WILD MAGE converted by Jughead
(www.geocities.com/jugheathius)


Wild Mages have the following game statistics.
ABILITIES - Intelligence is important for Wild Mages because of their spellcasting ability. They gain extra spell slots just as a Wizard or Sorcerer does. To cast a spell, a Wild Mage must have an Intelligence Score of 10 + the spell's level. Basically the same as a Wizard.
ALIGNMENT - Must be Chaotic.
HIT DIE - d4.

Level
Base Att Bonus
Fort Save
Ref Save
Will Save
Special
Spell Progression
0
1
2
3
4
5
6
7
8
9
1
0
+0
+0
+2
Summon Familiar, Scribe Scroll
3
1
-
-
-
-
-
-
-
-
2
+1
+0
+0
+3
 
4
2
-
-
-
-
-
-
-
-
3
+1
+1
+1
+3
 
4
2
1
-
-
-
-
-
-
-
4
+2
+1
+1
+4
 
4
3
2
-
-
-
-
-
-
-
5
+2
+1
+1
+4
Bonus Feat
4
3
2
1
-
-
-
-
-
-
6
+3
+2
+2
+5
 
4
3
3
2
-
-
-
-
-
-
7
+3
+2
+2
+5
 
4
4
3
2
1
-
-
-
-
-
8
+4
+2
+2
+6
 
4
4
3
3
2
-
-
-
-
-
9
+4
+3
+3
+6
 
4
4
4
3
2
1
-
-
-
-
10
+5
+3
+3
+7
Bonus Feat
4
4
4
3
3
2
-
-
-
-
11
+5
+3
+3
+7
 
4
4
4
4
3
2
1
-
-
-
12
+6/+1
+4
+4
+8
 
4
4
4
4
3
3
2
-
-
-
13
+6/+1
+4
+4
+8
 
4
4
4
4
4
3
2
1
-
-
14
+7/+2
+4
+4
+9
 
4
4
4
4
4
3
3
2
-
-
15
+7/+2
+5
+5
+9
Bonus Feat
4
4
4
4
4
4
3
2
1
-
16
+8/+3
+5
+5
+10
 
4
4
4
4
4
4
3
3
2
-
17
+8/+3
+5
+5
+10
 
4
4
4
4
4
4
4
3
2
1
18
+9/+4
+6
+6
+11
 
4
4
4
4
4
4
4
3
3
2
19
+9/+4
+6
+6
+11
 
4
4
4
4
4
4
4
4
3
3
20
+10/+5
+6
+6
+12
Bonus Feat
4
4
4
4
4
4
4
4
4
4

CLASS SKILLS
The Wild Mage's Class Skills are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (Arcana) (Int), Profession (Wis), Scry (Int, exclusive skill), Spellcraft (Int).

Skill Points at 1st level - (2 + Int modifier) x 4.
Skill Points at each additional level - 2 + Int modifier.

CLASS FEATURES
All of the following are class features of the Wild Mage.
ARMOUR AND WEAPON PROFICIENCY - Wild Mages are proficient in the exact same way that Wizards are.
SPELLS - Wild Mages learn, prepare and scribe spells in exactly the same way a Wizard does, they are essentially the 9th Specialty Wizard so they gain bonus spells from the Wild spell lists. They do not have a forbidden school of magic for being a specialist.
BONUS LANGUAGES - As per Wizard.
FAMILIARS - As per Wizard, though the Familiar is very quirky and is as weird as the Wild Mage, thus its special attraction to the Wizard.
WILD MAGE ABILITIES - The Wild Mage is able to control Wild Magic Items 50% of the time, also when casting a spell, roll a seperate d20, if the result is 19-20, the spell surges, consult the Wild Surge tables (use below or use the one in Tome of Magic 2E book, or even the many tables on the net. (Why twice the chance for surging?, cause Wild Mage's are supposed to surge, if you didn't want to surge a spell dont play a Wild Mage, but if you like Chaos then it is better, he he)


