TEXT: By Ryan Nock
  Requires the use of the Dungeons & Dragons(R) Player’s Handbook,
  Third Edition, Published by Wizards of the Coast(R)
  
  Wild Spellcraft
   
   
  Writing
   
   Ryan Nock
   
  Cover Art 
   
   JL Jones
   
  Interior Illustrations 
   
   JL Jones 
   
   J Ryan Machan
   
   Ryan Nock
   
  Graphic Design
   
   Jake Badger
   
  Product Manager
   
   Russell Morrissey
  Playtesting & Special Thanks
   Melissa Buckshorn, Nic Bumpus, Neil D’Cruze, Lydia Dene, Chad 
  Dollins, Seth Feldman, Michael Gallogly, Raul Gonzalez, Kevin Kulp, Jessica 
  Jones, Justin Rollins, Leena Shah, Jim Bologna, Peggy O’Connell, Tri’ni Gren’eys, 
  Dirk Chin Leung, Matthew Sprange, James Bell, and all the various people who 
  helped but who I only know by their  screennames.
  Dungeons & Dragons(R) and Wizards of the Coast(R) are Registered Trademarks of Wizards of the Coast, and are used with Permission.
  Open Gaming Content 
  Wild Spellcraft is published under the terms of the Open Gaming Licence 1.0A by EN World through it’s Natural Twenty Press imprint. 
  The folowing content is designated as open:
  All of Chapter 1 .
  Chapter 2 from “Wild Sorcery in the World” up until (but not including) “Sample Magical World Overview”. 
  All of Chapter 3 EXCEPT character descriptions and names (but including stats) .
  All of Chapter 4.
  All of Apendix A.
  All of Appendix B.
  All illustrations, diagrams and designs are NOT open content, are classed as product identiy, and are copyright 2002 EN World.
  to the entire roleplaying  gaming community, but in particular to all the people at ENWorld 
  who are keeping gaming fun and vibrant
  
   Introduction to
           Wild Spellcraft
  3
  The supernatural mystique of magic is one of the defining aspects of any fantasy setting.  Magic affects the 
  power of nations, is held responsible for the cycle of seasons, tips the scales of life and death for those who 
  fall prey to it, and sculpts the destiny of those willing to delve into it’s inexhaustible depths.  However, far 
  too often in roleplaying games, the majesty and mystery of sorcery is sacrificed for the sake of ease of play, 
  reducing this awe-inspiring arcane force to a simple entry on a “spells per day” table.
  This style of magic can be found in countless stories, movies, and books, from European folktales and 
  Japanese anime, to the Sorcerer’s Apprentice in Fantasia and a particularly famous School of Witchcraft and 
  Wizardry.
  The purpose of this and possible future Spellcraft books from Natural 20 Press is to add more variety, depth, 
  and charm to magic.  Wild Spellcraft details the unpredictable forces of magic that is not mundane and 
  docile.  In traditional mythology and fantasy, magic is never wholly reliable, making wild sorcery a branch 
  of spellcraft that has variety, depth, and charm in spades.
  Wild Spellcraft is intended to be modular, able to be inserted wholly or piecemeal into both new settings 
  and existing adventure campaigns.  The rules in this book are compatible with the d20 system, as found in 
  the d20 System Reference Document and the Core Rulebooks.
  Basics of Wild Spellcraft
  Magic is not easily controlled.  It takes training, talent, or bless-
  ing to successfully wield magical energies.  However, even if a 
  magic-user devotes herself fully to learning the art of magic, 
  her desire for mastery cannot match the limitless 
  power that is magic.  Often, for a variety of rea-
  sons, a spellcaster fails to control the powerful 
  forces of her magic, and the energies go wild, acting 
  randomly, or sometimes against her original intentions.
  Wild sorcery is most often found in areas where the normal 
  flow of magic has been disrupted, but just as 
  often a spellcaster may herself cast her spells 
  wild, due to a curse or perhaps even simple 
  lack of discipline.  Arcane libraries occa-
  sionally even have a small collection of 
  unusual or defective spells and magical 
  items that either tap the forces of ran-
  domness, or merely the forces of unreli-
  ability.  
  There is no one cause, necessarily, of wild 
  sorcery.  It is up to the players and the GM as 
  to how wild spellcraft works in their game, 
  or with their characters.
  Layout
  Though wild spellcraft is 
  random and often confusing, this book 
  should not be.  The key to utilizing this 
  book to its full potential is to remember you 
  can easily give a new description to material 
  that doesn’t fit your view of your campaign so 
  it works in your world.
  
  4
  Wild Spellcraft 
  Introduction to Wild Spellcraft 
  Chapter One: Wild Spellcaster Template includes the main aspect of the rules introduced in this supple-
  ment, a template that can be applied to any character, creature, or even item, detailing how wild spellcasters 
  differ from their more mundane counterparts.
  Chapter Two: Wild Spellcraft in Your Game is a GM’s guide to including wild spellcraft your world, 
  giving suggestions on how different worlds can have different definitions of what wild spellcraft is. Players 
  can likewise draw inspiration from this chapter on defining their own wild spellcasting characters.  This 
  chapter also provides uses for wild spellcraft aside from just applying the template to a character.
  Chapter Three: Masters of Wild Spellcraft details two prestige classes that use wild sorcery in unique 
  ways-the Sculptor of Chaos and the Pandaemonicist-and includes stats for three sample Wild Spellcasters.
  Chapter Four: Wild Spells opens up wild spellcraft to all spellcasters, providing over twenty-five new 
  spells that involve chaos, randomness, entropy, and improbability.
  Ten Ways to Scavenge this Book
  You don’t have to use everything in Wild Spellcraft right away to find this book useful.
  1. Include a scroll of a wild spell for treasure to see if the party would be interested in more.
  2. Use the spells for your chaotic cleric.
  3. Apply the Wild Spellcaster Template to an ancient magical item whose power is fading.
  4. Roll on the mishap table whenever a caster fails a Concentration check to cast a spell.
  5. Have a comic relief Pandaemonicist villain.
  6. Introduce a wild spellcasting area that a group of mage-hunters uses as its hideout.
  7. The Wild Spellcaster Template would be a fine curse when laid upon a paladin.
  8. Your bard could learn Meece’s cartomantic flourish so he can distract with legerdemain.
  9. Mention legends of a bizarre forest where all magic is chaotic, and let a Sculptor of Chaos be the mage 
  using it for her experiments.
  10. If you are GM, and don’t like Sorcerers, say that all Sorcerers are wild spellcasters.  That might discour-
  age people from playing them as often. 
   
   
  
  Table of Contents
  5
  Introduction
  3 
  Basics Of Wild Spellcraft
  3 
  Layout
  4 
  Ten Ways To Scavenge This 
  Book
  Table of Contents
  Chapter One: Wild 
  Spellcaster Template
  6 
  Wild Spellcaster Template
  6 
  Mishaps
  7 
  Optional Rule: Exotic & Bizarre 
  Mishaps
  9 
  Undoing the Damage of Mishaps
  9 
  Creating Appropriate Mishaps
  Chapter Two: Wild 
  Spellcraft in Your Game
  10 Introducing Wild Spellcraft
  10 
  What is Wild Spellcraft?
  13 
  Tone, the Personality of Chaos and 
  the Personality of Your Game
  15 
  Reactions to Wild Sorcery
  16 
  Roleplaying a Wild Spellcaster
  18 Wild Sorcery in the World
  18 
  Wild Magic Items
  20 
  Chaos Fields
  21 
  Lore of Wild Spellcraft
  21 Optional Rules
  24 Sample Magical World Over-
  view
  23 The Andaut Plains
  23 
  Rules Effects
  25 
  Magical Vignettes
  Chapter Three: Masters of 
  Wild Spellcraft
  27 Feats
  27 
  Chaotic Disruption
  27 
  Enwild Spell
  27 
  Reckless Spell
  27 
  Suppress Mishap
  28 Prestige Classes
  28 
  Pandaemonicist
  32 
  Sculptor of Chaos
  36 Wild Spellcasting Characters
  36 
  Anna Kulpa
  38 
  Meece Upknot
  39 
  Nadia Stoneshaper
  Chapter Four: Wild Spells
  42 Wild Bard Spells
  42 Wild Cleric Spells
  43 Wild Druid Spells
  44 Wild Sorcerer/Wizard 
  Spells
  45 Wild Spell Descriptions
  Appendix A
  61 Exotic & Bizarre Mishap 
  Tables
  Appendix B
  65 Open Gaming Licence
  Tables
  7 
  1-1 Standard Mishap Table
  22 
  2-1 Fluctuating Caster Level
  29 
  3-1 Pandaemonicist
  30 
  3-2 Risky Magic
  33 
  3-3 Sculptor of Chaos
  34 
  3-4 Fluid Magic
  34 
  3-5 Fuild Magic Alterations
  46 
  4-1 Chaos Blast
  59 
  X-1 Minor Mishap Table
  60 
  X-2 Major Mishap Table
  61 
  X-3 Wild Mishap Table
  62 
  X-4 Typical Arrangement of a 
  Mishap Table
  
      Wild Spellcaster 
                           Template
  6
  The main game rules from Wild Spellcraft involve the Wild Spellcaster Template, detailed in this chapter. 
  This template allows players or the GM to create characters or creatures that use wild sorcery.  Though there 
  is one standard set of rules, the effects of this template could stem from many sources, depending on the 
  character or setting.  Suggestions on how to implement the rules of this template, and how to define why a 
  spellcaster is wild, can be found in Chapter Two: Wild Spellcraft in Your Game.
  Wild Spellcaster Template
  Apply this template to any character with a spellcasting class, or any creature with spell-like abilities.  The 
  template can apply to any or all spellcasting classes a character has. You might be a wild spellcaster with 
  your magic from one class, but not another, such as a Cleric/Wizard who worships a chaotic deity who grants 
  wild spells, but is able to cast her wizard spells as normal.
  The effects of this template could stem from many sources, changing the cosmetic details, but using the 
  same standard rules.  
  CR:  This template does not add to the character’s Challenge Rating or Equivalent Character Level, since its 
  benefits balance against its drawbacks.  Wild spellcasting is primarily for flavor, not power.
  Wild Spellcasting:  As a wild spellcaster, your magic is less controlled than normal, and sometimes it fails. 
  Whenever you cast a spell or use a spell-like ability, roll an unmodified d20.  On a roll of 1, the spell or abil-
  ity fails and the uncontrolled magic causes a mishap.  A mishap is a burst of wild spell energy, too powerful 
  for the caster to reign in.  This wild energy manifests in many varieties of spell-like effects, taking a random 
  form by chance.
  Mishaps
  When a spell mishaps, the GM rolls a d% and adds the caster’s Will saving throw bonus (including any 
  modifiers from Wisdom, feats, or other sources).  He consults Table 1 below, then describes the effect appro-
  priate to the die roll.  If a creature or object is affected by a mishap, it is allowed to resist the mishap with a 
  successful Will save.  The DC for this save is the same as that of the spell that instigated the mishap.
  The player can roll to see whether the spell mishaps, and her character knows intuitively that her spell is 
  not working properly, but the GM should determine the result of the mishap secretly, since its effects might 
  not be immediately apparent to the character.
  Design Notes - Dice Rolls for Wild Spellcasting
  The d20 system uses d20 rolls only to determine success or failure when the result of the check can be 
  modified by bonuses or penalties, like a skill check or saving throw. For unmodified events that simply 
  have a flat percentage chance to happen, like rolls to beat concealment or the results of a confusion spell, 
  other dice are used.  Thus, though the basic table of mishaps consists of only 20 possibilities, a d% is used 
  instead to make it clear that it is not a check or saving throw.
  On the other hand, the roll to determine whether a spell mishaps does use a d20, even though it is not a 
  check or save.  However, since wild spellcasters must roll with every spell to see if it mishaps, using one 
  die is much less a hassle than rolling a d% with each spell.  If you want to make the distinction clear, 
  though, you can choose instead to have mishaps occur on a roll of 01-05 on a d%.  Additionally, alternate 
  rules presented in Chapter Two: Wild Spellcraft in Your Game gives the option of having the mishap roll 
  tie in more closely with an actual check.
  
  7
  Wild Spellcaster Template
  Wild Spellcraft — Chapter 1
  Table 1:  Standard Mishap Table
   
  d% 
   
  Result
   01-05 
  The spell targets you, or if an area of effect, it centers on you.  If it cannot target you or center 
  on you, the spell simply fails.
   06-10 
  Wild spell energy deals 1d4 point of damage per spell level to you.
   11-15 
  The spell affects a random target or area of effect.  The GM should randomly determine a different 
  target from among those in range of the spell.  If the spell has no specified target or area of 
  effect, it simply fails.
   16-20 
  A random spell that you have prepared (or a random spell you know if you cast spontaneously) occurs, 
  targeted as close to your original target as the parameters of the spell allow.  The slot of the spell 
  that occurs is expended instead of the one you intended to cast.  It is possible the random spell could 
  be the one you originally intended.  The spell that occurs is (1d6: 1-2, one level lower than; 3-4, the 
  same level as; 5-6, one level higher than) the spell you were originally casting.  If you have no spells 
  of this level, the mishap has no effect.
   21-25 
  The spell fails, but its energies manifest as a luck penalty to all your ability checks, skill checks, 
  saving throws, attack rolls, or level checks for the next minute.  This penalty is equal to 1 + the 
  spell’s level.
   26-30 
  Wild spell energy deal 1 point of damage per spell level to any creatures or objects that would have 
  been affected by the spell.
   31-35 
  Nothing happens.  The spell fails just as if it were disrupted in casting.
   36-40 
  Odd sensory elements and bizarre (but harmless) phenomena occur in the area of effect the spell 
  would have affected, lasting as long as the spell’s duration would have lasted.
   41-45 
  Bestow curse on you.
   46-50 
  The spell functions normally, but your next spell automatically mishaps, with a -20 luck penalty 
  to the roll.
   51-55 
  The spell fails, but the wild spell energy leaves a permanent change in your body.  The change is no 
  more drastic than that which alter self can achieve.
   56-60 
  Nothing happens.  The spell does not function, just as if it were never cast, and thus costs the 
  spellcaster no spell slots or material components.
   61-65 
  For as long as the spell’s duration would have lasted, your appearance changes in moderate ways, 
  such as alteration of the size, color, or shape of a body part, your facial appearance, or your sex.  The 
  change is no more drastic than that which alter self can achieve.
   66-70 
  The spell functions, but odd sensory elements and bizarre (but harmless) phenomena accompany it 
  for its duration.
   71-75 
  Spell appears to function normally, but is only an illusion.  Will DC 20 to disbelieve if interacted with. 
  If the spell has no obvious sensory effects (like a charm person), nothing happens.
   76-80 
  The spell functions normally, but your next spell automatically mishaps.
   81-85 
  The spell fails, but its energies manifest as a luck bonus to all your ability checks, skill checks, 
  saving throws, attack rolls, or level checks for the next minute.  This bonus is equal to 1 + the 
  spell’s level.
   86-90 
  The spell functions normally, but with subtle changes in its appearance, such as fireballs being green, 
  or a fly spell leaving a trail of feathers.
   91-95 
  The spell functions normally, but you can cast it again.  The spell slot or prepared spell is not 
  expended, nor are any material components.
   96-00 
  The spell functions at full potential, automatically defeating spell resistance and not allowing a 
  saving throw to resist.
  Optional Rule - Exotic & Bizarre Mishaps
  The standard rules for mishaps use one table that has only a very limited selection of mishaps.  While the 
  table is simple, easy to remember and easy to use, it does not provide as much of a range of possible bizarre 
  effects many gamers want.  The Exotic & Bizarre Mishap tables are located in the back of the book.
  When using the Exotic & Bizarre Mishaps optional rule, replace the standard rules for mishaps with the 
  following:
  Mishap Roll
  Whenever you cast a spell or use a spell-like ability, roll an unmodified d20.  On a 1, the spell or ability 
  fails and the uncontrolled magic causes a mishap.
  Mishaps Effects
  Mishaps have random results, but the severity of the effect is consistent with the power of the spell that 
  causes the mishap.  There are three mishap tables, appropriate to three different power levels of spells.  Spells 
  
  8
  Wild Spellcraft — Chapter 1
  Wild Spellcaster Template
  from 0th to 3rd level use the Minor Mishap Table.  Spells of 4th to 7th level use the Major Mishap Table. 
  Spells of 8th or 9th level use the Wild Mishap Table.  If a spell is modified by a metamagic feat, use the 
  effective level it is cast at when determining which mishap table you should roll on.
  Effects lower on the table are more negative toward the caster or generally more dangerous, while effects 
  higher on the table are more positive toward the caster or simply unusual, so a higher roll is generally better 
  and safer.  If the modified roll is less than 1, treat it as 1; and if the modified roll is over 100, treat it as 100.
  For example, Anna, a 7th level wild cleric with a +8 Will save bonus, has her hold person spell mishap.  The 
  GM rolls d%+8 and checks the Minor Mishap table.
  Types of Mishaps
  Mishaps come in four basic forms—spell, personal, target, and general—which can overlap.  A mishap could, 
  for instance, say, “Major Image; you and target look like each other.”  In this case it would be a Spell, 
  Personal, and Target mishap.
  If a non-Spell mishap grants a saving throw to resist it, it is a Will save, DC the same as that of the spell 
  that instigated the mishap.  If the mishap was not the result of a spell, the DC is 13 for Minor Mishaps, 17 for 
  Major Mishaps, and 21 for Wild Mishaps.  See below for details on saves against Spell mishaps.
  Spell
  If a mishap mentions the ‘spell’ or gives a spell name (like fireball), it is a Spell mishap.  Instead of using 
  a Will save with the DC of the spell that caused the mishap, use the saving throw appropriate to the spell as 
  if you had actually cast the spell.
  For example, Anna is a 7th level wild cleric with a 16 Wisdom.  If her spell mishaps with the result “fireball 
  centered on you,” she would get a Reflex save DC 16 (10 +3 from Charisma +3 for spell level).  The fireball 
  would deal 7d6 damage.
  If the mishap simply says the ‘spell’ does something, it affects the spell you were initially trying to cast.  If 
  you try to cast a lightning bolt and the mishap says, “Spell DC is at -10,” then you still cast a lightning bolt, 
  albeit a version easier to dodge.
  Personal
  Mishaps that mention ‘you,’ ‘your,’ ‘thine,’ etc. are Personal mishaps, and they affect you, the caster.  If the 
  mishap is caused by the activation of a magical item, the Personal mishap affects the activator, not the crea-
  tor of the item.  Unless the mishap is also a Spell mishap, you can negate the mishap effect with a successful 
  Will save.
  Target
  Mishaps that mention a ‘target’ are Target mishaps, and only have an effect if the spell that caused the 
  mishap had a specific target.  If the spell that caused the mishap does not have an exact target (such as with 
  a fireball or commune spell), the Target mishap has no effect.  If the spell had multiple targets, you choose 
  one that is affected by the mishap.  Spells that create an effect that affect deliberately chosen targets (like 
  ray spells or magic missile) can cause Target mishaps, but touch spells cannot.
  Unless the mishap is also a Spell mishap, the target can negate the mishap effect with a successful Will 
  save.
  General
  General mishaps are those that are not Personal or Target mishaps. General mishaps have an effect centered 
  at where the spell that instigated the mishap was targeted or centered.  If the spell that caused the mishap had 
  no specific target or focus (such as a commune or locate object spell), the general mishap has no effect.
  General mishaps can have a plainly stated effect (like “the ground gets muddy in a 10 foot radius”), or can 
  have the same effect as a normal spell (like “grease”).  In the prior case, any people, and/or magical items 
  receive a Will save to negate the effect  (a magic item’s saving throw bonuses are each equal to 2 + one-half 
  its caster level, or uses the bearer’s saves, whichever are better).  In the latter case, the General mishap is also 
  a Spell mishap, and uses those rules for determining the DC.
  
  9
  Wild Spellcaster Template
  Wild Spellcraft — Chapter 1
  Undoing the Damage of Mishaps
  Unless noted in the mishap description, permanent mishap effects can be negated with a successful dispel 
  magic, remove curse, or break enchantment cast against the caster level of the character whose spell caused 
  the mishap.  If the target does not want the permanent effect to go away, she is allowed a Will save to negate 
  the dispelling effect.  The DC of this Will save is equal to 10 + the dispeller’s caster level. 
   
  Creating Appropriate Mishaps
  Chaos can cause many things, so the GM is encouraged to alter the rules of mishaps or the mishap tables 
  to provide new and original effects suited for his game.  The GM should consider the potential problems of 
  creating new mishap effects that might disrupt the game.  Though it is the GM’s prerogative to disallow any 
  mishap that would substantially damage the game’s story, these rules endeavor to make those instances as 
  unlikely as possible.  Though GMs are encouraged to make their own tables that fit their own game’s tone, 
  the included tables can be used as a guideline.
  Chapter Two: Wild Spellcraft in Your Game provides suggestions on how to interpret mishaps or design new 
  mishaps to best fit the tone of your game.
  
  Wild Spellcraft 
              in Your Game
  10
  In roleplaying games, like in all stories, a unique and inventive setting grabs people’s attention and keeps 
  them coming back for more.  While it is easy enough to simply introduce the rules in this book to your 
  campaign or character with no explanation, it is always more interesting and rewarding to make the details 
  of your setting or PC be something original.  Often you will find that adding depth to your game increases 
  everyone’s fun and makes for a better story.
  This chapter also includes rules on how to gain or be rid of the Wild Spellcaster Template, how to handle 
  chaos fields, and how to use the Wild Spellcaster Template for purposes other than spellcasting characters.
  Introducing Wild Spellcraft
  When you decide to add wild spellcraft to your game, either as GM introducing it to the whole gameworld, 
  or as a player adding it to her character, you should consider both an explanation for why there is wild 
  spellcraft and with what tone to present this magic.  Players can simply add the Wild Spellcaster Template to 
  their characters and explain its presence for that one person, but GMs must also decide how prevalent wild 
  spellcraft is in the world, what forms it takes, and how well known it is.
  Does your character study wild spellcraft, or did it come naturally to her because of how she views magic? 
  Do only a few random people in your campaign cast wildly, or is it divided by race, class, or area?  Does 
  everyone cast wildly, and if so, why is all the world’s magic so unstable?
  Finally, the GM must consider how the prevalence of wild spellcraft would affect the society and culture of 
  his game world.  Commoners would be right not to trust spellcasters if their spells misfire with some regular-
  ity, while nobles and heads of state would not be able to rely on their court magician to protect them.  Wild 
  spellcraft often feels more mysterious and capricious, and less like a piece of technology that can be relied 
  on.
  What is Wild Spellcraft?
  The answer to this question is not necessarily as obvious as it may seem.  Though the default explanation 
  is that sometimes magic-users cannot control their spells, many other sources of wild sorcery are just as 
  plausible.  Each particular explanation of wild spellcraft also suggests ways that the GM can subtly alter the 
  rules to better match his own worldview of wild sorcery.
  With your GM’s approval, you can choose any of the following, or even make up your own explanations 
  that fit your character’s backstory and personality.  If you’re the GM, you could decide that one of the fol-
  lowing explanations applies to everyone in the world, or perhaps to only certain races, cultures, or places.
  Caster Error
  The simplest explanation for mishaps is to compare casting a spell to hastily carving a sculpture or building 
  a house.  When rushed or stressed, a craftsman often makes mistakes that, while simple, can ruin his whole 
  effort.
  If you wish to reinforce this explanation, you can rule that whenever a spellcaster is not in a rush and is 
  not being threatened or distracted, she has no risk of her spell mishaping.  Whenever she could Take 10 with 
  a skill check, she can choose to cast her spells as though she did not have the Wild Spellcaster Template.
  Curse or Punishment
  Organizations or people who desire to have control over magic would likely try to punish those who misuse 
  their magical powers.  Gods of magic or schools of wizardry might just kill offenders, or, if political forces or 
  mercy drive them, they might simply curse magic-users they disapprove of, hoping that the punishment will 
  make them better appreciate the proper usage of arcane powers.
  If spellcasting is fairly common and generally accepted, punished spellcasters will usually be branded with 
  
  11
  Wild Spellcraft in Your Game
  Wild Spellcraft — Chapter 2
  an easily-identifiable mark, such as a modified arcane mark, or even a physically-burned brand.  Divinely 
  inflicted curses can usually be undone through quest or atonement at the appropriate deity’s temple, while a 
  curse set upon a wizard by his peers could be removed with enough bribery, blackmail, or political maneuver-
  ing.
  Discipline and Faith
  If casting spells requires great knowledge and discipline (for arcane spellcasters), or unflinching faith (for 
  divine spellcasters), then perhaps the Wild Spellcaster Template applies to those characters who had informal 
  or inadequate training, or who lack complete faith, either in their own abilities, or in that of their deity.  A 
  traumatic experience where a cleric’s friends all die could leave him doubting his own powers, causing his 
  magic to be wild until he can rebuild his faith.  Even an arcane spellcaster might become unwilling to use 
  his powers if one of his spells accidentally wounded innocents.  If while at wizard’s school his Illusion tutor 
  would torment him with pranks and tricks, he might have neglected his studies of illusions, so only his illu-
  sion spells mishap.
  Of course, in these instances, it should be wholly up to the player as to how his character reacts to traumatic 
  events.  The GM should not force a PC to have post-traumatic stress syndrome unless the player would like to 
  change his character’s personality in that way.  The details are left to the GM and player to finalize, but usu-
  ally the GM should allow a character to overcome his poor discipline or wavering faith if the player roleplays 
  well.  A cleric could accept a quest to face her fears, while a poorly trained wizard or sorcerer might spend 
  time at school (approximately one month per class level) to learn how to avoid doing what he has been doing 
  wrong.
  Entropy Uncontrolled
  All actions of the world are the result of an infinite number of miniscule, random actions.  These actions 
  tend to follow a particular course, but the concept of entropy states that these random events, if left 
  unguided, are more likely to result in the decay of order than in its construction.  Normally, magic works 
  with entropy, controlling millions of individual minor changes, directing them to create a particular effect. 
  Magic-users must harness a great amount of energy and control nearly countless minor changes to manifest 
  the spells they desire, holding the force of entropy in abeyance.  Whenever a spellcaster fails to control his 
  spells, he has already excited many random events into motion.  These random events almost inevitably take 
  some effect, often debilitative to the area where the power of entropy breaks loose from the magi’s control.
  If a spellcaster loses control of his spell while casting it, he does not succeed in agitating entropy into 
  motion, and so a mishap does not normally occur when spellcasting is disrupted (unless the GM decides that 
  all spells mishap unless completed).  However, if a spell mishaps from a wild spellcaster, the raw force of 
  entropy can be disastrous.  If you’re using controlled entropy as the explanation for magic, then a mishap 
  should almost never be positive.  Subtract 20 from all rolls on the mishap table.
  Gods of Magic
  If magical power comes from the gods, certainly the demeanor of these deities can affect its availability.  At 
  times of religious strife, perhaps all magic could be wild.  The followers of a specific deity might find their 
  spells less reliable when their god is busy dealing with a major threat.  Of course, some gods simply are too 
  bored or lazy to consistently answer prayers and petitions.
  Even if the gods of magic are busy, they are apt to listen to respectful prayers of need.  You could allow a 
  wild spellcaster to spend time in prayer, asking for the favor of the god of magic, or of her personal deity.  If 
  she succeeds a Charisma check (DC 10), for a number of rounds equal to those she spent praying she can cast 
  as though she did not have the Wild Spellcaster Template.
  Magic of a Different Variety
  Many worlds have a verisimilitude of variant spellcasting styles, ranging from traditional daily preparation 
  or prayer, to inherent casting through internal willpower, even to exotic forms such as song, dance, gemstone 
  balancing, or solipsism.  In such a world, wild spellcraft is just a different type of magic, one that, although 
  less reliable, is more flexible and radical because of how it relies on the forces of chaos.  Study of wild 
  spellcraft attracts many maverick spellcasters who want to master is unpredictability.  Sadly, though, it also 
  attracts many lazy spellcasters unwilling to learn the more traditional and taxing forms of spellcraft.
  Normal spellcasters who desire to become wild spellcasters can do so with enough research and experimen-
  tation.  Over the course of four weeks of study and concentration, a spellcaster can try to tap the more chaotic 
  
