|
|10||Escalation: Roll on the 4th and 5th level Wild Manifestation Table instead.|
6th and 7th level Wild Manifestation Table:
|1||Deescalation: Roll on the 2nd and 3rd level Wild Manifestation Table instead.|
|2||Caster is abruptly taken to a random plane for a period of one second, and is then instantly transported back. He is Shaken for 1d4 minutes, but is otherwise unharmed. The spell is not interrupted.|
|3||Caster spawns two Mirror Images for a period of 1d4 rounds.|
|4||Caster has an additional 100% Wild Manifestation chance for the next 1d4 rounds.|
|5||Haywire: Roll on the 2nd and 3rd as well as 6th and 7th level Wild Manifestation Tables, both results occur.|
|6||A random farm animal appears 20 feet above target's head and begins to fall. The target can attempt a Reflex save to avoid the effect.|
|7||All creatures within 30 feet gain the ability to levitate for 1d12 rounds. Only the caster knows how long the levitation will last.|
|8||Caster's nearest visible enemy is hit for 2d6 damage four times, once from each element. The enemy can attempt a Reflex save for half damage.|
|9||Spell fails in a bright flash and loud bang, stunning the caster for 1 round and blinding him for 2.|
|10||Escalation: Roll on the 6th and 7th level Wild Manifestation Table instead.|
8th and 9th level Wild Manifestation Table:
|1||Deescalation: Roll on the 4th and 5th level Wild Manifestation Table instead.|
|2||Caster becomes invisible as per the spell Greater Invisibility for 1d4 rounds.|
|3||Caster is the target of a Dispel Magic spell, as if cast by the caster that caused the manifestation.|
|4||Caster is healed for a number of d6 equal to the level of the spell that triggered this manifestation.|
|5||Unpredictable Manifestation: roll a d6 to determine the table on which to roll for the manifestation. If the result is 6, reroll it.|
|6||Spell completes normally, but consumes another spell slot of the same level or two slots of a lower level or three slots two levels lower, etc., down to first level. This effect will always try to consume the highest spell level first.|
|7||All enemies of the caster are struck for 1d6 magic damage per level of the caster, and must pass a Will save or be unable to attack the caster or target him with spells for 1d3 rounds.|
|8||Caster is enveloped in an impenetrable globe of force instantly after completing or failing to complete the spell. He can take no actions, but becomes immune to all effects, attacks and spells while shielded this way. He can see outside, and creatures outside can see inside clearly. This effect lasts 1d3 rounds.|
|9||Spell fails, but the caster gains the ability to use an additional Spell Manifestation today.|
|10||Escalation: Roll on the 8th and 9th level Wild Manifestation Table instead.|
|1||Deescalation: Roll on the 6th and 7th level Wild Manifestation Table instead. Additionally, caster gains a number of control points equal to the spell's level. This can set the wild mage's Control Pool to a value higher than his normal maximum for the rest of the day.|
|2||Caster, target and (another, if the target is an enemy) closest visible enemy are all stunned for 1d3 rounds. Each creature's stun duration is rolled separately, and only the caster knows only his own stun duration.|
|3||Spell is Quickened. |
|4||Spell takes a full round to complete, coming into effect at the start of your next round.|
|5||Caster explodes, dealing 1d8 magic damage per level to all creatures within 20 feet. 1d2 rounds later, the caster implosively reforms, dealing 1d8 magic damage per level to creatures within 20 feet. Creatures can attempt a Reflex save for half damage. The caster is immune to this damage, but any spell he was attempting to cast will fail. Once reformed, the caster is Staggered for 1 round.|
|6||Caster grows four sizes, or to the limit of the room he is in, whichever is smaller. The effect will first attempt a Strength check with an effective Str of 40 to see if it can push obstacles, break the walls, ceiling, bars or any other impediments to further growth. He gains a bonus of up to 8 to his Strength and Constitution, and loses up to 8 Dexterity due to the transformation. His equipment scales up with him. If this effect is rolled again, the opposite happens. Otherwise, the effect lasts 1d4 hours.|
|7||Caster is healed for 1d8 hit points per level. Excess hit points become temporary and last for 1 hour.|
|8||Spell completes using only wild magic, and the slot is not consumed.|
|9||Spell fails spectacularly and generates a 100-foot radius Wild Magic Field centered on the caster. The field lasts for 1d20 days.|
|10||Escalation: Roll on this table twice, both results occur.|
The mere act of trying to cast a spell is often enough to manifest this chaos on the material plane; the spell doesn't have to be completed to have a chance of manifesting the random effect. Note that all effects that could cause the Wild Manifestation chance to increase are cumulative. If the chance exceeds 100%, a manifestation is guaranteed to happen, and there is a chance equal to the manifestation chance minus 100 that the effect will be automatically escalated.
The wild mage's arcane powers are chaotically tainted beyond repair. In addition to spells, this also shows in any equipment the wild mage tries to craft. Wands, scrolls, potions and similar magical items that a wild mage crafts will have a 30% chance of causing a Wild Manifestation, regardless of who uses them. Magical equipment such as armor and weapons has a 30% chance to have one of the effects rolled for using the table below.
