Campaign of the Month: January 2015
Skies of Glass
|1st||+0||+0||+0||+2||Chaos Devotion, Wild Spells, Wild Surges||8 Points+7 Bonus|
|2nd||+1||+0||+0||+3||Wild Magic||8 Points+7 Bonus|
|3rd||+1||+1||+1||+3||Eye for Chaos||10 Points+7 Bonus|
|4th||+2||+1||+1||+4||Chaos Theory||10 Points+7 Bonus|
|5th||+2||+1||+1||+4||Mend the Madness||12 Points+7 Bonus|
|6th||+3||+2||+2||+5||Blessing of Chaos||12 Points+7 Bonus|
|7th||+3||+2||+2||+5||-||14 Points+7 Bonus|
|8th||+4||+2||+2||+6||Fractured Mind||14 Points+7 Bonus|
|9th||+4||+3||+3||+6||Random Deflector||16 Points+7 Bonus|
|10th||+5||+3||+3||+7||-||16 Points+7 Bonus|
|11th||+5||+3||+3||+7||Innate Choas||18 Points+7 Bonus|
|12th||+6||+4||+4||+8||-||18 Points+7 Bonus|
|13th||+6||+4||+4||+8||-||20 Points+7 Bonus|
|14th||+7||+4||+4||+9||Fractured Mind||20 Points+7 Bonus|
|15th||+7||+5||+5||+9||-||22 Points+7 Bonus|
|16th||+8||+5||+5||+10||Blessing of Chaos||22 Points+7 Bonus|
|17th||+8||+5||+5||+10||Random Deflector||24 Points+7 Bonus|
|18th||+9||+6||+6||+11||-||24 Points+7 Bonus|
|19th||+9||+6||+6||+11||-||26 Points+7 Bonus|
|20th||+10||+6||+6||+12||Child of Chaos||26 Points+7 Bonus|
Alignment: Any chaotic
Hit Die: d6
Class Skills: The wild mage’s class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Disable Device (Dex), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.
All of the following are Class Features of the wild mage class.
Weapon and Armor Proficiency: Wild mages are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a wild mage’s gestures, which can cause his spells with somatic components to fail (see Arcane Spells and Armor).
Spellcasting: A wild mage is capable of tapping their mana to learn and cast spells. Like other spellcasters, a wild mage gains additional Mana Points as they level that may be allocated to any Pool the wild mage has access to (see Mana Pools for more information). Unlike many casters, a wild mage gains an amount of bonus points when they level that are automatically allocated to their Red mana pool so long as they have access to the Red Mana Pool.
Chaos Devotion: The wild mage’s fractured essence attunes him to the very powers of Chaos. As such his Chaos spells gain a +2 to their save DC but can neither learn or cast Lawful spells.
Wild Spells: A wild mage naturally learns the core spells inherent to wild magic as they level (see Wild Spells for more information). A wild mage gains the core Wild spells as innate spells at the appropriate levels. Further, a wild mage uses Spellcraft when attempting to identify Wild spells and uses Knowledge (Arcana) for Knowledge (Wild Magic) for all purposes (see Magical Knowledges in Knowledges for more). A wild mage that ever his surge die can no longer cast his Wild spells.
Wild Surges: Any spell that a wild mage casts has a slight chance to release some of the wild mages potent magic breaks through in an uncontrollable outburst. Each time the wild mage casts a spell he also rules a 1d20 surge die. If the die rolls a natural 13 then the result is a wild surge. To determine the results of a wild surge the DM rolls secretly on a Surge Chart. A wild mage may gain additional numbers on this
Wild Magic: The most basic aspect of a wild mages affects his spells by causing uncontrolled variance in their duration and strength. This manifests a random level variance.
At 2nd level the wild mage’s effective caster level is permanently reduced by 2. Each time you cast a spell roll a 1d3 variance die and add the result to your effective caster level to find your caster level for this spell.
At 10th level, the effective caster level of the wild mage drops by 3 and each time he casts a spell he rolls a 1d5 and adds the result to his caster level.