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  energies in his magic.  During this time, he can take no actions more strenuous than walking, talking, or 
  eating, and can cast no spells other than those he experiments with.  He must devote at least 8 hours a day to 
  his study, or else all the time he has spent is wasted, and he must start over.  Over the course of his study, he is 
  subjected to one mishap each week, caused by any one of his spells of his choosing.  At the end of this period, 
  the spellcaster must attempt a Spellcraft check (DC 10) to tap the wild spell energies, and a Wisdom check 
  (DC 10) to make that wild energy part of himself.  If both rolls are successful, he gains the Wild Spellcaster 
  Template for one or more of his spellcasting classes that he chooses.  If only one roll is successful, he can 
  choose to continue his study for four more weeks, at which time he is considered to succeed that same roll. 
  If he fails both rolls, or if he chooses not to continue his study after a partial success, his effort was wasted, 
  and if he desires to become a wild spellcaster, he must try again from the beginning.
  For example, Meece, a gnome sorcerer, is inflicted with a mishap that causes him to sprout giant hum-
  mingbird wings.  Intrigued by this quirky twist of fate, he decides he wants to tackle the problem of wild 
  sorcery.  He spends four weeks fiddling with his spells, discovering how spells sometimes mishap.  With 
  great effort, he intentionally causes four of his spells to mishap over his month of study, slowly acclimating 
  himself to the feel of wild sorcery.  After his period of study, his player rolls to see if Meece becomes a 
  wild spellcaster.  Though he succeeds his Spellcraft check, he lacks the self-reflection to succeed his Wisdom 
  check.  Determined to win, he spends another four weeks, being more mindful of how the forces of chaos 
  flow through his body.  If he succeeds his Wisdom check this time, he can become a wild sorcerer.
  Though this route of study can take a good deal of time, it is substantially more interesting than traditional 
  forms of arcane learning.
  Recklessness
  If a spellcaster has little care about whether his spells work properly, he might be far less discriminating 
  with how he controls his powers.  If a magic-user has a death wish or is enraged, he would act as if he had the 
  Wild Spellcaster Template.  Perhaps multi-classed barbarian/spellcasters cast wildly (of course they cannot 
  cast while in true Barbarian Rage), or a ranger might cast wildly while combating his favored enemy if he 
  truly hates that type of creature.
  This recklessness can be showcased by increasing the mishap range based on the level of the spell 
  being cast.  Since higher-level spells require 
  more control, recklessness is more likely 
  to cause them to go awry.  Spells of 0th 
  to 3rd level might mishap on a 1, 4th or 
  higher also on 2, 6th or higher on a 3, 
  and 8th or higher on a roll from 1 
  to 4.  Note that the Pandaemoni-
  cist prestige class functions much 
  like this.
  Opposing Energies
  Classic myths of magic often make men-
  tion of sympathetic and opposing ener-
  gies.  Sympathetic energies work fine 
  with each other, but opposing energies 
  cause both forces to be disrupted.  If 
  you define categories of spellcasters, 
  then mixing among those categories 
  could result in mishaps.
  For example, each race of creatures might have its own 
  innate magical auras.  When they use magic, a bit of 
  their own aura accompanies the energy they draw from 
  the world around them.  Whenever a creature of one race 
  is affected by the magic of a creature of another race, the two auras 
  interact violently, with the possibility of a mishap.  Crea-
  tures of the same race can affect each other safely, 
  however.
  This same principle could be applied just as 
  easily between arcane and divine spellcasters, 
  creatures from different worlds, or even spellcast-
  
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  Wild Spellcraft in Your Game
  Wild Spellcraft — Chapter 2
  ers from different academies.  Similarly, each spellcaster might have his or her own elemental aspect—air, 
  earth, fire, or water—and whenever opposing elements combined, a mishap would have a chance of occur-
  ring.
  In such a setting, a spellcaster could either alter or suppress his own aura as a full-round action, making a 
  Spellcraft check.  For each point by which his Spellcraft check beats DC 20, the character can alter or remove 
  his aura for 1 round.
  Sentient Sorcery
  Perhaps magic itself is intelligent, and its personality causes it to occasionally do things other than what 
  the caster intended.  There might even be different magics with varying personalities in different areas, so 
  some areas might have magic with a prankster personality, while other areas might be bitter, dimwitted, or 
  malevolent.  Depending on the exact personality of magic, the types of mishaps would vary.  Variant mishap 
  tables will be presented on the Wild Spellcraft website as web supplements.
  If the intelligence of the world’s magic is known and understood, a spellcaster could research what types 
  of spells a given area of the world likes and dislikes.  Doing so would require a month of research, or a suc-
  cessful Knowledge (arcana) check (DC 35), but would let the spellcaster know perhaps a limited list of spells 
  he could cast without risking a mishap.
  That’s Not the Way Magic Works
  Since magic is very complex, perhaps some types of spellcasting are less efficient at controlling the com-
  plexity of sorcery, or not as compatible with the way magic naturally works.  Different ways of training 
  spellcasters, such as in different cultures or in different character classes, could affect how well each group 
  or class handles specific types of magic.  Likewise, certain races might be better suited for different types of 
  magic.  
  As a few brief examples, gnomes are renowned for their illusion powers, which they focus on because 
  the magical aura surrounding a gnome is compatible only with illusions; for all other spells, they act as if 
  they have the Wild Spellcaster Template.  Orcish bards, wizards, and sorcerers might all be wild spellcasters, 
  whereas they can use divine magic fine, due to the mindset of Orcish culture.  Perhaps humans and Elves 
  can both cast safely on their own, but the odd mixing of their blood causes all half-Elves to have the Wild 
  Spellcaster Template.  Wizards and sorcerers might even have access to healing spells, but they rarely use 
  them because doing so runs the risk of mishaping.
  When the Levee Breaks
  If the powers of magic flow like a river, rather than simply permeating existence, then tapping magic forces 
  a spellcaster to carefully gauge how much magical power they can tap.  Wild sorcery is the result of improp-
  erly controlling the flow of magic, allowing it to overrun its banks.  
  You can reinforce the difficulties of controlling a large flood of magical power by making the roll to see 
  if a spell mishaps not be a flat d20 roll, but instead modified by the level of spell a spellcaster tries to cast 
  and by the spellcaster’s skill.  Whenever a character with the Wild Spellcaster Template casts a spell or uses a 
  spell-like ability, she must make a Spellcraft check (DC 5 + twice the spell’s level) or the spell mishaps.  Note 
  that the Sculptor of Chaos prestige class functions much like this.
  Tone, the Personality of Chaos and the 
  Personality of Your Game
  The term “chaos” implies many things, but it is very open to interpretation.  Although the default set of 
  mishaps presented in this book are meant for a fairly traditional setting and game, they will not be appropri-
  ate for every type of game.
  In your standard, faux-medieval fantasy game with a mix of humor and drama, odd flashing colors or fall-
  ing vases can easily go hand in hand with accidental plagues of insects or the infliction of curses.  However, 
  such a diversity of results could bore a gamer who wants a silly adventure the likes of Looney Tunes, or 
  would likewise leave a bad taste in the mouth of a player who desires a somber and serious drama.  It is up 
  to both the GM and the player to make clear to each other what type of game they want, and to work with 
  each other to include wild magic that will please all interested parties.
  
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  The default mishap table is intentionally vague so it is easy to adjust the cosmetics of each mishap.  A 
  roll of 47: “Odd sensory elements and bizarre (but harmless) phenomena occur in the area of effect the spell 
  would have affected, lasting as long as the spell’s duration would have lasted,” could take many forms.  In 
  the average game, this could result in a swirl of rainbow-colored smoke that smells like fruit.  In a horror 
  game, these phenomena could be the moaning like that of a ghost, or an illusory effect that makes everyone 
  within the area look as though they are slowly wasting away.  On the opposite end of the spectrum, a comedy 
  game could have illusions of miniature black dragons dance across the floor, dressed in white disco outfits.
  With the exotic & bizarre mishap tables, however, the results are more specific and thus more likely to 
  displease occasionally by having the wrong tone.  It is easy enough for the GM and players to collaborate in 
  order to find mishaps in the tables that would disrupt the flavor of the game, and then replace them with ones 
  more appropriate (keeping in mind the need to have a proper balance of baneful and beneficial mishaps).
  Consider the following possible tones when deciding how to construct your own mishap table.  Even if your 
  game doesn’t normally have a particular tone, sometimes a particular gaming session might be exception-
  ally silly or serious, in which case the GM wouldn’t want to spoil the gaming experience by throwing in 
  something inappropriate.  Though the easiest solution is just to use the basic mishap table and decide on 
  details as it fits the situation, for some gamers it might be helpful to have several surge tables handy in case 
  of differing game tones.
  Default Fantasy
  In a fairly stock fantasy world, where the characters will progress from everyday people into heroes, a little 
  humor is usually helpful in keeping characters from taking themselves too seriously.  An adventure campaign 
  is usually episodic, like a television series, and many popular TV series have comedy episodes to provide 
  variety and levity.  The default exotic & bizarre mishap table is keyed toward this type of game.  
  Quirky
  In the fine tradition established by slews of court jesters and comedies like “Much Ado About Nothin’,” 
  some games are just silly, giving players a way to relax and vent their frustrations.  Mishaps with humor-
  ous or unusual effects are usually preferable to bland ones, so some mishaps that simply deal damage or 
  give characters penalties should be spruced up to make them more flavorful.  Damage might be caused by a 
  porcupine appearing in the character’s shirt and kissing him, and if a dead creature would normally animate 
  as a zombie, the mishap could instead summon extraplanar homicidal clowns.
  Serious
  Serious and somber stories—about the fall of nations, the loss of sanity, crises of faith, or the pursuit of 
  vengeance—can be horribly disrupted by a single event that does not mesh with the overall tone.  In such 
  games, wild spellcraft usually either heightens the tension of an encounter, or occurs like a tragedy.  In a 
  climactic spell duel, a wild spellcaster might mishap on a fireball and end up setting the town afire, forcing 
  the party to face several threats.  If a character has been lax with his magical training, he might be unable 
  to save a friend in need when a protection from elements spell affects the caster rather than his ally.  If his 
  friend is wounded or dies, he must deal with the results of his character flaws.
  In creating and adjudicating mishaps for a serious and dramatic game, favor results that can mildly shift 
  the balance of an encounter or create tenser situations.  Mishaps with obvious, immediately important effects 
  are better, as they can have more of an impact on the drama.
  Horror
  The goal of mishaps in this genre is easily understood: be frightening.  In games with lesser depths of horror, 
  standard exotic mishaps could work with a little extra flair (e.g., every mishap, in addition to normal effects, 
  acts as a scare spell to those who see it), but more sincere or psychological horror works best with its own 
  unique mishap effects.  Unfortunately, since the tools of horror tend to vary from story to story (some rely 
  on revolting images like decay, others rely on an invincible stalker, others on paranoia, some on monsters), 
  almost each horror game would have to have its own specialized mishaps that capitalize on the story’s unique 
  source of horror.
  However, in horror, characters cannot trust the assumptions they normally rely on.  In fantasy roleplaying 
  games, one of the most common of these assumptions is that magic will always function when needed. 
  Sometimes the mere fact that magic is fickle and unreliable can be frightening enough.  
  
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  Reactions to Wild Sorcery
  Depending on the relative rarity of wild spellcasters in your game, and the overall tone of magic—wild 
  or not—the opinions of people in the world will vary distinctly.  Adventurers do not act in a vacuum, and 
  spellcasters in particular are highly likely to affect local attitudes wherever they practice their skills.
  In order to maintain believable atmosphere in your game, both player characters and NPCs should act 
  appropriately when they encounter a wild spellcaster.  Consider the following types of worldviews when 
  establishing how people in your game typically react to wild and unpredictable magic.
  Upsetting Social Order
  Magic — common, wild spellcasters — rare
  In a society or culture where magic is commonly used, and its practice is accepted or even relied upon, wild 
  spellcasters will typically be viewed as dangers to society, delinquents at best, anarchists at worst.  Even if 
  the wildness is no fault of the spellcaster herself, her inability to properly fit into social conventions will 
  result in most people shunning her.  Few would be willing to hire her to cast spells unless they were insured 
  their money back (plus compensation) in the event of a mishap.  So-called ‘professional adventurers’ would 
  only accept her as a member of their group with much hesitation, fearing that they can’t trust her.  If magic 
  is common and at least moderately understood, public or religious organizations often choose to persecute 
  wild spellcasters as intentionally misusing their powers.
  Even in lands with a different basic view of magic, more reliable (non-wild) spellcasters view wild spellcast-
  ers with derision.  Either they’re amateurs who don’t know how to properly wield their magic, or their radicals 
  who are trying to use magic in ways that are untraditional and often ineffective.  A few more open-minded 
  spellcasters might consider wild spellcraft a legitimate field of study, but certainly not one every beginning 
  spellcaster should pursue.
  Worthless Spellcasters
  Magic — common, wild spellcasters — common
  If a majority of magic-users are wild spellcasters, the reputation of all spellcasters is tarnished.  Non-
  spellcasters will rightfully be wary of almost every magic-user they encounter, since everyone knows the 
  reputation spellcasters have of their magic going awry.  Even fewer youngsters will be interested in learning 
  to use magic because of the social stigma attached to it, and those that do show desire to learn arcane arts 
  will usually be guided into a safer profession.  Natural spellcasters such as sorcerers and bards will be much 
  more common than studious spellcasters like wizards and clerics, unless only some classes are wild spellcast-
  ers.  Adventurers will still find magic indispensable in their travels and conflicts, but overall, everyone who 
  associates with spellcasters will be viewed as generally untrustworthy.
  Depending on the tone and source of wild sorcery in your world, the stigma toward spellcasters might even 
  range to abject terror.  If mishaps only are annoying, like in a comical setting, people will put up with the 
  difficulties caused by magic, but if a wild spellcaster’s spells are known to have the potential to ‘accidentally’ 
  summon undead or turn people into toads, lynch mobs might be formed whenever a visitor to a town is 
  identified as a magic user.  
  The market for magic items will be almost exclusive among magic-users, and a notable percentage of magic 
  items will have the Wild Spellcaster Template themselves, which lowers their effective value by one-tenth if 
  the flaw is identified.  However, since people are familiar with magic’s unpredictability, they are inclined to 
  take a little risk if the need is great enough.
  Bad Luck
  Magic — rare, wild spellcasters — rare
  In any land where magic is rare to begin with, the populace is naturally wary of all spellcasters, and the 
  occasional wild spellcaster only helps confirm their suspicions that magic-users are dangerous or cannot 
  be trusted.  More stable spellcasters understandably dislike wild spellcasters because of how they turn the 
  populace against magic-users in general, but since it’s hard to immediately identify a wild spellcaster, little 
  can be done about it.  Some small societies might develop for the purpose of locating and dealing with 
  spellcasters who cannot mishandle their magic.  However, since there are likely few schools of spellcraft, 
  magic-users might not even know that mishaps are the result of wild spell energy; they might think it’s just 
  
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  Wild Spellcraft — Chapter 2
  Wild Spellcraft in Your Game
  errant spellcasters abusing their powers.
  Without anyone to explain why certain spellcasters can’t be trusted while others can, many superstitions 
  will likely develop among mundanes.  If a farmer rides an old horse to a wizard’s store to buy oil of rodent 
  repellant, if the oil actually works, people might begin to believe that old horses are good luck when dealing 
  with magic.  Since most spellcasters are actually reliable, these superstitious good luck charms work more 
  often than not, so people still consider it worth the risk to deal with a medicine man or shaman if they follow 
  the superstitions properly.
  Men of Ill Omen
  Magic — rare, wild spellcasters — common
  Even more so than a setting where magic and wild spellcasters are rare, in a land where the few spellcasters 
  people do encounter are all unreliable, common people prefer to have nothing to do with magic.  Through 
  little fault of their own, spellcasters are seen as capricious, sometimes trustworthy but liable to curse you if 
  you do the slightest to displease them.  While this will increase the intimidation factor of spellcasters, it will 
  make it hard for anyone to trust them.
  Roleplaying a Wild Spellcaster
  How wild spellcasters deal with the irregularity of their powers varies widely from person to person, affected 
  by individual experiences and social structures.  Being shunned out of your wizard’s college just become 
  some silly god cursed you with wild spellcasting gives you a good excuse to adventure, but what do you do 
  in your everyday life?  Does your character enjoy the unpredictability in his life, does she simply put up with 
  it because she knows no other way, or does she try to master and control the random magic?
  Your Life Before Adventuring
  When logically considering the backstory of your wild spellcasting 
  character, it makes sense that if your character has been casting wildly 
  for some time, she’s likely to have caused a few mishaps.  Taking into 
  account the types of spells your character would have cast before 
  adventuring, it might help to roll a mishap for every month or so 
  that the character has been casting spells wildly.  Unless she 
  has the means to counteract the effects of mishaps, she might 
  even have undergone minor physical changes, like changes 
  in eye color, height, or even race or sex.  If creating a wild 
  spellcaster above 1st level, there would probably be even more 
  drastic changes.
  Since most mishaps for low level spells have relatively minor effects, a 
  beginning magic-user probably has not done any major harm to herself 
  or her community, but other spellcasters she has encountered might 
  recognize her inability to control her magic fully, and could try to train 
  her more thoroughly, or to steer her clear of the path of spellcraft, to 
  keep her from ever causing great damage.  However, if one of her 
  mishaps did have an embarrassing or damaging effect, people at her 
  home might harbor grudges or hard feelings toward her.
  Day to Day Affairs
  A smart wild spellcaster recognizes that his magic is not simply a tool, 
  but rather a force that can be useful, but should not be relied upon so 
  much that it endangers him.  Though many flashy spellcasters are drawn 
  to wild spellcraft because of its chaotic appeal, few can afford to flaunt 
  their magic.  When even a cantrip to heat his tea runs the risk of slightly 
  hurting or embarrassing a wild spellcaster, he is usually quite willing to 
  conserve his magic usage for important events.  Some, however, 
  might not find it particularly displeasing to have their house fill 
  with grass or to have a rain cloud follow them for an hour, or even 
  consider it a cheap thrill to have a spell mishap when there’s no 
  real threat.
  
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  Wild Spellcraft in Your Game
  Wild Spellcraft — Chapter 2
  When crafting magic items, it is important to roll for each spell required in its creation.  A mishapped spell 
  not only forces the spellcaster to cast the requisite spell again, but could potentially alter the item’s abilities, 
  or add a minor one.  A mishap that casts heal that occurs in the crafting of a magic sword might let the sword 
  wielder cast heal once ever, or it might cast cure light wounds once per day.  A mishap might be the source 
  of the infamous sex-changing girdle, but mishaps could also just add minor tweaks to otherwise bland magic 
  items.  A legendary warrior who never says a word might be so silent because his axe causes him to speak 
  in a squeaky voice.
  Of course, during adventures even mundane daily concerns can become important.  It might be wise for a 
  wild wizard, cleric, or druid to prepare extras of certain key spells, in case the first spell mishaps, but any 
  situation that hinges upon the proper usage of a certain spell becomes exceptionally tense when everyone 
  understands the possibility that a single fluctuation of fate could ruin everything.  Even though mishaps can 
  occasionally prove more useful than the originally intended spell, just as often a mishap can be desperately 
  useless.  Admittedly, this lessens the general power of a wild spellcaster, but in the long run it has little more 
  effect than opponents just rolling well on their saving throws.
  Since the Wild Spellcaster Template only applies to the spellcaster himself and not to every magical item 
  he uses, a wild spellcaster is often well served to try to create a wand that casts a useful spell.  As long as 
  the spellcaster does not mishap on the initial spellcasting to charge the wand, he can safely cast the wand’s 
  spell fifty times without risking a mishap.  Likewise, a wild magic-user can safely use a normal magical item 
  crafted by a non-wild spellcaster.
  Getting Rid of the Wild Spellcaster Template
  To many spellcasters who acquire the Wild Spellcaster Template, the randomness in their spells is nothing 
  other than a dangerous annoyance.  Sometimes these magi have consciously sought out wild sorcery, only to 
  realize it was not worth the risks, while many other spellcasters who acquire the template out of circumstance 
  would relish the chance to make their lives more stable.  Wild spellcasting gained through curses or punish-
  ments are harder to get rid of, but not impossible.  
  The GM should understand that if a player does not wish to play a wild spellcaster, he should not be forced 
  to.  GMs are encouraged to provide the player character with solutions to the dilemma of wild spellcasting, 
  and so several possible answers are suggested here to let the GM decide on a course of action that is easy— or 
  hard—enough.  A player who just wanted to try out wild spellcraft should be allowed to change his mind with 
  little difficulty, whereas if a villain curses a lawful cleric with chaotic magic it is more dramatically satisfying 
  if the player character has to fight to undo the affliction.
  Abandoning the Treacherous Road
  Perhaps the character’s natural way of casting spells is inherently flawed, and the only way to be free of 
  wild sorcery is to abandon all of his current knowledge of magic and start over.  If the character is low 
  enough level, he can simply multiclass, choosing to ignore the magic of his original class.  If he is already 
  firmly entrenched in his way of using magic, he might research and undergo a ritual to erase all spellcast-
  ing knowledge from his mind, letting him start with a clean slate as though he were level drained down to 
  1st level.  Of course, it’s possible that the wild spellcaster might cause a mishap while trying to perform the 
  ritual.
  Proper Training
  If the character’s wild spellcasting is due to inadequate training of the proper way to cast spells, she can rid 
  herself of the Wild Spellcaster Template by receiving proper training from a non-wild spellcaster of the same 
  level or higher.  This takes an average of one month per caster level, and costs whatever fees the interested 
  parties agree on.
  Self-Cleansing
  Wild spellcasters who desire to rid themselves of the forces of chaos and randomness can do so with enough 
  meditation and self-cleansing.  Over the course of four weeks of concentration and mild fasting, a wild 
  spellcaster can try to purge the chaotic energy from his own personal aura.  During this time, he can take no 
  actions more strenuous than walking, talking, or eating, and can cast no spells whatsoever.  He must devote 
  at least 8 hours a day to his meditation, or else all the time he has spent is wasted, and he must start over.  At 
  the end of this period, the spellcaster must attempt a Spellcraft check (DC 10) to locate the wild spell energies 
  within himself, and a Wisdom check (DC 10) to cleanse himself of it.  If both rolls are successful, he will no 
  
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  Wild Spellcraft — Chapter 2
  Wild Spellcraft in Your Game
  longer have the Wild Spellcaster Template for one or more of his spellcasting classes that he chooses.  If only 
  one roll is successful, he can choose to continue his study for four more weeks, at which time he is considered 
  to succeed that same roll.  If he fails both rolls, or if he chooses not to continue his study after a partial 
  success, his effort was wasted, and he must try again from the beginning.
  Stopping the Flow at Its Source
  If a spellcaster has been cursed with wild sorcery by a god or another spellcaster, the wild spell energy often 
  flows from the one who laid the curse, into the recipient of the curse.  If the wild spellcaster can kill the 
  one who cursed her, she frees herself from the curse by cutting off the source of the flow of wild energy. 
  Alternatively, though she might not be able to cure her own affliction, if she could cure the source of her 
  curse, she might cure herself.
  Sympathetic Magic
  Wild spellcraft is associated with chaos, while traditional spellcraft relies on order and predictability to 
  achieve its goals.  A proper tithe and atonement to a temple of a god of order could cleanse a wild spellcaster, 
  though a small quest might be entailed.  During the quest, the Wild Spellcaster Template has no effect, but if 
  the character fails her quest, she again becomes affected by the swirling magic of chaos.
  Turning Over a New Leaf
  Though it is fairly simple, it is possible for a wild spellcaster to simply stop casting spells wildly.  If his 
  magic’s wildness came from his own recklessness, then if he changes his personality to mellow out, his spells 
  would immediately stop being wild.
  Wild Sorcery in the World
  Spellcasters are not the only source of wild sorcery in the world.  The enchantments of old magical items 
  can fade over millennia of use, while new items created by wild spellcasters occasionally function just as 
  erratically as their creators.  Additionally, some areas of the world radiate wild spell energy, causing spells 
  cast in their confines to go awry.  These instances of wild sorcery can be understood and identified—and 
  avoided—if one has enough knowledge of wild spellcraft.
  Wild Magic Items
  Just like wild spellcasters, some magical items do not always function properly.  Perhaps a bit of sentient 
  magic within an item refuses to work if its user does not please it, or maybe the item’s magic is simply 
  dilapidated, as sturdy as a several hundred year-old house.  To represent this unreliability, most magic items 
  can be made erratic and unpredictable simply by adding the Wild Spellcaster Template to them.  
  Creating Wild Magic Items
  Simply put, a wild magic item is a magic item with the Wild Spellcaster Template.  Whenever a wild spell-
  caster makes a magical item, she can choose to intentionally infuse it with wild spell energy, and the item will 
  have the wild spellcaster template applied to it, as described below.  This does not alter the cost of creating 
  the item, but generally reduces its market value by one-tenth if the flaw is identified.
  Additionally, if a spell used in the creation of the item mishaps while being cast, the mishap has no immedi-
  ate effect, but instead the magic item is usually altered in some subtle way, which can either be a boon or 
  a bane.  This tends to alter the cost of the item, both in gold and experience, just as if an extra ability had 
  intentionally been added.  If the wild spellcaster does not wish to complete the altered item, she can start 
  over, wasting half of the materials needed, but not having to expend any experience points.
  Wild Scrolls, Wands, and Other Activated Magic Items
  Any spell completion, spell trigger, or command word-activated magical item basically casts a spell itself, 
  so applying the Wild Spellcaster Template to one is fairly straight-forward.  If the wild spellcaster wishes to 
  make a wild scroll as opposed to a normal scroll, she can, at no extra cost.  As long as the spell cast into 
  the scroll doesn’t mishap, her magical item will cast spells just as if she herself had cast them, with the Wild 
  
