Wild Mage
(Chaos Mage, Chaos Mongrel,...)
Sorcerer archetype
Sorcerer archetype
"Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet."
A wild mage knows fewer spells than a sorcerer, yet can create more spells then sorcerer. (Wildmage know only 23 spell + 5 SLA, but have 6 wildcast with "any" random spell, additional each spell has a chance to create bonus multiple effect.)
The randomness of wild magic doesn't mean you can create any spell from the level (that couldn't be handled in the game).
Each of the six wild magic abilities requires a list of usable spells. After all, who would want to teleport instead of a reinforcement before the end of the mission. Not to mention that there are protective spells that require an additional choice (e.g. Resist Energy).
It's probably easier for the system to list only offensive type spells.
Possible (this can already be attributed to the nature of random magic):
Wild mage create a touch range spell to a distant opponent (e.g. Ghoul Touch).
Wild mage cast a spell that doesn't match the target type (e.g. Command Undead to an elf).
In such a case, the magic (and the required SP) will be used up without any effect.
Of course, spells that are too special or strong, or it would simply be too difficult to build into the wild mage can also be removed from the lists.
This is chaos magic, maybe can adding not arcane spells to the list.Alignment Restriction: not be Lawful
Chaotic Mind (passive): You know 1 less spell per level, and you gain lesser spell points (equal with wizard SP per level).
Skill point per level: 4+Int
Enhancements trees: Wild Mage, Sorcerer Eldritch Knight, Soul Eater
Lose all Savant trees
Note: It occurred to me that there should be a choice of direction: Arcane - Soul Eater, Primal - Season's Herald or Divine - Divine Disciple. But I don't quite fit in.Core 1 - Chaos Born
Each enhancement point spent in tree grants +1 USP.
+1% chance to critically hit and 3% spell critical damage with your spells for each core ability you take in this tree.
AP Cost: 1 / Ranks: 1 / Progression: 0 / Requires: Sorcerer level 1Core 2 - External Origin
Chaos magic effect count as Eldritch attack.
Note: The effect guarantees Soul Eater's ability operation: Shaken (No Worse Fate), Taint the Blood, Taint the Aura, Strickened Soul, Strickened Form & Feed On Magic.AP Cost: 1 / Ranks: 1 / Progression: 5 / Requires: Chaos Born, Sorcerer level 3Core 3 - Confusion
SLA - Confusion (Enchantment)
Cost: 10 Sp
Cooldown: 10 seconds.
(Metamagic: Quicken, Heighten, Enlarge. Spell Resistance: Yes)
Confused monsters attack and are attacked by both monster characters and player characters.
AP Cost: 1 / Ranks: 1 / Progression: 10 / Requires: External Origin, Sorcerer level 6Core 4 - Chaos Shield
Your attacker have 5% chance to confuse for 6 seconds. (Bosses immune)
Note: Work with melee, ranged and magical attacks.AP Cost: 1 / Ranks: 1 / Progression: 20 / Requires: Confusion, Sorcerer level 12Core 5 - Mass Confusion
SLA - Mass Confusion (Enchantment)
Cost: 50 Sp
Cooldown: 60 seconds.
(Metamagic: Quicken, Heighten, Enlarge. Spell Resistance: Yes)
A group of non-boss monsters each become confused on a failed Will saving throw.
AP Cost: 1 / Ranks: 1 / Progression: 30 / Requires: Feigned Health, Sorcerer level 18Core 6 - True Chaos
+2 Charisma
+2% chance to critically hit with your spells. (sum 10%)
+12% Spell Critical Damage (sum 30%)
Increase your Chaos Magic chance with additional 2%. (sum 10%)
Note: You have 10% chance to inflict 6*[1d3+3] Chaotic damage, 10% chance to inflict 6*[1d3+3] [acid, cold, electric or fire] damage, 10% chance to inflict 6*[1d3+3] [sonic, force or posion] damage and 10% chance to inflict 6*[1d3+3] [light, negative or rust] damage.Greater Wild Cast: You cast random 6th-9th level sorcerer spell as SLA. 30 SP, 3 minute cooldown.
Note: Casting chance 40% 6th, 30% 7th, 20% 8th and 10% 9th level spell (d20 base {1-8} 6th, {9-14} 7th, {15-18} 8th and {19-20} 9th).Spell list:Wild Cast I (active)
You just release your magical power, but you don't know what will become of it.
You cast random 1st level sorcerer spell as SLA. 3 SP, 4 second cooldown.
Spell list (19): Grease, Niac's Cold Ray, Charm Person, Hypnotism, Sleep, Acid Spray, Burning Hands, Caustic Bolt, Flaming Bolt, Freezing Bolt, Magic Missile, Shocking Bolt, Shocking Grasp, Sonic Blast, Color Spray, Cause Fear, Chill Touch, Disrupt Undead, Ray of EnfeeblementAP Cost: 2 / Ranks: 1 / Progression: 1 / Requires: noneChaotic Energy (passive)
You gain 3 random type spell power per core number for 6 second, once per 15 second.
AP Cost: 2 / Ranks: 1 / Progression: 1 / Requires: noneChaos Magic I (passive)
Your offensive spells have a core number% chance to deal 1d3+3 Chaotic damage per core number. This damage scales with Align Spell Power.
AP Cost: 2 / Ranks: 1 / Progression: 1 / Requires: none-empty-
Skill Focus (passive)
You are versatile and can excel at virtually any skill (equal with Skill Focus from Human tree).
