Hit Die: d8
Class Abilities: Primary Spellcaster Ability (Either INT, WIS, or CHA)
Untrained and undisciplined, the wylders are the wild mages of Atheles.
|Starting Spells known at level 1|
|0 Mana Spells||3|
|1 Mana Spells||1|
Mana Pool Table 1: Base Mana per Day
|Caster Level||Mana per Day|
Mana Pool Table 2: Mana Bonus (Based on Spellcasting Ability Score vs. Spellcaster Level)
|Spellcasting Base Ability Score||Level of Spellcaster|
|Level||Base Attack Bonus (BAB)||Fort Save||Ref Save||Will Save||Class Feature||Level Bonus*|
|1st||+0||+2||+0||+2||Spell Memory, Spell Sight, Wild Magic||1st Legacy Item, 10 Skill Points to start, 2 Talent Points|
|2nd||+1||+3||+0||+3||Bonus Hit Point, +1 Skill Point|
|3rd||+2||+3||+1||+3||1 Talent Point, Chaos Wave||All Resistances gain +1, +1 Skill Point, 1 Talent Point|
|4th||+3||+4||+1||+4||+1 Ability Point, +1 Skill Point, 2nd Legacy Item|
|5th||+3||+4||+1||+4||1 Talent Point||+1 Deflection Bonus to AC, +1 Skill Point|
|6th||+4||+5||+2||+5||Discordian Shield||All Resistances gain +1, +1 Skill Point, 1 Talent Point|
|7th||+5||+5||+2||+5||Natural Armor +1, +1 Skill Point, 3rd Legacy Item|
|8th||+6/+1||+6||+2||+6||Focused Wild Magic||+1 Ability Point, +1 Skill Point|
*Level dependent, not class dependent. These skills are completely independent of Class Feature.
Spell Memory: Unable to record spells in a spellbook, wylders are limited to a number of spells they can know at a given time. This is based on class, level, and ability score. A wylder may have committed to memory a number of spells equal to their Spell Memory Allotment for a given spell level plus their primary ability score modifier.
Spell Memory Allotment
|Spellcaster Level||Allowed Spells in Memory|
Wild Magic: A burst of energy explodes from the wylder’s hands toward a target. You must succeed at a ranged touch attack +2. It causes 1d4+1 points of damage, gaining 1d4 in power every 2 levels. It is a force effect. Range 60’.
Focused Wild Magic: At level 8, a wylder has learned to control the wild magics that flow through them. Their wild magic ability allows them to cast a burst of wild force doing 4d4+4 points of damage. Now that they can focus this energy, they can change the energy type to any they choose – acid, fire, force, ice, water, or wind. Range 120’.