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  Wild Spellcraft in Your Game
  Wild Spellcraft — Chapter 2
  Spellcaster Template.  Note that if the wild spellcaster has additional rules concerning her mishaps, such as 
  if she has levels in the Pandaemonicist or Sculptor of Chaos prestige class, these alterations affect any wild 
  magic items she creates.
  Whenever, for example, a spell is cast from a wild scroll, roll to see if the spell mishaps just as if a wild 
  spellcaster had cast the spell herself.  If the wild scroll was crafted by a Sculptor of Chaos (see Chapter Three: 
  Masters of Wild Sorcery), the magic-user who activates the wild scroll must make a Spellcraft check to cast 
  the spell successfully, just as if she herself were a Sculptor of Chaos with the Fluid Magic ability.  Similarly, 
  a wild wand of magic missile intentionally crafted wildly by a Pandaemonicist will mishap more regularly, 
  just as if the Pandaemonicist himself were casting the magic missiles.
  Wild Use-Activated Magic Items
  For magic items such as a belt of strength, a ring of wizardry, or a +2 shortbow that have continuous func-
  tions, applying the Wild Spellcaster Template to them has no immediate effect.  Wild magic items of this sort 
  are reliable, though can at random moments manifest harmless sensory effects from time to time.  A wild 
  headband of intellect might sometimes tighten on the wearer’s head, or cause the wearer’s hair to grow in 
  reverse.  These random effects have almost no statistical effect in the game, but can add flavor.  
  A person wearing a wild use-activated item can attempt, once per hour, to control the randomness of the 
  item.  With a successful Spellcraft check (DC 20), the wearer can choose any one 0th level spell she is able 
  to cast, or any similarly miniscule effect.  For the next hour, the item’s wearer can use that ability any one 
  time.  For example, Anna, a wild cleric, could concentrate and have the item grant her one temporary hit 
  point (virtue), or have it glow with dim light in the shape of her holy symbol (light).  She can only activate 
  one spell effect per hour this way.
  Mishap-Implanted Magic Items
  Whenever a spell being used in the enchantment of 
  a magic item mishaps, it adds some additional effect 
  appropriate to the mishap to the item being created. 
  The GM must adjudicate the exact way in which the 
  mishap alters the item, and should accept the play-
  er’s suggestions, keeping in mind that a simple 
  mishap should not ruin an otherwise perfectly 
  good magic item the character has put much 
  effort into.
  For one-use items like scrolls and potions, or 
  multiple-use items like wands that just cast the 
  same spell repeatedly, the mishap effect will occur 
  in place of the intended spell or effect, assuming 
  this is within the power level of such items.  For 
  example, while scrolls can have the effect of up to 
  ninth level spells, such as those caused by wild mishaps, 
  wands and potions are usually limited to third level spells 
  or lower, equivalent to the effect of a minor mishap.  If a 
  major or wild mishap for some reason occurs in the craft-
  ing of a potion or wand, the item is wholly ruined, but 
  the mishap has no effect.  All materials for the item 
  are wasted, but no experience points are lost.
  If a mishap occurs in the creation of a scroll, 
  wand, or potion, the cost of the item is deter-
  mined by the type of mishap.  For a minor 
  mishap, it is the same cost as for making an 
  equivalent item of a 2nd level spell.  For a 
  major mishap, a 5th level spell, and for a wild 
  mishap, an 8th level spell.  If the magic item’s 
  creator does not have enough gold pieces of 
  materials available to create an item of that 
  power, all the materials are wasted, but no 
  experience points are lost.  However, if the item 
  crafter does have the resources to complete the 
  
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  Wild Spellcraft — Chapter 2
  Wild Spellcraft in Your Game
  item, it will forever act with the effects of that mishap.  These same rules can be used when determining the 
  effect of a mishap occurring in the casting of any activated item that casts spells, which could result in a 
  staff of the woodlands being able to cast animal friendship, barkskin, speak with animals, and wall of thorns, 
  but instead of summon nature’s ally VI, it casts an antimagic field that you can’t dispel.
  For example, if Meece, a Pandaemonicist, mishapped while trying to craft his wand of Tasha’s hideous 
  laughter, he could potentially create a wand of it’s-supposed-to-be-Tasha’s-hideous-laughter-but-instead-it-
  causes-you-and-the-target-to-switch-places.  Then, whenever he uses the wand, he would have to target it 
  as though he were casting Tasha’s hideous laughter, even though he knows the wand will just cause him and 
  the target to switch places.
  For use-activated items, if a spell mishaps while creating the item, the GM and the player should collaborate 
  to decide what effect the item does have instead, and what cost this item should have, based on the mishap 
  effect.  For example, if in making a +2 shocking longsword the required lightning bolt mishaps into a “target 
  forgets the events of the last round,” it could become a mildly cursed +2 longsword that makes the wielder 
  of the sword forget the events of the round that he draws the blade.  He would be allowed a Will save (DC 
  13) to resist this each time.  The GM would have to adjudicate what the appropriate price for the item would 
  be, since curses are not handled in the magic item creation rules.
  Chaos Fields
  Some areas of the world are possessed of their own wild spell energies that disrupt the usage of magic in 
  their bounds.  The size and shape of these chaos fields vary widely, as do their effects, but all generally have 
  in common that they cause mishaps.
  In general, encounters that take place inside chaos fields are more challenging, so these fields act much like 
  templates, increasing the encounter level of challenges faced within them.
  Source of Chaos Fields
  Chaos Fields can be created intentionally by high-level wild spellcasters, using the twiddle chaos spell, but 
  more commonly they occur because of intense amounts of magic being used in one small area.  Regions once 
  host to huge arcane wars are often chaos fields because the forces of magic have loosened the fabric of real-
  ity, making it impossible for magic to flow through the area smoothly.  Powerful divine curses can render a 
  region wild, as can the destruction of artifacts and relics, but these specific instances are to be adjudicated 
  by the GM.
  Chaos fields usually have a radius of at least twenty feet, and are typically hemmed in on at least two 
  sides by identifiable physical borders.  Much larger chaos fields are rare, but it is not unlikely that ancient 
  magical wastelands even miles across could entirely be chaos fields.  The borders of a chaos field should be 
  determined by the GM.
  Effects of Chaos Fields
  The weakest and most common effect of a chaos field causes all characters and magic items in its bounds to 
  temporarily gain the Wild Spellcaster Template (items are affected as described in Wild Magic Items, above). 
  Some more powerful chaos fields are even more dangerous and unpredictable.  The following types of chaos 
  fields each have their own Encounter Level modifier, which is applied to all encounters that take place pri-
  marily within the wild spellcasting zone.  Note, however, that this modifier to EL should only be applied if 
  magic is actually used by the party in order to overcome the challenge.  A party consisting entirely of fighters 
  would obviously have no trouble facing most encounters in a wild spellcasting zone.  
  The GM will have to closely adjudicate encounters that occur partially within and partially without a wild 
  spellcasting zone, and should consider that these modifiers to EL assume non-classed creatures as opponents. 
  If the challenges encountered consist primarily of spellcasters, the encounter level would probably instead be 
  reduced.
  Types of chaos fields marked with an asterisk (*) should only be used if you choose to use the Exotic & 
  Bizarre Mishaps rules.
  Lesser Wild Spellcasting Zone:  EL +0.  All creatures and magic items temporarily gain the Wild Spell-
  caster Template while they are within the bounds of this area.
  Average Wild Spellcasting Zone:  EL +1.  All creatures and magic items temporarily gain the Wild Spell-
  caster Template while they are within the bounds of this area.  The die roll range for mishaps is increased by 
  +2, so most spellcasters will mishap on a 1, 2, or 3.
  
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  Wild Spellcraft in Your Game
  Wild Spellcraft — Chapter 2
  Greater Wild Spellcasting Zone:  EL +2.  All creatures and magic items temporarily gain the Wild Spell-
  caster Template while they are within the bounds of this area.  The die roll range for mishaps is increased 
  by +4.
  True Wild Spellcasting Zone:  EL +3.  All creatures and magic items temporarily gain the Wild Spellcaster 
  Template while they are within the bounds of this area.  The die roll range for mishaps is increased by +9.
  *Minor Wild Spellcasting Zone:  EL +0.  All creatures and magic items temporarily gain the Wild Spell-
  caster Template while they are within the bounds of this area.  All Major mishaps are rolled on the Minor 
  Mishap Table, and all Wild Mishaps are rolled on the Major Mishap Table.
  *Major Wild Spellcasting Zone:  EL +0.  All creatures and magic items temporarily gain the Wild Spell-
  caster Template while they are within the bounds of this area.  All Minor Mishaps are instead rolled on the 
  Major Mishap Table, and all Major Mishaps are instead rolled on the Wild Mishap Table.
  Luck Zone:  EL +0.  All creatures and magic items temporarily gain the Wild Spellcaster Template while 
  they are within the bounds of this area.  All rolls on the mishap table are modified by +20.
  Baneful Wild Spellcasting Zone:  EL +1.  All creatures and magic items temporarily gain the Wild Spell-
  caster Template while they are within the bounds of this area.  All rolls on the mishap table are modified by 
  -20.
  Lore of Wild Spellcraft
  Though wild spellcraft is assumed to be rarer than traditional spellcasting, trained individuals can recognize 
  wild spells, mishaps, wild magic items, and wild spellcasting zones.  Characters who have never encountered 
  wild spellcraft before receive a -10 circumstance penalty to all the following checks.
  Identifying Wild Spell Effects
  Though any spellcaster can attempt with some difficulty to identify the precise nature of a spell being cast 
  or already in effect, it is relatively easy to discern the differences of patterns between normal spells and wild 
  ones.  To discern the following information, a character must succeed a Spellcraft check.
   
  DC 
   
   
   
  Task
   
  10 + spell level 
   
  Identify whether a spell being cast is a wild spell.  No retry.
   
  15 + spell level 
   
  Identify whether an ongoing spell effect is from a wild spell.  No retry.
   
  10 + spell level 
   
  Discern whether a magical effect is a mishap or an intentional spell.  The DC is 10 
  plus the level of the spell that caused the mishap.  No retry.
   
  15 + half caster level While using detect magic, identify whether a magic item is wild.
   
  20 
   
   
   
  Modestly control wild spell energy on a wild magic item, shaping it into a 0th level 
  spell effect.  See the Wild Magic Items section, above.  One attempt per hour.
   
  25 
   
   
   
  Notice that you are crossing into a chaos field.  This check is made whenever you 
  enter, even if you are not actively trying to look for a chaos field.  Characters with 5 
  or more ranks of Scry gain a +2 synergy bonus to this check.  No retry.
   
  30 
   
   
   
  By concentrating, determine if a chaos field border begins or ends within 30 feet. 
  Characters with 5 or more ranks of Scry gain a +2 synergy bonus to this check.
  Familiars of Wild Spellcasters
  Almost always, whenever a wild spellcaster has a familiar, the familiar also acts as though it had the wild 
  spellcaster template for purposes of casting its master’s spells.  For the purposes of mishaps, master and 
  familiar are both considered the caster if they are in physical contact, so if a mishap affects the caster of a 
  spell, it would hit them both.
  Optional Rules
  These optional rules give GMs and players the ability to customize how wild spellcasting works in their 
  world, or to add flavor to a single character or region.  Although they add complexity to an already somewhat 
  complex system, and in some cases might unbalance the power of wild spellcasters, some gamers may enjoy 
  a slightly different style of game-play, which these rules help provide.
  A Strong Will 
  For those who do not like the simplicity of the normal method of just having a 5% chance for one’s spell to 
  mishap (a natural roll of 1 on a d20), this method can replace it so that avoiding mishaps requires a strong 
  
  22
  Wild Spellcraft — Chapter 2
  Wild Spellcraft in Your Game
  willpower.  Whenever casting a spell or using a spell from a wild magic item, a spellcaster must make a Will 
  saving throw to avoid a mishap.  The save DC depends on the level of the spell being cast.
  The DC is 5 + twice the spell’s level, thus DC 7 for 1st-level spells, DC 9 for 2nd-level, and so on.  On 
  a failure, the spell has no effect, as though it were disrupted in casting.  If the Will save is failed by 5 or 
  more, however, the spell mishaps, following all the normal rules for mishaps.  This method makes higher-
  level spells more likely to mishap because their energy is harder to shape. Also, this option lets experienced 
  wild spellcasters handle minor magic without risk.  
  A character cannot voluntarily fail this Will save, however, because she must devote her mind to casting 
  the spell from the beginning.  If she has no intention to cast the spell, its energies will not come.
  Fluctuating Caster Level
  Instead of (or perhaps in addition to) a spell mishaping when a wild spellcaster loses control of her magic, 
  instead her caster level changes briefly.  Whenever a spell mishaps, consult the following table and roll the 
  die appropriate to the character’s actual caster level.  Add the result of the die to the character’s caster level 
  for that one spell.  Roll caster level variation after declaring the spell, but before declaring its targets, area of 
  effect, etc.  Even if a character’s caster level becomes lower than what is normally required to cast the spell, 
  the spell still functions, albeit at reduced power.
  Table 2-1: Fluctuating Caster Level
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  For example, Anna, a 7th level cleric with the Wild Spellcaster Template, rolls on the level variation table 
  when one of her spells mishaps.  If she had cast a hold person spell, the spell’s range may change, for better 
  or worse.  Since the specifics of the spell are not declared until after the level variation roll is applied, she 
  may have to change her target, such as if the hold person won’t reach where her enemies are.
  Mid-Duration Mishaps
  If a spell that mishaps has a duration of instantaneous, the mishap occurs immediately.  If the spell has a 
  longer duration, however, it is possible that the spell functions normally for a few moments before it loses 
  shape and degenerates into a mishap.  Whenever a spell with a duration longer than instantaneous mishaps, 
  the mishap effect is delayed by a random amount of time.  The caster knows that her spell is failing, but she 
  does not know how long it might be before her spell mishaps (the length of delay is rolled by the GM), so she 
  might risk taking action while the spell is still in effect.
  To determine the length of time before the mishap occurs, the GM rolls 1d6-1 and 1d10, then multiplies 
  the result.  After that many rounds, the mishap occurs at the beginning of the caster’s action.  If the spell’s 
  normal duration is less than the number of rounds rolled, the mishap occurs during the last round of its 
  duration, on its caster’s turn.
  For example, Anna, a wild cleric, casts wind walk, but it mishaps.  She senses that something is amiss, but 
  she needs to reach a high tier of a tower quickly, so she takes a risk and windwalks toward her destination. 
  She reaches it safely, but then a few moments later she feels the spell energies fall apart, and the mishap 
  strikes.  If she had been less lucky, she could have suffered both a mishap, and a nasty fall.
  When this rule is applied to touch spells, consider whether the effect after the touch is instantaneous (such 
  as with harm).  If so, the mishap occurs at casting.  If the effect of the touch has a duration (such as with 
  stoneskin), then the mishap occurs a few rounds after casting.
  More Common Mishaps
  The basic rules assume that mishaps are somewhat common occurrences, but not great enough a risk as to 
  make wild spellcasting worthless.  If, however, you want to make wild spellcasting particularly dangerous, 
  or if you want to make a particular spellcasting class unreliable, simply increase the range of die rolls that 
  cause mishaps.  Normally a mishap only occurs on a 1 on an unmodified d20, but if spells mishap on a roll 
  of 1 through 5, using magic becomes much more dangerous.
  
  23
  Wild Spellcraft in Your Game
  Wild Spellcraft — Chapter 2
  Never-Predictable Magic
  Since chaotic magic is inherently random, it is not possible for it to be anything but unpredictable.  For this 
  reason, any ability that would cause the random components of a wild spellcaster’s spells to not be random 
  has no effect.  For instance, a wild spellcaster would gain no benefit from the Maximize Spell feat.
  School of Wild Spells
  At the GM’s option, wild spells can be considered the equivalent of a school of magic for the purposes of 
  feats like Spell Focus.  It is not considered a school of magic, however, for specialist wizards, because wild 
  spells can exist in many different schools. 
  Simple Mishaps
  If you want things to be simple, a mishap can just cause the spell to fail.  Sure, it’s boring, but you bought 
  the book, so you can use the rules in it or not as you choose.
  Mishaps on Supernatural Abilities
  Mishaps can also affect any non-permanent supernatural abilities the character or creature has.  Whenever 
  the wild spellcaster activates a supernatural ability, roll to see if it mishaps just as if it were a spell.  Nor-
  mally you will have to use the Basic Mishap Table instead of the Exotic & Bizarre Mishap Table, because 
  supernatural abilities do not have levels like spells.  The GM may adjudicate the level of any supernatural 
  ability, however, if you want to use exotic mishaps.
  This only applies to activated abilities, not to permanent supernatural abilities like a Displacer Beast’s dis-
  placement.
  Wilder Wild Mishaps
  Those gamers who wish to add just a little more randomness to mishaps can use this option in conjunction 
  with the Exotic & Bizarre Mishaps option.  Whenever a mishap occurs, the mishap might be more or less 
  ‘wild’ than is usual for a spell of that level.  Roll an unmodified d20.  If the result is anything other than 1 
  or 20, the mishap is determined normally.
  On a natural 1, the spell is treated as being one level lower only for the purposes of determining which 
  mishap table it uses.  Roll again, lowering the effective spell level again whenever a natural 1 is rolled, but 
  treating any other result as no further change.  On a natural 20, the spell is treated as being one level higher 
  only for the purposes of determining which mishap table it uses.  Roll again, raising the effective spell level 
  again whenever a natural 20 is rolled, but treating any other result as no further change.  A spell’s effective 
  level cannot go above 9 or below 0, and this effective level applies only to determining mishaps, not for 
  determining whether a spell would be stopped by a minor globe of invulnerability, for instance.
  As an example, if a teleport without error (a 7th level spell) mishapped, and the natural roll was a 20, the 
  spell would be considered an 8th level spell and would use the Wild Mishap table instead of the Major Mishap 
  table.  Similarly, if a string of four natural 1s were rolled, the spell would be considered a 3rd level spell and 
  would use the Minor Mishap table.
  Sample Magical World Overview
  This section briefly details a sample way to utilize the concepts presented in this chapter to create a setting 
  that uses wild sorcery in different roles.  This setting also shows how wild sorcery can alter the balance of 
  power if it only affects one type of spellcaster.
  The Andaut Plains
  The Kingdom of Gaudis sprawls across the temperate Andaut plains, bordered to the south and west by the 
  ocean and to the north and east by low mountain ranges.  Gaudis is primarily a human kingdom, but a large 
  forest on its northern border is home to a small population of Elvish pilgrims.  The mountains to the east 
  are home to various small Dwarvish clans, and the hill lands north beyond the Elvish forest are settled by 
  scattered Gnomish villages.
  
  24
  Wild Spellcraft — Chapter 2
  Wild Spellcraft in Your Game
  Human Magic
  The humans of Gaudis reject arcane magic, normally only accepting magic that comes from the Divine. 
  Priests are trained from puberty to try to tap into the Divine’s power, but few succeed.  Those that do are 
  praised joyfully by the citizens of Gaudis, who see such magic as a sign of the favor of the Divine.  Divine 
  magic is steady and reliable, and the king of Gaudis wants his land to be peaceful.
  Arcane magic was rejected hundreds of years ago, when Elves first migrated to the Andaut Plain.  It was 
  well known that any human wizard who touched an Elf, or any other of the Fey races, would be tainted so 
  that his magic would fail.  Divine magic was immune to the Fey taint, and so it slowly replaced arcane magic 
  as the primary source of magic in Gaudis.  Additionally, in recent decades, arcane magic has been linked with 
  worshippers of the Profane, which is opposed to the Divine.  Any human demonstrating arcane magic, or any 
  of the unpredictability common to the wizards of old, is usually held in suspicion.
  A few small covens of arcane spellcasters remain in Gaudis, taking great care to avoid contact with the Fey 
  races.  They have discovered that even with contact, a strong enough force of will can cleanse the taint.  A 
  few Divine spellcasters even has discovered how to cleanse the taint from arcane magic-users, but they are 
  currently too afraid to share that knowledge.
  Elvish Magic
  The Elvish pilgrims who settled on the Andaut Plain only have access to druidic magic.  They belief they are 
  descended from the Fey races like nymphs, dryads, and pixies, and that like those beings, they are inherently 
  magical.  Their bodies are charged with earthly energy, and a touch from them leaves a trace of that energy 
  on a person.  Since arcane spellcasters channel their magic through their own bodies, this trace of foreign 
  magic disrupts their casting.  Divine spellcasters draw upon forces from without their body, and thus suffer 
  no drawbacks after touching an Elf or being affected by Elvish magic.
  The Elvish pilgrims can cast some limited arcane spells—only illusion and enchantment spells, like their Fey 
  relatives.  Any other arcane magic is tainted in the same way a human’s arcane magic is tainted, but since 
  an Elf’s own aura is constantly at odds with the arcane forces, the risks for Elves wielding arcane magic are 
  far greater.
  Half-Elves typically have the worst of both worlds, suffering wildly mishaping arcane spells without having 
  access even to illusions or enchantments.
  Dwarvish Magic
  Despite being a non-traditional pursuit for Dwarves, spellcraft both divine and arcane is easily within their 
  grasp.  They have their own connection to the magic of the earth, similar to that of the Elves, but they do not 
  easily disrupt humans, nor are they easily disrupted by Elves.  Prolonged or intense contact can overcome a 
  Dwarvish spellcaster’s defenses, but such exposure is rare.
  Dwarves have moderate experience with wild sorcery.  Whenever a Dwarvish tunnel intersects with a subter-
  ranean ley line, the local caves are infused with wild spell energy that disrupts arcane and divine spellcast-
  ers alike.  Though Dwarves do not locate such veins often, it could explain their dim view of the power of 
  magic.
  Gnomish Magic
  Like the Elves, Gnomes are distantly related to the Fey races, and thus have their own natural magic.  Their 
  very nature is somewhat chaotic, so they are more resistant to wild sorcery than other races, but all of them 
  occasionally mishap, even when using their innate abilities.  Most Gnomes do not understand the reason for 
  these spell failures, and never delve deep enough into the magical arts for it to become a hassle or threat.
  It has become a traditional coming of age ritual for Gnomish youths to free themselves from the fickleness 
  of youth by communing with the spirit of magic and asking its favor.  By smoking a powerful herb, they can 
  speak directly with the spirits of the world.  Unless the spirits have plans for the Gnome to pursue the study 
  of magic, they usually agree to make the Gnome’s magic safer, at the expense of him or her being able to 
  learn any more powerful magic.  A Gnome who undergoes this ritual and later desires to learn magic must 
  undergo the ritual again to reawaken the magic within him.
  
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  Wild Spellcraft in Your Game
  Wild Spellcraft — Chapter 2
  Rules Effects
  The following changes are made to characters from the Andaut Plains region.
  Humans
  Any human arcane spellcaster who comes into physical contact with an Elf, Gnome, or Fey is tainted with 
  natural magical energy.  The next spell that he casts automatically mishaps.  However, a tainted spellcaster 
  can attempt a Spellcraft check (DC 5 + twice the spell’s level) to cast a spell safely, bypassing the taint.  Cast-
  ing safely in this manner increases the spell’s casting time just as it would for a sorcerer using a metamagic 
  feat on a spell.
  Even if the spell is cast safely, the taint remains until one of the arcane caster’s spells mishaps.  When the 
  spell mishaps, it clears away the taint.
  It is not well known, but a lesser restoration spell can clear away the taint just as it could clear away ability 
  damage, without causing a mishap.  Similarly, a detect magic sees Fey taint as it would see the aura of an 
  orison, which typically fades quickly.
  Elves
  All Elves automatically have the Wild Spellcaster Template, which applies only to their arcane spellcasting 
  classes.  For all of their spells, they must succeed a Spellcraft check (DC 5 + twice the spell’s level), or else 
  the spell mishaps.  The exceptions to this are spells from the schools of Illusion or Enchantment, which they 
  can cast normally without drawbacks.  
  Most Elves generally disapprove of human faiths, and so pay the Divine no heed.  A few devout Elves could 
  become clerics of the Divine, but most Elvish spellcasters are druids or bards.
  Half-Elves suffer the same chance for their arcane spells to fail as full Elves, but do not have the benefit 
  of being able to cast Illusions or Enchantment safely.  To balance this, half-Elves have a passive detect 
  magic ability similar to an Elf’s ability to detect hidden doors.  Whenever a half-Elf passes within 5 feet of 
  an arcane magical item or arcane magical effect, he automatically 
  senses it, but cannot tell its power level.  This sensation typi-
  cally manifests as a mild itching, like an allergic reac-
  tion.
  Dwarves
  Dwarvish arcane spellcasters do have a slight 
  sensitivity to Fey taint, but are not considered 
  tainted unless they remain in constant physical 
  contact with an Elf, Gnome, or Fey for more than 
  a minute.  When thus tainted, a Dwarvish arcane 
  spellcaster must succeed a Spellcraft check (DC 
  5 + twice the spell’s level), or else the spell mis-
  haps.
  Gnomes
  Most Gnomes are assumed to have undergone 
  the ritual, and thus are the same as standard 
  Gnomes.  Some, however, do not complete the 
  ritual of maturity.  These individuals all have 
  the Wild Spellcaster Template, which, unlike 
  Elves, applies to only to Divine spellcasting 
  classes.  A Gnome attempting to cast Divine 
  magic must succeed a Spellcraft check (DC 5 + 
  twice the spell’s level), or else the spell mishaps. 
  All Gnomes, however, have a +2 racial bonus 
  to all saving throws against wild spell effects 
  and mishaps.
  
