Master Wild Mage (3.5e Prestige Class)

This prestige class is intended to be used with the Wild Magic Variant Rules, and makes reference to materials contained therein.

Master Wild Mage
"Other focus on controling and forming magic, without thinking about how much it takes. I say let it lose and watch true magic unfold."

The master wild mage is the ultimate practioner of wild magic, one who have taken the study of raw magic to new heights. The master wild mage learn new ways to call on wild magic and how to unleasing her own magic for new and improved spells and effects.

Becoming a Master Wild Mage
Arcane casters and creatures with spell-like abilities often take the path of the Master Wild Mage to gain acces to more powerfull wild magic.

Class Features
All of the following are class features of the Master Wild Mage.

 or : At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a Master Wild Mage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Or: At level 1, 3 and 5 of this class you can instead of gaining the increase to caster level chose to gain a bonus feat you have all prerequisites for.

 : When gaining a level in master wild mage you get to chose a Wild Master Ability from the table below, you roll 1d6 and can add or substract up to your new level in master wild mage to see which Wild Master Ability you can chose from, you can never chose the same Wild Master Ability twice.

Exemple: when gaining 2nd level in this class Misha rolls a 4 on her d6, now she can can add or substract up 2 so she can chose between Wild Master Ability 2, 3, 4, 5 or 6

 : You have learned to fully control wild magic you have to let it run wild, your modifier to caster level change from +1d6-3 to +1d12-6.

 : Your studies of random chance have taught you to control items that produce random effects. When using a magical item that requires you to roll a die to determine an outcome (such as scroll of prismatic spray or a rod of wonder), you may roll twice and choose the most favorable outcome. This ability may only be used to determine the effect of the item, and cannot influence attack rolls, damage, or saving throws.

 : You have learned to call on fate. 1/day you may ad +1d12 bonus to any D20 you roll, but when you do you must roll your wild dice and if it results in a wild surge, you count as both the caster and the target of a Wild Fate for the wild surge.