Wild Mage bloodline for Sorcerers


Homebrew and House Rules


All this talk about Schrodingers' Wizards got me remembering about the old 2e Wild Mage. So, I thought I'd take a shot at trying to recreate it.

Here is the 2e Wild Mage as a bloodline

Among the tribes which dwell along the Mana Wastes, there is a ritual of staking future Shamans to the ground out in the Wastes for a week as a test of endurance. Sometimes, they don’t come back the same.

Class Skill: Disable Device and Trapfinding

Bonus Spells: Bungle, Codespeak, Blink, Confusion, Covetous Aura, Unwilling Shield, Hostile Juxtaposition (Greater), Maze, Time Stop

Bonus Feats: Arcane Blast, Arcane Shield, Combat Casting, Uncanny Concentration, Deft Hands, Hero’s Fortune, Well-Prepared (the character can ignore the racial restrictions), Bouncing Spell

Bloodline Arcana: Spell Bluff (as the feat)

Bloodline Powers:
1st Magic Items
Whenever the character uses a magic item whose effects are random (such as a Bag of Tricks or Rod of Wonder), the wild mage has a 20% + 4%/lvl chance of controlling the magic item’s effects
3rd Surge
The wild mage can attempt to add a metamagic feat to any spell he knows (whether or not he knows that metamagic feat). He rolls a Concentration check DC 20 plus 2 * modified spell level. If he fails, he triggers a primal magic event and gains a random spell blight.
Roll on the following table to determine the primal magic event.
http://www.d20pfsrd.com/classes/base-classes/oracle/mysteries/paizo---oracl e-mysteries/spellscar
9th ‘Tweening
A Wild Mage can spend a spell level to create a ‘tween in a 30ft radius area of effect of him. The Wild Mage specifies whether this ‘tween will be weal or woe. Everything which makes a dice roll in this area of effect makes two dice rolls. If the ‘tween is weal, then the better dice roll is used. If the 'tween is woe, then the worse dice roll will be used. “Better” and “Worse” are decided by whoever makes the dice roll. The ‘tween lasts a number of rounds equal to the level of the spell the wild mage spent to create it.
15th Spell Turning
The Wild Mage is beginning to master the art of working fast and loose with magic. Consequently, he can quickly alter subtle components of a spell with little thought. Such a subtle component includes the target of the spell. Whenever the Wild Mage is the target of a spell, he can make a Concentration check equal to 20 + 2 * the level of the spell to turn that spell back upon its caster. Doing so is a swift action.
20th Schrodinger’s Cat
The Wild Mage can super position any non-magical object or any durable area of effect spell (such as a wall of fire) such that the targeted item both exists and does not exist depending on the observer. Every time an observer looks at the target (including if the observer looks away and looks back), there is a 50% chance that the object ‘exists’ or ‘does not exist’. If the object exists, then it exists in all ways. An archer for whom the target ‘exists’ cannot shoot an arrow through the target or even perceive through it, for example. If the object ‘does not exist’, then it does not exist in all ways. An archer can perceive through and shoot through it as if it did not exist, for example.
To super position an object like this, the Wild Mage must spend a spell level. The level of the spell level must be equal to the cubic feet of the targeted item. If the item is in a being’s possession, then the possessor gains a saving throw (Will) to cancel the effect for everyone.


Rite Publishing's 1001 Spells will have a bunch of spells that'd help with this concept. As in, cast the spell, roll on a table to see the effect. You can find quite a few of them on d20pfsrd, although I think those guys stopped adding the 101 Spell series around 4th level.

Here's one.

I've been considering throwing a bloodline for them together based off those spells for their e-zine later.


I made one for Kirthfinder... I'll try to remember to post it tonight.


this is a Primal Magic Archetype i made a while back for PF. it uses a lot of spells from the 101 line by Rite. im actually using it right now in our PF game on fridays. let me know what you think.

Primal Magic Sorcerer Archetype


These Rite Publishing spells seem heavily invocation based. The 2e Wild Mage wasn't even biased towards invocation. Its most famous spells were things like "There/Not There" and that spell that let you analyze random stuff.

"Wild Mage as Striker" is a 4e thing.

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