Falling Icicle
Adventurer
I created a Wild Mage paragon path based upon the Wild Mage prestige class from Complete Arcane. Hope you like it.
Wild Mage
“They say I am insane. Maybe they’re right. I’ve tapped into powers that they could not begin to comprehend.“
Prerequisite: Wizard class
Built into the fabric of all spells are safeguards, rules and cosmic principles that ensure that a spell always does what it was designed to do. Wild mages experiment in dangerous pursuits of power by removing these safeguards. They deal with unfettered magical power in an effort to understand how reality really works. They delve into powers that mortal minds were not meant to touch. This method of wielding arcane power is as dangerous as it is powerful, but what is magic if not risky? By dealing with magic in its purest, most basic form, wild mages seek to master the underlying powers that are the essence of all things. Most other wizards consider them to be reckless or insane, and their concerns are often justified. More than one wild mage has unraveled the fabric of reality and created areas of wild magic, places where magic runs awry. Even the most cautious wild mage walks a fine line. Even the most masterful wild mage occasionally loses control over his powers. But with every mishap comes renewed determination to master this most elusive power.
Wild Magic (11th level): Once per day, you can draw a random spell from the chaotic undertow of the multiverse. Make a Wisdom check. The result indicates the kind of spell you can extract. You can instead extract a spell using a lower result than the result you rolled, if you so choose.
1-10: Encounter Utility spell.
11-15: Encounter Attack spell.
16-20: Daily Utility spell.
21 or higher: Daily attack spell.
After determining the type of spell you extract, roll randomly among the highest level spells of that category you can cast at your level (you may choose a lower level set of spells if desired). The result determines the spell you gain. The spell does not have to be in your spellbook. For example, if you are level 16 and your Wisdom check determines you gain a Daily Utility spell, you gain either fly, greater invisibility or stoneskin, determined randomly. You gain the spell exactly as if you had prepared it, and it remains in your mind until you cast it or until you take an extended rest.
Student of Chaos (11th level): You can spend an action point to reroll an attack with one of your spells or to reroll a random effect produced by a spell you cast (such as the Reckless Dweomer, Random Deflector or Wildstrike spells, below) or a magic item you use (such as a Wand of Wonder or Deck of Many Things). You choose between the two results.
Chaotic Mind (16th level): The power of chaos infuses your mind. Whenever an enemy successfully attacks your Will defense, that enemy takes 1d6 + your Wisdom modifier psychic damage.
Wild Mage Spells
Reckless Dweomer - Wild Mage Attack 11
You draw upon the powers of the primordial chaos to create a random magical effect.
Encounter * Arcane, Implement, and Charm, Conjuration, Fire, Illusion, Lightning, Polymorph or Zone
Standard Action - Ranged 20
Target: One creature (see text)
Effect: roll a d100 to determine the effect. Unless the effect specifies a different target or area, the effect targets the creature you initially chose.
01-05 Attack: Intelligence vs. Will. Hit: The target is slowed (save ends).
06-10 Attack: Intelligence vs. Will. Hit: The target glows with a faint light until the end of the encounter or for 5 minutes. This light removes any invisibility effects on the target and prevents any new invisibility effects from affecting the target.
11-15 Nothing happens, but you are deluded into believing that the spell functions as indicated by a second die roll.
16-20 Attack: Intelligence vs. Fortitude. Hit: A gust of wind knocks the target prone.
21-25 Attack: Intelligence vs. Will. Hit: You learn the target’s surface thoughts until the end of your next turn.
26-30 A stationary cloud of noxious fumes (area burst 1) surrounds the target. This creates a zone that lasts until the end of the encounter or for 5 minutes. Any creature that starts its turn inside the area or that enters it is dazed until the end of its next turn.
31-33 Heavy rain falls in close burst 10, centered on you. All creatures in the area have concealment. The zone lasts until the end of the encounter or for 5 minutes.