At 18th level, the effective caster level of the wild mage drops by 4 and each time he casts a spell he rolls a 1d8 and adds the result to his caster level.
Eye for Chaos: At 3rd level, the wild mage gains the ability to use Detect Chaos. A wild mage can, as a full-round action, concentrate on an area or item within 60 feet and determine if it is an area of wild magic or if it’s been affected by wild magic, learning the strength of the effect and gaining insight into its nature, though great insight may take some time of such concentration. While focusing on an area or item of wild mage, the wild mage does not detect chaos in any other object or individual within range.
Chaos Theory: A wild mage of 4th level, due to his understanding of the chaotic process that power them, can nudge certain random events in his favor. Whenever using an item that relies on a random determination of any type the wild mage rolls twice, or draws twice in the case of the deck of many things, and chooses which result to keep.
Mend the Madness: At 5th level, a wild mage gains the ability to destroy the effects of wild surges and wild magic, and can even destroy areas of wild magic. The wild mage may now use spells such as Dispel Magic, Remove Curse, Break Enchantment, and a great variety of other spells (and may also be required to use a number of spells) to attempt to destroy a wild magic effect or area. Such attempts will occasionally have backlashes on the wild mage, most notably the possible addition of extra wild surge numbers on the wild mage’s surge die.
Blessing of Chaos: At 6th level, the wild mage may Quicken (as the Quicken spell metamagic) a Chaoic spell once per day.
At 16th level, the wild mage may choose to add the Chaos descriptor to a spell he is casting a number of times per day equal to his Charisma modifier. A wild mage may now Quicken a Chaotic spell twice per day.
Fractured Mind (Su): When a wild mage reaches 8th level, the power of chaos infuses his mind. He gains immunity to confusion spells and effects, and he is shielded by a continuous nondetection effect (as the spell). A wild mage can allow a bit of the power of a confusion spell or effect that would normally have afflicted him into his mind, granting him the ability to roll twice and take his preference on the basic wild surge table. If only a single wild surge table is being used, they may roll twice on that table and take their preference. A wild mage takes a -4 penalty on Wisdom-checks and Wisdom-based skill checks while allowing confusion to effect them.
At 14th level, a wild mage gains immunity to insanity spells and effects. They can, however, allow a bit of the power of an insanity spell or effect that would normally have afflicted him into his mind, granting him the abilities as per confusion as well as the ability to roll twice and take their preference on all secondary wild surge tables. If only a single wild surge table is being used, they may roll three times on that table and take their preference. A wild mage takes a -8 penalty on Wisdom-checks and Wisdom-based skill checks while allowing insanity to effect them.
Random Deflector (Su): At 9th 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 and when activated, the the random deflector lasts until the beginning of the wild mage’s next turn. Random deflector can be used a number of times per day equal to half the wild mage’s Charisma modifier.
The random deflector redirects ranged attacks, ranged touch attacks, and individually targeted spells (spells designating the wild mage as an individual target, but not area spells striking an area in which he happens to be the sole target) so that they instead attack or affect a random target within 40 feet of the wild mage. A wild mage includes herself and her allies among the possible new targets.
At 17th level the random deflector increases in range to 80 feet and always includes the attacker in the redirection possibilities. In addition, the wild mage may now use random deflector a number of times per day equal to the wild mage’s Charisma modifier.
Innate Chaos: At 11th level, the wild mage gains a +1 Red caster level and +2 to the save DCs of his Red spells, though he takes a -1 caster level penalty to all other mana pools.
Child of Chaos: At 20th level, the wild mage has learned to master the fractured magics within them, steeping their spells in this chaotic power and learning to truly unleash the wild forces within. After the wild mage casts a naturally wild or chaotic spell, the next spell they cast within 1 minute gains both the Chaos and Wild descriptors and adds 2 numbers to their wild die for that casting. These numbers are added as adjacent to 13 on their die as possible.
Additionally, when the wild mage suffers a wild surge as a result of their wild die, the wild mage may choose to add an additional surge to that spell. If the wild mage does so, they gain spell resistance equal to 15 plus their wild mage level against wild surges for the next minute.