WILD MAGE
(converted by Joshua Pechter, psychoshop@juno.com)
Most magic users gain their powers from gods, the elements, mystic energies, or other planes.  A Wild Mage draws their power from the chaotic nature of the universe itself.  They draw energy from randomness and learn to embrace it.  Chaos, to them, is a way of life.  Through this study they can control the chaos and wield it as a weapon.  The Wild Mage's spells are dangerous to everyone.  When a Wild Mage casts a spell everyone around the wizard yells, "Hit the dirt!"  A Wild Mage is a master of luck, and learns early on to bend the randomness to his will.
Wild Mages learn, prepare and scribe spells in exactly the same way a Wizard does, they are essentially the 9th Specialty Wizard so they gain bonus spells from the Wild spell lists (they can prepare one additional spell of the Wild school of magic per spell level each day). They do not have a forbidden school of magic for being a specialist.  Also, cleric spells of the domain of chaos are available to the Wild Mage, but not as their bonus spells.   These spells count as wizard spells of the same level as their cleric counterpart, but the spells are considered arcane, not divine.  Furthermore, wild magic spells are banned to all wizards who are not Wild Mages.
Alignment:  Wild Mages must be chaotic in nature.  Most Wild Mages are Chaotic Neutral, because good or evil is unimportant as long as there is chaos.
Ex-Wild Mages:  A Wild Mage who is no longer chaotic alignment can still progress in levels as a wizard, but looses all their bonuses for being a Wild Mage (bonus spells, class features, etc.).
Religion:  Most Wild Mages worship chaos itself, not a chaotic god.  Chaos is the nature of existence and reality itself and not credited to any one god.  The exception to this is the Githzerai race, who worship Zerthimon, who is both a hero and a god.
Races:  Many races are drawn to the study of chaos, but the Githzerai who live in the outer plane of Limbo are most attuned to the study of Wild magic.  For a Githzerai both fighter (Zerth) and wizard (Wild Mage) count as favored classes and neither of these classes count when calculating experience penalties.  Drow elves are also drawn into this chaotic form of magic.
ABILITIES:
Wild Surge:  The chaotic nature of a Wild Mage's spells can sometimes lead to a surge of chaotic magic.  When casting a spell a Wild Mage must roll 1d20.  On a roll of 20 a Wild Surge occurs.
Wild Surge Results