34-36 Summons a mouse under your control. Other than appearance, this functions as the mage hand cantrip, except that it lasts until the end of the encounter or for 5 minutes and does not need to be sustained.
37-46 A bolt of lightning hits the targt. Attack: Intelligence vs. Reflex. Hit: 3d6 plus Intelligence modifier lightning damage. Miss: Half damage.
47-49 A stream of butterflies pour out in a close burst 5. You and all other creatures in the area are blinded until the end of your next turn.
50-53 The target and its equipment are enlarged, increasing one category in size and gaining a +2 power bonus to melee attacks and melee damage until the end of the encounter or for 5 minutes.
54-58 A zone of darkness in close burst 5 appears and lasts until the end of the encounter or for 5 minutes. The darkness blocks all sight except for darkvision.
59-62 Grass grows in close burst 30, or grass existing there grows to 10 times its normal size, providing cover and creating difficult terrain. This zone lasts until the end of the encounter or for 5 minutes.
63-65 The target becomes insubstantial until the end of the encounter or for 5 minutes.
66-69 You and your equipment shrink to 1/12 your normal height (you shrink two size categories). Your Strength score decreases by 8 (to a minimum of 1) and your Speed is reduced by 2 (to a minimum of 2). This effect lasts until the end of the encounter or for 5 minutes.
70-79 A ball of fire engulfs the target and nearby creatures. Area burst 2. Target: Each creature in burst. Attack: Intelligence vs. Reflex. Hit: 3d6 plus Intelligence modifier fire damage. Miss: Half damage.
80-84 You become invisible until the end of the encounter or for 5 minutes, or until you attack.
85-87 Attack: Intelligence vs. Fortitude. Hit: Leaves grow from the target for 24 hours. During this time, if the target remains in sunlight for at least 6 hours, it is fully nourished and doesn't need to eat. However, it suffers a -1 penalty to attack rolls due to discomfort. At the DM's discretion, the target may also suffer a -2 penalty on social skill checks due to its unusual appearance.
88-90 1d4 x 10 gems, value 1gp each, shoot toward the target. Attack: Intelligence vs Reflex. Hit: 1 damage for each gem conjured. The gems are permanent.
91-95 Shimmering colors dance in a close blast 5 (in the direction of the target). This creates a zone that lasts until the end of the encounter or for 5 minutes. Creatures are blinded while they are inside the zone.
96-97 Your skin turns permanently blue, green or purple. At the DM's discretion, you may suffer a -2 penalty on social skill checks due to your unusual appearance. A Remove Affliction ritual can restore you to normal.
98-100 Attack: Intelligence vs. Fortitude. Hit: The target is permanently petrified (or restored to normal, if it already was petrified).
Shield of Chaos - Wild Mage Utility 12
Bands of swirling, chaotic energy surround you and redirect a ranged attack to a random nearby target.
Encounter * Arcane
Immediate Interrupt - Ranged 5
Trigger: You are hit by a ranged attack.
Effect: The attack is redirected to a random target within 5 squares. You include yourself and any of your allies within range among the possible new targets. The attacker must reroll the attack.
Wildstrike - Wild Mage Attack 20
You surround a creature in an aura of chaotic arcane energy that twists any magic he uses to create unpredictable results.
Daily * Arcane, Implement
Standard Action - Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: Until the end of your next turn, each time the target uses a magical attack power (one from the arcane, divine, elemental, primal, psionic or shadow power sources, or any other power the DM determines to be magical), the target makes an immediate saving throw. On a success, the power works normally. On a failure, roll a d100 to determine what happens, as if the target had cast the Reckless Dweomer spell.
Sustain Minor: The wildstrike persists.
New Magic Item
Wand of Wonder - Level (varies)
This wand is infused with wild magic.
Lvl 18 +4 85,000 gp
Lvl 23 +5 425,000 gp
Lvl 28 +6 2,125,000 gp
Implement (Wand)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (Daily * Arcane, Implement, and Charm, Conjuration, Fire, Illusion, Lightning, Polymorph or Zone): Standard Action. As the wild mage's reckless dweomer power.
