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Wild Mage enhancements

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Overview[edit]

Wild Mages are Sorcerers who tap into chaos and luck when they cast their spells.

Cores[edit]

  • Core 1: Determination
    • +1 Will Saving Throw
    • +10 Chaos Spell Power. (Chaos Spell Power is part of Alignment Spell Power).
  • Core 2:
    • Boldness: +1 Caster Level with Chaos Spells
    • +10 Chaos Spell Power
    • +10 Universal Spell Power
  • Core 3:
    • SLA: Riches of Randomness: Once per Rest, target an unopened chest and twist fate for a chance at better rewards for the entire party. Chests can only be improved in this way one time, and there is a chance of failure based on your Charisma. (There is no special drawback on failure.) Some chests cannot be improved in this manner. This effect does not stack with Treasure Finding from the Greater Dragonmark of Finding.
    • +10 Chaos Spell Power
  • Core 4: Entropic Energy
    • You gain +1 Caster Level and Max Caster Level when casting any spell.
    • +10 Chaos Spell Power, +10 Universal Spell Power, +1% chance of incurring a Wild Magic Surge when casting a spell. You may use Riches of Randomness one additional time per Rest.
  • Core 5: Reject Limits
    • You gain +1 Caster Level and Max Caster Level when casting any spell.
    • +10 Chaos Spell Power, +10 Universal Spell Power.
  • Core 6:
    • Channel Entropy: SLA: A field of chaotic energy strikes the target and nearby enemies, dealing 19 to 24 Chaos damage per caster level (max 380 to 480). A successful Will save reduces the damage by half. D&D Dice: Deals 1d6+18 Chaos damage per caster level, max caster level 20.
    • +4 CHA, +10 Chaos Spell Power, +10 Universal Spell Power, +x% chance of incurring a Wild Magic Surge when casting a spell. You may use Riches of Randomness one additional time per Rest.

Tier 1[edit]

  • SLA: Chaos Bolt: Fires a small orb of Chaos at a target, doing 1d6+2 Chaos Damage per caster level (max 10d6+20 at caster level 10).
    • (This is based on the <Element> Bolt spells, and you can assume it works identically.)
  • Lucky Dodge: +1/2/3 Dodge while wearing no armor. Rank 3: While wearing no armor, you gain +1d6 Dodge Cap. The die is rerolled once per minute.
  • Student of Chaos I: +1/2/3% chance of incurring a Wild Magic Surge when casting a spell.
  • Tides of Chaos I: Once per minute, you gain a +1/2/3 bonus to one of Reflex, Fortitude, or Will Saving Throws for one minute.
  • Skills: +1/2/3 Spellcraft, Concentration, and Bluff.

Tier 2[edit]

  • Action Boost: Wild Magic: For the next 20 seconds, your chances of getting a Wild Magic Surge are improved by 5/10/15%.
  • Chaos Control I: If you would get a Very Bad Wild Magic Surge, you get a Bad Surge instead.
  • Student of Chaos II: +1/2/3% chance of incurring a Wild Magic Surge when casting a spell.
  • Tides of Chaos II: Once per minute, when you incur a Wild Magic Surge, you gain a defensive buff that scales with Wild Mage level and lasts for 20 seconds..
  • Chaotic Mind: Your mind is harder to comprehend; you are immune to Dominate Person/Monster, Command and Greater Command as per the Protection from Evil spell.

Tier 3[edit]

  • SLA: Chaos Sphere: Launches a chaotic orb that explodes on impact, dealing 1d6 Chaos Damage per caster level (up to a max of 10d6 Chaos Damage at caster level 10) to targets in the area. A successful Will save reduces the damage by half. This SLA uses the highest of your INT, WIS, and CHA in its DC calculation, and uses the higher of your Evocation and Conjuration DCs for its spell school.
    • (This is based on Lightning Sphere, and you can assume it works identically).
  • Chaos Control II: If you would get a Very Bad or Bad Wild Magic Surge, you get a Neutral one instead. (requires Chaos Control I).
  • Student of Chaos III: +1/2/3% chance of incurring a Wild Magic Surge when casting a spell.
  • Power in Chaos: Toggle: You gain +100 Universal Spell Power, but are able to receive Very Bad and Bad Surges even if you have Chaos Control I or II.
  • Ability Score: Multiselector:
    • INT
    • WIS
    • CHA

Tier 4[edit]

  • Unpredictable Consequences: Your Chaos Bolt, Chaos Sphere, and Channel Entropy spells and SLAs now add additional damage, debuff, or crowd control effects when cast. If the target saves for half damage on Chaos Sphere, the additional effects are negated.
  • Multiselector:
    • Unstable Sorcery: While wearing no armor, you gain 2% Spell Critical Damage.
    • Mixed Magics: Your Wild Mage levels count for calculating Caster Levels in other spellcasting classes you have at least 1 level in.
  • Student of Chaos IV: +1/2/3% chance of incurring a Wild Magic Surge when casting a spell.
  • Tides of Chaos III: +2/4/6% Chaos Spell Crit Chance.
  • Ability Score: Multiselector:
    • INT
    • WIS
    • CHA

Tier 5[edit]

  • SLA: Wildstrike: Surround target adversary with rainbows, dealing dealing 1d6+6 Chaos Damage per caster level (Maximum damage 10d6+60). Every 2 seconds for 8 seconds, affected enemies take a random effect.
  • Bend Luck: You gain Bend Luck: Whenever you fail a Saving Throw, you reroll that Saving Throw and take the second result. This stacks with Slippery Mind, but does not stack with other sources of Bend Luck.
  • Rapid Surge: Active: For the next 15 seconds, you gain Wild Surges very rapidly.
  • Random Deflector: While wearing no armor, you gain +1d100 MRR Cap. This die is rerolled once per minute.
  • Tides of Chaos IV: -2 to all Spell DCs. Whenever you cast a spell with a DC, you gain +1d6 to the DC of that spell.