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Wild Mage
Sorcerer Class Enhancement Tree

Wild Mage

Chaos Bolt 0/3
Chaos Bolt
Ranks: 3 Cost: 1 AP Requires: 1 AP
Fire a small orb of Chaos at a target, doing 1d6+2 Chaos Damage per caster level (max 10d6+20 at caster level 10).
Chaos Control I 0/1
Chaos Control I
Ranks: 1 Cost: 2 AP Requires: 1 AP
If you would get a Very Bad Wild Magic Surge, you get a Bad Surge instead.
Student of Chaos I 0/3
Student of Chaos I
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1% chance of incurring a Wild Magic Surge when casting a spell, +1% Spell Critical Damage with all spells.
Tides of Chaos I 0/3
Tides of Chaos I
Ranks: 3 Cost: 1 AP Requires: 1 AP
Once per minute, you gain a +1 bonus to one of Reflex, Fortitude, or Will Saving Throws for one minute.
Skills 0/3
Skills
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 Spellcraft, Concentration, and Bluff.
Action Boost: Wild Magic 0/3
Action Boost: Wild Magic
Ranks: 3 Cost: 1 AP Requires: 5 AP
For the next 20 seconds, you gain a +5% Action Boost Bonus to your chance of incurring a Wild Magic Surge when casting a spell. Also grants a Wild Surge Luck bonus to increase the odds of positive surges.
Chaos Control II 0/1
Chaos Control II
Ranks: 1 Cost: 2 AP Requires: 5 AP
If you would get a Bad Wild Magic Surge, you get a Neutral Surge instead.
Student of Chaos II 0/3
Student of Chaos II
Ranks: 3 Cost: 1 AP Requires: 5 AP
+1% chance of incurring a Wild Magic Surge when casting a spell, +1% Spell Critical Damage with all spells.
Tides of Chaos II 0/1
Tides of Chaos II
Ranks: 1 Cost: 2 AP Requires: 5 AP
Once per minute, when you incur a Wild Magic Surge, you gain one of a variety of buffs that scale with your Wild Mage level that last for 20 seconds.
Lucky Dodge 0/3
Lucky Dodge
Ranks: 3 Cost: 1 AP Requires: 5 AP
+1% Dodge while wearing no Armor.
Chaos Sphere 0/3
Chaos Sphere
Ranks: 3 Cost: 1 AP Requires: 10 AP
Launch a chaotic orb that explodes on impact, dealing 1d6+3 Chaos Damage per caster level (up to a max of 10d6+30 Chaos Damage at caster level 10) to targets in the area. A successful Will save reduces the damage by half.
Power in Chaos 0/1
Power in Chaos
Ranks: 1 Cost: 2 AP Requires: 10 AP
Toggle: You gain +2 Caster Level and Max Caster Level with all spells, but are able to receive Very Bad and Bad Wild Surges.
Student of Chaos III 0/3
Student of Chaos III
Ranks: 3 Cost: 1 AP Requires: 10 AP
+1% chance of incurring a Wild Magic Surge when casting a spell, +1% Spell Critical Damage with all spells.
Prismatic Mind 0/3
Prismatic Mind
Ranks: 3 Cost: 1 AP Requires: 10 AP
Color Spray now deals 1d6 Chaos Damage per Caster Level in addition to its other effects. A successful Will save reduces this damage by half.
Ability Score 0/1
Ability Score
Ranks: 1 Cost: 2 AP Requires: 10 AP
+1 Intelligence
Unpredictable Consequences 0/1
Unpredictable Consequences
Ranks: 1 Cost: 2 AP Requires: 20 AP
Your Chaos Bolt, Chaos Sphere, Chaos Hammer, and Channel Entropy spells and SLAs now add additional damage, debuff, or crowd control effects when cast. If the target saves for half damage, the additional effects are negated.
Unstable Sorcery 0/1
Unstable Sorcery
Ranks: 1 Cost: 2 AP Requires: 20 AP
While wearing no armor, you gain 2% Spell Critical Damage.
Student of Chaos IV 0/3
Student of Chaos IV
Ranks: 3 Cost: 1 AP Requires: 20 AP
+1% chance of incurring a Wild Magic Surge when casting a spell, +1% Spell Critical Damage with all spells.
Tides of Chaos III 0/3
Tides of Chaos III
Ranks: 3 Cost: 1 AP Requires: 20 AP
+2% Spell Critical Chance with Chaos spells.
