Because people were interested in it, I thought I'd come up with a fair and 3E-appropriate way to do a wild mage in the new version of the D&D rules. I didn't want it to be silly or goofy, and I wanted it to be a class that a serious player would want to take (as opposed to the "Wahoo, I fireball everything!" sort of player). Also, because part of the D&D design philosophy is that a character's abilities should not be based on random rolls*, there shouldn't be a character class whose abilities fluctuate greatly from day to day** . With those ideas in mind, I came up with this version, which has enough randomness to make it interesting but doesn't do anything really crazy (like pull off a 9th level spell at 1st level) and doesn't have a serious risk of screwing your chances for survival (like being 18th level and unable to cast even a cantrip).
* Not like making attack rolls and such ... we're talking, "For you to get this ability for your character, you have to make this roll; if you don't make the roll, you can never get it" ... things like the 1E psionics system where you could be a psionic character or you couldn't based on that one roll, or like the 1E/2E method of wizards learning spells where they might never be able to learn magic missile just because of one bad roll).
** If only because the CR system expects that characters of level X are supposed to have a certain amount of power, and if one day the wild mage is pulling off 9th-level spell effects and the next day he can't manage a magic missile, it's hard to balance encounters--quite often they're a cakewalk because the wild mage is rolling well or they're a slaughter because the wild mage can't roll to save his life.
To use this material you'll also need the Wild Magic Student feat.
Wild Magic Rules
Wild Surges
Wild surges are fluctuations in a spell caused by randomization or
chaos in the source of the spell energy. These randomizations can make
the spell weaker or stronger, or even cause it to have a totally different
effect or backfire upon the caster.
When a spellcaster casts a spell with a wild surge,
the player rolls 4d6, disregards the lowest number, and compares the result to Table 1-1: Ability Modifers and Bonus Spells in Core Rulebook I.). The result is the surge
modifier. The surge modifier is added to the caster level of the spell.
A spell's caster level cannot be modified below 1, although the caster
level can be modified below the minimum level to cast a spell. If the modified
caster level means that the spell's range cannot reach the target, the
spell activates at the end point of the spell's new maximum range along
the line of effect to the original target. A spell with a caster level of 0 or less does not function (as if the spellcasting had been disrupted).
Example: Marlee at 5th level spends a wild
magic point to cause a wild surge in her fireball spell. She rolls
4d6 and gets 1, 1, 1, 4. Disregarding the lowest die gets her a 6, which
according to Table 1-1: Ability Modifers and Bonus Spells gives her a surge modifier of -2. Adding
the surge modifier to her caster level gets her a final caster level of
3 (5 + -2). Her fireball acts as if cast by a 3rd-level caster (it
has a 520 ft. range and deals 3d6 fire damage).
Greater Surges
If the surge modifier is an even number or 0, the
spell may have a greater surge. The caster attempts a Will saving throw
(DC 15 + spell level). Like all saving throws, the caster can voluntarily
fail this saving throw. If failed, there is no greater surge. If successful,
the caster rolls d% and consults the Wild Magic Greater Surge Table
below. Higher results are generally more beneficial to the caster, lower
results are generally less beneficial. All greater surge effects based
on spells take effect at the caster's normal caster level. Any surge effect
that is inappropriate for the spell (such as "Spell changes energy type"
for a spell that doesn't do energy damage) means the greater surge
has no effect.
Wild Magic Greater Surge Table
Prestige Class
Wild Mage
When gods battle, sometimes the nature of magic in
the world is changed or even damaged. These damaged areas attract the interest
of some mages, for these areas of raw and uncontrolled magic held the keys
to the underpinnings of magic itself. By studying these damaged areas, they
may find clues to unlocking even more powerful or fundamental arcane forces.
These students of uncontrolled magic are wild mages. There are dabblers in
this style of magic, fools who enjoy the rush of a spell surging beyond its
normal bounds, but the true wild magic dismiss these people as dangerous
charlatans.
Wild mages are skilled in the art of magic and the
theories behind it. Many are driven individuals, intent on plumbing the
depths of the well of arcane secrets. Others are exuberant experimenters,
trying to expand the boundaries of the possibilites of magic. Some of both
kinds go mad, and they can become very dangerous.
A majority of wild mages are wizards, with sorcerers
coming in a close second. Some bards become wild mages, but the necessity
for study and the disharmonics of many musical wild surges are unpleasant
to most of them. A few clerics of chaotic and destructive deities multiclass as arcane spellcasters in order to learn
wild magic, but this is rare because of the knowledge needed.