BASIC WILD SURGE TABLE
Roll 2d20 on the following table:
2
Spell effect has 60' radius centered on caster
22
Maximum possible effectiveness for spell
3
Next phrase spoken by caster becomes true, for 1 hour.
23
Target is disintegrated.
4
Caster Polymorphs randomly
24
Hero or other famous figure is summoned for 1 turn to help caster.
5
Wall of Fire encircles caster
25
Target is sent 3d8 rounds ahead in time.
6
Caster ages 10 years
26
A random spell of same level as one cast works instead.
7
Spell effect rebounds on caster.
27
Target will rise as Random Undead when killed, if already undead, it is healed.
8
One magical item within 30' of caster (random) is drained of magic.
28
One randomly chosen creature will strike only criticals for next 2d4 rounds.
9
One Non magical item within 30' of caster (random is made magical.
29
Caster and friends teleported to next named place.
10
Silence, 15' radius on caster.
30
All caster's gold on them at time turns to water.
11
Gate opens to randomly chosen outer plane (50% chance of creature appearing)
31
Caster and friends teleported to middle of conflict.
12
Spell effetiveness decreases by 50%
32
All creatures destroyed by caster within last day rise as undead and come after caster.
13
Spell appears to fail, but kicks in 1d4 rounds later.
33
Target protected by Prismatic Sphere
14
Lightning Bolt shoots towards target.
34
Spell is redirected to random person or creature in vicinity.
15
Wall of Fire encircles target.
35
Fireball centered on caster
16
Target polymorphs randomly.
36
Caster forgets all prepared spells
17
Target hastened.
37
Caster and target exchange places, items, possessions, etc.
18
Spell has minimum duration of 1 turn (eg, 1 turn of fireball damage)
38
Area shaken by Earthquake spell for next 3 rounds.
19
Spell effectiveness increases 200%
39
Spell functions but no saves are allowed
20
Target is healed.
40
All creatures within 15' of caster recieve heal spell.
21
Caster is held
 


0 - LEVEL SPELLS Cantrips

1st - LEVEL SPELLS
Reckless Dweomer - Allows the Wild Mage to automatically surge their spell.
Attempted Enhancement - doubles aspect of next spell cast.

2nd - LEVEL SPELLS
Chaos Shield - protects caster against their own wild surges.
Surge Mastery - partially controlled wild surge.
Improved Reckless Dweomer - as Reckless Dweomer but needing no Verbal or Somatic components.

3rd - LEVEL SPELLS
Wildmine - creates boobytrapped object.
Wild Armour - creates magic armour that surges when hit by another..

4th - LEVEL SPELLS
Unluck - makes target reroll all rolls and pick worst result each time.

5th - LEVEL SPELLS
Vortex - creates damaging tornado that is uncontrollable.

6th - LEVEL SPELLS
Wildshield - absorbs spells and wild surges.
Wildstrike - encases target in Wildzone causing target to surge if they cast spells.

7th - LEVEL SPELLS
Surge Selector - allows a choice in wild surges if one is set off.

8th - LEVEL SPELLS
Wildzone - creates an area that surges spells when cast.

9th - LEVEL SPELLS
Stabilize - negates Wild Surges upon caster.


Reckless Dweomer converted by Jughead
Target - special.
Duration - special.
Range - special.
Casting Time
- 1 Action.
Components - V,S.
Saving Throw - special.
Spell Resistance - yes.
When Casting this spell, the Wild Mage unleashes the Wild Forces within themself and channel it into a spell, this is generally used as a last resort spell as it is entirely unpredictable. Before casting, the Mage must announce the spell effect of one of their known spells regardless of level, once announced, roll randomly on any Wild Surge table you have and this is what happens.

Attempted Enhancement converted by Jughead
Target - special.
Duration - 1 round.
Range - special.
Casting Time
- 1 Action.
Components - V,S,M.
Saving Throw - None.
Spell Resistance - No.
When Casting this spell, the Wild Mage can attempt to enhance one aspect of the next spell they cast. This second 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.. Material component needed is exactly what is needed for the next spell to be cast.

Chaos Shield converted by Jughead
Target - Caster.
Duration - 1d10 rounds + 2 rounds / level.
Range - Touch.
Casting Time
- 1 Action.
Components - V,S.
Saving Throw - special.
Spell Resistance - No.
When Casting this spell, the Wild Mage protects themself from harmful effects of their own surges. When a caster surge's their spell but has Chaos Shield activated, the mage gets a saving throw dependant upon the effect. If successful, the mage is not affected by the spell, others in the area of effect might be though. The Chaos Shield protects the Mage from the good and bad effects of surges while the spell is on.

