Wild Mage

Pacts and deals with powerful beings are risky for the unwary, but opening the floodgates of the raw potential of the fundamental forces of the universe to do your bidding is foolhardy for even the most wary. Therefore, the wild mage ignores wariness and caution entirely, empowering his abilities without regard to the costs and side effects.

Tap Chaos: Wild mages amplify their power by pushing beyond the structures and forms of normal magic, with predictably unpredictable results. A wild mage may, as part of the action required to use a spell or sphere ability, increase his caster level by 2 for that effect. This applies to variables dependent on a particular casting of an effect (damage, duration, number of targets etc.), but it does not apply to the caster’s total caster level with that sphere (i.e., it does not determine the strength of a companion from the Conjuration sphere, nor to the total number of Hit Dice of reanimated creatures that may be controlled through the Death sphere). This bonus increases by +1 at 5th level, and by an additional +1 for every 4 levels thereafter to a maximum of +6 at 17th level.

Whenever a wild mage uses tap chaos to enhance his magic, his wild magic chance increases by 100%. Archetypes, favored class bonuses, and other effects that modify the bonus from and backlash risk of forbidden lore may instead modify tap chaos. Tap chaos counts as forbidden lore for the purposes of meeting prerequisites.

This replaces forbidden lore.

Wild Mage Invocations:

Chaos Shield: At 1st level, the wild mage may spend an invocation to reduce his wild magic chance by 50% for one round.

Inflict Chaos: At 1st level, whenever the wild mage affects a creature with a sphere ability modified by tap chaos, he may spend an invocation to increase that creature’s wild magic chance by 50% for one round. Affected creatures are unaware of this penalty.

Wild Empowerment: At 1st level, whenever the wild mage enhances a sphere effect with tap chaos, he may spend an invocation to add his tap chaos bonus to his spell penetration rolls for that effect.

Direct Chaos: At 3rd level, whenever the wild mage makes a roll on a wild magic table, he may spend an invocation to roll twice and choose which result to take.

Defensive Maelstrom: At 3rd level, whenever the wild mage enhances a sphere effect with tap chaos he may spend an invocation to wrap himself in chaos for 1 round, imposing a percentage miss chance on all attack rolls targeting him equal to his class level x 5.

Postpone Consequences: At 7th level, before the result of a wild magic roll is known, the wild mage may spend an invocation to delay the onset of the wild magic effect for 1d12 rounds. Modifications to instantaneous effects or effects that have already expired are instead incurred the next time a valid effect is cast.

Wild Fire: At 11th level, when the wild mage enhances a sphere effect with tap chaos, he may use an invocation to empower himself. He gains a bonus to attack rolls, saving throws, and a dodge bonus to AC equal to his tap chaos bonus for a number of rounds equal to his casting ability modifier.

Wild Charge: At 11th level, the wild mage may use an invocation to add his tap chaos bonus to the caster level of a spell-completion or spell-trigger magic item he is wielding for 1d4 rounds. Any effect benefiting from this bonus has its wild magic chance increased by 50%. This bonus only functions while the item is being wielded by the wild mage.

Chaotic Flexibility: At 15th level, the wild mage may use an invocation to gain the use of 1d3 magic talents of his choice for 1 minute. A wild mage may only have one use of chaotic flexibility active at any one time; using this invocation again replaces the previous use. The wild mage must use tap chaos on any sphere effect using a talent gained from chaotic flexibility.

Arcane Rift: At 19th level, when the wild mage is slain, the wild mage may use all his remaining invocations to cause an area out to long range to act as a wild magic zone, increasing all wild magic chances in that area by 100% for 1 day per class level. The wild mage may choose a number of creatures inside that area equal to the invocations spent to be able to ignore this increase.

This replaces the thaumaturge’s normal invocation options.

Chaotic Invoker: At 20th level, the wild mage selects two invocations other than arcane rift; he may use these invocations at will without using one of his invocations per day.

This modifies master invoker.

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