Ability Score 0/1
Ability Score
Ranks: 1 Cost: 2 AP Requires: 20 AP
+1 Intelligence
Wild Strike 0/1
Wild Strike
Ranks: 1 Cost: 1 AP Requires: 30 AP
Surround target adversary with rainbows, dealing 1d6+10 Chaos Damage per caster level (Maximum damage 10d6+60). Every 2 seconds for 8 seconds, affected enemies take a random effect.
Bend Luck 0/1
Bend Luck
Ranks: 1 Cost: 1 AP Requires: 30 AP
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 0/1
Rapid Surge
Ranks: 1 Cost: 1 AP Requires: 30 AP
Enter a state of quickened Wild Magic, gaining a lot of Wild Magic Surges in rapid succession. During this state, you also gain a Wild Surge Luck bonus, increasing your chance of positive surges.
Random Deflector 0/1
Random Deflector
Ranks: 1 Cost: 1 AP Requires: 30 AP
While wearing no armor, you gain +1d100 MRR Cap. This die is rerolled once per minute.
Tides of Chaos IV 0/1
Tides of Chaos IV
Ranks: 1 Cost: 1 AP Requires: 30 AP
-2 to all Spell DCs. Whenever you cast a spell with a DC, you add 1d6 to the DC of that spell.
Core Enhancements
Determination 0/1
Determination
Ranks: 1 Cost: 1 AP
+1 Will Saving Throw and +10 Chaos Spell Power. (Chaos Spell Power is often part of Alignment Spell Power on items).
Boldness 0/1
Boldness
Ranks: 1 Cost: 1 AP Requires: 5 AP
+1 Caster Level with Chaos Spells. +10 Chaos Spell Power, +10 Universal Spell Power.
Riches of Randomness 0/1
Riches of Randomness
Ranks: 1 Cost: 1 AP Requires: 10 AP
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.

Passive: +10 Chaos Spell Power
Entropic Energy 0/1
Entropic Energy
Ranks: 1 Cost: 1 AP Requires: 20 AP
You gain +1 Caster Level and +1 Max Caster Level with all spells. +10 Chaos Spell Power, +10 Universal Spell Power, +1% chance of incurring a Wild Magic Surge when casting a spell, +1% Spell Critical Damage with all spells. You may use Riches of Randomness one additional time per Rest.
Reject Limits 0/1
Reject Limits
Ranks: 1 Cost: 1 AP Requires: 30 AP
+1 Caster Level and Max Caster Level with all spells, +10 Chaos Spell Power, +10 Universal Spell Power.
Channel Entropy 0/1
Channel Entropy
Ranks: 1 Cost: 1 AP Requires: 40 AP
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.

Passive: +4 CHA, +10 Chaos Spell Power, +10 Universal Spell Power, +1% chance of incurring a Wild Magic Surge when casting a spell, +1% Spell Critical Damage with all spells.
Core Enhancements
Enhancement Description
Determination Determination
+1 Will Saving Throw and +10 Chaos Spell Power. (Chaos Spell Power is often part of Alignment Spell Power on items).
AP Cost
1
Ranks
1
Progression
0
Prereqs
Sorcerer Level 1
Boldness Boldness
+1 Caster Level with Chaos Spells. +10 Chaos Spell Power, +10 Universal Spell Power.
AP Cost
1
Ranks
1
Progression
5
Prereqs
Determination, Sorcerer Level 3
Riches of Randomness 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.

Passive: +10 Chaos Spell Power
AP Cost
1
Ranks
1
Progression
10
Prereqs
Boldness, Sorcerer Level 6
Entropic Energy Entropic Energy
You gain +1 Caster Level and +1 Max Caster Level with all spells. +10 Chaos Spell Power, +10 Universal Spell Power, +1% chance of incurring a Wild Magic Surge when casting a spell, +1% Spell Critical Damage with all spells. You may use Riches of Randomness one additional time per Rest.
AP Cost
1
Ranks
1
Progression
20
Prereqs
Riches of Randomness, Sorcerer Level 12
Reject Limits Reject Limits
+1 Caster Level and Max Caster Level with all spells, +10 Chaos Spell Power, +10 Universal Spell Power.
AP Cost
1
Ranks
1
Progression
30
Prereqs
Entropic Energy, Sorcerer Level 18
Channel Entropy 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.

Passive: +4 CHA, +10 Chaos Spell Power, +10 Universal Spell Power, +1% chance of incurring a Wild Magic Surge when casting a spell, +1% Spell Critical Damage with all spells.
AP Cost
1
Ranks
1
Progression
40
Prereqs
Reject Limits, Sorcerer Level 20
Tier 1
Enhancement Description
Chaos Bolt Chaos Bolt
Rank 1
Fire a small orb of Chaos at a target, doing 1d6+2 Chaos Damage per caster level (max 10d6+20 at caster level 10).