AP Cost: 1 / Ranks: 3 / Progression: 1 / Requires: noneWild Cast II (active)
You cast random 2nd level sorcerer spell as SLA. 4 SP, 6 second cooldown.
Spell list (18): Fog Cloud, Glitterdust, Melf's Acid Arrow, Web, Daze Monster, Touch of Idiocy, Otto's Resistible Dance, Electric Loop, Flaming Sphere, Scorch, Scorching Ray, Snowball Swarm, Hypnotic Pattern, Blindness, Command Undead, Ghoul Touch, Lesser Death Aura, ScareAP Cost: 2 / Ranks: 1 / Progression: 5 / Requires: Wild Cast IChaotic Renewing (Passive)
When you cast spells on yourself or allies, have Chaos Magic% chance to regain 1d3+3 hitpoints per core number.
AP Cost: 2 / Ranks: 1 / Progression: 5 / Requires: noneChaos Magic II (passive)
Your offensive spells have a core number% chance to deal 1d3+3 extra damage per core number of a random [acid/cold/electric/fire] type. This damage scales with that type's Spell Power.
AP Cost: 2 / Ranks: 1 / Progression: 5 / Requires: Chaos Magic IWand and Scroll Mastery (passive)
+[25/50/75] to the effectiveness of your wands, scrolls, and other items that cast spells. Taking Wand and Scroll Mastery in one enhancement tree will block its availability in other enhancement trees.
AP Cost: 1 / Ranks: 3 / Progression: 5 / Requires: noneChaotic Life Path (Passive)
The chosen skills are class skills for you.
AP Cost: 2 / Ranks: 1 / Progression: 5 / Requires: Skill FocusWild Cast III (active)
You cast random 3rd level sorcerer spell as SLA. 6 SP, 8 second cooldown.
Spell list (14): Dispel Magic, Acid Blast, Sleet Storm, Stinking Cloud, Deep Slumber, Hold Person, Suggestion, Chain Missiles, Fireball, Frost Lance, Lightning Bolt, Halt Undead, Ray of Exhaustion, SlowAP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: Wild Cast IIInstability
Your Chaos Magic (Eldritch Blast), Melee and Ranged attacks reduce the Reflex saving throw of the target by -1 for 6 seconds. The effect stacks up to 4 times.
AP Cost: 1 / Ranks: 1 / Progression: 10 / Requires: noneChaos Magic III (passive)
Your offensive spells have a core number% chance to deal 1d3+3 extra damage per core number of a random [sonic/force/poison] type. This damage scales with that type's Spell Power.
AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: Chaos Magic IIGreater Color Spray - SLA. [10/5/2] Spell Points. Cooldown: 8 seconds.
Enemies are sprayed with illusions of color, and must make a Will save or be Dazed, Blinded, and/or Silenced. The target must make a saving throw for each effect. DC: 17 + Charisma Modifier + Illusion DC bonus.
AP Cost: 1 / Ranks: 3 / Progression: 10 / Requires: noneCharisma I. (passive)
+1 to Charisma
AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: any Origin featWild Cast IV (active)
You cast random 4th level sorcerer spell as SLA. 8 SP, 10 second cooldown.
Spell list (18): Fire Trap, Acid Rain, Solid Fog, Charm Monster, Crushing Despair, Force Missiles, Ice Storm, Shout, Symbol of Flame, Wall of Fire, Phantasmal Killer, Bestow Curse, Burning Blood, Contagion, Death Aura, Enervation, Fear, Negative Energy BurstAP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Wild Cast IIIMindwrack
Your Chaos Magic (Eldritch Blast), Melee and Ranged attacks reduce the Will saving throw of the target by -1 for 6 seconds. The effect stacks up to 4 times.
AP Cost: 1 / Ranks: 1 / Progression: 20 / Requires: noneChaos Magic IV (passive)
Your offensive spells have a core number% chance to deal 1d3+3 extra damage per core number of a random [light/negative/rust] type. This damage scales with that type's Spell Power.
AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Chaos Magic IIIChaos Hammer - SLA. [13/10/7] spell points. Cooldown: [20/15/12] seconds
AP Cost: 1 / Ranks: 3 / Progression: 20 / Requires: Greater Color Spray from tier 3Charisma II (passive)
+1 to Charisma.
AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Charisma IWild Cast V (active)
You cast random 5th level sorcerer spell as SLA. 12 SP, 15 second cooldown.
Spell list (15): Break Enchantment, Dismissal, Cloudkill, Dominate Person, Feeblemind, Hold Monster, Mind Fog, Ball Lightning, Cone of Cold, Cyclonic Blast, Eladar's Electric Surge, Niac's Biting Cold, Prismatic Ray, Symbol of Pain, Waves of FatigueAP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: Wild Cast IVDoubled Spell (passive)
You have a core number% chance that your wild magic spell casted twice at a time without additional SP cost.
Note: Double Spell work only with Wild Cast (tier 1-5 and core 6). A double spell can create two different spells! AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: Wild Cast VMaster of Chaos (passive)
Increase your Chaos Magic chance with 2%.
AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: Chaos Magic IPrismatic Spray - SLA. 25 SP, 15 second cooldown.
AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: Chaos Hammer from tier 4Lucky (passive)
+3% chance to critically hit with your spells.
AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: none