Wild Mage

by Calkin (dwolic@juno.com)

Most magic users gain their powers from the elements, mystic energies, or other planes.  A wild mage draws his power from the chaotic nature of the universe itself.  He draws energy from randomness and embraces it.  Chaos, to him, is a way of life.  Through this study he can control the chaos and wield it as a weapon.  The wild mage's spells are dangerous to everyone.  When a wild mage casts a spell everyone around the mage yells, “Hit the dirt!”  A wild mage is a master of luck, and learns early on to bend the randomness to his will.
	Bards and sorcerers frequently become wild mages because they are generally chaotic individuals and can cast arcane spells.  Wizards rarely become wild mages unless they have high Charisma scores.  Other classes cannot cast arcane spells, so they are not allowed to be wild mages.
	If a wild mage was initially a sorcerer, he casts continues to cast spells as a sorcerer does.  If the mage was a wizard or a bard, the wild mage continues casting his spells as either a wizard or a bard.  Also, cleric spells of the domain of chaos are available to the wild mage, but not as bonus spells.  These spells count as arcane spells of the same level as their cleric counterpart, but the spells are considered to be not divine.
Hit Die: d4

Requirements
To qualify to become a wild mage, a character must fulfill all of the following criteria.
	Alignment: Any chaotic
	Spellcasting: Ability to cast 2nd-level arcane spells.
	Bluff: 2 ranks
	Knowledge (Arcana): 4 ranks
	Spellcraft: 4 ranks
	Feats: Combat Casting, Dodge

Class Skills
The wild mage’s class skills (and the key ability for each skill) are Alchemy (Int), Bluff (Cha) Concentration (Con), Craft (Int), Gather Information (Cha), Innuendo (Wis), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Profession (Wis), Scry (Int), Speak Language, and Spellcraft (Int).  See Chapter 4: Skills in the Player’s Handbook for skill descriptions.

	Skill points at Each Level: 4 + Int modifier.

Class Features
All of the following are class features of the wild mage prestige class.
	Weapon and Armor Proficiency: Wild mages gain no proficiency in any weapon or armor.  Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.
	Spells: A wild mage continues training in magic as well as in the ways of chaos.  Thus, when a new wild mage level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before he added the prestige class.  He does not, however, gain any other benefit a character of that class would have gained (more bardic music skills, metamagic or item creation feats, and so on).  This essentially means that he 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.  For example, if Boddynock, a 5th-level bard, gains a level in wild mage, he gains new spells as if he had risen to 6th level in bard, but uses the other wild mage aspects of level progression such as attack bonus and save bonus.  If he gains a level of bard, making him a 6th-level bard/1st-level wild mage, he gains and casts spells as if he had risen to 7th-level bard.
	If a character had more than one spellcasting class before he became a wild mage, he must decide to which class he adds each level of wild mage for purposes of determining spells per day when he adds a new level.
	Wild Surge: The chaotic nature of a wild mage’s spells can sometimes lead to a surge of chaotic magic.  When casting a spell a wild mage must roll 1d20.  On a roll of 19-20 a Wild Surge occurs.