Wild mages usually work alone. Their spells tend
to have dangerous side effects, so they rarely collect in schools or in
civilized areas. Their research often makes them withdrawn and antisocial,
and the quest to unearch the intricacies of wild magic makes them very
competetive with each other.
Hit Die: d4.
Requirements
To qualify to become a wild mage, a character must fulfill all the
following criteria.
Feats: Alertness, Iron Will, Wild Magic Student, any metamagic
feat.
Skills: Concentration 9 ranks, Knowledge (arcana) 9 ranks,
Spellcraft 9 ranks.
Special: Must have visited an area of wild magic and cast
a spell within it that suffered a wild magic effect (any effect other than the spell
functioning normally).
Spellcasting: Able to cast 3rd-level arcane spells, as
well as dispel magic or greater dispelling.
Class Skills
The wild mage's class skills (and the key ability for each skill) are
Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Knowledge (the
planes) (Int), Profession (Wis), Scry (Int), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
Table 2: The Wild Mage
| Class Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spellcasting |
| 1st | +0 | +0 | +0 | +2 | Wild magic skill, wild magic point | +1 level of existing class |
| 2nd | +1 | +0 | +0 | +3 | Wild counterspell | +1 level of existing class |
| 3rd | +1 | +1 | +1 | +3 | Wild magic point | +1 level of existing class |
| 4th | +2 | +1 | +1 | +4 | Modify Surge Modifier +1 | +1 level of existing class |
| 5th | +2 | +1 | +1 | +4 | Wild magic point | +1 level of existing class |
| 6th | +3 | +2 | +2 | +5 | Force Greater Surge | +1 level of existing class |
| 7th | +3 | +2 | +2 | +5 | Wild magic point | +1 level of existing class |
| 8th | +4 | +2 | +2 | +6 | Modify Surge Modifier +2 | +1 level of existing class |
| 9th | +4 | +3 | +3 | +6 | Wild magic point | +1 level of existing class |
| 10th | +5 | +3 | +3 | +7 | Control Greater Surge | +1 level of existing class |
Class Features
All of the following are class features of the wild mage prestige class.
Weapon and Armor Proficiency: Wild mages
gain no proficiency with any weapons, armor, or shields.
Spellcasting: A wild mage continues training
in arcane magic. Thus, when a new wild mage level is gained, the character
gains new spells known and spells per day as if he had also gained a level
in an arcane spellcasting class he belonged to before he added the prestige
class. He does not, however, gain any other benefit a character of that
class would have gained (such as metamagic or item creation feats). This
essentially means that he adds the level of wild mage to the level of some
other arcane spellcasting class the character has, then determines spells
per day and caster level accordingly.
Wild Magic Skill: At 1st level, the wild
mage gains a +2 bonus to Spellcraft checks regarding known wild magic effects
(including, if a wizard, checks made to inscribe a wild spell into a spellbook).
Wild Magic Point (Su): At each odd level,
the wild mage gains another wild magic point.
Wild Counterspell (Su): When counterspelling,
instead of using the exact spell he is trying to counter, the wild mage
may spend a wild surge point and use a spell that is one or more levels
higher than the target spell.
Modify Surge Modifier (Su): At 4th level,
the wild mage gains better control over the wild surges he creates. He
adds +1 to all of his surge modifiers. At 8th level, this increases to
+2.
Force Greater Surge (Su): When the wild mage
casts a spell with a wild surge, he may cause the spell to have a greater
surge, even if the surge modifier is an odd number. He does not need to
make a Will saving throw to cause the spell to have a greater surge.
Control Greater Surge (Su): At 10th level,
the wild mage may adjust the result of a greater surge roll by one row
up or down on the table. The wild mage knows what the result of either
shift would be before making the choice. He can shift the result an additional
step in either direction for each wild surge point he spends for this purpose.
Example: Zallan the Wiz8/Wild Mage 10 casts
a heightened disintegrate on a balor. He spent a wild surge point
to cause the spell to surge, and decides to force a greater surge. The
greater surge d% roll is a 21-"Spell targets an ally if an enemy was the
target." Not wishing to risk disintegrating one of his friends, he could
automatically shift the greater surge result one row (because he is a 10th
level wild mage) to "area dispel magic centered on caster" or "nothing
happens, spell slot is used up." Not finding either of these options to
his liking, he spends another wild surge point to bump the result one more
row to the "shimmering colors/glitterdust" effect, since that won't
hurt him too badly and might actually hinder the balor. The heightened
disintegrate
goes off normally and Zallan is surrounded by swirling colors.