Wild Mage
"If you can control your power, you don’t have enough."
Prerequisite: Sorcerer, Wild Magic class feature
The
entropy of the Elemental Chaos flows in your veins. Your spells open
arcane conduits to that plane and draw energy through—whatever energy is
convenient, impelled and empowered by the force of chaos itself. Your
spells might be unpredictable, but their randomness gives them power.
WILD MAGE PATH FEATURES
Chaos Action (11th level): When you spend an action point to take an extra action, you can roll a d6 to also gain one of the benefits below.
| d6 | Chaos Action Effect |
|---|
| 1 | You become invisible until the start of your next turn. |
| 2 | You teleport a number of squares equal to 5 + your Dexterity modifier. |
| 3 | You gain temporary hit points equal to one-half your level. |
| 4 | Until
the end of the encounter, each ally within 5 squares of you gains
resist 10 to the damage type you resist with your Wild Soul. |
| 5 | You teleport an ally and an enemy within 10 squares of you, swapping their positions. |
| 6 | You and each ally within 5 squares of you each make a saving throw. |
Wild Surge (11th level):
When you roll a natural 1 on an attack roll for an arcane power, you
can take the miss result and your Unfettered Power class feature, or you
can roll a d6 to substitute one of the results below.
| d6 | Wild Surge Effect |
|---|
| 1 | The attack misses, and you and the target teleport, swapping positions after you resolve the rest of the attack. |
| 2 | The attack misses, and you drop prone and slide 3 squares away from the target. |
| 3 | The attack misses, and both you and the target are dazed (save ends). |
| 4 | Reroll
the attack roll. If you roll a natural 1 again, you take 2d10 + your
Charisma modifier damage, and you can’t use Wild Surge again during this
encounter. |
| 5 | The attack hits instead of misses, and you are stunned until the end of your next turn. |
| 6 | The attack hits instead of misses. |
Critical Surge (16th level): When you score a critical hit, it deals 1d10 extra damage.
Wild Mage Attack 11Tempest Surge
Raw energy erupts from your outstretched palm, then curls into a whirling tempest.
Encounter
Arcane, Implement
Standard Action Area burst 1d4 within 20 squares
Special: Pick the burst’s origin square before rolling to determine the burst’s size.
Target: Each creature in the burst. Roll a d4, and you can exclude a number of targets equal to the result.
Attack: Charisma vs. Reflex
Hit: 3d8 + Charisma modifier damage.
Wild Mage Utility 12Torrent of Power
You open a conduit to the Elemental Chaos. Its surging energy erupts uncontrollably.
Daily
Arcane
Minor Action Personal
Effect:
Until the end of the encounter, whenever you roll the highest number on
any damage die, roll that die again and add its result to the damage
total.
Wild Mage Attack 20Prismatic Bolt
A beam of colorful light leaps from your hand to cause a debilitating effect.
Daily
Arcane, Implement ; Varies
Standard Action Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 5d8 + Charisma modifier damage. Roll a d6 to determine the attack’s damage type and effect.
1. Yellow: Radiant damage, and your ally nearest to the target can spend a healing surge.
2. Black: Necrotic damage, and the target is weakened (save ends).
3. Green: Poison damage, and the target takes ongoing 15 poison damage (save ends).
4. White: Force damage, and the target is restrained (save ends).
5. Blue: Cold damage, and the target is stunned (save ends).
6. Violet: Psychic damage, and the target is dominated (save ends).
Miss: 3d8 damage. Roll a d6 to determine the attack’s damage type and effect, as above.
Published in Player's Handbook 2, page(s) 151.