Crafting Manifestation Table:
|1||Crafting fails and ruins everything used in the attempt.|
|2||Item has an enchantment bonus by one lower than intended. This has no effect on the components required or consumed in the creation of the item.|
|3||Item glows brightly, hums audibly and is either warm, cold, wet or vibrating. This has no effect on the stats, but can prevent certain applications of it, such as sneaking.|
|4||Item is completed by unseen forces within a single minute.|
|5||Item is permanently branded by wild magic. Anyone who uses it suffers 30% Wild Manifestation chance. Additionally, in case of weapons, anyone struck by the item must roll a Will save or suffer from 30% Wild Manifestation chance for 3 rounds. The DC is equal to 15 + the crafter's Charisma.|
|6||Item's enchantment bonus is one higher than intended. This has no effect on the components required or consumed in the creation of the item.|
|7||After creating an item, the caster notices a lump of shiny, sparkling, magically infused material as a leftover from the creation. While it has no actual use, it can be sold as a precious metal with a value equal to 10 * wild mage Charisma modifier * item's total enchantment * d20 gold.|
|8||Armor grants wearer 10 random energy resistance, or weapon gains 2d6 random elemental damage, determined at the moment of creation. |
|9||The intended item is enchanted from the conflux of arcane powers, but does not consume any of the crafting materials or reagents.|
|10||Roll on this table twice, both results occur.|
The wild mage is not without means of shaping, directing or defending himself from the manifestations of wild magic he causes. He starts with a Control Pool that has several uses and fully replenishes after rest. The pool has a number of points equal to the wild mage's level + his Charisma modifier, rounded up.
The wild mage has two methods of restoring his control points, but they can never go above their maximum. The first method is showing control and discipline when using his magic. If he casts three spells in a row with no wild manifestation occuring, he regains one control point, and one additional control point for each additional spell with no wild manifestation. The second method is completely giving in to the arcane torrents, and allowing wild manifestations to roam freely. Any time the wild mage casts a spell without a wild manifestation, he can voluntarily cause one and regain one control point. In either case, only spells of level 1 or above count; cantrips are too simple to achieve the desired effect.
The first use of the control points is to suppress a wild manifestation after it becomes clear that one is about to happen. This costs a number of points equal to the manifestation's level (1 for 0 and 1st level spells, up to 5 for 8th and 9th level spells).
Control points also allow the wild mage to escalate or deescalate a wild manifestation after it becomes clear that one is about to happen. This costs a number of points equal to the manifestation's intended level. In either case, the wild mage does this after the effect has been determined, and only the table and the effect is exchanged.
Example: if a 4th level spell results in a wild manifestation, and the result of the d10 is 4 (additional wild manifestation chance), the caster has an option to either suppress the effect (so that no manifestation happens) by spending 3 control points, deescalate it (target gains save bonuses) by spending 2 control points, or escalate it (caster is healed for 4d6 hit points) by spending 4 control points.
A manifestation can only be voluntarily escalated or deescalated once. Using the control points is a free action taken during the spellcasting process, and required no extra effort or concentration.
Adapted to Wild Magic:
The wild mage has enjoyed the gifts or suffered the consequences of his unique ability for a long enough time to learn how to deal with the phenomenon. Wild Magic Fields not only fail to affect him in a negative way, but they increase the effective caster level and DCs of all his spells by 1.
At level 3, the wild mage has begun to tap into the pool of uncontrollable energies for long enough to become deeply affected by it. His effective caster level is permanently lowered by 1, but when casting spells or crafting, it is increased by 1d2 for that spell or attempt, rolled every time he casts a spell. The effective caster level penalty increases every time the Wild Power increases as well, becoming -2/+1d4 at level 7, -3/+1d6 at level 11, -4/+1d8 at level 15 and finally -5/+1d10 at level 19.
From level 4 onward, the wild mage has learned to open himself up to a powerful flow of uncontrolled arcane energies in order to cast a spell that he doesn't really know how to cast. By using Spell Manifestation, the wild mage can, as a free action, roll a d3 for a chosen Spell Set level and gain the resulting spell temporarily. The wild mage must begin to cast this spell within a minute of gaining it, and the casting of it has an additional 100% wild manifestation chance. Spell Manifestation can not be used to gain spells from his currently active Spell Set, IE the highest level of spells the wild mage can cast.
Wild Metamagic Feat:
At 5th, 10th, 15th and 20th level, the wild mage can take any metamagic feat that he has the prerequisites for. Metamagic feats gained this way do not increase the casting time to full-round actions, but instead increase the manifestation chance by 65%. For the purposes of the manifestation tables, the spell's original level is taken into account, and not the spell level modified by a metamagic feat.
When gaining this ability, the wild mage must select either his AC, Fort, Ref or Will save. After that, any time he needs to, but only once per round, he can gain a 1d6 bonus to his chosen defense. Doing so increases his next spell's wild manifestation chance by 100%. The wild mage can only have one manifestation chance increase from Wild Defense, and he can't use Wild Defense again if he has it.
