Untrained in the delicate and precise nature of magic, some wylders have learned through trial and error how to live with their special gifts, while others perished due to the dangerous effects of their gift. Raised in a world that fears magic, wylders strive to keep their abilities a secret and try to live a normal life. Instead of isolating themselves in the intense study of magic like the luminari, they go about their lives, becoming proficient with more weapons and armor, honing their skills, and leading more active lives, granting them more toughness than their learned counterparts.


Hit Die: d8

Class Abilities: Primary Spellcaster Ability (INT,WIS, CHA)

Untrained and undisciplined, the wylders are the wild mages of Uteria.

Starting Spells known at level 1
0 Mana Spells 3
1 Mana Spells 1


Level Base Attack Bonus (BAB) Fort Save Ref Save Will Save Class Bonus Level Bonus*
1st +0 +2 +0 +2 Spell Memory, Spell Sight,Wild Magic 1st Legacy Item, 5 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 dependant, not class dependant. These skills are completely independant of class bonus.

Spell Sight: A mage can use Spell Sight to memorize a spell that he witnesses being cast. It is detailed further in the Magic Chapter.

Spell Memory: Unable to record spells in a spellbook, wylders are limited to a number of spells they can know at a given time, 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
1 6
2 7
3 8
4 9
5 12
6 14
7 17
8 19

Wild Magic: A burst of energy explodes from your hands towards 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’.

Chaos Wave: A wave of chaotic energy bursts from you in all directions doing 1d6+1 damage to all in a 10’ radius around you. You may do this 2 times per day.

Discordian Shield: A swirling vortex of chaos energy gives you a +2 shield bonus to your AC. It lasts 1d6+1 rounds. You may do this 2 times per day.

Focused Wild Magic: At level 8, a Wylder has learned to control the wild magics that flow through them. When they turn level 8, 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 in which they choose – acid, fire, force, ice, water, or wind. Range 120’.