  26
  Wild Spellcraft — Chapter 2
  Wild Spellcraft in Your Game
  Magical Vignettes
  The following are a handful of other possible worlds that utilize wild spellcraft.
  Pacifist Gaea
  The druidic magic of the world is sentient and highly protective of the natural order.  Any spellcaster who 
  uses magic to harm an unintelligent creature is cursed with a special Wild Spellcaster Template that brings 
  down special druidic effects when it mishaps.  The magic of the world infuses its own energy into the cursed 
  individual’s magic, altering their spells’ effects.  These effects can range from swarms of insects or rodents, 
  to animals shunning the spellcaster, even to turning the magic-user himself into an unintelligent beast.  The 
  mishaps are normally not deadly, but meant to frighten the spellcaster into following the right path.
  The World’s End
  The world is dying and decaying, its life being sapped by some ancient power.  Entropy reigns, and few 
  people live even to middle age.  Spellcasters have learned to reserve their power, because entropy causes 
  their magic to fail, collapsing into chaos like a brick building shattering from a weak support.  Most spellcast-
  ers know only a handful of spells at a time, but are constantly trying to research new ones.  Some of the 
  oldest and most used spells have manifested as free-roaming elementals that wander the landscape, searing 
  whatever they touch with raw magic.
  All spellcasters have the wild spellcaster template.  Whenever a spell surges, increase the surge range for 
  that spell by 1 for all future castings.  Thus, after 19 surges, a given spell will forever be useless to that 
  character.  Other characters can still use that spell, at least until surges ruin it for them as well.
  Is it Not Nifty?
  Magic is tied to pleasure, so even the most destructive dweomer will only work if it makes someone laugh. 
  If the spell the caster intends to use won’t be funny, the spell fails, and something that would be funny hap-
  pens instead.  Perform is a class skill for all magic-using classes.  In order to cast a spell, a spellcaster must 
  succeed a Perform check (DC 5 + twice the spell’s level) in order to find a way to make the spell seem funny. 
  If the check fails, the spell mishaps, with humorous effect.
  The Paths of Magic
  No spellcaster begins by actually knowing any spells.  Every time she wants to cast a spell, she rolls on the 
  exotic & bizarre mishap tables of the appropriate level, rerolling any ‘Spell’ mishaps.  If she likes a particular 
  mishap result, she can attempt to add it to her spell list.  With the GM’s approval, she makes a Spellcraft 
  check (DC 15 + the spell’s level) to learn it.  If she fails, she cannot try to learn that same mishap until she 
  adds at least one more rank to her Spellcraft skill.
  Clerics and druids can learn as many spells as the GM will let them with this system.  Wizards must pay 
  money to write their spells into a spellbook as usual.  Bards and sorcerers are still limited to a maximum 
  number of spells known.  Since it is up to the GM as to how to design the mishap tables, he can direct the 
  type of spells characters have access to.  Typically, no two paths will be alike.
  
   Masters of
       Wild Spellcraft
  27
  To be subject to the unpredictability of wild spellcraft is interesting enough as a character detail, but many 
  wild spellcasters will want to master the forces of chaotic magic.  This chapter details rules that give wild 
  spellcasters more options to control wild sorcery, and provides three sample NPC wild spellcasters as exam-
  ples, or for the game master to make use of.
  Feats
  Chaotic Disruption
  You can cause the spells of others to mishap.
  Prerequisite:  Wild Spellcaster Template, Spellcraft ranks 5+
  Benefit:  Whenever you successfully counter a spell, you may choose to have the spell mishap instead of 
  failing as normal.  Add the caster’s Will saving throw bonus to the mishap roll as normal, but also subtract 
  your own Will saving throw bonus, making the mishap more likely to be baneful.
  Enwild Spell [Metamagic]
  You can cause your spells to mishap intentionally.
  Prerequisite:  Wild Spellcaster Template, Spellcraft ranks 5+
  Benefit:  A spell altered with Enwild Spell automatically mishaps.  Since you know that the spell will 
  mishap and can prepare to control the wild spell energy, you gain a +10 insight bonus to the roll on the 
  mishap table.  Modifying a spell with Enwild Spell does not increase the spell’s level.
  Reckless Spell [Metamagic]
  By releasing more magical energy than normal, you can try to reshape a lesser spell into a greater one.
  Prerequisite:  Wild Spellcaster Template, Spellcraft ranks 5+, any one other metamagic feat.
  Benefit:  When you cast a spell modified by Reckless Spell, choose any spell you know or have access to 
  that is no more than one level higher than that of the Reckless Spell.  Make a Spellcraft check (DC 15 + twice 
  the emulated spell’s level).  If you succeed, you cast the spell you chose, taking 1 point of damage per level of 
  the emulated spell because of the overflow of wild spell energy.  If you fail the Spellcraft check, you take 1d4 
  points of damage per spell level, and the original spell mishaps.  There is a -20 penalty to this mishap.
  For example, Anna could try to use a Reckless Spell cure serious wounds to try to cast a cure critical 
  wounds.  If she succeeds a Spellcraft check (DC 23), she can cast the cure critical wounds, but takes 4 points 
  of damage in the process.  If she fails, she takes 4d4 points of damage, and the cure serious wounds mishaps, 
  with a -20 penalty to the mishap roll.
  Modifying a spell with Reckless Spell does not increase the spell’s level.
  Suppress Mishap
  You can keep your spells from mishaping.
  Prerequisite:  Wild Spellcaster Template, Spellcraft ranks 5+
  Benefit:  Whenever one of your spells mishaps, in addition to the normal saving throw granted by the 
  mishap, if you succeed a Will save (DC 15 + the level of the spell that instigated the mishap), you can prevent 
  the mishap from occurring.  If you suppress the mishap in his way, you take 1 point of damage per level of 
  the spell that instigated the mishap.  You can choose to automatically fail the Will save.
  
  28
  Wild Spellcraft — Chapter 3
  Masters of Wild Spellcraft 
  Prestige Classes
  The following prestige classes are specialized, optional classes for those spellcasters wishing to not simply 
  endure the whims of wild sorcery, but to control it and use it to its fullest possibilities.  The first of these two, 
  the Pandaemonicist, revels in chaos, trusting to the twists of fate and probability that random magic can be 
  just as effective as directed power.  The second, the Sculptor of Chaos, treats wild spells as a medium for art. 
  Like master artisans, they resculpt their fluid, chaotic spells into more useful or desirable forms.
  As with all prestige classes, characters cannot begin as one of these classes, but must instead meet entry 
  requirements that reflect the proper study and mindset required to wield wild spellcraft.
  Pandaemonicist
  Some magic-users in the world cannot fully control their spells, and must live with the fact that their 
  magic is wild and unpredictable.  Many of these spellcasters go to great lengths to learn how to control wild 
  spellcraft.  Pandaemoncists would call such efforts a waste of time.
  Some normal folks have experienced the chaos of wild sorcery, ranging from a simple mishap like the grass 
  in one area growing too quickly, to horrendous disasters like men being turned into women or everyone in a 
  town suddenly having their hair turn orange.  Many common people rightfully worry that some day a magic-
  user without proper control of his abilities might throw their lives into pandaemonium.  Pandaemonicists 
  would call that a good idea.
  Pandaemonicists are spellcasters who use wild spellcraft to create random, chaotic effects, usually simply 
  for their own entertainment.  The Pandaemonicist’s abilities, while highly chaotic and unpredictable, can 
  be bent toward goals (both constructive and destructive) that could be useful to adventurers.  If one thing 
  defines any Pandaemonicist, it is his willingness to take risks.
  After all, what fun is life without a little risk?
  
  29
  Masters of Wild Spellcraft 
  Wild Spellcraft — Chapter 3
  Chaos and Pandaemonium
  Consider that a spell is a sculpture.  You can sculpt out of stone, and your spell is always the same no 
  matter who sees it, or when.  Wild spellcasters sculpt out of clay which is more malleable and easier to shape, 
  but more likely to fall apart before it is finished.  Some wild spellcasters turn this fluidity into an advantage 
  (see the Sculptor of Chaos, below), but most Pandaemonicists don’t have the patience to learn how to control 
  chaos.
  Pandaemonicists don’t so much sculpt as take a hammer to the stone or clay and try to smash it until it 
  resembles what they want.  It’s faster, easier, liable to offend lots of people with the unorthodox end result, 
  and afterward leaves a mess to clean up, but a Pandaemonicist is an artist of chaos in his own loose way, and 
  he has the artistic freedom to sculpt that way if he wants.  He just has to live with the dangers.
  Hit Die:  d4.
  Requirements
  Skills: Spellcraft 5 ranks.
  Spellcasting:  Ability to cast at least 4 wild spells, at least one of which must be 3rd level or higher.
  Other:  Must have been exposed to a mishap that had a permanent effect on his body or mind, which he 
  must not have willingly removed or dispelled.  It is a mark of the Pandaemonicist’s willingness to meddle 
  with chaos that he’ll seldom try to undo even the harmful effects of mishaps.  If someone other than him 
  dispels the mishap’s effect, he is still eligible for entry into this class.
  Class Skills
  The Pandaemonicist’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), 
  Craft (Int), Knowledge (arcana) (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int).  See 
  Chapter 4: Skills in the Player’s Handbook for skill descriptions.
  Skill Points at Each Level:  2 + Int modifier.
  Class Features
  All of the following are class features of the Pandaemonicist prestige class.
  Weapon and Armor Proficiency:  A Pandaemonicist gains no additional proficiency in any weapon or 
  armor.
  Spells Per Day:  For the purposes of determining spells per day, caster level, and (for spontaneous spellcast-
  ers) spells known, whenever a level as Pandaemonicist grants the ability “+1 level of existing class,” the 
  character adds 1 effective level to one of his previous spellcasting classes.  
  Wild Spellcasting:  Upon taking his first level of the Pandaemonicist, a spellcaster automatically gains the 
  Wild Spellcaster Template if he does not already have it.
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  Table 3-1: Pandaemonicist
  
  30
  Wild Spellcraft — Chapter 3
  Masters of Wild Spellcraft 
  Risky Magic:  Pandaemonicists are all wild spellcasters, but to access their abilities they must overflow 
  their magic with chaos, causing their spells to mishap more often than usual.  
  Whenever a Pandaemonicist casts a spell (even one he knew from a previous class), using the following 
  table to determine in what range on a d20 roll the spell will mishap.  Instead of simply mishaping on a 1, the 
  probability of a spell mishaping depends on its level.
  If the Pandaemonicist also has levels of the Sculptor of Chaos prestige class, the Fluid Magic and Risky 
  Magic effects stack.  Increase the DC for a spell by the modifier below (so a 5th level spell, normally DC 15 
  for a Sculptor of Chaos, would be DC 18).
  See the Wild Spellcaster Template for details on mishaps.
  Table 3-2: Risky Magic
    Spell Level Mishap Range
    
  0-1 +1
    
  2-3 +2
    
  4-5 +3
    
  6-7 +4
    
  8-9 +5
  Pandaemonium at My Fingertips (Su):  A Pandaemonicist can choose to cause any spell he casts to 
  mishap.  This is a free action that he may take each time he casts a spell.  The spell mishaps just as if he had 
  cast it normally, so he must fulfill whatever parameters the spell normally requires.  Thus, he cannot simply 
  cause a mishap, but must have a spell to base it around.  Nor can he simply cause a mishap from a Charm 
  Person, but must choose a target for the spell.  Even if the Pandaemonicist prepares his spells, intentionally 
  causing a spell to mishap extends its casting time the same way a metamagic feat extends the casting time 
  for a sorcerer’s spells.
  Raise the Stakes:  This ability only applies if using the Exotic & Bizarre Mishaps optional rule.
  The Pandaemonicist can make his mishaps more dangerous if he so chooses.  There are three levels of this 
  ability, and once the Pandaemonicist has access to a level of this ability, he can choose to use any level 
  or to turn the ability off entirely.  Changing the level or turning off the ability is a free action that can be 
  performed once per round.
  Level I:  Roll all minor mishaps on the major mishap table.
  Level II:  As Level I, plus roll all major mishaps on the wild mishap table.
  Level III:  Roll all mishaps on the wild mishap table.
  This ability does not affect mishaps the caster causes intentionally through the Pandaemonium at My Fin-
  gertips ability.  Those mishaps function normally.
  Cleaning up the Mess (Sp):  Beginning at 2nd level, a Pandaemonicist gains the ability to undo the effects 
  of mishaps that have long-lasting effects.  Once per class level per day, as a full-round action he may attempt 
  to dispel the effects of a mishap that has a lasting effect within 30 feet.  He must make an opposed caster 
  level check against the caster level of whosever spell caused the mishap.  If successful, the mishap is negated 
  just as if a successful greater dispelling had been cast.
  Tone Notes - Risky Magic
  The source of a Pandaemonicist’s power depends on the explanation and tone for wild sorcery in your 
  game.  Whatever is the source of chaos, the Pandaemonicist consorts with it, revels in it, or cows it to act 
  when he calls for it.  
  Though a Pandaemonicist does not seem at face value to be appropriate to most serious games, they can 
  play the role of a cleric of chaos masterfully, not caring the consequences of their actions as long as their 
  decadent desires are fulfilled.  The ability of Pandaemonicists to disrupt the magic of other spellcasters can 
  be very frightening in a horror game if mishaps are made appropriately disturbing.
  Finally, the comical possibilities of this class are obvious, if you desire a light-hearted game.  The party 
  might, for instance, encounter a panda bear Pandaemonicist.  The panda Pandae’s current form could be 
  the result of an unfortunate mishap, or simply a fashion statement.
  The GM should make sure, however, to bear in mind how most other characters would react to the fla-
  grant spellcasting of a Pandaemonicist.  The gods of order and spellcraft, or magic itself if it is sentient, 
  might consider the Pandae’ a threat to the security of all magic, one that needs to be exterminated.
  
  31
  Masters of Wild Spellcraft 
  Wild Spellcraft — Chapter 3
  Resist Wild Sorcery:  At 3rd level, a Pandaemonicist gains a +2 bonus to saving throws to resist wild 
  spells.  This bonus also applies to resist mishaps.
  Recalculate Chaos (Su):  At 4th level, the Pandaemonicist has gained enough mastery in wild spellcraft 
  that he is able to reject mishaps he dislikes and force the chaos to take a new shape.  Whenever one of his own 
  spells mishaps, he may choose to reroll the result of the mishap, subtracting 20 from the second roll.  He must 
  keep the second result of the mishap roll if he chooses to use this ability, and can only use this ability once 
  per spell cast.  He cannot use this ability with mishaps he causes intentionally through the Pandaemonium 
  at My Fingertips ability.
  Chaotic Disruption:  At 6th level, the Pandaemonicist gains the ability to cause spells from other casters 
  to mishap.  Whenever he successfully counters a spell, he may choose to have the spell mishap instead of 
  failing as normal.  Add the caster’s Will saving throw bonus to the mishap roll as normal, but also subtract 
  the Pandaemonicist’s Will saving throw bonus, making the mishap more likely to be baneful.
  Pandora’s Blessing (Sp):  Starting at 7th level, once per day the Pandaemonicist can bestow the Wild 
  Spellcaster Template upon another magic-user.  As a standard action, the Pandaemonicist chooses any crea-
  ture within 30 feet, and that creature must save (Will DC 10 + 1⁄2 Pandaemonicist levels + Pandaemonicist’s 
  Charisma bonus) or gain the effects of the Wild Spellcaster Template for one day.
  Delude Divination (Sp):  Beginning at 8th level, the Pandaemonicist is warded by a permanent delude 
  divination spell.
  Immune to Transformation (Ex):  A Pandaemonicist of 9th level or higher cannot be affected by any 
  magic that alters or fixes his physical form.  Effects such as polymorph or petrification force the Pandaemo-
  nicist into that form for a moment, but he immediately returns to his normal form as a free action.  The 
  Pandaemonicist may choose to turn this ability on or off as a free action, up to once per round.
  Infinite Improbability (Su):  Beginning at 10th level, the forces of chaos surrounding the Pandaemoni-
  cist constantly infuse his body with randomness, tending to create improbable results around him.  It is an 
  advanced theory of chaos that nothing is impossible, simply infinitely improbable.  Thus, this improbability 
  surrounding the Pandaemonicist grants him the ability to achieve things otherwise . . . nearly infinitely 
  improbable.
  The Pandaemonicist can utilize this ability once per day.  Whenever the Pandaemonicist attempts something 
  (such as a skill check or saving throw), if after all bonuses are applied he could not succeed even on a 
  natural 20, he can use this ability to gain a +20 improbability bonus to his roll.  Whenever something the 
  Pandaemonicist does requires another creature or object to make a saving throw, if the creature or object can 
  succeed the Difficulty Class by rolling a natural 1, the Pandaemonicist can use this ability to grant a -20 
  improbability penalty to the roll.
  For example, if Meece, a Sorcerer 7/Pandaemonicist 10, attempts to escape from steel manacles and a chain 
  wrapped around his entire body (Escape Artist DC 35).  Meece’s untrained Escape Artist check is only +1, 
  so since he could not even succeed on a natural 20 (he needs to roll a natural 34), he can use the Infinite 
  Improbability to give himself a +20 improbability bonus.  Despite being firmly bound by heavy chains, Meece 
  shrugs a couple times, then wriggles out of his bonds, his hands slipping easily out of the tight manacles.
  Personal Pandaemonium: (And yes, the name is self-contradictory) By 11th level, chaos has become so 
  intrinsic to the Pandaemonicist that a field of wild sorcery protects him, encompassing his body.  He may 
  raise or lower this field as a standard action.  While the field is up, he has spell resistance equal to 10 + 
  his caster level.  However, if spell resistance blocks the spell, instead of being canceled, the spell instead 
  mishaps.  Even if the spell affects others beside the Pandaemonicist, as long at it could be canceled by his 
  spell resistance, the entire spell effect can mishap because of this ability.  If a spell only indirectly affects the 
  Pandaemonicist (such as by a summoned monster, or an earthquake causing him to fall into a chasm), this 
  ability does not affect it.  This ability affects even the Pandaemonicist’s own spells unless he turns off the 
  field.
  If the Pandaemonicist already has spell resistance from some other source, use whichever amount of spell 
  resistance is greater.  Regardless of which amount is higher, his spell resistance always causes a mishap if it 
  blocks a spell. 
  
  32
  Wild Spellcraft — Chapter 3
  Masters of Wild Spellcraft 
  Sculptor of Chaos
  Consider that a spell is a sculpture.  You can sculpt 
  out of stone, and your spell is always the same no 
  matter who sees it, or when.  Innately, however, wild 
  spellcasters sculpt in clay.  For many naturally wild 
  spellcasters, this is a hindrance, because wet clay 
  does not always hold its form under stress.  A Sculp-
  tor of Chaos, however, always keeps her sculpture as 
  malleable as possible.  It lets her reshape the sculp-
  ture slightly whenever she needs to, but she runs an 
  even greater risk than usual of her sculpture falling 
  apart.  Then she has to clean up the mess.
  Sculptors of Chaos seek to understand the intrica-
  cies of wild spellcraft and desire control over these 
  chaotic forces.  Some Sculptors of Chaos are natu-
  rally wild spellcasters who wish to take advantage 
  of the chaos inherent in their magic.  Other chaos 
  sculptors come from the ranks of normal magic-
  users, but have come to see the potential in the fluid 
  powers of wild spellcraft.  Unlike other wild spell-
  casters who simply must endure the chaos of their 
  spells, Sculptors of Chaos understand that chaos can 
  be controlled, that wild sorcery can be adapted far 
  more easily than can be traditional forms of magic. 
  Unfortunately, it takes intense willpower and con-
  centration to harness the boundless forces of chaos, 
  and thus many weak-willed Sculptors of Chaos lose 
  control of their magic and are consumed by it.  A 
  master of the art of wild spellcraft, however, can 
  sculpt spells into shapes they were never intended to 
  hold.
  Most Sculptors of Chaos are wizards or sorcerers interested in exploring the possibilities of wild spellcraft. 
  Some deities have a vested interest in the spread or control of chaos, and encourage their priests to gain 
  mastery in the magic of chaos.  Many bards enjoy the flamboyant nature of wild spell effects, while some 
  dabblers in the arcane arts simply desire a defense against chaotic magic.  The most common type of chaos 
  sculptor, however, are those naturally wild spellcasters who seek new uses of their own chaotic magic, and 
  seek to control the ungraspable.
  Hit Die:  d4.
  Requirements
  Feat:  Any metamagic feat.
  Skills: Spellcraft  8 ranks, Concentration 8 ranks, Craft (any two) 2 ranks each.
  Spellcasting:  Ability to cast at least 4 wild spells, at least one of which must be 3rd level or higher.
  Other:  Must succeed a saving throw to resist the effects of a mishap.
  Class Skills
  The Sculptor of Chaos’s class skills (and the key ability for each skill) are Alchemy (Int), Concentration 
  (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int). 
  See Chapter 4: Skills in the Player’s Handbook for skill descriptions.
  Skill Points at Each Level:  2 + Int modifier.
  Class Features
  All of the following are class features of the Sculptor of Chaos prestige class.
  Weapon and Armor Proficiency:  A Sculptor of Chaos gains no additional proficiency in any weapon or 
  armor.
  
  33
  Masters of Wild Spellcraft 
  Wild Spellcraft — Chapter 3
  Spells Per Day:  For the purposes of determining spells per day, caster level, and (for spontaneous spellcast-
  ers) spells known, whenever a level as Sculptor of Chaos grants the ability “+1 level of existing class,” the 
  character adds 1 effective level to one of her previous spellcasting classes.
  Wild Spellcasting:  Upon taking her first level of the Sculptor of Chaos, a spellcaster automatically gains 
  the Wild Spellcaster Template if she does not already have it.
  Fluid Magic:  Sculptors of Chaos always inject a little chaos into their magic, giving their magic a less 
  concrete form.  Since Sculptors of Chaos have the ability to reshape chaos, as they gain in skill they are able 
  to use this looser form of magic to alter their magic more than most casters can.  By making their spells 
  intentionally chaotic, however, they run the risk of their magic not working as they want.
  Whenever a Sculptor of Chaos casts a spell, even one she knew from a previous class, she must make a 
  Spellcraft check to shape and direct the wild sorcery as it sears through her body and tries to break free from 
  her control.  If she succeeds the check (DC 5 + twice the spell’s level), she successfully casts the spell.  
  If she fails the roll, she was unable to control the chaotic magic Sculptors of Chaos attempt to wield, and 
  the spell fails just as though it had been disrupted in casting.  If the Spellcraft check failed by 5 or more, 
  however, the spell mishaps, the Sculptors intentional meddling weakening its composition so that it falls 
  apart.  A natural roll of 1 also always mishaps.
  Several Sculptor of Chaos abilities-Spellbrushing, Substance Substitution, Shape Chaos, Reshape Spell, 
  Reality Twist, and Spellsculpting-allow the spellcaster to alter her spells by taking advantage of their chaotic 
  fluidity.  Doing so, however, increases the casting time the same as using a metamagic feat would increase 
  the casting time for a sorcerer, even if the Sculptor of Chaos prepares her spells.  Since the Sculptor of Chaos 
  is altering the spell on the fly, even if she normally prepares her spells in advance, any alteration with the 
  Fluid Magic ability takes extra time, as described in Chapter 5: Feats of the Player’s Handbook.
  Using the spell-altering abilities derived from Fluid Magic incurs penalties to the Spellcraft check required 
  to cast the spell.  The specific penalties vary from ability to ability.  Multiple abilities can be applied to one 
  spell, such as to make a reshaped, spellbrushed, substance substituted spell.
  If the Sculptor of Chaos also has levels of the Pandaemonicist prestige class, the Fluid Magic and Risky 
  Magic effects stack.  Increase the DC to cast a spell with Fluid Magic by the modifier on the Risky Magic table 
  (so a 5th level spell, normally DC 15 for a Sculptor of Chaos, would be DC 18).
  Fluid Magic, and all Sculptor of Chaos abilities derived from it, only affect the character’s own spellcasting, 
  not the usage of any magical items she may activate.
  Safe Casting:  A Sculptor of Chaos has a basic enough mastery in controlling wild spells that she is able 
  to use minor spells and cantrips without risking a mishap.  When casting a 0th level spell, she can choose 
  to cast it safely.  She does not have to make a Spellcraft check to cast it, and effectively does not have the 
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  34
  Wild Spellcraft — Chapter 3
  Masters of Wild Spellcraft 
  Wild Spellcaster Template for the purposes of casting this one spell, so it cannot mishap.  When casting a 
  spell safely, however, the Sculptor of Chaos cannot use any class-derived abilities from this class to affect 
  that spell (e.g., no Spellbrushing or Spellsculpting).  Even if the Sculptor of Chaos prepares her spells, casting 
  a spell safely extends its casting time the same way a metamagic feat extends the casting time for a sorcerer’s 
  spells.
  Spellbrushing (Su):  Since a Sculptor of Chaos’s spells are always somewhat chaotic, she can use her 
  control of chaos to modify a few aspects of a spell whenever she casts it, like a painter putting a few differ-
  ent brushstrokes onto her work to change it slightly.  Whenever casting a spell, the Sculptor of Chaos may 
  attempt to alter its cosmetic appearance in modest ways, such as fly spells that create phantom wings, or 
  giggling fireballs, or a ray of enfeeblement that looks and sounds like a small lightning bolt.  Each time the 
  Sculptor of Chaos prepares (or spontaneously casts) the spell, she can give it a different appearance, as whim 
  or need strikes.  
  This ability in no way alters the spells composition or area of effect, and any sensory details must approxi-
  mately conform to the area typical for the spell.  For instance, a meteor swarm ‘brushed to look like thousands 
  of tiny snowballs still deals fire damage in a huge area of effect, and a spellbrushed burning hands must 
  have the same approximate shape as the normal 10 foot fan.  You cannot, for example, cast a burning hands 
  spell with no visual elements, nor cast it to look like a giant fireball.  The GM may disallow changes that he 
  considers excessive.
  At 1st level the Sculptor of Chaos can alter one sensory attribute (visual, auditory, olfactory/taste, or tactile). 
  At 3rd level she can alter two attributes; three at 5th level; four at 7th level.  At this level, the Sculptor 
  of Chaos can make any spell look drastically different-a talent sure to confound her potential rivals.  Any 
  attempt to use Spellcraft to correctly identify the spell after it has been cast receives a -2 penalty for each 
  attribute altered (up to a maximum of -8).
  Spellbrushing incurs no penalty to the Spellcraft check from Fluid Magic.
  Resist Wild Sorcery:  At 2nd level, a Sculptor of Chaos gains a +2 bonus to saving throws to resist wild 
  spells.  This bonus also applies to resist mishaps.
  Substance Substitution (Su):  Like an artist attempting to correct one part of a larger piece of art, a 
  Sculptor of Chaos can attempt to drastically alter an existing spell’s composition while maintaining the same 
  basic effect.  Whenever a Sculptor of Chaos casts a damage-dealing spell with the [acid], [cold], [electricity], 
  [fire], [force], or [sonic] descriptor, she may use her Fluid Magic ability to attempt to alter the descriptor and 
  Tone Notes - Fluid Magic
  The Sculptor of Chaos is far more subtle than the Pandaemonicist, but she deals with the same chaotic 
  forces as her fellow wild spellcaster.  Sculptors can prove invaluable in winning over magic-users who 
  dislike wild spellcraft, because of how gently they deal with the powers of chaos.
  If wild sorcery stems from a conscious source, such as sentient magic or the gods, Sculptors are generally 
  on good terms with these entities because they do not abuse magic.  If, rather, wild sorcery is the random 
  result of a curse, or simply the way magic works, Sculptors are often respected for their ingenious method 
  of turning the drawbacks of wild spellcraft into benefits.
  A Sculptor of Chaos NPC is perhaps the easiest source through which to introduce wild spellcraft into a 
  serious-toned game.  In horror games, Sculptors take on the aspect of a mad scientist, tinkering with forces 
  mortals are not meant to control.  However, in comedy games, Sculptors can be the source of some of the 
  most original and inventive jokes and pranks, usually at the expense of other spellcasters.
  Table 3-5: Fluid Magic Alterations
   