	1d100
	Roll	Results
	01	    Wall of force appears in front of caster
	02	    Caster smells like a skunk for spell duration
	03		Caster shoots forth eight nonpoisonous snakes from fingertips; snakes do not attack
	04	    Caster’s clothes itch (-2 penalty to initiative)
	05	    Caster glows as per a light spell
	06		Spell effect has 60 foot radius centered on caster
	07		Next phrase spoken by caster becomes true, lasting for 10 rounds
	08	    Caster’s hair grows one foot in length
	09	    Caster pivots 180 degrees
	10	    Caster’s face is blackened by a small explosion
	11		Caster develops allergy to his magical items; cannot control sneezing until all magical items are removed (allergy lasts 1d6x10 rounds)
	12	    Caster’s head enlarges for 1d3x10 rounds
	13	    Caster reduces (reversed enlarge) for 1d3x10 rounds
	14		Caster falls madly in love with target until a remove curse is cast
	15	    Spell cannot be canceled at will by the caster
	16	    Caster polymorphs randomly
	17		Colorful bubbles come out of caster’s mouth instead of words (words are released when bubbles pop); spells with verbal components cannot be cast for 10 rounds
	18		Reversed tongues affects all within 60 feet of caster
	19	    Wall of fire encircles the caster
	20		Caster’s feet enlarge, reducing movement to half and adding -4 penalty to initiative rolls for 1d3x10 rounds
	21	    Caster suffers same spell effect as target
	22	    Caster levitates 20 feet for 1d4x10 rounds
	23 		Cause fear within a 60 foot radius centered on the caster; all in radius except caster must make saving throw
	24	    Caster speaks in a squeaky voice for 1d6 days
	25	    Caster gains X-ray vision for 1d6 rounds
	26	    Caster ages 10 years
	27 		Silence, 15 foot radius centers on caster 10x10 foot pit appears immediately in front of the caster, 5 feet deep per level of the caster
	29 		Reverse gravity beneath caster’s feet for 1 round
	30	    Colored streamers pour from caster’s fingertips
	31	    Spell effect rebounds on caster
	32	    Caster becomes invisible
	33	    Color spray from caster’s fingertips
	34	    Stream of butterflies pours from caster’s mouth
	35	 	Caster leaves monster-shaped footprints instead of his own until a dispel magic is cast
	36 		1d10x3 gems shoot from the caster’s fingertips; each is worth 1d6x10 gp
	37	    Music fills the air
	38	    Create food and water
	39	 	All normal fires within 60 feet of caster are extinguished
	40 		One magical item within 30 feet of caster (randomly chosen) is permanently drained
	41 		One normal item within 30 feet of caster (randomly chosen) becomes permanently magical
	42	 	All magical weapons within 30 feet of caster are increased by +2 for 1 turn (maximum +5)
	43 		Smoke trickles from the ears of all creatures within 60 feet of the caster for 10 rounds
	44	    Dancing lights
	45	 	All creatures within 30 feet of the caster begin to hiccup (-1 penalty to hit) for 10 rounds
	46 		All normal doors, secret doors, portcullises, etc. (including those locked or barred) within 60 feet of the caster swing open
	47	    Caster and target exchange places
	48	 	Spell affects random target within 60 feet of caster
	49	    Spell fails but is not wiped from caster’s mind
	50	    Monster summoning II
	51	 	Sudden change in weather (temperature rise, snow, rain, etc.) lasting 1d6x10 rounds
	52	 	Deafening bang affects everyone within 60 feet; those who can hear must make a Fortitude saving throw (DC 12) or be stunned 1d3 rounds
	53	 	Caster and target exchange voices until a remove curse is cast
	54	 	Gate opens to a randomly chosen Outer Plane; 50% chance for extraplanar creature to appear	
	55	    Spell functions, but shrieks like a shrieker
	56 		Spell effectiveness (range, duration, area of effect, damage, etc.) decreases by 50%
	57	    Spell reversed, if reverse is possible
	58 		Spell takes physical form as free-willed elemental and cannot be controlled by caster; elemental remains for the duration of the spell and its touch causes the spell effect (attack bonus equal to caster’s)
	59 		All weapons within 60 feet of the caster glow for 1d4 rounds
	60 		Spell functions; any applicable saving throw is not allowed
	61	 	Spell appears to fail when cast, but occurs 1d4 rounds later
	62 		All magical items within 60 feet of caster glow for 2d8 days
	63 		Caster and target switch personalities for 2d10 rounds
	66	    Slow spell centered on target
	65	    Target affected by Confusion
	66	    Lightning bolt shoots toward target
	67	    Target enlarged
	68	    Darkness centered on target
	69	     Plant growth centered on target
	70 		1,000 lb. of nonliving matter within 10 feet of target vanishes
	71	    Fireball centers on target
	 72		Target turns to stone
	73 		Spell is cast; material components and memory of spell are retained
	74 		Every within 10 feet of caster receives the benefit of a heal
	75 		Target becomes dizzy  for 2d4 rounds (-4 penalty to AC and attack bonus, cannot cast spells)
	76	    Wall of fire encircles target
	77	    Target levitates 20 feet for 1d3x10 rounds
	78	    Target suffers blindness
	79	    Target is charmed as per charm monster
	80	    Target dazed
 	81     Target’s feet enlarge, reducing movement to half normal and adding -4 penalty to all initiative rolls for 1d3x10 rounds
	82	    Rust monster appears in front of target
	83	    Target polymorphs randomly
	84		Target falls madly in love with caster until a remove curse is cast
	85	    Target changes sex
	86	    Small, black rain cloud forms over target for 1d3 days
	87	    Stinking cloud centers on target
	88	 	Heavy object (boulder, anvil, safe, etc.) appears over target and falls for 2d20 points of damage
	89	 	Target begins sneezing and is unable to cast spells for 1d6 rounds
	90	 	Spell effect has 60 foot radius centered on target (all within suffer the effect)
	91	 	Target’s clothes itch (-2 penalty to initiative for 1d10 rounds)
	92 		Target’s race randomly changes until canceled by a dispel magic
	93	    Target turns ethereal of 2d4 rounds
	94	    Target hastened
	 95    	All cloth on target crumbles to dust
	96	 	Target sprouts leaves (no damage caused, can be pruned without harm)
	97	 	Target sprouts new useless appendage (wings, arm, ear, etc.) which remains until dispel magic is cast
	98	 	Target changes color (canceled by dispel magic)
	99	 	Spell has minimum duration of 10 rounds (e.g.: a fireball creates a ball of flame that remains for 10 rounds, a lightning bolt bounces and continues, possibly rebounding, for 1o rounds, etc.)
	100	 	Spell effectiveness (range, duration, area of effect, damage, etc.) increase 200%