WILD SURGE RESULTS
d%
Roll	 Results
	01		Wall of force appears in front of caster
	02		Caster smells like a skunk for spell duration
	03		Caster shoots forth eight nonpoisonous snakes from fingertips; snakes do not attack
	04		Caster’s clothes itch (-2 penalty to initiative)
	05		Caster glows as per a light spell
	06		Spell effect has 60-foot radius centered on caster
	07		Next phrase spoken by caster becomes true, lasting for 10 rounds
	08		Caster’s hair grows one foot in length
	09		Caster pivots 180 degrees
	10		Caster’s face is blackened by a small explosion
	11		Caster develops allergy to his magical items; cannot control sneezing until all magical items are removed (allergy lasts 1d6x10 rounds)
	12		Caster’s head enlarges for 1d3x10 rounds
	13		Caster reduces (reversed enlarge) for 1d3x10 rounds
	14		Caster falls madly in love with target until a remove curse is cast
	15		Spell cannot be canceled at will by the caster
	16		Caster polymorphs randomly
	17		Colorful bubbles come out of caster’s mouth instead of words (words are released when bubbles pop); spells with verbal components cannot be cast for 10 rounds
	18		Reversed tongues affects all within 60 feet of caster
	19		Wall of fire encircles the caster
	20		Caster’s feet enlarge, reducing movement to half and adding -4 penalty to initiative rolls for 1d3x10 rounds
	21		Caster suffers same spell effect as target
	22		Caster levitates 20 feet for 1d4x10 rounds
	23 		Cause fear within a 60 foot radius centered on the caster; all in radius except caster must make saving throw
	24		Caster speaks in a squeaky voice for 1d6 days
	25		Caster gains X-ray vision for 1d6 rounds
	26		Caster ages 10 years
	27		Silence, 15 foot radius centers on caster
	28		10x10 foot pit appears immediately in front of the caster, 5 feet deep per level of the caster
	29 		Reverse gravity beneath caster’s feet for 1 round
	30		Colored streamers pour from caster’s fingertips
	31		Spell effect rebounds on caster
	32		Caster becomes invisible
	33		Color spray from caster’s fingertips
	34		Stream of butterflies pours from caster’s mouth
	35	 	Caster leaves monster-shaped footprints instead of his own until a dispel magic is cast
	36		1d10x3 gems shoot from the caster’s fingertips; each is worth 1d6x10 gp
	37		Music fills the air
	38		Create food and water
	39		All normal fires within 60 feet of caster are extinguished
	40		One magical item within 30 feet of caster (randomly chosen) is permanently drained
	41 		One normal item within 30 feet of caster (randomly chosen) becomes permanently magical
	42		All magical weapons within 30 feet of caster are increased by +2 for 1 turn (maximum +5)
	43 		Smoke trickles from the ears of all creatures within 60 feet of the caster for 10 rounds
	44		Dancing lights
	45	 	All creatures within 30 feet of the caster begin to hiccup (-1 penalty to hit) for 10 rounds
	46		All normal doors, secret doors, portcullises, etc. (including those locked or barred) within 60 feet of the caster swing open
	47		Caster and target exchange places
	48		Spell affects random target within 60 feet of caster
	49		Spell fails but does not take a spell per day slot, or is not wiped from caster’s mind
	50		Monster summoning II
	51		Sudden change in weather (temperature rise, snow, rain, etc.) lasting 1d6 x 10 rounds
	52		Deafening bang affects everyone within 60 feet; those who can hear must make a Fortitude saving throw (DC 12) or be stunned 1d3 rounds
	53		Caster and target exchange voices until a remove curse is cast
	54		Gate opens to a randomly chosen Outer Plane; 50% chance for extraplanar creature to appear	
	55		Spell functions, but shrieks like a shrieker
	56 		Spell effectiveness (range, duration, area of effect, damage, etc.) decreases by 50%
	57		Spell reversed, if reverse is possible
	58 		Spell takes physical form as free-willed elemental and cannot be controlled by caster; elemental remains for the duration of the spell and its touch causes the spell effect (attack bonus equal to caster’s)
	59 		All weapons within 60 feet of the caster glow for 1d4 rounds
	60 		Spell functions; any applicable saving throw is not allowed
	61		Spell appears to fail when cast, but occurs 1d4 rounds later
	62 		All magical items within 60 feet of caster glow for 2d8 days
	63 		Caster and target switch personalities for 2d10 rounds
	66		Slow spell centered on target
	65		Target affected by confusion
	66		Lightning bolt shoots toward target
	67		Target enlarged
	68		Darkness centered on target
	69		Plant growth centered on target
	70 		1,000 lb. of nonliving matter within 10 feet of target vanishes
	71		Fireball centers on target
	 72		Target turns to stone
	73 		Spell is cast; material components and memory of spell are retained
	74 		Every within 10 feet of caster receives the benefit of a heal
	75 		Target becomes dizzy for 2d4 rounds (-4 penalty to AC and attack bonus, cannot cast spells)
	76		Wall of fire encircles target
	77		Target levitates 20 feet for 1d3x10 rounds
	78		Target suffers blindness
	79		Target is charmed as per charm monster
	80		Target dazed
    	81		Target’s feet enlarge, reducing movement to half normal and adding -4 penalty to all initiative rolls for 1d3x10 rounds
	82		Rust monster appears in front of target
	83		Target polymorphs randomly
	84		Target falls madly in love with caster until a remove curse is cast
	85		Target teleports to the 5-foot area directly behind the caster
	86		Small, black rain cloud forms over target for 1d3 days
	87		Stinking cloud centers on target
	88		Heavy object (boulder, anvil, safe, etc.) appears over target and falls for 2d20 points of damage
	89		Target begins sneezing and is unable to cast spells for 1d6 rounds
	90		Spell effect has 60-foot radius centered on target (all within suffer the effect)
	91		Target’s nose disappears for 1d4 rounds. 
	92 		Target’s race randomly changes until canceled by a dispel magic
	93		Target turns ethereal of 2d4 rounds
	94		Target hastened
	95		All hair on target crumbles to dust
	96		Target sprouts leaves (no damage caused, can be pruned without harm)
	97		Target sprouts new useless appendage (wings, arm, ear, etc.) which remains until dispel magic is cast
	98		Target changes color (canceled by dispel magic)
	99		Spell has minimum duration of 10 rounds (e.g. a fireball creates a ball of flame that remains for 10 rounds, a lightning bolt bounces and continues, possibly rebounding, for 10 rounds, etc.)
	100		Spell effectiveness (range, duration, area of effect, damage, etc.) increase 200%