   
  Fluid Magic Spell Alteration Spellcraft Penalty
    
  Spellbrushing 0
    Substance Substitution (elemental, half) -4
    Substance Substitution (elemental, full) -6
    
  Substance Substitution (force, half) -5
    
  Substance Substitution (force, full) -8
   
   
  Shape Chaos -6
   
   
  Reshape Spell (new form) -4
   
   
  Reshape Spell (safe area) -9
   
   
  Reality Twist Varies
   
   
  Spellsculpting -20
  Table 3-4: Fluid Magic
   Spell Level Fluid Magic Spellcraft DC
   
   
  0 5
   
   
  1 7
   
   
  2 9
   
   
  3 11
   
   
  4 13
   
   
  5 15
   
   
  6 17
   
   
  7 19
   
   
  8 21
   
   
  9 23
  
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  Masters of Wild Spellcraft 
  Wild Spellcraft — Chapter 3
  thus the composition of the spell.  By doing so, she can either attempt to completely alter the spell’s type of 
  damage, or to combine it so the damage is half one thing and half another.
  At 2nd level, the Sculptor of Chaos chooses two elemental types-acid, cold, electricity, fire, or sonic-which 
  she can attempt to convert her spells to.  If she tries to replace the original descriptor (such as to turn a 
  fireball into a lightningball), she incurs a -6 penalty to the Spellcraft check from Fluid Magic.  If she tries 
  to combine the original descriptor so half the damage is another element (creating, for example, a shocking 
  fireball, which would deal half fire damage and half electricity damage), it only incurs a -4 penalty.
  As the Sculptor of Chaos furthers her understanding of wild sorcery, she learns how to substitute different 
  elemental energies.  At 3rd level, she gains a third element that she can convert to, a fourth element at 4th 
  level, and all five elements at 5th level.
  Additionally, at 6th level, the Sculptor of Chaos can attempt to convert a spell’s substance to pure wild 
  energy, effectively giving it the [force] descriptor instead of its normal elemental descriptor.  If she tries to 
  replace the original descriptor, this incurs a -8 penalty to the Spellcraft check from Fluid Magic.  If she tries 
  to combine the original descriptor so half the damage is wild energy, it only incurs a -5 penalty.
  Shape Chaos (Su):  Sculptors of Chaos have a unique connection with randomness and causality, and so 
  at 4th level gain the ability to control the random elements in their spells.  Whenever a Sculptor of Chaos 
  casts a spell or uses a magical ability with a random effect (such as random action, or a chaos blast), she can 
  attempt to control the random aspects of the spell.  For example, she could choose for her random action 
  spell to cause any one of the possible effects instead of rolling it randomly.
  If the spell or magical ability has several random effects over its duration (such as a confusion spell), the 
  Sculptor of Chaos only controls the randomness for the first round after she casts the spell.  This ability 
  applies only to rolls to determine type of effect, not amount of targets affected, nor to any check, save, attack 
  roll, damage roll, or roll on the mishap tables.
  Shape Chaos incurs a -6 penalty to the Spellcraft check from Fluid Magic.  
  Reshape Spell (Su):  At 5th level, a Sculptor of Chaos gains the ability to attempt to use her Fluid Magic 
  ability to alter the area of effect of her spells.  By metaphorically recarving the shape of the spell, she can 
  change any area spell to one of the following shapes:  cylinder (10 foot radius, 30 feet high), 40-foot cone, or 
  a ball (20-foot-radius spread).  The reshaped spell works normally in all respects except for its shape.  Using 
  Reshape Spell in this way incurs a -4 penalty to the Spellcraft check from Fluid Magic.
  Alternately, the Sculptor of Chaos can attempt to create safe areas in the spell, with a minimum dimension 
  of 5 feet.  The spell has no effect in those areas.  This usage of Reshape Spell incurs a -9 penalty to the 
  Spellcraft check from Fluid Magic.
  Improved Safe Casting:  As the first level Safe Casting ability, except that the Sculptor of Chaos can 
  choose to safely cast any spell that is less than her class level.  For example, Nadia, a Wizardress 6/Sculptor 
  of Chaos 6, can choose to safely cast any spell of 5th level or lower.
  Chaos Defense (Su):  Through her training and experience, a Sculptor of Chaos learns how to both create 
  and defeat random and chaotic magic.  By 8th level she has reached such an understanding that she can 
  defend herself against the more baneful effects of such magic.  Whenever the Sculptor of Chaos is affected 
  by any spell or magical ability with a random effect (such as confusion, a rod of wonder, or a potentially 
  misdirected teleport), determine the random effect once normally, and then roll again.  While the first roll 
  will affect all normal targets, the Sculptor of Chaos may choose which of the two effects occur to her.  For 
  example, if Nadia, a Wizardress 6/Sculptor of Chaos 8, and some of her allies are affected by a confusion 
  spell, every other target would act whichever way the roll determined, but Nadia could choose between two 
  options.
  If a Sculptor of Chaos with the Chaos Defense ability is affected by a spell altered by the Shape Chaos ability 
  from another Sculptor of Chaos, the two chaos sculptors make opposed Spellcraft checks.  If the caster wins 
  the roll, the spell functions as she intends it.  If the target wins, the spell functions with normal randomness, 
  but the targeted Sculptor still gets to choose between two possibilities.
  Reality Twist (Su):  At 9th level the Sculptor of Chaos gains the ability to control chaotic magic in the 
  world around herself.  As a readied partial action, she may attempt to use her Fluid Magic ability to alter the 
  spells of any spellcaster within 30 feet.  Whenever the other spellcaster casts his spell, the Sculptor of Chaos 
  expends a prepared spell or spell slot of her own, which must be of a level equal to or higher than that of 
  the spell she’s trying affect.
  The Sculptor of Chaos and the other spellcaster make opposed Spellcraft checks, with the Sculptor of Chaos 
  receiving a penalty equal the normal penalty incurred by altering the spell with Fluid Magic.  If the Sculptor 
  
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  Wild Spellcraft — Chapter 3
  Masters of Wild Spellcraft 
  of Chaos’s Spellcraft check is successful, the spell is altered as the Sculptor of Chaos desired.  If the other 
  spellcaster is willing, he may choose to automatically fail his opposed Spellcraft check.  Either way, if the 
  modified result of the Sculptor of Chaos’s Spellcraft check is less than 5 + twice the spell’s level, the change 
  is too complex for her, regardless of if her Spellcraft roll beat that of the other spellcaster.  In this case, the 
  spell functions normally under its original caster’s direction.
  For example, Nadia, now a Wizardress 6/Sculptor of Chaos 9, is battling a mage fond of fire.  Nadia readies 
  an action to Reality Twist the fire mage’s next spell, and after making a successful Spellcraft check to identify 
  the incoming spell as a delayed blast fireball, responds by expending a 7th level spell of her own to attempt 
  to alter the fireball with Reshape Spell so it leaves an area directly around Nadia unharmed.  Then, just to 
  be spiteful, she uses Spellbrushing to change the roaring of the flames into Dwarvish insults directed at the 
  fire mage.  Nadia suffuses the fire mage with chaos in the middle of his casting, and then she and the fire 
  mage make opposed Spellcraft checks to see who will have the resilience to control the chaos.  Nadia has a 
  -9 penalty to her Spellcraft check (-9 from Reshape Spell, -0 from Spellbrushing).  If she is successful, the 
  delayed blast fireball would explode around her harmlessly, while taunting the mage that cast it.
  Alternately, if a spellcaster ally of Nadia wanted to cast a sonic chain lightning in a cone shape to affect a 
  group of demons, her ally could willingly fail his opposed Spellcraft check.  Nadia would still have to use a 
  6th level spell of her own, and would have to roll at least a 17 (5+ twice the spell level of chain lightning) on 
  her own Spellcraft check, modified by -10 (-4 for Reshape Spell, -6 from Substance Substitution).  If she suc-
  ceeds, her ally could send forth a 40-foot cone of thunder toward the fiends.  If she fails, the chain lightning 
  blasts out normally.
  Spellsculpting (Su):  At 10th level a Sculptor of Chaos gains the ability to use her Fluid Magic ability to 
  fully reshape any spell she casts into any other spell from her spell list of a lower spell level.  Spellsculpt-
  ing incurs a -20 penalty to the Spellcraft check from Fluid Magic.  Additionally, the bleed-off of nearly 
  uncontrollable wild spell energy deals to the Sculptor of Chaos 1 point of damage per level of the spell being 
  emulated.  On a failed check, this damage changes to 1d4 points of damage per level of the spell.  If success-
  ful, the Sculptor of Chaos casts whatever spell she was trying to emulate.
  To emulate a spell with spellsculpting, she must have at least modest knowledge of the spell she intends to 
  sculpt.  As a general rule of thumb, a Sculptor of Chaos should not be able to duplicate any spell outside the 
  Player’s Handbook unless she has actually seen it being cast. 
  When using Spellsculpting, the Difficulty Class of the spellcraft check is determined by the level of the spell 
  being emulated, not the spell that is altered.
  Wild Spellcasting 
  Characters
  Anna Kulpa
  Background
  Following her parents’ guidance, Anna joined the 
  clergy at the age of 12.  She had the spark and 
  talent to learn magic, and studied eagerly so she could 
  learn the skills necessary to defend her home and her 
  church.  Unfortunately, she did only mediocre in 
  her early lessons in scripture memorization.  Her 
  tutors chastised her for not caring enough, and 
  she felt she had failed her parents’ hopes. 
  Though she redoubled her efforts, a variety 
  of similar events slowly undermined her 
  confidence in herself, and by the time she 
  completed her training, she had developed a 
  deeply rooted fear of failure.
  Doubting her own worthiness to be a 
  priestess, Anna would sometimes incor-
  rectly recite prayers at mass or make mis-
  takes during rituals.  Other members of the 
  church often joked about her ineptitude, 
  
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  Masters of Wild Spellcraft 
  Wild Spellcraft — Chapter 3
  and though she pretended to take it in good humor, it hurt her deeply.
  She began to miscast spells from time to time while serving as a healer in her third year as a full priestess. 
  Sometimes her spells would simply fail, but occasionally odd side effects would happen as well.  One patient 
  with a broken leg had the injury healed, only to have it break again a week later, and again the week after. 
  A baby with a fever had to be given to another healer in the church when Anna was unable to do anything 
  for the child; the next month the parents reported that their son was beginning to speak in Elvish with no 
  training.  A horse that had been bruised turned into a sheep.
  Amid all these bizarre occurrences, the pastor of the church called in the aid of higher-ranking clerics to 
  determine if the spells were Anna’s intentional fault, or simply poor luck.  The priest who answered the 
  pastor’s request determined that it was merely Anna’s mild, nervous errors in casting that made her magic 
  go awry, but there was no malicious intent.  
  When Anna learned of this, however, the accidents only increased in frequency.  Unhappily, the pastor 
  secretly asked her to leave and try to overcome her worries some place else, where people would not be 
  endangered.  They made a show of sending Anna off on a journey of good will to another church, but though 
  Anna’s reputation was spared, her ego was hurt yet more.
  Resignedly, uncertainly, she left her home town to the well wishes of friends and family.  Traveling alone, 
  she had faith that God would help her overcome her weakness, but she lacks faith in herself.  She passed 
  through the town which was her destination, but found no help there.
  Recently, after two months on the road, she met a Dwarf wizardress named Nadia, who had experienced 
  similar woes with her own magic.  From their shared problem, they have begun to develop a mild friendship, 
  and Anna has started to rely on Nadia to teach her how to overcome her problems.  She assists Nadia on the 
  occasional treasure hunt or adventure, and her confidence is slowly returning.
  Appearance
  Currently in a state of mild depression, Anna dresses plainly in simple priest robes and stole, with a moon-
  stone cross necklace.  She usually wears her red-blond hair tied behind her head, but a few strands typically 
  slip loose when she gets nervous.  She has a slim, shapely figure, but prefers to look humble, and so she 
  prefers loose clothes.  She only wears armor when actually planning to enter some dangerous place, but she 
  feels safer and more secure when so protected.  Anna tries to please anyone she meets, and smiles readily, 
  but tends to do so nervously.
  Roleplaying Notes
  Anna is always ready to react in response to one of her spells going awry, and tends to cringe just as she 
  utters the last syllable of any spell.  Realizing her own shortcomings, she tries to compensate by being extra 
  careful-stockpiling healing potions, purchasing scrolls, and always having at least two dispel magic spells 
  prepared.
  Though she tends to be shy at first meeting, Anna opens up readily to anyone whom she thinks will be 
  willing to overlook her fragility.  Of course, she’s always quick to apologize for any mistake she makes, or 
  thinks she makes.
  Anna Kulpa, female human Clr7. CR 7; Medium-size humaniod (human); HD 7D8; hp 36; Init +1; Spd 
  30 ft; AC 17 (+7 half plate, +1 small shield); Melee +2 Heavy Mace +8(1D8+3/crit20); SA spells, turn undead; 
  AL LG;  SV Fort +5, Ref +3, Will +7; Str 12, Dex 13, Con 10, Int 11, Wis 15, Cha 15; Height 5’4”, Weight 
  116 lbs.
  Skills & Feats:  Concentration +10, Craft (brooms) +1, Knowledge (arcana) +5, Knowledge (religion) +5, 
  Spellcraft +9; Brew Potion, Iron Will, Silent Spell, Spell Focus (Transmutation); Wild Spellcaster Template.
  Spells:  (6/4+1/3+1/2+1/1+1; save DC 12 + spell level)
  Domains:  Law and Protection.
  Equipment:  Half Plate, Small Shield; +2 Heavy Mace; Cross of Protection +3; Potions-cure light wounds 
  (x10), bull’s strength (x2), cure serious wounds (x5), delusion (causes drinker to think he is being devoured 
  by insects for 1d6 rounds); Scrolls-dispel magic (x20).
  
  38
  Wild Spellcraft — Chapter 3
  Masters of Wild Spellcraft 
  Meece Upknot
  Background
   Meece had a wretched childhood, enduring his parents break-
  ing up, several of his brothers dying of disease, and repeated 
  beatings from older, bigger gnome children.  He was always 
  resilient, however, trying to overcome everything life threw 
  at him.
  At the age of twenty, Meece began to shape his powers 
  of illusion, magic innate to all gnomes, into more powerful 
  and dangerous effects.  He recklessly experimented with 
  his powers, always stretching himself just to see what his 
  limits were.  His eagerly displayed power earned him a 
  reputation as a fun, but dangerous person to be friends 
  with.
  Meece’s father died when Meece was only thirty-five. 
  Having no desire to stay with his siblings or help his 
  family prosper, he set off on foot, traveling to the nearest 
  human city.  
  For several years he survived in and around the city, never 
  holding a legitimate job, but also never quite delving into crime. 
  After years of living off others’ generosity, however, he decided to 
  move on to a greater risk: adventuring.
  He traveled, explored, and hunted for treasure alone for ten years, fol-
  lowing whim whenever it would not get him into trouble.  By the age of 
  fifty, however, he had amassed enough wealth and power to begin hiring 
  assistants on his adventures to help him overcome obstacles he could 
  not prepare for.  
  One particular adventure took him into the ruins of an old arcane 
  academy where the overflow of magic had rendered the forces in the 
  area unstable.  Several of Meece’s spells went awry in their explora-
  tion of the ruins, amusing him but frustrating those working for him.
  The main vault of the academy’s library was guarded by a magical 
  construct capable of wielding both offensive and dispelling magic. 
  Meece tried to aid his hirelings in destroying the guardian, but it 
  repeatedly countered all his spells.  To Meece’s horror, all of his hire-
  lings were dispatched in less than a minute, and the guardian construct 
  remained operational enough to direct its attacks at him.  He tried to cast 
  a fly spell to escape, but he felt the local magic slip from his control.  His 
  spell held tentatively, and he tried to fly upward beyond the construct’s 
  range.  A pain shot through his back, and he began to fall as the fly 
  was dispelled, but then he felt his descent slow.  After a moment he regained 
  control of his flight, and though uncertain of what had happened, he flitted away to safety, regret-
  fully abandoning his aides.
  When he landed, over a mile away, his back ached, and he finally realized how he had managed to fly even 
  after the construct had cancelled his spell.  He had sprouted huge wings, green and swift like those of a hum-
  mingbird, from beneath his shoulder blades.
  When he awoke from his shock-induced fainting spell, he realized that he had survived only by incredible 
  luck.  After first trying to compensate the families of the men who died working with him, he began experi-
  menting, trying to call forth the same unpredictable magic that had saved his life from the construct.  After 
  much strain and risk, he discovered how to let all of his magic run wild at will.  Relishing in the pandaemo-
  nium he could now wield, Meece continued adventuring, always testing his limits to see what new powers 
  of chaos he could command.
  He developed a new reputation for being a dangerous gnome to work for, and so Meece returned again 
  to traveling and exploring alone.  Seven years passed, until last week Meece returned to the academy and 
  claimed its lore, leaving behind a misshapen mound of metal and gears where the guardian had once been.
  
  39
  Masters of Wild Spellcraft 
  Wild Spellcraft — Chapter 3
  Appearance
  Meece dresses warmly, wearing a coat and gloves to ward off the chill of winds as he flies.  Due to the 
  bizarre nature of the mishap that granted him wings, he can wear any normal clothes, and the wings will 
  simply work through the garments without damaging them.
  Meece recently completed his Staff of Chaos, made of a half-dozen twining branches of different lengths 
  and species, bound together by various ribbons and chains.  One end of the branches twine around a flawed, 
  multi-faceted quartz crystal.
  Meece has grown very confident of himself, believing luck favors him.  The only thing he is self-conscious 
  about is near-sightedness.  However, a gnomish friend supplies him with darkly-shaded glasses, which both 
  overcome his nervousness and add to the look he cultivates.
  Roleplaying Notes
  Meece always rolls with the blows, typically laughing off anything that hurts him, all the while planning 
  how to make his come back.  When with those less powerful than him, he usually relaxes and uses his powers 
  to entertain and dazzle.  When outmatched, an occurrence that has become rare, he stays for as long as he 
  can without losing, always hoping to find a way to win.  Even if no plan presents itself, sometimes he’ll 
  simply let loose with a mishaping spell, hoping for some useful effect.
  Meece Upknot, Male gnome, Sor7/Pandaemonicist11. CR 18; Small Humanoid (gnome); HD 18D4+18; 
  hp 65; Init +1; Spd 20 ft, Fly 30 ft (poor); AC 22 (+5 bracers of armor, +5 coat of greater deflection, +1 
  size, +1 dexterity);   Ranged +1 returning darts +13/+7 (1D4+1/crit20); SA Risky Magic, Raise the Stakes, 
  Pandaemonium at my Fingertips, Resist Wild Sorcery, Recalculate Chaos, Cleaning up the Mess, Chaotic Dis-
  ruption, Pandora’s Blessing, Immune to Transformation, Delude Divination, Personal Pandaemonium, Infinite 
  Improbability; SQ gnome traits; AL CN; SV Fort +6, Ref +6 Will +7; Str 8,  Dex 13, Con 12, Int 14, Wis 8, 
  Cha 19; Height   3’4”, Weight 22 lbs.
  Skills & Feats:  Alchemy +4, Bluff +14, Concentration +20, Knowledge (arcana) +15, Perform +9, Spellcraft 
  +12, Tumble +6; Combat Casting, Craft Staff, Craft Wand, Dodge, Maximize Spell, Mobility; Wild Spellcaster 
  Template.
  Spells Known:  (6/7/7/7/7/6/6/6/5/3; save DC = 14 + spell level) 0-level-dancing lights, detect magic, ghost 
  sound, light, mage hand, Meece’s cartomantic flourish**, open/close, prestidigitation, read magic; 1st-level-
  burning hands, flashy defenses*, expeditious retreat, shield, shocking grasp; 2nd-level-chaos bolt*, daylight, 
  flaming sphere, random action, shift aim*; 3rd-level-bestow fluctuating curse*, fly, protection from elements, 
  summon monster III; 4th-level- chaos blast*, confusion, hallucinatory terrain, soliptic disillusionment*; 
  5th-level-cone of cold, greater shadow conjuration, Rodinn’s rhyming doom**, telekinesis; 6th-level-chain 
  lightning, chaosphere**, mass haste; 7th-level-delayed blast fireball, power word stun, wildstroke**; 8th-
  level-chaos in the mind’s eye*, prismatic wall; 9th-level-the road left untaken**.
  Equipment:  bracers of armor +5, coat of deflection +5, 10 +1 returning darts, staff of chaos*, wand of 
  summon monster III, wand of chaos bolt
  * New item appears in Wild Spellcraft.
  Nadia Stoneshaper
  Background
  Nadia’s choice as a child to study magic displeased her family, which thought that spellcraft went against 
  Dwarvish tradition.  She overcame all the tests they set before her, and continued to desire magical training 
  from her youth until she married at the age of 40.  Admitting to themselves that Nadia would not change her 
  mind, and understanding that she was unhappy simply learning the art of the forges, her parents acquired 
  skilled tutors for her, hoping that perhaps she would utilize her magic to enchant the weapons and armor her 
  family crafted.
  After completing her initial training by the age of 60, Nadia took a temporary leave from her family to join 
  a group of Dwarvish adventurers and explorers for ten years.  Forced to use her magic to overcome foes and 
  obstacles, she honed her skills for three years before disaster struck.
  Late in her third year with her wide-ranging companions, she helped them defeat a dark Elven sorcerer.  For 
  her share of the treasure, she claimed a Dwarvish war-axe that had apparently belonged to the last Dwarf 
  who had tangled with the sorcerer.  
  When she picked up the axe, however, she felt immediately that something was wrong.  Energy crackled 
  
  40
  Wild Spellcraft — Chapter 3
  Masters of Wild Spellcraft 
  along the haft, and then flowers sprouted from the wood.  Before she could drop the weapon, small leaves 
  began to appear along her forearm.  She tossed the weapon away and immediately dispelled the magic on 
  her, not wanting to risk turning into a plant.  She carefully wrapped the axe in heavy cloth and carried it off 
  for later study, and thought little of it for the next few days.
  Soon, though, she realized that the weapon had disrupted her magic 
  somehow, as once every few days one of her spells would perform 
  completely randomly.  Realizing their companion was cursed, her 
  fellow adventurers traveled with her to a Dwarvish sanctuary for 
  help.  Weeks of meditation and study did not show any progress 
  toward freeing her from the affliction, and though her friends insisted 
  it was not truly a problem, she refused to leave the sanctuary until 
  she could control the diffuse magical energies from the axe.
  A year of prayer later, in frustration, she began traveling to a 
  secluded area each day and casting as many spells as she could, 
  looking for the root of the problem.  Consciously trying to lure 
  out the wild forces in her magic, Nadia suffered from a variety 
  of bizarre effects for several months, but slowly she began to 
  understand the nature of the curse.  Where her magic had been 
  like stone before, now it was wet clay, loose and liable to lose its 
  shape if not masterfully sculpted.
  She could see no way to remove the curse, but her new under-
  standing let her develop ways to overcome the drawbacks of this 
  fluid magic.  She trained and practiced for another year, then 
  rejoined her companions, having gained a new outlook on the 
  nature of spellcraft.
  She continued to travel with her fellow adventurers for another 
  five years, but she felt increasing tension between them and her-
  self.  Because she had begun to ponder the usefulness of unpredict-
  ability, her sturdily traditional friends found it harder to under-
  stand her.  Likewise, when she returned to her family after her 
  service was completed, she found her fellow Dwarves to be too 
  straight-minded and rigid.  To her disappointment, she realized 
  that she could no longer be a well-fit piece of Dwarvish society.
  Wishing her children, husband, and family safety, Nadia left to 
  find a place where she could belong.  She has experienced many 
  different cultures, and studied a variety of views on the nature of 
  magic, but it was not until recently that she found someone with 
  whom she could empathize.  A human priestess suffered from a 
  remotely related problem with her own magic, and Nadia gladly 
  offered to help.
  Appearance
  Nadia typically dresses in a well-tailored and tended long coat of soft gray leather.  She carries several 
  spellbooks and minor scrolls in a sturdy duffle, and is always to travel.  She carries her cursed axe on her 
  back, and a short sword at her hip.
  Modestly attractive in a Dwarvish sense, Nadia has a sturdy nose and a somewhat slender (and thus, to 
  most Dwarves, unattractive) figure.  She wears her dark brown hair with a pair of thick braids, which hang 
  to slightly below her shoulders.
  Her hazel eyes keenly consider anything or anyone new she encounters, and though she is not immediately 
  friendly, she tends to tap her foot anxiously when she meets someone she likes.
  Roleplaying Notes
  Unusual for Dwarves, Nadia tends to seek out things she doesn’t understand, having learned from her magic 
  that alternative viewpoints can deepen one’s understanding of the world.  She still enjoys working with her 
  hands, and likes to spend spare time helping build or repair things.  Despite her family’s uneasiness with her 
  new way of thought, she views sculpting chaos as a uniquely Dwarvish style of magic.
  