Rank 2
Fire a small orb of Chaos at a target, doing 1d6+2 Chaos Damage per caster level (max 10d6+20 at caster level 10).
Rank 3
Fire a small orb of Chaos at a target, doing 1d6+2 Chaos Damage per caster level (max 10d6+20 at caster level 10).
AP Cost
1
Ranks
3
Progression
1
Chaos Control I Chaos Control I
If you would get a Very Bad Wild Magic Surge, you get a Bad Surge instead.
AP Cost
2
Ranks
1
Progression
1
Student of Chaos I Student of Chaos I
Rank 1
+1% chance of incurring a Wild Magic Surge when casting a spell, +1% Spell Critical Damage with all spells.
Rank 2
+2% chance of incurring a Wild Magic Surge when casting a spell, +2% Spell Critical Damage with all spells.
Rank 3
+3% chance of incurring a Wild Magic Surge when casting a spell, +3% Spell Critical Damage with all spells.
AP Cost
1
Ranks
3
Progression
1
Tides of Chaos I Tides of Chaos I
Rank 1
Once per minute, you gain a +1 bonus to one of Reflex, Fortitude, or Will Saving Throws for one minute.
Rank 2
Once per minute, you gain a +2 bonus to one of Reflex, Fortitude, or Will Saving Throws for one minute.
Rank 3
Once per minute, you gain a +3 bonus to one of Reflex, Fortitude, or Will Saving Throws for one minute.
AP Cost
1
Ranks
3
Progression
1
Skills Skills
Rank 1
+1 Spellcraft, Concentration, and Bluff.
Rank 2
+2 Spellcraft, Concentration, and Bluff.
Rank 3
+3 Spellcraft, Concentration, and Bluff.
AP Cost
1
Ranks
3
Progression
1
Tier 2
Enhancement Description
Action Boost: Wild Magic Action Boost: Wild Magic
Rank 1
For the next 20 seconds, you gain a +5% Action Boost Bonus to your chance of incurring a Wild Magic Surge when casting a spell. Also grants a Wild Surge Luck bonus to increase the odds of positive surges.
Rank 2
For the next 20 seconds, you gain a +10% Action Boost Bonus to your chance of incurring a Wild Magic Surge when casting a spell. Also grants a Wild Surge Luck bonus to increase the odds of positive surges.
Rank 3
For the next 20 seconds, you gain a +15% Action Boost Bonus to your chance of incurring a Wild Magic Surge when casting a spell. Also grants a Wild Surge Luck bonus to increase the odds of positive surges.
AP Cost
1
Ranks
3
Progression
5
Chaos Control II Chaos Control II
If you would get a Bad Wild Magic Surge, you get a Neutral Surge instead.
AP Cost
2
Ranks
1
Progression
5
Student of Chaos II Student of Chaos II
Rank 1
+1% chance of incurring a Wild Magic Surge when casting a spell, +1% Spell Critical Damage with all spells.
Rank 2
+2% chance of incurring a Wild Magic Surge when casting a spell, +2% Spell Critical Damage with all spells.
Rank 3
+3% chance of incurring a Wild Magic Surge when casting a spell, +3% Spell Critical Damage with all spells.
AP Cost
1
Ranks
3
Progression
5
Tides of Chaos II Tides of Chaos II
Once per minute, when you incur a Wild Magic Surge, you gain one of a variety of buffs that scale with your Wild Mage level that last for 20 seconds.
AP Cost
2
Ranks
1
Progression
5
Lucky Dodge Lucky Dodge
Rank 1
+1% Dodge while wearing no Armor.
Rank 2
+2% Dodge while wearing no Armor.
Rank 3
+3% Dodge while wearing no Armor. In addition, while wearing no Armor, you gain +1d6 to Dodge Cap. This die is rerolled once per minute.
AP Cost
1
Ranks
3
Progression
5
Tier 3
Enhancement Description
Chaos Sphere Chaos Sphere
Rank 1
Launch a chaotic orb that explodes on impact, dealing 1d6+3 Chaos Damage per caster level (up to a max of 10d6+30 Chaos Damage at caster level 10) to targets in the area. A successful Will save reduces the damage by half.
Rank 2
Launch a chaotic orb that explodes on impact, dealing 1d6+3 Chaos Damage per caster level (up to a max of 10d6+30 Chaos Damage at caster level 10) to targets in the area. A successful Will save reduces the damage by half.
