Wild Mage

A Pathfinder Roleplaying Game update of the wild mage prestige class from Complete Arcane.

I thought the wild mage back in Second Edition was pretty cool, and one of the featured NPCs in a Planescape adventure is a wild mage, so an update of this prestige class was inevitable. At this point, I don’t see much need to make changes to the class abilities, but if anybody has any suggestions, please feel free!

WILD MAGE

Hit Die: d6.

Requirements

To qualify to become a wild mage, a character must fulfill all of the following criteria.
Alignment: Any chaotic.
Skills: Knowledge (planes) 1 rank, Spellcraft 5 ranks, Use Magic Device 1 rank.
Feats: Magical Aptitude, any metamagic feat.
Spells: Arcane caster level 1st.

Class Skills

The wild mage’s class skills (and the key ability for each skill) are Bluff (Cha), Fly (Dex), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at Each Level: 2 + Int modifier.

Class Features

All of the following are Class Features of the wild mage prestige class.
Weapon and Armour Proficiency: Wild mages gain no proficiency with any weapon or armour.
Spells per Day/Spells Known: When a new wild mage level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in an arcane spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a wild mage, she must decide to which class she adds the new level for purposes of determining spells per day.
Wild Magic: A wild mage casts spells differently from any other arcane spellcaster. She reduces her caster level by 3 for all spells she casts from now on. However, every time she casts a spell, her use of wild magic adds 1d6 to her adjusted caster level. For example, an 8th-level sorcerer/1st-level wild mage has a base caster level of 6th, not 9th, but her actual caster level varies from 7th to 12th for every spell she casts. Caster level affects all level-based variables of a spell, including spell penetration checks.
Random Deflector (Su): At 2nd level and higher, a wild mage has the ability to protect herself from certain attacks with this ability. Using this ability is an immediate action, which means that a wild mage activates it when it is not her turn. When activated, the random deflector lasts until the beginning of the wild mage’s next turn.
The random deflector redirects ranged attacks, ranged touch attacks, and individually targeted spells (spells designating the wild mage as the sole target, but not area spells striking an area in which she happens to be the sole target) so that they instead attack or affect a random target within 20 feet of the wild mage. A wild mage includes herself and her allies among the possible new targets. Any creature targeted by a deflected attack is attacked or affected normally, so an attack roll is made normally against the new target’s AC, the new target receives a saving throw if a spell or effect allows one, and so on. A wild mage can use this ability once per day at 2nd level, two times per day at 5th level, and three times per day at 8th level.
Student of Chaos (Ex): Whenever a wild mage of 3rd level or higher uses a magic item that offers a randomly determined effect (such as a bag of tricks or rod of wonder), she 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), a wild mage gains no special advantage.
Chaotic Mind (Su): When a wild mage reaches 6th level, the power of chaos infuses her mind. She gains immunity to confusion and insanity spells and effects, and she is shielded by a continuous nondetection effect (as the spell).
Reckless Dweomer (Su): At 9th level and higher, a wild mage knows how to spontaneously convert her own spell energy into random, unpredictable results. As a standard action, she can eliminate a prepared spell or spell slot of at least 1st level to create an effect similar to that of activating a rod of wonder. The character’s student of chaos ability (see above) applies when she uses her reckless dweomer ability. See Chapter 15: Magic Items in the Pathfinder Roleplaying Game Core Rulebook for details on the rod of wonder.
Wildstrike (Sp): At 10th level, a wild mage gains the ability to make a wildstrike once per day. A wildstrike affects a single creature within 60 feet, surrounding the creature in an aura of shimmering rainbow colours for 2d6 rounds. Spell resistance applies, but the target receives no saving throw. While a wildstrike is in effect, there is a 50% chance each time the affected creature casts a spell or uses a spell-like ability that its intended action fails. Instead, the creature rolls as if it had activated a rod of wonder (see “Rods” in chapter 15 of the Pathfinder Roleplaying Game Core Rulebook).

Table: Wild Mage

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day/Spells Known
1st +0 +0 +1 +0 Wild magic +1 level of existing arcane spellcasting class
2nd +1 +1 +1 +1 Random deflector 1/day +1 level of existing arcane spellcasting class
3rd +1 +1 +2 +1 Student of chaos +1 level of existing arcane spellcasting class
4th +2 +1 +2 +1 +1 level of existing arcane spellcasting class
5th +2 +2 +3 +2 Random deflector 2/day +1 level of existing arcane spellcasting class
6th +3 +2 +3 +2 Chaotic mind +1 level of existing arcane spellcasting class
7th +3 +2 +4 +2 +1 level of existing arcane spellcasting class
8th +4 +3 +4 +3 Random deflector 3/day +1 level of existing arcane spellcasting class
9th +4 +3 +5 +3 Reckless dweomer +1 level of existing arcane spellcasting class
10th +5 +3 +5 +2 Wildstrike +1 level of existing arcane spellcasting class

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