Wild Mages are born with the ability to use powerful magic, but chaos threatens to twist every spell they make in weird and wonderful ways. They have fewer spells than wizards but can cast much faster and more often.
Solo Ability: Challenging.
| Field | Value |
|---|---|
| HP / Level | 6 |
| Skill Points / Level | 2 + Intelligence modifier |
| Play Style | Magic |
| Spell DC Ability | Charisma |
Wild Mages gain Wild Magic Surges over time or when casting spells that add additional effects onto their next spell. Wild Mages can innately cast arcane spells without needing academic training like wizards. They can only perform a fixed number of spells in this way, but they can cast them much faster and can do more damage over time.
Sorcerers, along with Favored Souls, get more spell points than any of the other classes. They also gain more bonus spell points from special magic items. As a result, they can cast more often.
Sorcerers cannot switch spells at taverns or rest shrines. They are able to switch spells but to do so they must undergo a special ritual that can only be done once every few days.
You were a Wild Mage in a past life. Strong magic surrounds you. Each time you acquire this feat you gain +3 Universal Spell Power. This feat can be stacked up to three times.
| Level | BAB | Fort | Ref | Will | Special | Spell Points | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | +0 | +0 | +0 | +2 |
|
100 | 2 | ||||||||
| 2 | +1 | +0 | +0 | +3 | 150 | 3 | |||||||||
| 3 | +1 | +1 | +1 | +3 | 200 | 4 | |||||||||
| 4 | +2 | +1 | +1 | +4 | 250 | 4 | 1 | ||||||||
| 5 | +2 | +1 | +1 | +4 | 300 | 4 | 2 | ||||||||
| 6 | +3 | +2 | +2 | +5 | 355 | 4 | 2 | 1 | |||||||
| 7 | +3 | +2 | +2 | +5 | 415 | 4 | 3 | 2 | |||||||
| 8 | +4 | +2 | +2 | +6 | 480 | 4 | 3 | 2 | 1 | ||||||
| 9 | +4 | +3 | +3 | +6 | 550 | 4 | 4 | 3 | 2 | ||||||
| 10 | +5 | +3 | +3 | +7 | 625 | 4 | 4 | 3 | 2 | 1 | |||||
| 11 | +5 | +3 | +3 | +7 | 705 | 4 | 4 | 4 | 3 | 2 | |||||
| 12 | +6 | +4 | +4 | +8 | 790 | 4 | 4 | 4 | 3 | 2 | 1 | ||||
| 13 | +6 | +4 | +4 | +8 | 880 | 4 | 4 | 4 | 4 | 3 | 2 | ||||
| 14 | +7 | +4 | +4 | +9 | 975 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | |||
| 15 | +7 | +5 | +5 | +9 | 1075 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | |||
| 16 | +8 | +5 | +5 | +10 | 1180 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | ||
| 17 | +8 | +5 | +5 | +10 | 1290 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | ||
| 18 | +9 | +6 | +6 | +11 | 1405 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | 1 | |
| 19 | +9 | +6 | +6 | +11 | 1525 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 3 | 2 | |
| 20 | +10 | +6 | +6 | +12 | 1650 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 3 | 3 |
Every Wild Mage spell, by level ›
Represents your knowledge of the arcane.
Increases your maximum spell points by 80, increases your spell critical chance by 5%, and grants Echoes of Power if you drop below 12 spell points.
(Granted automatically by Alchemist, Artificer, Cleric, Druid, Favored Soul, Sorcerer, Warlock, or Wizard level one.)
When you cast spells, you have a small chance to have additional strange effects occur around you. These effects vary greatly from helpful, dangerous to just silly.
Grants a +5% chance of gaining a Wild Surge every time you cast a spell. Wild Surges will also manifest over time passively. Wild Surges do not occur in public spaces.