Wild Mage
“They say I am insane. Maybe they’re right. I’ve tapped into powers that they could not begin to comprehend.“
Prerequisite: Wizard class
Built into the fabric of all spells are safeguards, rules and cosmic principles that ensure that a spell always does what it was designed to do. Wild mages experiment in dangerous pursuits of power by removing these safeguards. They deal with unfettered magical power in an effort to understand how reality really works. They delve into powers that mortal minds were not meant to touch. This method of wielding arcane power is as dangerous as it is powerful, but what is magic if not risky? By dealing with magic in its purest, most basic form, wild mages seek to master the underlying powers that are the essence of all things. Most other wizards consider them to be reckless or insane, and their concerns are often justified. More than one wild mage has unraveled the fabric of reality and created areas of wild magic, places where magic runs awry. Even the most cautious wild mage walks a fine line. Even the most masterful wild mage occasionally loses control over his powers. But with every mishap comes renewed determination to master this most elusive power.
Wild Magic (11th level): Once per day, you can draw a random spell from the chaotic undertow of the multiverse. Make a Wisdom check. The result indicates the kind of spell you can extract. You can instead extract a spell using a lower result than the result you rolled, if you so choose.
1-10: Encounter Utility spell.
11-15: Encounter Attack spell.
16-20: Daily Utility spell.
21 or higher: Daily attack spell.
After determining the type of spell you extract, roll randomly among the highest level spells of that category you can cast at your level (you may choose a lower level set of spells if desired). The result determines the spell you gain. The spell does not have to be in your spellbook. For example, if you are level 16 and your Wisdom check determines you gain a Daily Utility spell, you gain either fly, greater invisibility or stoneskin, determined randomly. You gain the spell exactly as if you had prepared it, and it remains in your mind until you cast it or until you take an extended rest.
Student of Chaos (11th level): You can spend an action point to reroll an attack with one of your spells or to reroll a random effect produced by a spell you cast (such as the Reckless Dweomer, Random Deflector or Wildstrike spells, below) or a magic item you use (such as a Wand of Wonder or Deck of Many Things). You choose between the two results.
Chaotic Mind (16th level): The power of chaos infuses your mind. Whenever an enemy successfully attacks your Will defense, that enemy takes 1d6 + your Wisdom modifier psychic damage.
Wild Mage Spells
Reckless Dweomer - Wild Mage Attack 11
You draw upon the powers of the primordial chaos to create a random magical effect.
Encounter * Arcane, Implement, and Charm, Conjuration, Fire, Illusion, Lightning, Polymorph or Zone
Standard Action - Ranged 20
Target: One creature (see text)
Effect: roll a d100 to determine the effect. Unless the effect specifies a different target or area, the effect targets the creature you initially chose.
01-05 Attack: Intelligence vs. Will. Hit: The target is slowed (save ends).
06-10 Attack: Intelligence vs. Will. Hit: The target glows with a faint light until the end of the encounter or for 5 minutes. This light removes any invisibility effects on the target and prevents any new invisibility effects from affecting the target.
11-15 Nothing happens, but you are deluded into believing that the spell functions as indicated by a second die roll.
16-20 Attack: Intelligence vs. Fortitude. Hit: A gust of wind knocks the target prone.
21-25 Attack: Intelligence vs. Will. Hit: You learn the target’s surface thoughts until the end of your next turn.
26-30 A stationary cloud of noxious fumes (area burst 1) surrounds the target. This creates a zone that lasts until the end of the encounter or for 5 minutes. Any creature that starts its turn inside the area or that enters it is dazed until the end of its next turn.
31-33 Heavy rain falls in close burst 10, centered on you. All creatures in the area have concealment. The zone lasts until the end of the encounter or for 5 minutes.
34-36 Summons a mouse under your control. Other than appearance, this functions as the mage hand cantrip, except that it lasts until the end of the encounter or for 5 minutes and does not need to be sustained.
