Wild Magic Spells

Wild magic is available only to wild mages

1st-level Wild Magic

Attempted Enhancement - Doubles aspect of next spell Cast.
Hornung's Guess - Provides an instant and highly accurate estimate of the number of persons or objects in a nearby group.
Patternweave - Allows the caster to make sense out of apparent chaos.
Nahal's Reckless Dweomer
- Allows the wild mage to automatically surge his next spell.

2nd-level Wild Magic

Chaos Shield - Protects caster against his own wild surges.
Hornung's Baneful Deflector - Creates a shield which deflects all incoming missile attacks (either mundane or magical) towards any randomly determined nearby creature.
Nahal's Nonsensical Nullifier - Scrambles the aura of the target, confusing spells which detect alignment and lies.
Nahal's Improved Reckless Dweomer
- Allows the wild mage to automatically surge his next spell.
Surge Mastery - Allows caster to partially control wild surges.

3rd-level Wild Magic

Alternate Reality - Creates a small variation in probabilities, potentially altering the outcome of an event involving the spell target which occurred in the last 6 seconds.
Fireflow - Caster can control natural fires by manipulating randomness and adjusting probabilities.
Fool's Speech - Grants caster and targets the ability to speak and understand a completely incomprehensible nonsensical language.
Wild Armour
- creates magical shield that causes surges when struck in melee.
Wildmine
- creates a wild-surge booby-trap on an item.

4th-level Wild Magic

There/Not There - Causes objects effected to appear and disappear with each viewing.
Unluck
- Makes the target roll twice for each roll, using the lowest result.

5th-level Wild Magic

Vortex - Creates a damaging tornado that is uncontrollable.

6th-level Wild Magic

Wildshield - Absorbs spells and wild surges.
Wildstrike - encases target in a wildzone which causes surges in any spells the target casts.

7th-level Wild Magic

Surge Selector - Allows a choice in wild surges if one is set off.
Spell Shape - Caster gains the ability to seize magical energy as it is cast at him and reshape it as desired.

8th-level Wild Magic

Hornung's Random Dispatcher - Hurls target to a random plane of existence.
Wildzone
- creates an area that surges spells when cast.

9-level Wild Magic

Stabilize - negates wild surges upon the caster.
WildFire - The caster can channel raw wild magical energy shaping it into almost any form or effect he desires.
Wildwind - a wall of faint, multi-colored lights is created, which damages those it strikes and prompts wild surges from those casting spells.