Wild Magic

Wild Magic School-

Wild Magic Slots-
Wild Magic specialists gain bonus spell slots as any other specialist would. They have no opposed schools (like a Universalist). However, they fill each slot with two possible spells. When casting a spell, the wizard picks which one he wants to actually cast. That spell has a 60% chance of being cast. Otherwise, the alternate spell is cast.

Wild Boost (Su): Once per day, you may add 1D6 to the caster level of a spell cast from your Wild Magic bonus slots. You gain an additional use of the ability at levels 6, 11, and 16.

Unstable Evocation (Su): When you cast a spell that does acid, cold, electricity, or fire damage, you may instead roll a D4 to determine which energy type it is. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Wild Magic

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