With this ability, the wild mage gains another use of his Control Pool. He can change the target or location of any wild manifestation he caused to any other target or location within 60 feet of himself as a free action that costs a number of points equal to the manifestation's level.
Persistent Wild Magic:
When entering an antimagic field, the wild mage needs to try hard not to let the arcane energies burst forth into the field like water through a dam. Any antimagic field he enters instead becomes a wild magic field. This effect can be suppressed as a standard action.
Forceful Wild Magic:
Whenever the wild mage is a target of a spell, or is inside a spell's target area, the caster is affected as if he was inside a Wild Magic Field. The wild mage is unaffected by this ability, and it can be conciously suppressed by the wild mage as a standard action.
Whenever the wild mage causes a manifestation to happen by casting a spell, he can not only redirect it at one target, but also multiply it and send the manifestation to several targets within 60 feet of himself. In addition to the number of control points expended for the Redirect Manifestation ability, the mage also spends one additional point per each target after the first that a manifestation has been redirected to.
At level 18, the wild mage can attempt to force a torrent of arcane energies into any magical shape he knows to exist as a standard action. Instead of attempting to gain a spell from a Spell Set as if using Spell Manifestation, he chooses one spell that is neither on the list of his spells known, or on any of his Spell Sets, but is on the sorcerer/wizard spell list. He has a 50% chance of gaining that spell as per Spell Manifestation. Failure generates a manifestation of the appropriate level. He can attempt this any number of times per day, but each spell can only be attempted once per day, and the ability can only succeed once per day.
Wild Magic Aura:
At level 20, the wild mage has become a fissure of uncontrollable energy, radiating a wild magic field in a sixty foot radius around himself. This ability can be suppressed or reactivated by the wild mage as a standard action. If the aura is destroyed or removed through powerful magics, such as Mage's Disjunction, it will reform the next day.
New feats and items:
Below are explanations of the new feats and magical items that the wild mage can use, or that could appear in a world where wild magic is present.
Extra Wild Spell:
This feat allows the wild mage to learn one more spell from the Spell Set that is no longer active, as if he gained a Wild Spell of the appropriate level. This feat can be taken several times, but no two Extra Wild Spells can be for the same Spell Set level. Requires level 4 Wild Mage.
This feat allows a wild mage to increase his control pool by 4 points. It can be taken several times, and the effects stack. Requires the Control Pool class feature.
Extra Spell Manifestation:
This feat grants you one additional use of the Spell Manifestation ability per day. It can be taken several times, and the effects stack. Requires the Spell Manifestation class feature.
Extra Wild Defense:
This feat grants the wild mage the ability to choose another type of defense when using Wild Defense, and he can activate both types in the same round. This feat can be taken up to three times, granting another type of defense each time. Requires the Wild Defense class feature.
Greater Wild Defense:
This feat increases the Wild Defense bonus to 1d10. Requires the Wild Defense class feature.
You gain +1d4 to caster level checks to beat a target's spell resistance. Wild mages can not take Spell Penetration. The Greater version of this feat increases the bonus to +1d8.
Stone of Control:
A magic item created by powerful mages to defend themselves from wild magic fields. Wearer is immune to all effects of a wild magic field or similar ability, such as the wild mage's Forceful Wild Magic, but not to wild manifestations themselves. Wild mages that use this item can not cast spells or use any of their class features; they are effectively cut off from their arcane power. Stones are available in the form of necklaces or crowns for willing users, and strong collars or cuffs for the unwilling ones.
Price: +2; Crafting Requirements: Craft Magic Arms and Armor, Resilient Sphere; Aura: moderate abjuration; CL: 7
When gaining a Wild Spell of the appropriate level, the wild mage can choose to gain one of these spells automatically instead of rolling for a new spell known.
Lesser Wild Goading, Wild Goading, Greater Wild Goading:
These spells, available at spell levels 1, 3 and 5, restore 1, 2 or 3 points of the caster's control pool when cast. Additionally, each of these spells has manifestation chance increased by 100%, and the resulting wild manifestations can not be suppressed.
Wild Magic Field:
This spell creates a wild magic field. As a spell, it functions as Antimagic Field, and is added to the sorcerer/wizard list at 6th level, to the cleric/oracle list at 8th level and might replace Dispel Law in the Chaos domain list.
A wild magic field is an area where normal magic is intertwined by unknowable and uncontrollable forces. Passive enchantments on magical items are unaffected, but spell casting, supernatural abilities, magical potions, wands, scrolls and items that can be used to cast spells are. Such things suffer a 30% chance of causing a wild manifestation when used. Extraordinary abilities are unaffected. Magical items crafted by wild mages do not suffer from the ill effects; instead, each time they are used, they have a 30% chance of the magic being twice as effective or lasting twice as long, even if they are taken outside the field. When cast by a wild mage, this spell restores 4 points of the caster's control pool.
Well, that's about it. If you like tier 3 full casters, randomness and rolling lots of dice, you are probably going to like this guy. Do you have any comments or critique? I want to get a discussion going.