The Wild Mage
The Wild Mage is a self-taught practitioner of magic and is a variant Mage profession. Wild Mages receive no formal training or schooling in the arts of magic; instead they acquire their skills through a combination of innate talent and chance discoveries. No two Wild Mages will have the same repertoire of spells as each Wild Circle is unique to its possessor. Wild Mages can be extremely powerful, but their abilities are counter-balanced by their random nature.
Favored Categories
General: 4
Mystical Arts: 8
Physical: 2
Select two other categories: 3 (each)
Key Stats: Reasoning, Insight
Professional Abilities: Wild Mages may learn up to ten spells from the Wild Circle. At 3rd level, and every 3rd level thereafter (6th, 9th, etc.), a Wild Mage may add another spell to their Wild Circle. In addition, all Wild Mages acquire the Sense Magic Talent at 1st level.
Note: Wild Mages can access spells from the Universal Sphere normally.
The Wild Circle
The Wild Circle is the individual repertoire of spells known by Wild Mages. The Wild Circle is generated randomly using the tables below -- players do not choose their spells unless the dice permit! On creating a 1st-level Wild Mage, the player must roll ten times on the tables to determine the initial spells in their Wild Circle. At 3rd level, 6th level, etc., the player may make a further roll to add another spell to their Wild Circle.
For each spell, first determine the Sphere or Circle by a d100 roll:
D100 Roll | Sphere or Circle |
01-20 | Circle of Magery |
21-35 | Circle of Elementalism |
35-50 | Circle of Necromancy |
51-65 | Circle of Thaumaturgy |
65-80 | Circle of Vivamancy |
81-85 | Sphere of the Harper |
86-90 | Sphere of the Ranger |
91-95 | Sphere of the Warrior Mage |
96-00 | Player's Choice of Sphere/Circle |
Note: the Sphere of the Cleric may not be chosen.
Having determined the Sphere or Circle, the exact spell must be identified. Again, roll d100 and consult the table(s) below:
D100 Roll | Magician | Elementalist | Necromancer | Thaumaturge | Vivamancer |
01-03 | Air Wall | Air Form | Acid Ball | Analysis | Animal Transformation |
04-06 | Bladeturn* | Air Wall | Acid Bolt | Arcane Ball | Banish Creature |
07-09 | Changing Ways | Breezes | Animate Dead1 | Bladeturn | Calm2 |
10-12 | Darkness | Conflagration | Control Undead1 | Change Object Size | Changing Ways |
13-15 | Deflections* | Cool | Create Undead1 | Conjure Animal | Control Aerial Creature |
16-18 | Distractions | Darkness | Curse | Conjure Creature | Control Aquatic Creature |
19-21 | Earthen Transmutations | Earth Tunnel | Darkness | Conjure Item | Control Land Creature |
22-24 | Elemental Ball | Earth Wall | Disease | Deflect Spell* | Control Plant |
25-27 | Elemental Bolt | Earthen Transmutations | Fear | Deflections | Creature Transformation |
28-30 | Fear | Elemental Aura | Fire Nerves | Fly | Cure Disease1 |
31-33 | Fire Nerves | Elemental Ball | Inflict Injury | Force Wall | Cure Insanity |
34-36 | Fire Wall | Elemental Bolt | Inflict Pain | Haste | Fear |
37-39 | Fly | Elemental Resistance | Invisibility | Imbue Bonus | Growth |
40-42 | Haste | Extinguish Fires | Jolts | Imbue Charge | Lifegiving1 |
43-45 | Icy Mist Wall | Fire Wall | Misfeel | Imbue Exotic | Lifekeeping1 |
46-48 | Invisibility | Fissure | Nightvision | Imbue Spell | Major Healing1 |
49-51 | Jolts | Flash | Poison Air | Long Door | Nature's Tongues |
52-54 | Long Door | Heat | Poison Enhancement | Long Door Item | Nature's Strength1 |
55-57 | Mage Armor | Ice Wall | Shock | Mage Armor | Neutralize Poison1 |
58-60 | Merging Ways | Icy Mist Wall | Speak with the Dead | Magestaff | Plant Growth |
61-63 | Misfeel | Obscuring Mist | Summon Undead | Merging Ways | Plant Healing |
64-66 | Passing | Quicksand | Turn Undead1 | Molding | Plant Transformation |
67-69 | Past Visions | Spikes | Undead Mastery | Passing | Rejuvenation |
70-72 | Phantasm | Stoneskin | Unluck | Phantasm | Repel Animal |
73-75 | Presence | Stun Cloud | Weaken Agility | Potion Mastery | Restoration1 |
76-78 | Quiet Ways | Tremors | Weaken Constitution | Preserve Charm | Share Animal Sense |
79-81 | Rune Mastery | Trench | Weaken Insight | Quiet Ways | Shrink |
82-84 | Shock | Underwater Movement | Weaken Presence | Rune Mastery | Summon Aerial Creature |
85-87 | Sleep | Unfog | Weaken Quickness | Spell Resistance | Summon Aquatic Creature |
88-90 | Spikes | Vacuum | Weaken Reasoning | Spell Shield | Summon Land Creature |
91-93 | Stun Cloud | Water Corridor | Weaken Self Discipline | Stabilize Elixir | Telepathic Bond |
94-96 | Vacuum | Water Form | Weaken Strength | Waiting Spell | Tree Skin1 |
97-99 | Water Wall | Water Wall | Wounding | Wards | Turn Undead1 |
100 | Player's Choice | Player's Choice | Player's Choice | Player's Choice | Player's Choice |
D100 Roll | Harper Sphere | Ranger Sphere | Warrior Mage Sphere |
01-06 | Beguiling Voice | Find Shelter | Bladeturn* |
07-12 | Calm | Haste | Dancing Weapon |
13-18 | Changing Ways | Hues | Deflections* |
19-24 | Charm | Locate Food | Elemental Weapon |
25-30 | Confusion | Natural Trap | Guardian Blades |
31-36 | Distractions | Nature's Awareness | Hammer Strike |
37-42 | Fear | Nature's Strength | Magic Shield |
43-48 | Jolts | Nature's Tongues | Mantlet |
49-54 | Past Visions | Path Lore | Mighty Charge |
55-60 | Phantasm | Plant Disguise | Reload Weapon |
61-66 | Project Voice | Predict Weather | Resist Damage |
67-72 | Quiet Ways | Summon Animal | Sharpshooter |
73-78 | Sleep | Traceless Passing | Steel Skin |
79-84 | Speed Reading | Tree Merge | Warrior's Might |
85-90 | Tongues | Vision Protection | Weapon's Fury |
91-00 | Player's Choice | Player's Choice | Player's Choice |
If Player's Choice is rolled, then the player may choose any spell from the relevant Sphere or Circle -- this includes spells from HARPer's Bazaars and Grimoire if the GM uses those in the game. In the event that a player rolls the same spell multiple times, the player should treat the result as a Player's Choice.