	Exotic Weapon Proficiency: Zerth Blade: A wild mage who is not a Githzerai or has never even met one will still instantly know how to control a zerth blade, for these weapons are chaos incarnate.  These blades are forged by the Githzerai on the outer plane of Limbo.  They are made out of a chaotic mix of elements known as “karach.”  This substance can be shaped by the mind of its wielder, making it a very dangerous weapon.
	Craft Wild Item: A wild mage with any Item Creation feats can intentionally create Cursed Items or Wild Items (magic items, that when used cause a Wild Surge).  Only wild mages can create Wild Items or Cursed Items deliberately.
	Control Luck: A wild mage at 3rd level gains the ability to reroll the result of any one roll a day and pick the better of the two rolls.  The wild mage can use this ability twice a day at sixth level, three times a day at ninth level, and so on.  A single roll can only be rerolled once.
	Control Wild Item: A wild mage attempts to embrace chaos, and through that study can learn to control chaos to some extent.  A wild mage of 3rd level or higher has a 50% chance of using the Wild Item without causing a Wild Surge.
	Harnessing Chaos: At 2nd level, a wild mage begins to understand the forces of chaos that he has embraced.  As a result, he learns to use various spell-like abilities that are exclusive to wild mages.  All of these abilities are standard actions except for stabilize (which takes 10 rounds to cast).
	Reckless Dweomer: At 2nd level, a wild mage can unleash the chaotic forces within himself and channel it into a spell.  This is generally used as a last resort spell, as it is entirely unpredictable. When using this ability, the mage must announce that he is using reckless dweomer and then he automatically surges the next spell he casts (rolls d% on the Wild Surge table).
	Attempted Enhancement: At 2nd level, the wild mage can attempt to enhance one aspect of the next spell he casts. This spell must be cast in the round immediately following the casting of attempted enhancement. The wild mage casts the spell and announces the aspect of the second spell they wish to enhance. The DM rolls a d6, 4-6 the effect is doubled, 1-3 the result is halved and a Wild Surge ensues.
	Chaos Shield: At 3rd level, the wild mage can protect himself from harmful effects of his own surges. When a caster surge’s his spell but has chaos shield activated, the mage gets a saving throw dependent upon the effect.  If successful, the mage is not affected by the spell, however others in the area of effect might be. The chaos shield protects the mage from the good and bad effects of surges while the spell-like ability is in effect.  Chaos shield has a duration of 1d10 rounds + 2 round/level.
	Surge Mastery: This spell-like ability is similar to reckless dweomer, but the caster has a 33% chance of controlling one aspect of the surge once it happens; e.g., minimize or maximize parts of a spell (maximum damage if centered on target, minimum if on caster), or half or double the amount of something (two demons gate in to attack caster instead of four).  Wild mages at 3rd level and higher can use this spell-like ability.
	Wildmine: When this spell-like ability is cast upon an object, the next creature to touch it (even the caster) activates a Wild Surge. The creature is the target, the object is considered the caster.  The wildmine is permanent until triggered.
	Wild Armor: This spell-like ability causes the caster’s body to radiate wild magic. When damaged in melee by another, a Wild Surge is rolled. Wild armor lasts for 1d6 +1 round/level. Ranged attacks will not cause a surge.
