Wild+Mage

Wild Mage Magic is often times thought of as a pure, disciplined, and academic pursuit. It’s practitioners study, often times for years, to be able to do some singularly spectacular things. This is not so for the Wild Mage. For a Wild Mage, magic is a force of chaos that has no sense of boundary. As such, a Wild Mage wields magic with no such concern for discipline. The Wild Mage opens up the flood gates, so to speak, with each and every spell cast. This has the added effect of either making the spell more powerful or weaker than what it should be. As a consequence of this haphazard approach, most Wild Mages are run off from major cities and towns. After all, when a greater baatzu can be summoned when a badger is called, people tend to get a little upset at that. Hit Dice: d4

__Requirements__ Alignment: Must be Chaotic Skills: Knowledge (Arcana) 8, Spellcraft 10, Use Magic Device 4 Spells: Able to cast 3rd level arcane spells

__Skills__ The Wild Mage’s class skills (and key ability modifiers for them) are Bluff (Cha), Concentration (Con), Decipher Script (Int), Knowledge (Arcana) (Int), Spellcraft (Int), and Use Magic Device (Cha). Skill Points: 3 + Int modifier

__Class Features__ All of the following are the class features of the Wild Mage prestige class. Weapon and Armor Proficiencies: Wild Mages gain no new weapon or armor proficiencies. Spells per Day: Even though the Wild Mage practices chaos in spell casting instead of study, she does still study magic. It is this study that teaches the Wild Mage how to channel raw magical energy like she does. As such, every level gained as a Wild Mage increases the level of an existing arcane spellcasting class by 1. This increase in level only counts for spells known, spells per day, highest possible spell level cast, and caster level. All other benefits of level increase (i.e. hit points, base attack bonus, base saves, etc.) are not affected by this level increase. Wild Surge: The wild surge is the stock in trade of the Wild Mage. At first level, a Wild Mage may choose to cast a spell with a wild surge. To do so, the player announces at the beginning of his turn that a wild surge will be used and with what spell; spells cast with metamagic effects can still make use of the wild surge. The wild surge then raises the casting time of the spell to a full round if less than that or further increases the casting time by an extra round. (This can be potentially dangerous for spontaneous spellcasters using metamagic feats, such as a sorceror casting a Stilled Magic Missile.) When the spell is cast, the player then makes a roll on the following table. The result then modifies the caster level for the purposes of determining all the level-dependent items of the spell, such as damage, save DCs, and range. This ability can be used a number of times per day equal to Wild Mage class level (i.e. 1 time per day at 1st level, 2 times per day at 2nd level, etc.). However, if the Wild Mage rolls her level on the Wild Surge roll before the Intelligence modifier is added, the spell is affected as if in a wild magic zone. Roll on the Wild Magic table in the //Forgotten Realms Campeign Setting// book. Obviously, since the wild surge affects all level variant effects of the spell, only spells that have an attribute determined by level (i.e. the damage for a Fireball or the duration for a Light spell) can take advantage of the Wild Surge. 
 * Wild Surge Roll (1d20 + Int Mod) || Caster Level Adjustment ||
 * 2-4 || Caster Level – 4 ||
 * 5-7 || Caster Level – 3 ||
 * 8-10 || Caster Level – 2 ||
 * 11-13 || Caster Level – 1 ||
 * 14-16 || Caster Level ||
 * 17-19 || Caster Level + 1 ||
 * 20-22 || Caster Level + 2 ||
 * 23-25 || Caster Level + 3 ||
 * 26 or higher || Caster Level + 4 ||

Control Magic Device (Use Magic Device): Due to the Wild Mage’s close proximity to chaos, she learns to manipulate the forces of magic in her favor. As such, the Wild Mage recieves a +1 class bonus to all Use Magic Device checks. This bonus increases +2 at third, +3 at sixth, and +4 at tenth. Control Magic Device (Bag of Tricks): The Wild Mage’s ability to control magic devices increases at this level. Now, the Wild Mage has a chance that she can pull a specific animal out of a Bag of Tricks. The chance is equal to her Wild Mage class level minus 2 and multiplied by 10% ([class level -2] x 10%). She is still limited to the types of animals available for that particular bag. Control Magic Device (Deck of Illusions): The Wild Mage’s control over chaotic magical energies increases yet again. When employing a Deck of Illusions, the Wild Mage has a chance equal to her class level minus 4 multiplied by 10% ([class level – 4] x 10%) to pull a specific card. Further more, there is a flat 5% chance that the card is not dispelled if, and only if, the wild mage picks it back up. Control Magic Device (Well of Many Worlds): At this level, the Wild mage has a chance to use a Well of Many Worlds as either a Dimensional Teleporter or a Teleport Spell. The chance is equal to her class level minus 6 multiplied by 10 % ([class level – 6] x 10%). Control Magic Device (Rod of Wonder): With the greater understanding of chaos and magic that comes with experience, the Wild Mage now has the ability to use a Rod of Wonder to cast any spell that she knows. With a successful roll, a Wild Mage can coax the Rod to cast any spell known provided that a full round action that invokes an attack of opportunity is taken. The chance is equal to her class level minus 8 multiplied by 10 % ([class level – 8] x 10%). The spell need not be memorized—in the case of wizards—only known, and it can’t be cast using any metamagic feats or wild surges. The chaotic nature of the Rod is too taxing as it is. Control Magic Device (Artifacts): At tenth level, the Wild Mage’s understanding of magic and chaos is so great that she can control artifacts that produce a random effect, such as a Deck of Many Things, albeit with great difficulty and with a slim chance of success. So long as the Wild mage rolls 10% or less, the Wild Mage can force the artifact to work the way she wants, but it can’t be forced to do something it normally doesn’t do. For instance, a Wild Mage could draw a specific card from a Deck of Many Things, but the same Wild Mage couldn’t force the deck to act as a Deck of Illusions or use it to cast a //Fireball// spell unless she received any wishes from the deck.


 * Level || Base Attack Bonus || Fort Save || Ref Save || Will Save || Special || Spells Per Day ||
 * 1 || +0 || +0 || +0 || +2 || **Wild** Surge, Control Magic Device (Use Magic Device) || +1 level of existing class ||
 * 2 || +1 || +0 || +0 || +3 ||  || +1 level of existing class ||
 * 3 || +1 || +1 || +1 || +3 || Control Magic Device (Bag of Tricks) || +1 level of existing class ||
 * 4 || +2 || +1 || +1 || +4 ||  || +1 level of existing class ||
 * 5 || +2 || +1 || +1 || +4 || Control Magic Device (Deck of Illusions) || +1 level of existing class ||
 * 6 || +3 || +2 || +2 || +5 ||  || +1 level of existing class ||
 * 7 || +3 || +2 || +2 || +5 || Control Magic Device (Well of Many Worlds) || +1 level of existing class ||
 * 8 || +4 || +2 || +2 || +6 ||  || +1 level of existing class ||
 * 9 || +4 || +3 || +3 || +6 || Control Magic Device (Rod of Wonder) || +1 level of existing class ||
 * 10 || +5 || +3 || +3 || +7 || Control Magic Device (Artifacts) || +1 level of existing class ||