Pathfinder: The Wild Mage (Wizard Archetype)
Not all magic is easily categorized and classified. The wild mage follows the same path of meticulous study as most wizards, but is touched by a force of chaos as well. As a result, these wizards occasionally experience wild surges which can radically alter their spells. Wild mages have the potential for great power, but with they also risk potentially disastrous effects when they experience a wild surge.
Bonus Spell: A wild mage gains one additional spell per day of each level he can cast. This spell may be chosen from any school.
Wild Magic: Wild mages cast their spells with varying power. Whenever a wild mage casts a spell, roll 2d10 and consult the table below to determine the effective caster level. The level modifier is added to or subtracted from the character’s total spellcaster level for purposes of determining the effects of the spell cast. The minimum effective caster level for any spell is 1, and no spell may be cast at a level higher than twice the wild mage’s class level.
|Table: Wild Magic Effective Caster Level|
|2d10||Effective Caster Level|
If the 2d10 roll results in doubles, a wild surge occurs. When this happens, roll on the Wild Magic Surge table (page 147 of Pathfinder Unchained) and add the wild mage’s effective caster level (modified by the current die roll) to the result. This roll replaces the intended spell effect, although the spell is still spent as though it had been cast normally. If the wild surge duplicates another spell effect, that effect uses the caster’s level and Intelligence modifier when determining damage, duration, and save DCs.
Reckless Dweomer (Sp): By channeling the wild energies within him, a wild mage can deliberately cause a wild surge. When this ability is triggered, the wild mage can choose any spell he knows and create a wild surge as though he had just cast that spell. This ability can be used a number of times per day equal to the wild mage’s Intelligence modifier (minimum 1). This ability replaces arcane bond.
Student of Chaos (Ex): Whenever a wild mage uses a magic item that offers a randomly determined effect (such as a bag of tricks or rod of wonder), he can roll twice and choose between the two results. If a random roll is made only once to determine the nature or contents of a device (for example, a robe of useful items or an iron flask), the wild mage gains no special advantage. This ability replaces arcane school.
Chaos Shield (Sp): At 5th level, the wild mage begins gaining some control over his wild surges. The wild mage can use this ability to focus his mind for a period of 10 minutes. During this time, all wild surges created by the wild mage have a +15 bonus added to the die roll in addition to the wild mage’s caster level. Treat any results of higher than 100 as a 100. At 15th level, this bonus increases to +25. This ability replaces the bonus feats gained at 5th and 15th level.
This entry was posted on January 29, 2014 at 12:00 PM and is filed under Class Archetypes, Pathfinder, Role-Playing Games with tags Wizard. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.