  41
  Masters of Wild Spellcraft 
  Wild Spellcraft — Chapter 3
  Nadia Stoneshaper, female dwarf, Wiz6/Sculptor of Chaos6. CR 12; Medium Sized Humanoid (dwarf); 
  HD 12D4+36; hp 62; Init -1; Spd 20 ft; AC 17 (+6 mithril shirt, +2 amulet of natural armor, -1 dexterity); 
  Melee +3 Dwarven war-axe +9/+4 (1d10+3/crit x3);  Ranged +1 heavy crossbow+6/+1 (1D10+1/crit19-20); 
  SA Fluid Magic, Spellbrushing (3 attributes), Improved Safe Casting, Resist Wild Sorcery, Substance Substitu-
  tion (cold, fire, sonic), Reshape Spell; SQ dwarf traits; AL NG; SV Fort +7, Ref +3 Will +14; Str 10,  Dex 8, 
  Con 16, Int 18, Wis 14, Cha 12; Height   4’2”, Weight 106 lbs.
  Skills & Feats:  Concentration +14, Craft (sculpture) +11, Craft (weaponsmith) +7, Craft (armorer) +7, 
  Knowledge (arcana) +19, Knowledge (architecture) +7, Knowledge (religion) +7, Scry +11, Spellcraft +19; 
  Craft Magic Arms & Armor, Craft Wondrous Item, Exotic Weapon Proficiency (Dwarven war-axe), Heighten 
  Spell, Iron Will, Light Armor Proficiency, Scribe Scroll; Wild Spellcaster Template.
  Spells/Day:  (4/5/5/5/4/3/2; save DC = 14 + spell level) 
  Preferred Spells:  0-level-Meece’s cartomantic flourish*, minor surge*; 1st-level-Malcom’s chaos theory*, 
  Nadia’s spellbrush*; 2nd-level-chaos bolt*, surge protector*; 3rd-level-correct fate*, Tri’ni’s telepathic tribula-
  tion*; 4th-level- chaos blast*, polymorphic aura*; 5th-level-coporeal instability*, Pandora’s blessing*; 6th-
  level-Nadia’s brief reprieve*, surge shield*.
  Equipment:  +3 wild Dwarven war-axe of spell storing, +1 heavy crossbow, +2 mithril shirt, bustier of giant 
  strenth +4, amulet of natural armor +2, hairpin of disguise, various scrolls.
  *New item appears in Wild Spellcraft.
  Special Magic Items
  +3 Wild Dwarvish War-Axe of Spell Storing
   This heavy mithril war-axe was infused with wild spell energy.  Whenever any spellcaster picks up the axe 
  by its hilt, she must succeed a Will saving throw (DC 17) or permanently gain the Wild Spellcaster Template. 
  This ability activates only once per day.
  Caster Level:  12th; Prerequisites:  Craft Magic Arms & Armor, Wild Spellcaster Template, Pandora’s 
  blessing; Market Price:  29,000 gp.
  Staff of Chaos
   Consisting of a half-dozen twining branches of different lengths and species, bound together by various 
  ribbons and chains, this staff is capped with a flawed, multi-faceted quartz crystal, around which the shafts 
  of wood twine.  It allows the user to cast the following spells.
  “ 
  chaos blast (1 charge, DC 18)
  “ 
  confusion (1 charge, DC 18)
  “ 
  Rodinn’s rhyming doom (2 charges, DC 19)
  “ 
  wildstroke (2 charges, DC 21)
  Caster Level: 13th; Prerequisites: Craft Staff, Wild Spellcaster Template, chaos blast, confusion, Rodinn’s 
  rhyming doom, wildstroke; Market Price: 140,000 gp.
  
    Wild Spells
  42
  At its most basic level, chaos is the absence of order.  As order implies stability and lack of change, chaos 
  therefore suggests constant change and instability.  Wild spellcraft takes advantage of this aspect of chaos. 
  Objects at rest tend to stay at rest, whereas objects in motion tend to stay in motion, suggesting that chaotic 
  magic moves the forces of the world more easily than more traditional, more orderly magic.  A skilled spell-
  caster can learn how to guide a few critical movements in a massive chaotic whirl of energy so that those 
  movements cascade to create a great result with little investment of energy.
  It should be understood that there is a difference between spells with chaotic, random effects, and spells 
  that are morally chaotic.  Though all wild spells rely on chaotic energies, they are not aligned on the moral 
  axis of law and chaos as are spells like protection from law or chaos hammer.
  The following spells utilize wild sorcery to create their effects, and as such are usually referred to as Wild 
  Spells.  In general, wild spells share one common aspect in that they all create a tangible and definite effect 
  out of the randomness and improbability of chaos.  A wild spell might make the meaning of jumbled words 
  clear, or could create one out of a variety of similar effects-one random attack spell out of many possibilities, 
  one type of defense-and some even allow the spellcaster to direct randomness so she can choose which effect 
  of several potentialities occurs.
  Most rare are the spells that have several different effects that occur at random, like the spells confusion 
  or random action in the Player’s Handbook.  These spells typically have effects that skirt the limits of power 
  for their level, but they exact focus is not constant.  A chaos blast will always be an attack spell, and typi-
  cally is as powerful as any other 4th level spell, but the caster cannot know whether the spell will deal, for 
  example, fire or cold damage.  This randomness, however, can be both a liability from the lack of certainty, 
  and a benefit from flexibility.
  Wild spells are available to many different spellcasting classes, both to wild and non-wild spellcasters, but 
  they differ enough in execution and style that only a few spellcasters actively study them.  
  Wild spells have the descriptor [wild].
  Wild Bard Spells
  0th-Level Bard Spells (Cantrips)
  Meece’s Cartomantic Flourish.  You can control probability for dice, cards, and coins.
  Minor Mishap.  You create a minor mishap.
  1st-Level Bard Spells
  Flashy Defenses.  Chaos defends you against random types of attacks.
  Nadia’s Spell Brush.  You alter the sensory details of your spells. 
  2nd-Level Bard Spells
  Delude Divination.  Divinations yield random results.
  Jibber Jabba.  Creatures speak in extreme slang, indecipherable by outsiders.
  3rd-Level Bard Spells
  Bestow Fluctuating Curse.  Target suffers random changes each day to appearance, abilities, etc.
  4th-Level Bard Spells
  Confusion.  Makes subject behave oddly for 1 round/level.
  Rodinn’s Rhyming Doom.  As polymorph any object, but the new form rhymes with the old.
  Wild Cleric Spells
  0th-Level Cleric Spells (Orisons)
  Minor Mishap.  You create a minor mishap.
  1st-Level Cleric Spells
  Entropic Shield.  Ranged attacks against you suffer 20% miss chance.
  Random Action.  One creature acts randomly for one round.
  Mishap Protector.  You gain minor protection from mishaps.
  
  43
  Wild Spells
  Wild Spellcraft — Chapter 4
  2nd-Level Cleric Spells
  Delude Divination.  Divinations yield random results.
  Understand Unorthodoxy.  Your understanding of chaos lets you find a pattern in randomness.
  3rd-Level Cleric Spells
  Shift Aim.  Deflects missile attacks to hit random targets.
  4th-Level Cleric Spells
  Bestow Fluctuating Curse.  Target suffers random changes each day to appearance, abilities, etc.
  Pandora’s Blessing.  Target permanently gains the Wild Spellcaster Template.
  6th-Level Cleric Spells
  Entropic Burst.  You guide randomness to be detrimental, dealing 1d6 damage/level, 20-ft.-radius burst.
  Spirit Current.  Connect the souls of targets through the fluctuations of chaos, so spells affect random 
  targets.
  7th-Level Cleric Spells
  Chaosphere.  Creates a temporary chaos field.
  8th-Level Cleric Spells
  Free Your Mind.  Cancels all mind-control magic, freeing subjects of the bonds of order.
  9th-Level Cleric Spells
  Entropic Wave.  As entropic burst, but deals 1d8 damage/level and destroys objects.
  Twiddle Chaos.  Cancel/create a chaos field for one year.
  Wild Druid Spells
  0th-Level Druid Spells (Orisons)
  Minor Mishap.  You create a minor mishap.
  1st-Level Druid Spells
  Malcolm’s Chaos Theory.  Cause fluids to move in improbable directions.
  Understand Unorthodoxy.  Your understanding of chaos lets you find a pattern in randomness.
  2nd-Level Druid Spells
  Delude Divination.  Divinations yield random results.
  3rd-Level Druid Spells
  Polymorphic Aura.  As polymorph self, except shorter duration and that target can assume multiple 
  forms.
  4th-Level Druid Spells
  Corporeal Instability.  Target creature’s body is destabilized into an amorphous mass.
  5th-Level Druid Spells
  Entropic Burst.  You guide randomness to be detrimental, dealing 1d6 damage/level, 20-ft.-radius burst.
  6th-Level Druid Spells
  Morphic Curse.  As corporeal instability, but permanent.
  7th-Level Druid Spells
  Chaosphere.  Creates a temporary chaos field.
  8th-Level Druid Spells
  Twiddle Chaos.  Cancel/create a chaos field for one year.
  9th-Level Druid Spells
  Entropic Wave.  As entropic burst, but deals 1d8 damage/level and destroys objects.
  
  44
  Wild Spellcraft — Chapter 4
  Wild Spells
  Wild Sorcerer and Wizard Spells
  0th-Level Sorcerer and Wizard Spells (Cantrips)
  Meece’s Cartomantic Flourish.  You can control probability for dice, cards, and coins.
  Minor Mishap.  You create a minor mishap.
  1st-Level Sorcerer and Wizard Spells
  Flashy Defenses.  Chaos defends you against random types of attacks.
  Malcolm’s Chaos Theory.  Cause fluids to move in improbable directions.
  Nadia’s Spell Brush.  You alter the sensory details of your spells.
  Understand Unorthodoxy.  Your understanding of chaos lets you find a pattern in randomness.
  2nd-Level Sorcerer and Wizard Spells
  Chaos Bolt.  Fires a small blast of wild spell energy, 1d4/2 levels, plus gives the Wild Spellcaster Template 
  for one round.
  Delude Divination.  Divinations yield random results.
  Random Action.  One creature acts randomly for one round.
  Shift Aim.  Deflects missile attacks to hit random targets.
  Mishap Protector.  You gain minor protection from mishaps.
  3rd-Level Sorcerer and Wizard Spells
  Bestow Fluctuating Curse.  Target suffers random changes each day to appearance, abilities, etc.
  Correct Fate.  Force rerolls of dice by concentrating on shaping randomness.
  Tri’ni’s Telepathic Tribulation.  Chaotic thoughts disrupt telepathy and harm mind-readers.
  4th-Level Sorcerer and Wizard Spells
  Chaos Blast.  You blast forth an attack that has an unpredictable form.
  Confusion.  Makes subject behave oddly for 1 round/level.
  Polymorphic Aura.  As polymorph self, except shorter duration and that target can assume multiple 
  forms.
  Soliptic Disillusionment.  Object is only there half the time, and can be ignored.
  5th-Level Sorcerer and Wizard Spells
  Corporeal Instability.  Target creature’s body is destabilized into an amorphous mass.
  Entropic Burst.  You guide randomness to be detrimental, dealing 1d6 damage/level, 20-ft.-radius burst.
  Rodinn’s Rhyming Doom.  As polymorph any object, but the new form rhymes with the old.
  Pandora’s Blessing.  Target permanently gains the Wild Spellcaster Template.
  6th-Level Sorcerer and Wizard Spells
  Chaosphere.  Creates a temporary chaos field.
  Nadia’s Brief Reprieve.  Teleports target away to a random destination for a short period of time.
  Mishap shield.  Grants brief immunity to spells and mishaps.
  7th-Level Sorcerer and Wizard Spells
  Insanity.  Subject suffers continuous confusion.
  Mirror Distorted.  You absorb an incoming spell, then convert it to chaos and reshape it into a new spell.
  Spirit Current.  Connect the souls of targets through the fluctuations of chaos, so spells affect random 
  targets.
  Wildstroke.  Ray deals damage and causes a target to temporarily gain the Wild Spellcaster Template.
  8th-Level Sorcerer and Wizard Spells
  Chaos in the Mind’s Eye.  Random images distract targets, concealing reality and nauseating.
  Entropic Wave.  As entropic burst, but deals 1d8 damage/level and destroys objects.
  Morphic Curse.  As corporeal instability, but permanent.
  Twiddle Chaos.  Cancel/create a chaos field for one year.
  9th-Level Sorcerer and Wizard Spells
  Free Your Mind.  Cancels all mind-control magic, freeing subjects of the bonds of order.
  Rodinn’s Roaring Paradoxical Pandaemonic Chaotic Conflagration.  A storm of chaos causes mishaps, 
  makes movements and attacks defy logic, and deals damage.
  The Road Left Untaken.  You exist in two potential positions, and can switch between them from moment 
  to moment.
  
  45
  Wild Spells
  Wild Spellcraft — Chapter 4
  Wild Spell 
  Descriptions 
  Bestow Fluctuating Curse
  Transmutation [Wild]
  Level: Brd 3, Clr 4, Sor/Wiz 3
  Components: V, S, M 
  Casting Time: 1 action 
  Range: Touch
  Target: Creature touched
  Duration: 1 day/level
  Saving Throw: Will negates 
  Spell Resistance: Yes
   
  This curse alters random attributes and features of 
  the target every day.  The fluctuating curse can be 
  cast in two forms, baneful or annoying.  When cast-
  ing the spell, choose if you want one or both modes 
  of the curse to affect the target.
  Baneful:  The baneful mode of the fluctuating 
  curse can seriously weaken a person, but its effect is 
  random enough and of short enough duration that it 
  is not a serious hazard.  Each day, one random abil-
  ity is affected.  Roll 1d6 to determine which ability is 
  changed.  For that particular day, the ability gains a 
  -4 effective decrease (to a minimum of 1).
   
  1d6 
  Ability
   
  1 
  Strength
   
  2  
  Dexterity
   
  3 
  Constitution
   
  4 
  Intelligence
   
  5 
  Wisdom
   
  6 
  Charisma
  Annoying:  The second mode of the fluctuating 
  curse is intended to simply frustrate or teach a lesson 
  to the cursed individual, but it can be used in con-
  junction with the baneful mode of the curse to make 
  the subject’s life miserable.  Either pick or roll for 
  1d4 physical traits of the cursed creature that change 
  for that day, then roll to determine how each trait 
  changes.
   1d12 
  Physical Change
   
  1 
  Height
   
  2 
  Weight
   
  3 
  Hair color
   
  4 
  Eye color
   
  5 
  Skin color
   
  6 
  Body hair
   
  7 
  Pitch of Voice
   
  8 
  Apparent age
   
  9 
  Facial appearance
   
  10 
  Skin texture
   
  11 
  Odor
   
  12 
  Size or shape of random body part 
   
  2d4 
  Amount of Change
   
  2 
  Changes drastically to that of a different 
  race, sex, or species
   
  3 
  Major detrimental change
   
  4 
  Minor detrimental change
   
  5 
  Constant miniscule changes
   
  6 
  Minor positive change
   
  7 
  Major positive change
   
  8 
  Cursed individual chooses how he changes
  The GM is left to adjudicate exact changes.  Changes 
  that are detrimental or positive might grant a cir-
  cumstance bonus (+/-1 for minor, +/-3 for major) 
  to appropriate skill checks.  For example, a majorly 
  detrimental change in weight could make the cursed 
  individual so obese to grant a -3 circumstance pen-
  alty to all Dexterity-based checks, or a minor positive 
  change in body hair might grant a +1 circumstance 
  bonus to social skills like Bluff or Diplomacy because 
  of how well-groomed the character looks.
  This spell is not fatal, and does not even cause 
  damage, and every day the changed attributes revert 
  to normal, and different ones change.  All changes 
  of the appearance are merely cosmetic.  Fish heads 
  do not let the target breathe water, but nor does the 
  target suffocate in air. A bestow fluctuating curse 
  can be removed as a normal bestow curse, and can 
  also be affected by dispel magic.
  Material Component:  A flask of alcohol with a 
  chrysalis in it.
  Chaos Blast 
  Conjuration [Wild]
  Level: Sor/Wiz 4
  Components: V, S 
  Casting Time: 1 action 
  Range: Medium (100 ft. + 10 ft./level)
  Area: See text 
  Duration: See text 
  Saving Throw: See text
  Spell Resistance: Yes
   
  You release a chaotic blast of power to attack your 
  foes.  The range, shape, substance, and damage are 
  all random, so your attack might be a flaming cone 
  of feathers, a ray of spurting water, a burst of kittens 
  (which vanish moments after the spells completion), 
  or any other of millions of possibilities.   
  First, roll to determine the area of effect.  After 
  determining the area of effect, choose the target(s). 
  After choosing your target(s), roll to determine 
  damage dealt and then the substance the chaos blast 
  consists of.  If the substance includes a descriptor, 
  such as [fire], the damage is of that type.  Otherwise, 
  it is considered impact damage, but is not protected 
  against by damage reduction.
  Roll once for each attribute (once for area of effect, 
  once for damage, once for substance).  All results 
  
  46
  Wild Spellcraft — Chapter 4
  Wild Spells
  dependent on level can go no higher than if the 
  spell had been cast by a 10th level caster (if the 
  spell deals 1d4 damage/level, even a 20th level 
  caster will only deal 10d4 damage).  All matter 
  created by this spell disappears at the beginning 
  of your next round.
  If chaos blast deals damage, the save is Reflex-
  based, and the duration is instantaneous unless oth-
  erwise stated. If chaos blast instead has a spell effect, 
  use the saving throw and duration of that spell. 
  Spells simulated by chaos blast affect all creatures 
  and/or objects in the area of effect.
  Metamagic feats and other abilities that alter 
  the composition or area of a spell have no 
  effect on chaos blast.
  This spell is known by many as hail of inap-
  propriate objects.
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  Table 4-1: Chaos Blast 
  
  47
  Wild Spells
  Wild Spellcraft — Chapter 4
  Chaos Bolt
  Evocation [Force, Wild]
  Level: Sor/Wiz 2
  Components: V, S 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature or object
  Duration: Instantaneous
  Saving Throw: Will partial
  Spell Resistance: Yes
   
  A bolt of raw wild magical energy shoots from your 
  hand at its target, dealing 1d4 points of damage per 
  two caster levels (maximum 5d4).  You must suc-
  ceed a ranged touch attack to hit your target.  A 
  creature or magical item struck gains the effects of 
  the Wild Spellcaster Template for one round.  A suc-
  cessful Will save negates the enwildening effect.
  Chaos in the Mind’s Eye
  Illusion (Phantasm) [Mind-Affecting, Wild]
  Level: Sor/Wiz 8
  Components: V, S, M 
  Casting Time: 1 action 
  Range: Medium (100 ft. + 10 ft./level)
  Target: Any number of creatures, no two of whom 
  can be more than 60 ft. apart
  Duration: One minute + 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  All creatures affected by this spell perceive the 
  world around them as constantly changing.  Objects 
  appear or disappear, terrain shifts, sounds are differ-
  ent, and bizarre smells assault the nose.  Usually, the 
  world they see is totally different from what is truly 
  around them.  Additionally, the magic is insidious 
  enough to distort the affected their memories of their 
  surroundings, so it becomes difficult to even navi-
  gate by memory.  The only sense that is not affected 
  is touch, so affected creatures still feel damage and 
  can crudely navigate by reaching out to find obsta-
  cles.  Also, affected creatures still perceive them-
  selves normally.  Once the spell is cast, it continues 
  to affect creatures in the initial area of effect, even 
  if they leave that area.  New creatures entering that 
  area are unaffected.
  Each affected creature automatically fails any 
  Reflex save, and is effectively blind and deaf.  In 
  addition to the obvious effects, it suffers a 50% miss 
  chance in combat (all opponents have full conceal-
  ment), loses any Dexterity bonus to AC, grants a +2 
  bonus to attacker’s attack rolls (they are effectively 
  invisible), moves at half speed, and suffers a -4 pen-
  alty on initiative and on most Strength- and Dexter-
  ity-based skill checks.  Unlike normal blindness or 
  deafness, however, the creature can still hear and see 
  itself normally, and so suffers no risk of miscasting 
  spells with verbal components.
  Finally, each affected creature must make a For-
  titude save or be nauseated by the contradicting 
  images, sounds, and scents, suffering a -1 penalty to 
  attack rolls, lasting until the spell ends and the crea-
  ture takes 1 minute to reorient itself.  (The Fortitude 
  save DC is the same as the Will DC for this spell).
  Creatures with true seeing are unaffected.  Crea-
  tures who gain true seeing after being affected ini-
  tially suffer no further effects from this spell.
  Material Component:  A blindfold once worn by 
  a person who was spun until he or she got dizzy.
   
  Chaosphere
  Transmutation [Wild]
  Level: Clr 7, Drd 7, Sor/Wiz 6
  Components: V, S, M 
  Casting Time: 1 action 
  Range: Medium (100 ft. + 10 ft./level)
  Area:  20-ft.-radius emanation
  Duration: 10 minute/level
  Saving Throw: None
  Spell Resistance: No
   
  An invisible field of wild energy emanates in a 
  20-foot radius, immobile area.  Any spellcaster or 
  magical item in the field, or any creature using spell-
  like abilities in the field, functions as if it has the 
  Wild Spellcaster Template.  Spells cast outside the 
  field but whose area of effect overlaps with that of 
  the chaosphere are not affected.
  Material Component:  An object that has been 
  affected by a mishap.
  Confusion
  Enchantment (Compulsion) [Mind-Affecting, 
  Wild]
  Level: Brd 3, Sor/Wiz 4, Trickery 4
   
  This spell functions as presented in the Player’s 
  Handbook, but can also be considered a wild spell.
  Corporeal Instability
  Transmutation [Wild]
  Level: Drd 4, Sor/Wiz 5
  Components: V, S, M
  Casting Time: 1 action 
  Range: Medium (100 ft. + 10 ft./level)
  Target:  One creature
  Duration: 1 minute/level
  Saving Throw:  Fortitude negates (and see text)
  Spell Resistance: Yes
   
  Corporeal instability causes the target’s body to 
  destabilize into an amorphous, ever-shifting mass. 
  Unless it controls itself by asserting its sense of self, 
  the creature’s body melts, flows, writhes, and boils.
  
  48
  Wild Spellcraft — Chapter 4
  Wild Spells
  The affected creature is unable to hold or use any 
  item.  Clothing, armor, rings, helmets, and backpacks 
  become useless.  Large items-armor, backpacks, even 
  shirts-hamper more than help, reducing the crea-
  ture’s Dexterity score by 4.  Soft or misshapen feet 
  and legs reduce speed to 10 feet or one-quarter 
  normal, whichever is less.  Searing pain courses 
  along the nerves, so strong that the creature cannot 
  act coherently.  It cannot cast spells or use magic 
  items, and it attacks blindly, unable to distinguish 
  friend from foe (-4 penalty to hit and a 50% miss 
  chance, regardless of the attack roll).    At the end of 
  the spell’s duration, it returns to its normal form.
  Each round the creature spends in an amorphous 
  state deals 1 point of temporary Wisdom damage 
  from mental shock.  If the creature’s Wisdom score 
  falls to 0, it loses all sense of self and becomes a 
  truly shapeless mass unable to take any action for 
  the rest of the spell’s duration.
  A creature with a strong sense of self can regain its 
  own shape by taking a standard action to attempt a 
  Charisma check (DC 15).  A success reestablishes the 
  creature’s normal form for 1 minute.  On a failure, 
  the creature can still repeat the check each round 
  until successful.
  Corporeal instability is not a disease or a curse and 
  so is hard to remove.  A polymorph other or stone-
  skin spell cures the afflicted creature, as does a heal, 
  restoration, or greater restoration.  A separate resto-
  ration is necessary to restore any lost Wisdom.
  Material Component:  A caterpillar plucked, half-
  metamorphosed, out of its cocoon.
  Correct Fate
  Transmutation [Wild]
  Level: Sor/Wiz 3
  Components: V, S, M 
  Casting Time: 1 action 
  Range: 5 feet/level 
  Duration: 1 round/level 
  Spell Resistance: See text
   
  You apply your control of randomness to choose 
  between alternatives of existence, correcting the 
  choices of fate you disagree with.  During the dura-
  tion of the spell, as a readied action you may declare 
  any die roll occurring within range of the spell to be 
  the recipient of this spell effect.  The result of that 
  die is rolled again, and you pick which result of the 
  two actually happens.  If the die roll affects an area 
  beyond the range of this spell, you cannot alter it.  
  Correct fate can affect attack rolls, saving throws, 
  damage dice (even multiple damage dice, such as the 
  5d6 from a fireball), healing dice (from cure spells, 
  for example), skill checks, ability checks, and level 
  checks.  It cannot affect mishap rolls or initiative 
  rolls.  If it affects multiple dice, you must choose 
  either set of dice rolls; you cannot choose to replace 
  individual die rolls.
  You can wait to choose whether to affect a die roll 
  until after it is actually rolled, but must state your 
  intention to alter a die roll before any other actions 
  or rolls occur.  You cannot alter the past, only shape 
  the present as it slips by.  If whoever caused the 
  action has spell resistance, he may choose to resist 
  correct fate.
  Material Component:  A small 6-sided die with 
  identical sides.
   