	Unluck: This spell-like ability affects a creature’s luck for 2d10 rounds. Whenever the creature has to roll a result for anything, the creature must reroll the result and pick the worst of the two. Luckstones will negate this effect but will be rendered useless for 1d10 rounds after spell expires.  The creature is allowed a Will save to negate.
	Vortex: This spell-like ability creates a wild vortex that travels randomly through the battlefield for 1d4 rounds + 1 round/level.  On the round of creation, the vortex appears in the desired place as a multicolored tornado. From this moment on, the caster must maintain concentration in order for the vortex to remain. Each round, the vortex moves 30 feet randomly in a grenade-like direction. There is a 50% chance the caster can move it in the desired direction. The vortex is only 5 foot in diameter. Nonmagical creatures struck by the vortex suffer 1d4 points of damage per level of caster. Magical creatures and spellcasters suffer 1d6 damage per level of caster. A Reflex saving throw halves the damage.  Each time someone is struck by the vortex, there is a 5% chance the vortex explodes in a Wild Surge upon the creature. This will also cause the spell to end.
	Wildshield: This spell-like ability gives the caster a magical shield that can absorb spell levels. It can absorb 2d6 spell levels worth of spells. The caster can negate it at any time. If the exact amount is met, the shield dissipates. If the shield is overloaded, then it surges, affecting the caster.
	Wildstrike: This spell-like ability can be cast on another creature effectively encasing them in wild energy. If the creature casts a spell or activates a magical item, a surge is set off on the creature. This lasts for 2d4 rounds and can be triggered multiple times.  A Reflex saving throw negates the effect.
	Surge Selector: This spell-like ability gives the caster two rolls on the surge chart when surging a spell.  The caster can then choose between the two results.  This spell's duration is a fixed number of surges or 12 hours, whichever comes first.  A wild mage is able to shape one surge per five levels of character experience.
	Wildzone: This spell-like ability enchants a 300’ x 300’ square which becomes a Wild Area (an area where casting spells and activating items cause an automatic Wild Surge) for 2d6 x 10 rounds. The area can be made permanent as per a permanency spell.
	Stabilize: This spell-like ability negates the effects of a Wild Area, allowing the caster and all creatures in a 30’ radius circle to cast spells and activate items normally.  This spell is centered on the caster and follows their movements.  Also, the casters own spells never cause Wild Surges when cast during the duration, nor do the effects of surges extend into the protected area.  This spell affects wildstrike and wildzone.  Stabilize takes 10 rounds (1 minute) to cast and has a duration of 1d4+1 x 10 rounds.

THE WILD MAGE
Class		Base		Fort	Ref		Will
Level    	 Attack Bonus	Save	Save	Save	Special						Spells per Day
1st			+0			  +0		  +0		  +2		Wild Surge, zerth blade	+1 level of existing class
												proficiency, craft wild item
2nd			+1			  +0		  +0		  +3		reckless dweomer,	   	+1 level of existing class
												attempted enhancement
3rd			+1			  +1		  +1		  +3		chaos shield, surge		+1 level of existing class
												mastery, control wild
												item, control luck +1
4th			+2			  +1		  +1		  +4		wildmine, wild armor		+1 level of existing class
5th			+2			  +1		  +1		  +4		unluck					+1 level of existing class
6th			+3			  +2		  +2		  +5		control luck +2, vortex	+1 level of existing class
7th			+3			  +2		  +2		  +5		windshield, windstrike	+1 level of existing class
8th			+4			  +2		  +2		  +6		surge selector			+1 level of existing class
9th			+4			  +3		  +3		  +6		control luck +3 wildzone	+1 level of existing class
10th			+5			  +3		  +3		  +7		stabilize					+1 level of existing class