Wild Mage

There are vast amounts of power left untapped in the area of magic, areas too unpredictable and dangerous for one to risk tampering with.  This is the generally accepted idea of spellcasters as a whole.  However, there are those brave pioneers who decide its worth the risk.  These are the wild mages.

Requirements:

Feats: Empower Spell, any other metamagic feat
Skills: Knowledge(Arcana): 8 ranks, Spellcraft: 8 ranks
Special: Ability to cast 3rd level Arcane Spells
Alignment: any chaotic

Skills:
2+int
Knowledge(any), Spellcraft, Scry, Concentration

Hit Die: d4
Level BAB Fort Ref Will       Special                                                           Spells/Day
1       +0     +0   +0   +3         Wild Magic I                                                  +1 Existing Class
2       +1     +0   +0   +3         Chaotic Control                                              +1 Existing Class
3       +1     +1   +1   +3         Wild Empowerment                                        +1 Existing Class
4       +2     +1   +1   +3         Wild Magic II                                                 +1 Existing Class
5       +2     +1   +1   +4         Chaos Magic                                                  +1 Existing Class
6       +3     +1   +1   +4         Organized Chaos                                            +1 Existing Class
7       +3     +2   +2   +5         Wild Magic III                                               +1 Existing Class
8       +4     +2   +2   +6        
Word Of Chaos                                              +1 Existing Class
9       +4     +3   +3   +6         Chaotic Ascension                                          +1 Existing Class
10     +5     +3   +3   +7         Wild Magic IV                                                +1 Existing Class
Wild Magic: This ability allows the grants the Wild Mage a new type of metamagic, the Wild Magic.  By using this feat, the level of the spell counts as a level lower than its original level.  However, he must make a Spellcraft check(DC: 15(+3xspells level)), or else a Wild Surge occurs.  Wild Magic I allows the Wild Magic feat to be applied to spells 2nd level or lower.  Each new level of Wild Magic allows for 2 spell levels, ie. Wild Magic II allows for 4th level, Wild Magic III allows for 6th level. Wild Magic IV allows for any level spell to be used.

Chaotic Control: This allows the Wild Mage a chance to control otherwise random magic items(bag of tricks, wand of wonder, etc).  He has a percentage change equal to his total character level times 2.  So an 5th level wizard/3rd level wild mage has a 16% chance of controlling the item.

Wild Empowerment: This ability allows the Wild Mage to have any spell he uses the Wild Magic ability with to occur as though he also used Empower Spell. This increases the DC of avoiding Wild Surges by 10.  He must choose whether he uses this at time of memorization or not.

Organized Chaos: This allows the Wild Mage to either add or subtract 1/2(round down) his Intelligence or Charisma modifier when determining a wild surge effect. Thus a 6th level Wild Mage, who has an 18 Intelligence, and rolls a 78, could make the result be anything from 74 to 82 on the Wild Surge chart.

Chaos Magic: When learning new spells, the Wild Mage may now pick spells from the divine Chaos Domain list.

Word Of Chaos(sp): The Wild Mage may cast Word of Chaos as a spell-like ability once per day.

Chaotic Ascension: The Wild Mage is now immune to any Confusion and Insanity effects.  He gains +2 to overcome SR on a lawful creature.   He may also cast Cloak of Chaos only on himself once per day, it counts as a spell like ability.  It lasts for a number of rounds equal to his levels in Wild Mage.
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