Surge Mastery converted by Jughead
Target - special.
Duration - instantaneous.
Range - special.
Casting Time
- 1 Action.
Components - V,S.
Saving Throw - None.
Spell Resistance - No.
This spell is similar to Reckless Dweomer, however, no spell is named before casting, the caster merely surge's the spell. The caster has a 33% chance of controlling one aspect of the surge once it happens. Eg, minimum or maximum 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).

Improved Reckless Dweomer converted by Jughead
As Reckless Dweomer but needs no components of either V,S.

Wildmine converted by Jughead
Target - touched object.
Duration - permanent until triggered.
Range - touch.
Casting Time
- 1 Action.
Components - V,S.
Saving Throw - None.
Spell Resistance - No.
Once 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.

Wild Armour converted by Jughead
Target - caster.
Duration - 1d6 + 1 round / level..
Range - touch.
Casting Time
- 1 Action.
Components - V,S,M.
Saving Throw - None.
Spell Resistance - No.
This spell causes the caster's body to radiate Wild magic. When damaged in melee by another, a Wild Surge is rolled. Ranged attacks will not cause a surge.

Unluck converted by Jughead
Target - one creature.
Duration - 2d10 rounds.
Range - close.
Casting Time
- 1 Action.
Components - V,S,M.
Saving Throw - Will Negates.
Spell Resistance - Yes.
This spell affects a creatures luck for the duration. 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 material component for the spell is a shard of a broken mirror.

Vortex converted by Jughead
Target - one creature.
Duration - 1d4 rounds + 1 round / level.
Range - close.
Casting Time
- 1 Action.
Components - V,S,M.
Saving Throw - Reflex for half damage.
Spell Resistance - Yes.
This spell creates a wild vortex that travels randomly through the battlefield. On the round of creation, the vortex appears in the desired place as a multicoloured 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. 50% chance of caster moving it in the desired direction. The vortex is only 5 foot in diameter. Non magical creatures struck by the vortex suffer 1d4 points of damage per level of caster. Magical greatures and spellcasters suffer 1d6 damage per level of caster. 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. Material components for this spell are a handful of straw and some silk streamers.

Wildshield converted by Jughead
Target - caster.
Duration - special.
Range - touch.
Casting Time
- 1 Action.
Components - V,S,M.
Saving Throw - None.
Spell Resistance - No.
This spell gives the caster a magical shield that can absorb spell levels. It can absorb 2d6 spell levels worth of spells. It can be cancelled by the caster at any time. If the exact amount is met, the shield dissipates. If the shield is overloaded, then it surges affecting the caster. The Material component for this spell is a small sponge.

Wildstrike converted by Jughead
Target - one creature.
Duration - 2d4 rounds.
Range - close.
Casting Time
- 1 Action.
Components - V,S,M.
Saving Throw - Reflex Negates.
Spell Resistance - No.
This spell can be cast on another creature affectively 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 the duration of the spell and can be triggered multiple times.

Surge Selector converted by Jughead
Target - caster.
Duration - special.
Range - touch.
Casting Time
- 1 Action.
Components - V,S,M.
Saving Throw - None.
Spell Resistance - No.
This spell 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. The material component for this spell is a brass spinner.

Wildzone converted by Jughead
Target - 300' x 300' square.
Duration - 2d6 turns.
Range - touch.
Casting Time
- 1 Action.
Components - V,S,M.
Saving Throw - None.
Spell Resistance - No.
This spell enchants an area to become a Wild Area, this makes casting spells and activating items cause an automatic Wild Surge. The area can be made permanent as per a Permanancy spell. The material component for this spell are several pots of paint which are spilled over a sheet of hammered silver worth no less than 2,000gp.

Stabilize converted by Jughead
Target - 30' radius circle.
Duration - 1d4 + 1 turns.
Range - touch.
Casting Time
- 1 turn.
Components - V,S.
Saving Throw - None.
Spell Resistance - No.
This spell negates the effects of a Wild Magic region, allowing the caster and all creatures in the area effect to cast spells and activate items normally. This spell is centered on the caster and follows their movements. The caster's own spells never cause Wild Surges when cast during the duration nor do the effects of surge's extend into the protected area. This spell affects Wildstrike and Wildzone.