  Delude Divination 
  Abjuration [Wild]
  Level:  Brd 2, Clr 2, Drd 2, Sor/Wiz 2
  Components: V, S, M 
  Casting Time: 1 action 
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level 
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
   
  Divinations cast on the target are scrambled, giving 
  random results to spells that search for the intensity, 
  or presence or absence of particular traits (Detect 
  Magic, Detect Lie, Detect Evil, etc.).  The caster of the 
  divination must make a level check (1d20 + caster 
  level) against this spell’s DC.  If successful, the divi-
  nation works normally for its duration.  Otherwise, 
  the divination is nullified, giving random results 
  every round.
  For spells that detect presence of absence, there is a 
  50% chance for either possibility, rolled each round 
  that the divination is focused on the target.  For 
  spells that determine intensity, roll 1d6:
   
   
  1d6 
  Indicated result
   
  1 
  Non-existent
   
  2 
  Dim (or Faint if this category does not 
  normally exist for the divination)
   
  3 
  Faint
   
  4 
  Moderate
   
  5 
  Strong
   
  6 
  Overwhelming
   
  If a divination detects for information other than 
  intensity, presence, or absence of traits, delude divi-
  nation has no effect on it.  Divinations that detect 
  presence, absence, or intensity, plus other traits (like 
  detecting the health of animals with detect animals 
  and plants) function normally for the second type 
  of detection.  For example, a sorcerer casting detect 
  thoughts might be deluded in his first round of con-
  centration, but if he kept concentrating would even-
  tually be able to hear surface thoughts.
  Material Component:  A piece of a road sign that 
  pointed in the wrong direction.
  
  49
  Wild Spells
  Wild Spellcraft — Chapter 4
  Entropic Burst
  Transmutation [Wild]
  Level: Clr 6, Drd 5, Sor/Wiz 5
  Components: V, S, M 
  Casting Time: 1 action
  Range: Medium (100 ft. + 10 ft./level)
  Area:  20-ft.-radius spread
  Duration: Instantaneous
  Saving Throw: Will half 
  Spell Resistance: Yes
   
  You send forth a burst of entropy, guiding the 
  random changes toward a negative result, causing 
  living matter to decay as though it were aging 
  quickly.  This entropic decay deals 1d6 points of 
  damage per level (maximum 15d6) to living crea-
  tures.  The effect of the decay is not severe enough 
  to do more than tarnish non-living creatures and 
  objects.  The burst passes through objects and non-
  living creatures harmlessly and can harm living crea-
  tures on the opposite side of barriers.
  Arcane Material Component:  A piece of a dis-
  carded toy.
  Entropic Shield
  Abjuration [Wild]
  Level: Clr 1, Luck 1
   
  This spell functions as presented in the Player’s 
  Handbook, but can also be considered a wild spell.
  Entropic Wave
  Transmutation [Wild]
  Level: Clr 9, Drd 9, Sor/Wiz 8
  Components: V, S, M
  Casting Time: 1 action 
  Range: Medium (100 ft. +10 ft./level)
  Area:  20-ft.-radius spread
  Duration: Instantaneous
  Saving Throw: Will half (object)
  Spell Resistance: Yes
   
  As entropic burst, but more this spell is powerful 
  and able to affect inanimate objects.  The wave 
  of entropic energy deals 1d8 points of damage per 
  level (maximum 25d8) to creatures, and 1 damage 
  per level (maximum 25) to objects, ignoring hard-
  ness.  Since the wave passes through barriers, it 
  can weaken entire areas, not just the surface of 
  objects.  This has the general effect of weakening 
  metal enough that it can be broken like sturdy wood, 
  weakening stone or crystal enough that it can be 
  dug through like dirt, or completely reducing weaker 
  structures to dust.  Objects weakened in this way do 
  not change in composition, only sturdiness.  Decayed 
  gold becomes gold dust, and ice merely turns to 
  snow.
  Attended objects are unaffected if their bearer suc-
  ceeds his save, but are weakened as normal if the 
  bearer fails his save.  Entropic wave can easily 
  cripple a living creature and leave him naked and 
  defenseless.
   
  Flashy Defenses 
  Abjuration [Force, Wild]   
  Level: Brd 1, Sor/Wiz 1
  Components: V, S, F
  Casting Time: 1 action 
  Range: Personal
  Target: You 
  Duration: 1 minute/level 
   
  Flashy Defenses creates a barrier of matter or force 
  around you, providing protection against random 
  types of attacks.  The force or matter manifested is 
  appropriate to the damage being defended against. 
  For instance, a sphere of mist might surround you to 
  stop fire attacks, or small metal shields to stop melee 
  attacks, or feathers to stop missile attacks.  Addi-
  tionally, the whirling feathers, or insects, or teeth, or 
  whatever, provide one-fourth cover (+2 cover bonus 
  to AC, +1 cover bonus to Reflex saves).  
  Roll on the table below each minute of the spell 
  duration to determine the attack or energy type pro-
  tected against.  You gain damage reduction 1/+5 or 
  energy resistance 5 (depending on if the defense is 
  for attacks or energy) against that attack type.  This 
  defense overlaps (and does not stack with) similar 
  defenses from endure elements, resist elements, pro-
  tection from elements, or stoneskin.
   
   1d10 
  Attack Protected From
   
  1 
  Melee attacks (DR)
   
  2 
  Missile attacks (DR)
   
  3 
  All melee or missile attacks (DR)
   
  4 
  Cold (energy resistance)
   
  5 
  Acid (energy resistance)
   
  6 
  Electricity (energy resistance)
   
  7 
  Sonic (energy resistance)
   
  8 
  Fire (energy resistance)
   
  9 
  All energy types  (energy Resistance)
   
  10 
  No attack forms, but the cover bonus 
  increases to one-half, granting a +4 cover 
  bonus to AC and a +2 cover bonus to Reflex 
  saves.  Cover is granted by a mixture of 
  substances.
  Focus:  A small bag filled with lint.
   
  Free Your Mind
  Abjuration [Wild]
  Level: Clr 8, Sor/Wiz 9
  Components: V, S, M 
  Casting Time: 1 full round 
  Range: Close (25 ft. + 5 ft./2 levels)
  Area:  50-ft.-radius burst
  Duration: Instantaneous
  
  Entropic Wave
  
  51
  Wild Spells
  Wild Spellcraft — Chapter 4
  Saving Throw: See text
  Spell Resistance: No
  Chaos disrupts all orderly magic within a 50 foot 
  radius.  All spells, spell-like abilities, and super-
  natural abilities with the [mind-affecting] descriptor 
  within the area are negated, their effects ending as 
  by a Mordenkainen’s disjunction spell.  Creatures in 
  the burst radius gain a +10 resistance bonus to all 
  saves to resist mind-affecting spells, spell-like abili-
  ties, and supernatural abilities, and to saves to disbe-
  lieve illusions, for one hour.  
  Material Component:  A red lozenge-shaped pill.
  Insanity
  Enchantment (Compulsion) [Mind-Affecting, 
  Wild]
  Level: Sor/Wiz 7
   
  This spell functions as presented in the Player’s 
  Handbook, but can also be considered a wild spell.
  Jibber Jabba
  Abjuration [Wild]
  Level: Brd 2
  Components: V 
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature/2 levels, no two of which can 
  be more than 30 ft. apart
  Duration: 10 minutes/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
   
  All affected creatures have their words replaced 
  by semi-random other words, producing speech that 
  seems garbled and riddled with slang and lingo, but 
  potentially understandable.  In truth, the words are 
  almost indecipherable, and only those affected by 
  jibber jabba can understand each other.  Each lan-
  guage sounds different when its speaker is affected 
  by this spell, so if the affected creatures did not 
  beforehand speak a common language, jibber jabba 
  does not allow them to all understand each other.  A 
  successful Innuendo check (DC 40) allows a listener 
  to understand the speakers of jibber jabba, assum-
  ing he’s fluent with the base language being spoken. 
  For instance, if a group of elves and dwarves were 
  all affected by this spell, the elves and dwarves could 
  only understand each other if they spoke the same 
  language.  Likewise, a skilled listener might be able 
  to understand their speech if he already spoke Elvish 
  or Dwarvish.
  Malcolm’s Chaos Theory 
  Transmutation [Wild]
  Level: Drd 1, Sor/Wiz 1
  Components: V, S, M 
  Casting Time: 1 full round 
  Range: Close (25 ft. + 5 ft./2 levels)
  Duration: Concentration 
  Saving Throw: See text
  Spell Resistance: See text
   
  You are able to make fluids move in defiance of 
  common sense and normal physics.  You concentrate 
  on the movements of any fluid substance in the area 
  (fire, water, mud, dust, rain, etc.) and can control 
  what form it takes and in what direction it moves. 
  The movement must be somewhat possible, but not 
  necessarily plausible.  You can affect up the fluid in 
  up to one ten-foot cube per round.  Malcolm’s chaos 
  theory can only affect inanimate objects, never crea-
  tures composed of such fluids.
  For instance, fire could stretch long tendrils across 
  barren land to reach new fuel, or rain could change 
  course to miss a certain object, or water could flow 
  uphill or into a vertical column, or a cloud of dust 
  could form into a single ball for easy disposal.  You 
  could not make rain fall up, or a pillar of water 
  extend into the shape of a mushroom bulb, or fire 
  burn in mid-air without fuel.  This spell can not deal 
  damage directly (no strangling tendrils, for example), 
  but fire still burns, and creative usage can hinder 
  movement or breathing.
  To form anything elaborate you must make a Craft 
  (sculpture) check.  If the fluid is in the possession of 
  or in contact with someone, that person may make a 
  Will save or use spell resistance to negate the spell’s 
  effects on that fluid.
  Material Component:  A few drops of water, 
  which the caster sprinkles on his hand.
  Meece’s Cartomantic 
  Flourish
  Transmutation [Wild]
  Level: Brd 0, Sor/Wiz 0
  Components:  S
  Casting Time: 1 action
  Range: 20 ft.
  Target, Effect, or Area:  See text
  Duration: 1 hour
  Saving Throw: See text
  Spell Resistance: No
   
  Once cast, Meece’s cartomantic flourish allows you 
  to control the results of random dice rolls, card shuf-
  fles, coin tosses, and other such games of chance 
  for 1 hour.  By concentrating, you can choose the 
  results of the above-mentioned events from any that 
  are actually possible.  For example, you could con-
  sistently roll sixes on a standard die, but could not 
  roll any number other than one to six.  Likewise, you 
  could cause a coin to land heads, tails, or even on 
  its edge, but not change either face of the coin to 
  something that did not already exist.  
  For the duration of the spell you effectively choose 
  
  52
  Wild Spellcraft — Chapter 4
  Wild Spells
  the winner of any simple game of chance such as 
  coins or dice, and can grant a luck bonus of up to 
  +20 to the Knowledge (gaming) checks of any player 
  in a complex game of chance, such as cards.  As 
  a note to GMs, a character with 5 or more ranks 
  of Bluff gets a +2 synergy bonus on Knowledge 
  (gaming) checks for complex games.  The GM is 
  encouraged to consider the typical reaction to some-
  one who wins too often for the liking of his fellow 
  players.
  To affect a draw from a deck of cards, you must 
  remain within range constantly from the moment 
  they are shuffled.  The transmuted cards remain in a 
  state of flux until any given card is drawn.  The area 
  around you radiates faint transmutation magic.
   
  Minor Mishap 
  Universal [Wild]
  Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
  Components: V, S 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature, object, or location
  Duration: Instantaneous 
  Saving Throw: See text
  Spell Resistance: Yes
   
  You tap into chaos and release a mishap, rolling 
  on the Minor Mishap table to determine the result. 
  The effect is centered on a creature, object, or loca-
  tion within range.  The DC of any saves to resist the 
  mishap are reduced by 5.
  This spell is not available unless you are using the 
  Exotic & Bizarre Mishaps option.
   
  Mirror Distorted
  Transmutation [Wild]
  Level: Sor/Wiz 7
  Components: V, S, F
  Casting Time: 1 action 
  Range: Personal
  Target: You
  Duration: 1 round/level
   
  You absorb spell energy directly and convert it to 
  raw chaotic energy, then reshape it into a magical 
  effect.  For the duration of the spell you are allowed 
  a Will save against any spell that targets you indi-
  vidually (the DC is the same that the spell normally 
  has).  If the save fails, the spell affects you normally. 
  Otherwise, you absorb the spell energy, negating the 
  spell.  On your next turn you may, as a free action, 
  attempt to use the absorbed spell’s energy to cast 
  another spell you know.  This spell must be of a spell 
  level lower than the original spell, and must nor-
  mally have a casting time of 1 action (though you 
  cast it as a free action).
  You may not use metamagic feats to enhance the 
  spell you wish to emulate.  You must have any 
  appropriate spell components.  Shaping a spell from 
  the absorbed energies does not use any of your spell 
  slots or prepared spells, but if you fail to use the spell 
  energy on the round after you absorb it, you take 1 
  point of damage per level of the spell absorbed.  You 
  can only cast one spell per round from absorbed spell 
  energy.
  Throughout the entire duration of this spell, you 
  can absorb a total number of spell levels equal to 
  your caster level.  Spells that you absorb but not 
  shape do count toward this limit, but spells you do 
  not absorb do not.  If a spell that targets you is of 
  higher level than the remained levels of absorption, 
  the spell affects you normally, and mirror distorted 
  ends with no further effect.
  Focus:  A distorted mirror worth at least 500 gp.
    
  Mishap Protector
  Abjuration [Wild]
  Level: Clr 1, Sor/Wiz 2
  Components: V, S 
  Casting Time: 1 action 
  Range: Personal
  Target: You 
  Duration: 1 round/level 
   
  This spell comes in two versions: containing and 
  protecting.  You must choose one as you cast it.
  Containing:  You contain the effects of your spell 
  mishaps to protect the people and objects around 
  you.  Whenever one of your spells results in a 
  mishap, the effect of the mishap extends only to 
  within your 5’ square.  If the target of the mishap is 
  not within that area, the mishap has no effect.
  Protecting:  You protect yourself from the effects 
  of your own spell mishaps.  Whenever one of your 
  spells mishaps, roll 1d20 + your caster level.  If the 
  result is equal to or greater than 15 + the spell’s 
  level, the mishap does not affect anything in your 5’ 
  square.
  Morphic Curse
  Transmutation [Wild]
  Level: Drd 6, Sor/Wiz 8
  Components: V, S, M
  Casting Time: 1 action 
  Range: Medium (100 ft. + 10 ft./level)
  Target:  One creature
  Duration: Permanent
  Saving Throw:  Fortitude negates (and see text)
  Spell Resistance: Yes
   
  As corporeal instability, except the duration is per-
  manent.  The Wisdom damage dealt is permanent, 
  not temporary.  A creature reduced to 0 Wisdom 
  permanently becomes a mindless amorphous mass, 
  incapable of movement.  Since it is unable to feed 
  
  53
  Wild Spells
  Wild Spellcraft — Chapter 4
  itself, it dies within several days unless tended to.  A 
  creature reduced to this state can be returned to its 
  original form with a greater restoration or heal spell, 
  raising its Wisdom score back to 1.  A separate res-
  toration is necessary to restore the rest of the lost 
  Wisdom.
  Nadia’s Brief Reprieve
  Transmutation [Teleportation, Wild] 
  Level: Sor/Wiz 6
  Components: V, S 
  Casting Time: 1 action 
  Range: Short (25 ft. + 5 ft./2levels)
  Target: One creature or object of up to 50 lb./level 
  and 3 cu. ft./level
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  The target is temporarily teleported away in a 
  random direction to a random distance at least sev-
  eral miles away, far enough so it cannot return by 
  normal physical travel before the end of the spell’s 
  duration.  The teleported creature or object appears 
  in as safe an area as possible, so it is simply incon-
  venienced, not endangered (assuming the world has 
  places that could qualify; if cast in the Plane of Fire, 
  for example, anywhere would be dangerous).  At the 
  end of the spell’s duration, the targeted creature is 
  returned to the exact spot from which it was dis-
  patched.  If the spot it was in is occupied, the target 
  appears in the nearest open space.
  Nadia’s Spell Brush
  Illusion [Glamer, Wild] 
  Level: Sor/Wiz 1
  Components: V, S 
  Casting Time: 1 action 
  Range: Personal
  Target: You, or rather the spells you cast
  Duration: 10 minutes/level
  By infusing your spells with a little chaos to make 
  them fluid and easily shaped, you gain the ability to 
  alter the sensory details of spells as you cast them. 
  With each spell you cast, you may alter its cosmetic 
  appearance in modest ways, such as fly spells that 
  create phantom wings, or giggling fireballs, or a ray 
  of enfeeblement that looks and sounds like a small 
  lightning bolt.  You can give each spell you cast an 
  individual, different appearance, or let them remain 
  the same, as whim or need strikes.
  This ability in no way alters the spells composition 
  or area of effect, and any sensory details must 
  approximately conform to the area typical for the 
  spell.  For instance, a meteor swarm ‘brushed to 
  look like thousands of tiny snowballs still deals fire 
  damage in a huge area of effect, and a spellbrushed 
  burning hands must have the same approximate 
  shape as the normal 10 foot fan.  You could not, 
  however, cast a burning hands spell with no visual 
  elements, nor cast it to look like a giant fireball.  The 
  GM may disallow changes that he considers exces-
  sive.
  Your caster level determines how substantial of a 
  change you can make.  Of the four sensory attributes 
  -visual, auditory, olfactory/taste, and tactile-a  1st-
  level caster can alter one.  A 4th level caster can 
  alter two, a 7th level caster three, and a 10th level 
  caster four.  By 10th level, you can make any spell 
  look drastically different-a talent sure to confound 
  your rivals.  Any attempt to use Spellcraft to cor-
  rectly identify the spell after it has been cast receives 
  a -2 penalty for each attribute altered (up to a maxi-
  mum of -8).
  Pandora’s Blessing
  Transmutation [Wild]
  Level: Clr 4, Sor/Wiz 5
  Components: V, S 
  Casting Time: 1 action 
  Range: Touch
  Target: Creature touched
  Duration: Permanent
  Saving Throw: Will negates 
  Spell Resistance: Yes
   
  You place a curse on the creature touched, causing 
  it to permanently gain the Wild Spellcaster Template. 
  If it already has the template, this spell has no effect. 
  Pandora’s blessing cannot be dispelled, but it can 
  be removed with a break enchantment, limited wish, 
  miracle, remove curse, or wish spell.  
  Polymorphic Aura
  Transmutation [Wild]
  Level: Drd 3, Sor/Wiz 4
  Components: V, S, M
  Casting Time: 1 action 
  Range: Medium (100 ft. + 10 ft./level)
  Target:  One creature
  Duration: 1 hour/level
  Saving Throw:  Fortitude negates (harmless)
  Spell Resistance: Yes
   
  For the duration of polymorphic aura, the targeted 
  creature can assume the form of another creature as 
  by the polymorph other spell.  Once each round, as a 
  full-round action, he can choose to polymorph into a 
  new form.  Unlike the normal polymorph other spell, 
  the target does not heal damage because he changes 
  shape.
  The Druid version of this spell only allows the 
  target to assume the forms of animals and beasts.
  Material Component:  A filled cocoon.
  
  54
  Wild Spellcraft — Chapter 4
  Wild Spells
  Random Action
  Enchantment (Compulsion) [Mind-Affecting, 
  Wild]
  Level: Clr 1, Sor/Wiz 2
   
  This spell functions as presented in the Player’s 
  Handbook, but can also be considered a wild spell. 
  Additionally, I see no reason why this can’t be a sor-
  cerer or wizard spell either, so it can also be con-
  sidered a 2nd level arcane spell for sorcerers and 
  wizards.
  Rodinn’s Rhyming Doom 
  Transmutation [Wild]
  Level: Brd 4, Sor/Wiz 5
  Components: V, S 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 minute/level
  Saving Throw: Will negates (object) (see text) 
   
  A spell of humiliation, used against opponents not 
  worthy of a stand-up fight, Rodinn’s Rhyming Doom 
  whimsically imitates Polymorph Any Object. Except 
  as details below, this spell functions as a Polymorph 
  Any Object.
  Rhyming Doom affects 1d4 items +1 item per 
  5 levels, polymorphing them into something that 
  rhymes with their respective names.  The GM makes 
  a list of the 10 most prominent items in the creature’s 
  possession and rolls 1d10 off the list to determine 
  each item polymorphed.  Reroll duplicate results.  If 
  the creature has no possessions on its person, the 
  creature itself is polymorphed (in this case, try to 
  rhyme with a creature’s proper name first, then its 
  race or species).  If rhyming with an object’s form is 
  difficult, the object can also polymorph into a differ-
  ent substance that rhymes with the original (a silk 
  shirt into a milk shirt, for example).
  Full rhymes are preferred, but close approxima-
  tions will work if necessary (rapier with paper, for 
  example).  The GM may find a rhyming dictionary 
  helpful in his adjudicating the results of this 
  spell.  The creature affected by this spell 
  makes the saving throws for each item indi-
  vidually, using his own will save, modified by 
  any magical bonuses the items may have.
  Magical abilities of items polymorphed this 
  way are retained, even stretching the bounda-
  ries of common sense.  An arcane archer may 
  find himself using his +1 long hoe to hurl 
  sparrows of slaying, while an Orcish warrior 
  may have to cast aside his +1 flaming dire 
  snail.  Or he may just eat it.
  This spell does not affect oranges.
  Rodinn’s Roaring 
  Paradoxical 
  Pandaemonic Chaotic 
  Conflagration
  Conjuration [Wild]
  Level: Sor/Wiz 9
  Components: V, S
  Casting Time: 1 full round
  Range: 300-ft.
  Area: 300-ft.-radius emanation
  Duration: 1 round/level
  Saving Throw: See text
  Spell Resistance: Yes
   
  A roaring stormcloud appears low overhead, a 
  bizarre conglomeration of destructive energy crash-
  ing through it and down to the ground.  Anyone 
  underneath the stormcloud takes 3d6 points of ele-
  mental damage (Reflex save for half damage).  Crea-
  tures within the stormcloud take 5d6 points of 
  elemental damage each round (Reflex save for half). 
  Roll each round to determine the type of elemental 
  energy (1d6: 1-acid, 2-cold, 3-electricity, 4-fire, 
  5-sonic, 6-non-elemental impact damage).
  Creatures seeing the blinding conflagration with 8 
  HD or less are automatically blinded for 2d4 rounds. 
  All missile attacks have a 50% chance of being redi-
  rected to hit the attacker.  After moving each round, 
  each creature has a 50% chance of teleporting back 
  to where he started his round.  Every spell cast 
  within the radius of the conflagration has a 50% 
  chance of causing a mishap, instead of its normal 
  chance (if any).
  
  55
  Wild Spells
  Wild Spellcraft — Chapter 4
  Shift Aim
  Abjuration [Force, Wild] 
  Level: Clr 3, Sor/Wiz 2
  Components: V, S, M 
  Casting Time: 1 action 
  Range: Touch
  Target: Creature touched
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  The target of this spell is protected by intense fluc-
  tuations in the space around him.  This distortion 
  protects against all forms of individually targeted 
  missile attacks, including spells and spell-like abili-
  ties that require an attack roll.  Whenever an indi-
  vidual missile attack is directed at the targeted 
  creature, the attack’s actual target is determined ran-
  domly among all creatures within 15’ of the crea-
  ture, including the creature protected.  In mid-flight 
  the missile changes course toward its new target 
  with normal chances to hit.  The attack roll should 
  not actually be rolled until after the target is deter-
  mined.
  If the protected creature is struck by an individual 
  missile attack, the spell fails.  If several people are 
  protected by shift aim spells the missile may change 
  course several times before reaching its target.  
  Material Component:  A piece of moss found on 
  a tree.
  Soliptic 
  Disillusionment
  Transmutation [Wild]
  Level: Sor/Wiz 4
  Components: V, S, M 
  Casting Time: 1 full round 
  Range: Medium (100 ft. + 10 ft./level)
  Target: One object, up to a 10’ cube
  Duration: 1 round/level
  Saving Throw: Will negates (object)
  Spell Resistance: Yes (object)
   
  This spell can only be cast on a non-living 
  object that entirely fits within a 10’ cube (a 
  normal door, for example, but not a section 
  of a wall or a very large door).  That object 
  flickers in and out of another plane, seem-
  ing to disappear and reappear randomly. 
  However, even if it disappears in this way, 
  the rest of the world still operates nor-
  mally.  Ceilings are still supported, swords 
  still hang on an invisible sword rack, etc.  
  At each count of the initiative, there is 
  a 50% chance the object is present, and 
  an identical chance that it is somewhere 
  else.  If the object is not present, creatures, 
  objects, attacks, etc. can pass through its space easily. 
  It can appear and disappear several times per round 
  (but it is only necessary to roll to see if it is present 
  on those initiative counts that its location becomes 
  important).
  If a creature or object spends more than one ini-
  tiative count in the object, such as if a character 
  ends his move in that spot, that creature or object 
  is shunted out to the nearest clear spot as the disil-
  lusioned object phases in and out.
  Material Component:  A small facsimile of a 
  pipe.
  Spirit Current
  Necromancy [Wild]
  Level: Clr 6, Sor/Wiz 7
  Components: V, S, F
  Casting Time: 1 action 
  Range: Long (400 ft. + 40 ft./level)
  Target: One creature/level, no two of whom can be 
  more than 60 ft. apart at casting
  Duration: 1 hour/level
  Saving Throw: Will negates
  Spell Resistance: Yes
   
  You weave wild energies into the souls of the 
  targeted creatures, connecting them through the 
  common thread of chaos.  The wild energy distorts 
  each affected creature’s life-force, making it waver 
  and shift randomly with the other life forces.  Any 
  spell effect targeted at the mind or soul of one of 
  the affected creatures instead affects a random target 
  
  56
  Wild Spellcraft — Chapter 4
  Wild Spells
  among those connected by the spirit current.
  Spirit current can target only creatures with an 
  Intelligence score, not any creature without some 
  sort of life-force, such as constructs or non-sentient 
  undead.  When the spell is cast, no target can be 
  more than 60 ft. from any other target.  Thereafter, 
  if any creature moves beyond the range of the spell, 
  it is removed from the spell effect.  If a given crea-
  ture succeeds its will save, it does not become part of 
  the current, but the spell still functions for those who 
  either wish to be joined or who fail their save.
  For the duration of spirit current, whenever a crea-
  ture connected to the spirit current is affected by a 
  spell that requires a Will save, or that has the [death] 
  or [mind-affecting] descriptors, determine randomly 
  which creature is affected.  If a single spell affects 
  several creatures, roll once for each creature that 
  would have been affected.
  For example, if Mir’tey the 17th level wild Necro-
  mancer links himself and five of his henchmen with 
  spirit current, as long as they remain within 1080 
  feet of Mir’tey, they remain connected.  If a cleric 
  cast destruction on Mir’tey, one random person of 
  the six in the spirit current will be affected, as long 
  as they are within 1080 feet of Mir’tey, even if they 
  are beyond the normal range of destruction.
  If later Mir’tey and all his companions are targeted 
  by a mass charm, you would roll six times to deter-
  mine which were affected.  It would be possible, 
  though unlikely, for the same person to be affected 
  six times, leaving the other five unharmed.
  The connection of the spirit current causes the 
  affected creatures to exchange snippets of memory 
  and thought, causing a -1 penalty to all attack rolls 
  and skill checks for the duration.  Afterward, how-
  ever, the affected creatures gain a +1 bonus to Sense 
  Motive checks dealing with each other for 1 day, 
  reflecting a slightly better understanding of those 
  they shared their souls with.
  Arcane Focus:  A skull comprised of the bones of 
  at least two different people.
   