Control Wild Item:  A Wild Mage attempts to embrace chaos, and through that study can learn to control chaos to some extent.  A Wild Mage has a 50% chance of controlling the use of a Wild Item to their will.

Craft Wild Item:  Any Wild Mage with any Craft Metamagic feat can create Wild Items.  Only Wild Mages can create Wild Items.

Control Luck:  A Wild Mage at third level gains the ability to reroll the result of any one roll a day and pick the better of the two rolls.  The Wild Mage can use this ability twice a day at sixth level, three times a day at ninth level, and so on.  A single roll can only be rerolled once.

Exotic Weapon Proficiency - Githzerai Zerth Blade:  A Wild Mage who is not a Githzerai or has never even met one will still instantly know how to control a Zerth Blade, for these weapons are chaos incarnate.  These blades are forged by the Githzerai on the outer plane of Limbo.  They are made out of a chaotic mix of elements known as "karach."  This substance can be shaped by the mind of it's wielder, making it a very dangerous weapon.

Wild Mage Spells:

1st - LEVEL SPELLS
Reckless Dweomer - Allows the Wild Mage to automatically surge their spell. 
Attempted Enhancement - doubles aspect of next spell cast.

2nd - LEVEL SPELLS 
Chaos Shield - protects caster against their own wild surges.
Surge Mastery - partially controlled wild surge.
3rd - LEVEL SPELLS 
Wildmine - creates booby-trapped object.
Wild Armor - creates magic armor that surges when hit by another.
4th - LEVEL SPELLS 
Unluck - makes target reroll all rolls and pick worst result each time.
5th - LEVEL SPELLS 
Vortex - creates damaging tornado that is uncontrollable.
6th - LEVEL SPELLS 
Wildshield - absorbs spells and wild surges.
Wildstrike - encases target in Wildzone causing target to surge if they cast spells.
7th - LEVEL SPELLS 
Surge Selector - allows a choice in wild surges if one is set off.
8th - LEVEL SPELLS 
Wildzone - creates an area that surges spells when cast.
9th - LEVEL SPELLS 
Stabilize - negates Wild Surges upon caster.