Rank 3
Launch a chaotic orb that explodes on impact, dealing 1d6+3 Chaos Damage per caster level (up to a max of 10d6+30 Chaos Damage at caster level 10) to targets in the area. A successful Will save reduces the damage by half.
AP Cost
1
Ranks
3
Progression
10
Power in Chaos Power in Chaos
Toggle: You gain +2 Caster Level and Max Caster Level with all spells, but are able to receive Very Bad and Bad Wild Surges.
AP Cost
2
Ranks
1
Progression
10
Student of Chaos III Student of Chaos III
Rank 1
+1% chance of incurring a Wild Magic Surge when casting a spell, +1% Spell Critical Damage with all spells.
Rank 2
+2% chance of incurring a Wild Magic Surge when casting a spell, +2% Spell Critical Damage with all spells.
Rank 3
+3% chance of incurring a Wild Magic Surge when casting a spell, +3% Spell Critical Damage with all spells.
AP Cost
1
Ranks
3
Progression
10
Prismatic Mind Prismatic Mind
Rank 1
Color Spray now deals 1d6 Chaos Damage per Caster Level in addition to its other effects. A successful Will save reduces this damage by half.
Rank 2
Color Spray ,Greater Color Spray and Prismatic Ray now deal 1d6 Chaos Damage per Caster Level in addition to their other damage and effects. A successful Will save reduces this damage by half.
Rank 3
Color Spray, Greater Color Spray, Prismatic Ray, Prismatic Strike, and Prismatic Spray now deal 1d6 Chaos Damage per Caster Level in addition to their other damage and effects. A successful Will save reduces this damage by half.
AP Cost
1
Ranks
3
Progression
10
Ability Score Ability Score
Intelligence+1 Intelligence
Wisdom+1 Wisdom
Charisma+1 Charisma
AP Cost
2
Ranks
1
Progression
10
Tier 4
Enhancement Description
Unpredictable Consequences Unpredictable Consequences
Your Chaos Bolt, Chaos Sphere, Chaos Hammer, and Channel Entropy spells and SLAs now add additional damage, debuff, or crowd control effects when cast. If the target saves for half damage, the additional effects are negated.
AP Cost
2
Ranks
1
Progression
20
Unstable Sorcery Unstable Sorcery
Unstable SorceryWhile wearing no armor, you gain 2% Spell Critical Damage.
Mixed MagicsYour Caster Level with spells is now equal to your Character Level instead of individual class levels (max 20). This does not change the caster level of Rune Arms, Wands, Scrolls, or other Items.
AP Cost
2
Ranks
1
Progression
20
Student of Chaos IV Student of Chaos IV
Rank 1
+1% chance of incurring a Wild Magic Surge when casting a spell, +1% Spell Critical Damage with all spells.
Rank 2
+2% chance of incurring a Wild Magic Surge when casting a spell, +2% Spell Critical Damage with all spells.
Rank 3
+3% chance of incurring a Wild Magic Surge when casting a spell, +3% Spell Critical Damage with all spells.
AP Cost
1
Ranks
3
Progression
20
Tides of Chaos III Tides of Chaos III
Rank 1
+2% Spell Critical Chance with Chaos spells.
Rank 2
+4% Spell Critical Chance with Chaos spells.
Rank 3
+6% Spell Critical Chance with Chaos spells.
AP Cost
1
Ranks
3
Progression
20
Ability Score Ability Score
Intelligence+1 Intelligence
Wisdom+1 Wisdom
Charisma+1 Charisma
AP Cost
2
Ranks
1
Progression
20
Tier 5
Enhancement Description
Wild Strike Wild Strike
Surround target adversary with rainbows, dealing 1d6+10 Chaos Damage per caster level (Maximum damage 10d6+60). Every 2 seconds for 8 seconds, affected enemies take a random effect.
AP Cost
1
Ranks
1
Progression
30
Bend Luck 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.
AP Cost
1
Ranks
1
Progression
30
Rapid Surge Rapid Surge
Enter a state of quickened Wild Magic, gaining a lot of Wild Magic Surges in rapid succession. During this state, you also gain a Wild Surge Luck bonus, increasing your chance of positive surges.
AP Cost
1
Ranks
1
Progression
30
Random Deflector Random Deflector
While wearing no armor, you gain +1d100 MRR Cap. This die is rerolled once per minute.
AP Cost
1
Ranks
1
Progression
30
Tides of Chaos IV Tides of Chaos IV
-2 to all Spell DCs. Whenever you cast a spell with a DC, you add 1d6 to the DC of that spell.
AP Cost
1
Ranks
1
Progression
30