37-46 A bolt of lightning hits the targt. Attack: Intelligence vs. Reflex. Hit: 3d6 plus Intelligence modifier lightning damage. Miss: Half damage.
47-49 A stream of butterflies pour out in a close burst 5. You and all other creatures in the area are blinded until the end of your next turn.
50-53 The target and its equipment are enlarged, increasing one category in size and gaining a +2 power bonus to melee attacks and melee damage until the end of the encounter or for 5 minutes.
54-58 A zone of darkness in close burst 5 appears and lasts until the end of the encounter or for 5 minutes. The darkness blocks all sight except for darkvision.
59-62 Grass grows in close burst 30, or grass existing there grows to 10 times its normal size, providing cover and creating difficult terrain. This zone lasts until the end of the encounter or for 5 minutes.
63-65 The target becomes insubstantial until the end of the encounter or for 5 minutes.
66-69 You and your equipment shrink to 1/12 your normal height (you shrink two size categories). Your Strength score decreases by 8 (to a minimum of 1) and your Speed is reduced by 2 (to a minimum of 2). This effect lasts until the end of the encounter or for 5 minutes.
70-79 A ball of fire engulfs the target and nearby creatures. Area burst 2. Target: Each creature in burst. Attack: Intelligence vs. Reflex. Hit: 3d6 plus Intelligence modifier fire damage. Miss: Half damage.
80-84 You become invisible until the end of the encounter or for 5 minutes, or until you attack.
85-87 Attack: Intelligence vs. Fortitude. Hit: Leaves grow from the target for 24 hours. During this time, if the target remains in sunlight for at least 6 hours, it is fully nourished and doesn't need to eat. However, it suffers a -1 penalty to attack rolls due to discomfort. At the DM's discretion, the target may also suffer a -2 penalty on social skill checks due to its unusual appearance.
88-90 1d4 x 10 gems, value 1gp each, shoot toward the target. Attack: Intelligence vs Reflex. Hit: 1 damage for each gem conjured. The gems are permanent.
91-95 Shimmering colors dance in a close blast 5 (in the direction of the target). This creates a zone that lasts until the end of the encounter or for 5 minutes. Creatures are blinded while they are inside the zone.
96-97 Your skin turns permanently blue, green or purple. At the DM's discretion, you may suffer a -2 penalty on social skill checks due to your unusual appearance. A Remove Affliction ritual can restore you to normal.
98-100 Attack: Intelligence vs. Fortitude. Hit: The target is permanently petrified (or restored to normal, if it already was petrified).
Shield of Chaos - Wild Mage Utility 12
Bands of swirling, chaotic energy surround you and redirect a ranged attack to a random nearby target.
Encounter * Arcane
Immediate Interrupt - Ranged 5
Trigger: You are hit by a ranged attack.
Effect: The attack is redirected to a random target within 5 squares. You include yourself and any of your allies within range among the possible new targets. The attacker must reroll the attack.
Wildstrike - Wild Mage Attack 20
You surround a creature in an aura of chaotic arcane energy that twists any magic he uses to create unpredictable results.
Daily * Arcane, Implement
Standard Action - Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: Until the end of your next turn, each time the target uses a magical attack power (one from the arcane, divine, elemental, primal, psionic or shadow power sources, or any other power the DM determines to be magical), the target makes an immediate saving throw. On a success, the power works normally. On a failure, roll a d100 to determine what happens, as if the target had cast the Reckless Dweomer spell.
Sustain Minor: The wildstrike persists.
New Magic Item
Wand of Wonder - Level (varies)
This wand is infused with wild magic.
Lvl 18 +4 85,000 gp
Lvl 23 +5 425,000 gp
Lvl 28 +6 2,125,000 gp
Implement (Wand)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per plus
Power (Daily * Arcane, Implement, and Charm, Conjuration, Fire, Illusion, Lightning, Polymorph or Zone): Standard Action. As the wild mage's reckless dweomer power.
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