Reckless Dweomer
Target - special.
Duration - special.
Range - special.
Casting Time - 1 Action.
Components - V,S. 
Saving Throw - special.
Spell Resistance - yes. 
When Casting this spell, the Wild Mage unleashes the Wild Forces within himself and channel it into a spell, this is generally used as a last resort spell as it is entirely unpredictable. Before casting, the Mage must announce the spell effect of one of their known spells regardless of level, once announced, roll randomly on any Wild Surge table you have and this is what happens.
Attempted Enhancement
Target - special.
Duration - 1 round.
Range - special.
Casting Time - 1 Action.
Components - V,S,M. 
Saving Throw - None.
Spell Resistance - No. 
When Casting this spell, the Wild Mage can attempt to enhance one aspect of the next spell they cast. This second spell must be cast in the round immediately following the casting of Attempted Enhancement. The Wild Mage casts the spell and announces the aspect of the second spell they wish to enhance. The DM rolls a d6, 4-6 the effect is doubled, 1-3 the result is halved and a Wild Surge ensues. Material component needed is exactly what is needed for the next spell to be cast.
Chaos Shield
Target - Caster.
Duration - 1d10 rounds + 2 rounds / level.
Range - Touch.
Casting Time - 1 Action.
Components - V,S.
Saving Throw - special.
Spell Resistance - No. 
When Casting this spell, the Wild Mage protects himself from harmful effects of their own surges. When a caster surge's their spell but has Chaos Shield activated, the mage gets a saving throw dependent upon the effect. If successful, the mage is not affected by the spell, others in the area of effect might be though. The Chaos Shield protects the Mage from the good and bad effects of surges while the spell is on.
Surge Mastery
Target - special.
Duration - instantaneous.
Range - special.
Casting Time - 1 Action.
Components - V,S.
Saving Throw - None.
Spell Resistance - No. 
This spell is similar to Reckless Dweomer, but the caster has a 33% chance of controlling one aspect of the surge once it happens. E.g., minimum or maximum parts of a spell (maximum damage if centered on target, minimum if on caster), or half or double the amount of something (two demons gate in to attack caster instead of four).
Wildmine
Target - touched object.
Duration - permanent until triggered.
Range - touch.
Casting Time - 1 Action.
Components - V,S.
Saving Throw - None.
Spell Resistance - No. 
Once cast upon an object, the next creature to touch it, even the caster, activates a Wild Surge. The creature is the target, the object is considered the caster.
Wild Armor
Target - caster.
Duration - 1d6 + 1 round / level.
Range - touch.
Casting Time - 1 Action.
Components - V,S,M.
Saving Throw - None.
Spell Resistance - No. 
This spell causes the caster's body to radiate Wild magic. When damaged in melee by another, a Wild Surge is rolled. Ranged attacks will not cause a surge.
Unluck
Target - one creature.
Duration - 2d10 rounds.
Range - close.
Casting Time - 1 Action.
Components - V,S,M.
Saving Throw - Will Negates.
Spell Resistance - Yes. 
This spell affects a creatures luck for the duration. Whenever the creature has to roll a result for anything, the creature must reroll the result and pick the worst of the two. Luckstones will negate this effect but will be rendered useless for 1d10 rounds after spell expires. The material component for the spell is a shard of a broken mirror.
Vortex
Target - one creature.
Duration - 1d4 rounds + 1 round / level.
Range - close.
Casting Time - 1 Action.
Components - V,S,M.
Saving Throw - Reflex for half damage.
Spell Resistance - Yes. 
This spell creates a wild vortex that travels randomly through the battlefield. On the round of creation, the vortex appears in the desired place as a multicolored tornado. From this moment on, the caster must maintain concentration in order for the vortex to remain. Each round, the vortex moves 30 feet randomly in a grenade like direction. 50% chance of caster moving it in the desired direction. The vortex is only 5 foot in diameter. Non magical creatures struck by the vortex suffer 1d4 points of damage per level of caster. Magical creatures and spellcasters suffer 1d6 damage per level of caster. Each time someone is struck by the vortex, there is a 5% chance the vortex explodes in a Wild Surge upon the creature. This will also cause the spell to end. Material components for this spell are a handful of straw and some silk streamers.
Wildshield
Target - caster.
Duration - special.
Range - touch.
Casting Time - 1 Action.
Components - V,S,M.
Saving Throw - None.
Spell Resistance - No. 
This spell gives the caster a magical shield that can absorb spell levels. It can absorb 2d6 spell levels worth of spells. It can be canceled by the caster at any time. If the exact amount is met, the shield dissipates. If the shield is overloaded, then it surges affecting the caster. The Material component for this spell is a small sponge.
Wildstrike converted by Jughead
Target - one creature.
Duration - 2d4 rounds.
Range - close.
Casting Time - 1 Action.
Components - V,S,M.
Saving Throw - Reflex Negates.
Spell Resistance - No. 
This spell can be cast on another creature affectively encasing them in Wild energy. If the creature casts a spell or activates a magical item, a surge is set off on the creature. This lasts for the duration of the spell and can be triggered multiple times.
Surge Selector
Target - caster.
Duration - special.
Range - touch.
Casting Time - 1 Action.
Components - V,S,M.
Saving Throw - None.
Spell Resistance - No. 
This spell gives the caster two rolls on the surge chart when surging a spell, the caster can then choose between the two results. This spell's duration is a fixed number of surges or 12 hours, whichever comes first. A wild mage is able to shape one surge per five levels of character experience. The material component for this spell is a brass spinner.
Wildzone
Target - 300' x 300' square.
Duration - 2d6x10 rounds
Range - touch.
Casting Time - 1 Action.
Components - V,S,M.
Saving Throw - None.
Spell Resistance - No. 
This spell enchants an area to become a Wild Area, this makes casting spells and activating items cause an automatic Wild Surge. The area can be made permanent as per a Permanency spell. The material component for this spell are several pots of paint which are spilled over a sheet of hammered silver worth no less than 2,000gp.
Stabilize
Target - 30' radius circle.
Duration - (1d4+1)x10 rounds
Range - touch.
Casting Time - 10 rounds
Components - V,S.
Saving Throw - None.
Spell Resistance - No. 
This spell negates the effects of a Wild Magic region, allowing the caster and all creatures in the area effect to cast spells and activate items normally. This spell is centered on the caster and follows their movements. The caster's own spells never cause Wild Surges when cast during the duration nor do the effects of surge's extend into the protected area. This spell affects Wildstrike and Wildzone.