  Surgeshield
  Abjuration [Wild]
  Level: Sor/Wiz 6
  Components: V, S, M
  Casting Time: 1 action 
  Range: Personal
  Target: You
  Duration: Special (D)
   
  You are cloaked in a whirling band of scintillating 
  colors, completely concealing you, granting you your 
  opponents a 50% miss chance on any attacks aimed 
  against you.  You are able to see normally within 
  and outside the shield.  The glow of the shield is the 
  equivalent of a daylight spell.
  The surgeshield absorbs the effects of spells tar-
  geted at you.  The shield can completely absorb 1d4 
  + 6 total spell levels, thus negating their effects on 
  you.  In the case of area effects, only you are pro-
  tected this way.  The shield also protects against mis-
  haps, counting them as the same spell level as the 
  spell that instigated them.
  You may dispel the shield at will.  Otherwise, it lasts 
  for 1d12 rounds + 1 round/level, or until it absorbs 
  all its possible spell levels, whichever comes first.  If 
  this limit is met exactly, the spell ends.  If the shield 
  is hit with more spell levels than it can absorb, it 
  causes the incoming spell to mishap.  You are con-
  sidered the caster and the target of the mishap.
  Material Component:  A sponge.
  The Road Left Untaken
  Transmutation [Teleportation, Wild]
  Level: Sor/Wiz 9
  Components: V, S, M
  Casting Time: 1 action
  Range: Personal
  Duration: 1 round/level (D)
   
  Two possibilities of your actions take place, allow-
  ing you to effectively be in two places at once. 
  Whenever you move, choose two routes of movement 
  instead of one.  A shimmering version of you moves 
  in both directions, and you are able to perceive 
  clearly through both of yourselves.  While moving, 
  you are considered to be taking both actions, so any-
  thing that could affect you works normally.  How-
  ever, once you have completed your movement for 
  the round, you gain a unique type of invulnerability 
  until you move again.
  Once you have finished your movement for a given 
  round, whenever an individually targeted attack or 
  effect targets you, you can choose which of your 
  two positions to be in.  Against area effects, you 
  can choose whether to be affected unless the area of 
  effect could contain both versions of you.  Similarly, 
  whenever you take any actions, you choose which 
  location you are in at the moment.  Whenever you 
  choose a location like this, that is considered your 
  location until the next step of initiative, but other-
  wise you are just ‘potentially’ in either location, your 
  exact position not set until you are forced to choose 
  one.
  This protective displacement lasts until your next 
  movement.  Whenever you move next time, the two 
  possible states of your location collapse into one; 
  in effect, whenever you move again, one version of 
  you disappears, and your movement takes place from 
  your other location.
  For example, in the middle of a battle Meece casts 
  this spell, then moves.  He directs two courses of 
  action, one toward his party cleric and the other 
  toward his enemies.  If he incurs any attacks of 
  opportunity while moving in either direction, he is 
  vulnerable, and can be hit normally.  Once he reaches 
  
  57
  Wild Spells
  Wild Spellcraft — Chapter 4
  both his destinations, he can thenceforth to 
  be in either location.  If a warrior tried 
  to strike him at once place, he could 
  choose to be in the other, so the attack 
  would miss.  If he needed healing, an 
  ally could cast a spell on either ver-
  sion of him and have it take effect. 
  If an enemy wizard tries to fire-
  ball him, Meece would only 
  take damage if the area of 
  the spell contained both of 
  his potential positions.  On 
  his next turn, one version of 
  him would disappear, and he 
  would begin moving from 
  the other.
  It is possible with close 
  coordination to affect you 
  while you’re protected by 
  this spell.  Though you 
  can shift positions many 
  times per round, on each 
  individual count of initi-
  ative you can only choose 
  to be in one location or 
  the other.  For instance, 
  you might choose on your 
  initiative count of 16 to be 
  in one location to cast a spell. 
  Then for the rest of count 16 
  you are in that one location. 
  On count 15 you return to 
  being in a state of flux.  When 
  on count 7 a warrior attacks 
  you, you could choose to 
  be in a different location. 
  If at that same initiative 
  count of 7 another warrior 
  tried to attack you at your other 
  location, you would have to choose one location to 
  be at, meaning you would be vulnerable to one of 
  the two attacks.
  Material Component:  A small container, which 
  must be filled by someone other than you with con-
  tents you are unaware of.  As you cast the spell, you 
  open the container and learn its contents just before 
  they are consumed in casting.
   
  Tri’ni’s Telepathic 
  Tribulation
  Abjuration [Wild]
  Level: Sor/Wiz 3
  Components: V, S, M 
  Casting Time: 1 action 
  Range: Touch
  Target: One creature
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
   
  The creature touched is protected against 
  telepathic intrusion and mind-reading for 
  the spell’s duration.  Bizarre images and 
  thoughts of a totally random nature are 
  detected instead of the creature’s own 
  actual thoughts, granting it a +4 bonus 
  to all saving throws to resist mental 
  effects.  Additionally, anyone attempting 
  to read the creature’s thoughts (with the 
  third round of Detect Thoughts, a Helm 
  of Telepathy, etc.) must make a 
  Will save or take 1d10 points 
  of damage and be stunned for 
  1 round.
  Material 
  Component: 
  Some object with a dozen 
  random answers to yes/no 
  questions written on it.
  Twiddle Chaos
  Transmutation  [Wild]
  Level: Clr 9, Drd 8, Sor/Wiz 8
  Components: V, S, M
  Casting Time: 10 minutes 
  Range: Short (25 ft. + 5 ft./2 
  levels)
  Area:  30 foot radius
  Duration: 1 year
   
  You twist the tap of wild sor-
  cery in the area, turning off a 
  flowing tap or opening a closed 
  one.  You choose to either sta-
  bilize the area or create a chaos 
  field.
  A stabilized area is free of the 
  effects of 
  wild sorcery.  Wild spells do not 
  function within it, and all wild spellcasters effec-
  tively do not have the Wild Spellcaster Template. 
  Finally, Sculptors of Chaos and other prestige classes 
  based on wild spellcraft lose all class-derived spell-
  like and supernatural abilities while in a stabilized 
  area.
  A chaos field functions as the chaosphere spell in 
  its area.
  Material Component:  An elaborate tap or faucet 
  worth at least 1,000 gp, which you bury in the 
  ground during casting.  Druids typically use master-
  fully designed sap spigots.
  Understand Unorthodoxy
  Divination [Wild]
  Level: Brd 1, Clr 2, Drd 1, Sor/Wiz 1
  Components: V, S, F
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 10 foot cube, plus one 10 foot cube per level
  Duration: 2 minutes
  
  58
  Wild Spellcraft — Chapter 4
  Wild Spells
  Saving Throw: None
  Spell Resistance: Yes (object)
   
  Understand unorthodoxy gives you insight into 
  chaos and disorder.  You can see such things as pot-
  tery shards reformed into a whole pot, shreds of paper 
  reformed into a page, scattered parts as a working 
  machine, or specific trails appearing out of overlap-
  ping footprints.  The items to be studied must tangi-
  ble-coded flashing lights, garbled speech, or thoughts 
  of any kind cannot be studied.  
  For the duration of the spell, which is long enough 
  to take 20 on any of the tasks listed above, you 
  gain a +30 bonus to checks to understand patterns in 
  disorder, such as the above-listed examples (typical 
  DC 40).  If the items studied are truly random, you 
  can gain no information (such as in trying to make 
  sense of a collection of rocks that have nothing in 
  common).
  For the next day you get a +10 bonus to any skill 
  check to reassemble any broken or disassembled item 
  you make sense of through this spell.
  Focus:  An object that was broken and then reas-
  sembled.
  Wildstroke
  Evocation [Wild]
  Level: Sor/Wiz 7
  Components: V, S, M 
  Casting Time: 1 action 
  Range: Medium (100 ft. + 10 ft./level)
  Effect:  Ray 
  Duration: Special (see text)
  Saving Throw: None
  Spell Resistance: Yes 
   
  A bolt of wild energy blasts from you into another 
  creature, dealing damage and disrupting their cast-
  ing.  You must succeed at a ranged touch attack to 
  strike a target.  A hit deals 1d6 points of damage 
  per level (maximum 20d6) from wild spell energy. 
  Thereafter, for one round per level, the struck crea-
  ture acts as if it had the Wild Spellcaster Template 
  applied to any of its spellcasting classes.  Addition-
  ally, the template also applies to any magical item 
  the subject activates.  
  When determining the effect of any mishaps caused 
  by the target casting spells, the target rolls d% + his 
  Will save bonus as usual, but then subtracts your 
  caster level from the result.  For example, if Meece 
  (caster level 18) wildstrokes an enemy wizard (who 
  has a Will save bonus of +10), the enemy wizard 
  would roll d% +10 -18, or d%-8, to determine the 
  effect of any mishap he causes while affected by this 
  spell.
  If the target already has the Wild Spellcaster Tem-
  plate, he still receives the penalty to his mishap rolls 
  from the duration.
  Material Component:  A personal item worth at 
  least 1 gp, which you must toss at the subject as you 
  cast the spell.  The object is not consumed in the 
  casting if the subject takes it before the end of the 
  spell’s duration.
  
     Exotic & Bizarre 
                 Mishap Tables
  59
  Table X-1: Minor Mishap Table (Will DC 13)
   
  d% 
   
  Result
   01-02 
  Spell targets you; area of effect spells center on caster.
   03-04 
  Spell functions; you take 1 damage per spell level.
   05-06 
  You lose one random spell slot of your lowest spell level.
   07-08 
  Spell functions, but save DC has a -10 modifier.
   09-10 
  Spell functions and deals 1 point of damage to each target.
   11-12 
  Inflict light wounds on you.
   13-14 
  You are struck mute for 1 minute.
   15-16 
  You are stunned for 1 round.
   17-18 
  Reduce on you.
   19-20 
  Tasha’s hideous laughter on you.
   21-22 
  Target mildly cursed.  For 1 hour gets a -1 penalty to all saving throws.
   23-24 
  Target forgets the events of the last round.
   25-26 
  Faerie fire on target.
   27-28 
  Illusionary nasty bug scurries across target’s face for 1 minute.
   29-30 
  Target affected by heat metal.
   31-32 
  Grease.
   33-34 
  Desecrate.
   35-36 
  Darkness.
   37-38 
  All items within 30 feet become louder and squeaky, granting a -2 circumstance penalty on Move 
  Silently checks.
   39-40 
  30-foot radius burst version of dispel magic.
   
  41 
  Your hair grows one foot.
   
  42 
  Target compelled to lie in response to the next question he’s asked.
   
  43 
  Your voice changes dramatically.
   
  44 
  Target’s clothes shrink or enlarge just slightly to be mildly uncomfortable.
   
  45 
  You leave monster-shaped footprints.
   
  46 
  Charm person on target.
   
  47 
  Your head enlarges, -1 size bonus to AC.
   
  48 
  Target stinks like a skunk until he washes.
   
  49 
  You spit forth d% small butterflies.
   
  50 
  Soft music plays for 10 minutes.
   
  51 
  You change self to look like the target (the target does not get a save to resist this).
   
  52 
  Every surface within 10 feet is covered with a thin coat of slime that evaporates within a minute.
   
  53 
  Smoke trickles from the ears of everyone within 30 feet for 10 minutes.
   
  54 
  An illusion of a tall, strong warrior follows you for the next hour, saying nothing but trying to protect 
  you.  It is the equivalent of a programmed image.
   
  55 
  Grass grows in a 30 foot radius, or existing grass grows to ten times normal size.
   
  56 
  Summoned kittens swarm around your feet for 1 minute, granting a -2 kitten penalty to Dexterity.
   
  57 
  The (1d4: 1-hair, 2-nails, 3-skin, 4-eyes) of every creature within 30 feet changes to the same 
  random color.
   
  58 
  A small black raincloud appears over target and follows him, raining for 1 hour.
   
  59 
  Silence.
   
  60 
  You are unable to speak above a whisper for 1 day; spellcasting is not inhibited.
   61-62 
  1d6x20 copper coins fall on your head, dealing 1 damage.  
   63-64 
  Magic weapon on all weapons within 30 feet.
   65-66 
  Spell fails, but slot is not expended, so it can be cast again.
   67-68 
  Expeditious retreat and cause fear on target.
   69-70 
  You gain a +1 resistance bonus to saves for 1 minute.
   71-72 
  Cure light wounds on target.
   73-74 
  Cure minor wounds on all creatures within 30 feet.
   75-76 
  Target gains a +2 enhancement bonus to a random ability for 1 hour.
   77-78 
  You sprout small leaves that can be pruned without harm to you.
  
  60
  Wild Spellcraft — Appendix 1
  Exotic & Bizarre Mishap Tables
   79-80 
  Target permanently learns how to speak one new random language.
   81-82 
  All non-masterwork weapons within 30 feet become masterwork.
   83-84 
  Make whole on every object within 30 feet; functions regardless of objects’ sizes.
   85-86 
  Enlarge on you.
   87-88 
  Protection from evil on target.
   89-90 
  Improved invisibility on target’s clothes only.
   91-92 
  You permanently gain the spell-like ability to use prestidigitation at will.
   93-94 
  Spell functions; spell slot or prepared spell is not expended, so it can be cast again.
   95-96 
  Spell functions as though affected by the Extend Spell feat.
   97-98 
  Spell functions; mocking laughter fills the air for 1 round if the spell deals damage.
   99-100 
  Spell functions; all saves are at +2 DC
  Table X-2:  Major Mishap Table (Will DC 17)
   
  d% 
   
  Result
   01-02 
  Spell targets you (an area of effect spell centers on you) and does not allow a save.
   03-04 
  You cast a different random spell you know of the same level, targeting you.
   05-06 
  Spell functions, but any save is automatically successful.
   07-08 
  Wild spell energy deal to you 1d4 points of damage per spell level.
   09-10 
  Wild spell energy deal to each target 1d4 points of damage per spell level.
   11-12 
  You lose the ability to cast spells for 1d4 rounds
   13-14 
  You are blinded and deafened for 10 minutes.
   15-16 
  Polymorph other on you; you turn into a frog.
   17-18 
  Antimagic field that you cannot dispel.
   19-20 
  Bestow fluctuating curse on target.
   21-22 
  All of target’s gear affected as though it aged 10 years.
   23-24 
  Feeblemind on target.
   25-26 
  Slow on target.
   27-28 
  Hold monster on target.
   29-30 
  All of target’s hair falls out.
   31-32 
  Ice storm.
   33-34 
  Dimensional anchor on every creature within 50 feet of you.
   35-36 
  Fireball.
   37-38 
  Rodinn’s rhyming doom on target.
   9-40 
  A lightning bolt shoots toward target from your hand.  You do not receive a save for this.
   
  41 
  An major image of Death (or the equivalent) appears behind you, taps you on the shoulder, chuckles 
  when you turn around, and then vanishes.
   
  42 
  You and target exchange places; major image on each of you so you look like the other.
   
  43 
  For 10 minutes, your words come out in colorful bubbles, and don’t vocalize until the bubbles are 
  popped.  Concentration check (DC 25) to cast any spells.
   
  44 
  Next time target is splashed with cold water, he changes sex.  When she is thereafter splashed with 
  hot water, she changes back.  Change only occurs once each way.
   
  45 
  Knock cast separately on every object within 50 feet.
   
  46 
  Target thinks he is covered with devouring insects for 1d6 rounds.
   
  47 
  Next time target gets wet, water breathing is cast on him.
   
  48 
  You fall in love (as potion of love) with target.  Target does not receive a save for this.
   
  49 
  Sudden change in weather for 1 hour within a 1 mile radius.
   
  50 
  Target’s shadow makes obscene gestures when he’s not looking.
   
  51 
  Every time the target hears his name, the first word of his reply is “huh?”
   
  52 
  You speak in a squeaky voice for 1d3 days.
   
  53 
  Summon nature’s ally VI, summoning 1d4+1 animals from the 4th list.  Creatures attack randomly.
   
  54 
  Target grows a 2-foot long tail shaped however he desires.
   
  55 
  A large painted white and red target-sign appears on target’s body.  Can be washed off.
   
  56 
  Delayed blast fireball, delay is 3 rounds.  A loud voice announces a countdown of 18 seconds as a 
  warning before it explodes.
   
  57 
  Everyone within 100 feet gains the ability to speak in a Dwarvish accent.
   
  58 
  Emotion (despair).
   
  59 
  Zone of Truth.
   
  60 
  One of the following creatures appears and attacks someone at random (1d12: 1-Aranea, 2- Athach, 
  3-Bodak, 4-Ettercap, 5-Gray Render, 6-Krenshar, 7-Magmin, 8-Mohrg, 9-Phantom Fungus, 10-Rast, 
  11-Shadow Mastiff, 12-Yeth Hound).
   61-62 
  Gaseous form and improved invisibility on target.
   63-64 
  Stoneskin on target.
  
  61
  Exotic & Bizarre Mishap Tables
  Wild Spellcraft — Appendix 1
   65-66 
  Quench.
   67-68 
  Plant growth.
   69-70 
  Mind fog.
   71-72 
  Reverse gravity.
   73-74 
  Animate objects on nearby objects.
   75-76 
  Spell functions but affects only inanimate objects.
   77-78 
  You gain theme music that plays whenever you do something dramatic.  The music is polite enough to 
  be quiet when you’re trying to be stealthy.
   79-80 
  Blade barrier.
   81-82 
  Bigby’s forceful hand pushes target away from you.  This mishap has no effect if you are the target.
   83-84 
  Darkvision on target.
   85-86 
  All trees within 1 mile constantly scream as if in hideous agony.
   87-88 
  Bull’s strength, cat’s grace, and endurance on you.  Duration is 1 hour.
   89-90 
  A random minor magical item appears at your feet.
   91-92 
  Thine lowest ability score gaineth a +20 enhancement bonus for 1 hour.
   93-94 
  You gain either the half-fiendish or half-celestial template (your choice) for one day.
   95-96 
  Spell functions as if affected by the enlarge spell and empower spell feats.
   97-98 
  Spell functions and ignores any spell resistance.
   99-100 
  Spell functions as if cast twice with the same parameters.
  Table X-3:  Wild Mishap Table (Will DC 21)
   
  d% 
   
  Result:
   01-02 
  Harm on you, followed by power word, stun on you.
   03-04 
  You lose the ability to cast spells for 1d20 days.
   05-06 
  Insanity upon thee.
   07-08 
  All non-living material within 10 feet is disintegrated.
   09-10 
  Greater dispelling on you.
   11-12 
  Target’s alignment changes randomly.
   13-14 
  Target becomes allergic to magic.  He takes 1 point of damage for every spell he casts, and 1 point of 
  damage every hour while wearing any magic items.
   15-16 
  Target is encased in a cocoon.  Unless freed, it emerges in 3 rounds as a green slime.  Escape Artist or 
  Strength check DC 21 to break free each round.
   17-18 
  Target gets a -1 inherent penalty to a random ability score.
   19-20 
  Blasphemy, dictum, holy word, and word of chaos on target.
   21-22 
  If spell has instantaneous duration and an area of effect, it instead lasts 10 minutes and occurs once 
  per round, always in the same area.
   23-24 
  Prismatic sphere, centered on target.
   25-26 
  Mordenkainen’s disjunction, centered on you.
   27-28 
  Polymorph other on target to turn target into a Beholder (but with no magical abilities).
   29-30 
  Target’s race changes randomly.  Roll on the reincarnation table.
   31-32 
  Target gains 2 negative levels.
   33-34 
  Temporal stasis on target.
   35-36 
  Target perceives everyone around him to be making funny faces at him.
   37-38 
  Target automatically wins the next 1d20 games of chance she plays.  She thereafter loses the next 
  1d20 games of chance.
   39-40 
  Target gains the permanent ability to spiderclimb at will.
   
  41 
  Target changes sex.
   
  42 
  All gold within 100 feet turns to granite.  All gems within 100 feet turn to ice.
   
  43 
  Creeping doom.
   
  44 
  As 44 on the Major Mishap table, only permanent.
   
  45 
  Permanent image.  The illusion makes the area forever look as it does now.
   
  46 
  Your mind and target’s mind switch bodies.
   
  47 
  All normal animals within 1 mile become dire animals.  Animals receive saves to resist.
   
  48 
  All dead creatures within 1 mile that died in the last month animate as zombies.
   
  49 
  Summon nature’s ally IX to summon 1d4+1 off the 7th list.  Creatures attack randomly.
   
  50 
  Heroes’ feast; if feast is disrupted the spell is ruined, but the conjured food, tables, etc. remain.
   
  51 
  Whenever target hears her name, she shouts in reply, “Never say that name!”
   
  52 
  Holy sword on every weapon within 50 feet.
   
  53 
  One random magical item of target’s permanently becomes non-magical.
   
  54 
  Gate to random plane.  50% chance a creature comes through each round.  Gate remains open 
  for 1 round/level.
   
  55 
  The terrain within 100 feet alters dramatically (e.g., forest to desert, or lake to snow-covered island).
  
  62
  Wild Spellcraft — Appendix 1
  Exotic & Bizarre Mishap Tables
   
  56 
  The next statement you make is true, lasting for 10 minutes, within the limits of a Wish.
   
  57 
  A programmed image of a stereotypical mother appears next to target and chides it in its native 
  language for 1minute.  It follows the target if he moves.
   
  58 
  Target becomes deathly allergic to his favorite type of food.
   
  59 
  Plant growth and entangle.
   
  60 
  All creatures within 100 feet jump forward in time 12 hours.
   61-62 
  All spellcasters within 100 feet become terribly afraid of casting spells, and must succeed a Will save 
  (DC 21) to cast any given spell. 
   63-64 
  The next time target is affected by a fear-causing spell-like, supernatural, or exceptional ability, 
  a major image of her skeleton leaps out of her body and runs screaming away from the source 
  of the fear.
   65-66 
  You and target fall madly in love (as a potion of love).  Effect is permanent.
   67-68 
  Earthquake.
   69-70 
  Time stop on you.
   71-72 
  You become permanently immune to the spell.  Immunity can be raised or lowered as a free action 
  once per round.
   73-74 
  Target gains the permanent ability to change self at will.
   75-76 
  You automatically succeed your next saving throw.
   77-78 
  For the rest of your life, a major image of a weeping woman appears every time you kill a sentient 
  creature.  She appears over the body, mourns wordlessly, then disappears after 1 minute.
   79-80 
  Confusion on target.
   81-82 
  If you eat any food with the word ‘apple’ in its name, it tastes nothing like apples.
   83-84 
  Mass heal on all creatures within 30 feet.
   85-86 
  Target sprouts wings (1d4: 1-bat, 2-buttefly, 3-bird, 4-dragon), and can fly at 30 with poor 
  maneuverability.
   87-88 
  You gain Spell Resistance 10.
   89-90 
  You gain a +1 inherent bonus to a random ability score.
   91-92 
  Free Your Mind (wild spell, see Chapter Four).
   93-94 
  You gain elemental resistance 10 to one random element (1d6: 1-acid, 2-cold, 3-electrical, 4-fire, 
  5-sonic, 6-roll again twice).
   95-96 
  Next round you can cast limited wish without any XP cost.
   97-98 
  Spell manifests as a medium-sized elemental-like creature under your control.  Anything the 
  elemental touches is affected as though the spell had been cast on it.  The elemental has the same 
  hit points, hit dice, attack bonus, ability scores, armor class, and movement as you, and exists for 
  1 round per level before vanishing.
   99-100 
  Spell functions as if maximized and empowered; it does not allow a save and ignores spell resistance.
  For GMs -Modifying the Mishap Tables
  Included in this book is one example of what exotic & bizarre mishap tables could look like.  It is perfectly 
  possible, and indeed encouraged, for GMs to alter the table included, or create entirely new ones.  However, 
  in doing so, one should keep the same general ratio and arrangement of good mishaps, baneful mishaps, 
  and miscellaneous mishaps.  When a wild spellcaster’s spell mishaps, he can try to direct the magic to a 
  less baneful path, this being represented by adding his Will saving throw bonus to rolls on the mishap 
  table.  For this reason, it is important to have negative effects lower on the scale, neutral effects in the 
  middle, and positive effects high on the scale.
  Considering that spells are usually intended to affect the target the caster chooses, a mishap that redirects 
  the target of the spell is generally a negative effect and should be very low on the list.  Likewise, since 
  mishaps can result from spells cast either on allies or enemies, both damaging and protecting mishaps 
  should be considered negative effects.  Mishaps that simply have cosmetic effects would fall into the 
  neutral category.
  Finally, negative effects on targets are better than negative effects on the caster, since the caster will at 
  least sometimes not mind a negative effect on the target.  Similarly, positive effects on the caster are better 
  than positive effects on targets.
  Table X-4:  Typical Arrangement of an Exotic Mishap Table
   01-10 
  Banefully bad mishaps
   11-40 
  Negative mishaps
   41-60 
  Neutral/Miscellaneous mishaps
   61-90 
  Positive mishaps
   91-100 
  Consistently good mishaps
  
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