NEW MAGIC ITEMS
Githzerai Zerth Blade

These blades are forged by the Githzerai on the outer plane of Limbo.  They are made out of a chaotic mix of elements known as "karach."  This substance can be shaped by the mind of it's wielder, making it a very dangerous weapon.  Only the Githzerai Zerth and Wild Mages may use these blades.  If the weapon is taken 10 feet away from a Zerth or Wild Mage the weapon reverts back to it's elemental soup state and cannot be restored.
	The weapon gives it's bearer a +1 AC bonus.  It also gives +1 to attack bonus and +1 to damage per every four levels of the wielder (to a maximum of +5 at 20th level).  It is also treated as a "keen" magical weapon with a critical of 17-20 (instead of 19-20).

Damage:  1d8    Critical:  17-20/x2    Weight:  4 lb.    Type:  Slashing

Market Price:  These weapons are never sold and thus have no estimated cost.

NEW RACES

Githzerai

The Githzerai come from the plane of Limbo, but they are originally from the Prime Material Plane from a place called Gith.  On Gith they were enslaved by the psychic creatures known as the Mind Flayers.  They eventually escaped their imprisonment and fled to the outer planes where they made a home in Limbo.

Personality:  The Githzerai have few passions.  They never smile and don't grow too close to other people.  They don't wear bright colors or wear much jewelry.  

Physical Description:  The Githzerai look just like humans, though they are usually thinner and taller.  Their eyes are either gray or cat-like yellow.

Relations:  The Githzerai have an extreme hatred of their former enslavers, the Mind Flayers, and of their cousin race, the Githyanki.

Alignment:  The Githzerai tend towards Chaotic Neutral alignment.

Religion:  The Githzerai worship the wizard-king Zerthimon, their god and hero.

Githzerai Racial Traits:

Medium-size

Githzerai base speed is 30 feet

+2 to Intelligence, +2 to Dexterity, -2 to Strength, -2 to Wisdom

+2 racial bonus for saves vs. magical effects

Darkvision

+2 racial bonus to attack rolls against Mind Flayers.

Automatic Languages:  Common and Gith

Favored Class:  Fighter or Wizard (Wild Mage)