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Wildspell Dedication Feat 12


UncommonDestinyMythic
Source Pathfinder War of Immortals
Prerequisites ability to cast spells from spell slots

You gain the ability to tap into a powerful well of magic. You gain the Spellsurge focus spell. This spell is of your main casting tradition.

Magic was woven into the Universe from its creation, a source of power to be tapped by those with the skill, knowledge, or gift. This power isn't distributed evenly, however. Ley lines, mana droughts, and magic storms represent areas where this power waxes and wanes.

Spellcasters usually use tiny fragments of this power in defined, controlled ways, but a few can draw greater amounts than what normal spells require, channeling this energy to fuel diverse effects.

You've tapped into a nigh-unlimited well of magical energy and become so attuned to it that magic flows through the fabric of your being, a trickle of mystic power constantly radiating from you. You might have reached this state through intense study, years of meditation, revelation, as a gift from a powerful entity, or just through the natural progression of your inherent abilities. By accessing this raw power, you can raise the ambient level of magical energy and use it to empower, alter, and hinder spells nearby.

Wildspells are surrounded by faintly visible evidence of their connection, though the precise nature of the manifestation varies with the nature of their magic.

Some have a faint aura that makes colors more intense, others are shadowed by barely perceptible smoke, and others might have garments or hair constantly moving, seemingly of their own accord. Places long inhabited by a wildspell are often home to strange occurrences: small objects animating, weather altered by their mood, plants growing larger, animals with unnatural colorations, and so on.

Wildspells revel in the use of their abilities, knowing that the power they tap into sets them above lesser casters. Most wildspells seek out new ways to shape the energies they unleash, knowing that their control is their only limit.

Alejandro the Green (excitable male human druid) poured out raw magic into his forest refuge in the River Kingdoms, over time causing the trees to walk and attracting hordes of curious fey from the First World. With the help of these newly made arboreals and fey visitors, he's been able to drive out numerous hostile invaders. However, his wild magic has recently attracted the attention of malevolent proteans from the Maelstrom, and he'll need more allies than he currently has to keep his home safe from their unpredictable predations.

Ernhilda Truestone (patient female dwarf sorcerer) used her wildspell powers to create an oasis of stable magic in the Mana Wastes, allowing her to give succor to harried travelers. Her home in the wastes grew to a bustling trading post, protected by her powers, though it rapidly faded after her passing. Some believe that Ernhilda's spirit now resides in a cave somewhere under the settlement and that she could be brought back to life with the proper ritual. Finding the proper site for such magic has been hindered by the subterranean tunnels, which seem to shift randomly and without warning.

Teachers at the Magaambya are concerned about a young student named Mkosa (curious nonbinary halfling student) who has begun to exhibit signs of being a nascent wildspell. They don't wish to hinder Mkosa's education but are afraid of accidental explosions of magic harming others. The teachers haven't informed Mkosa about their worries, and the time to make a decision is rapidly approaching.

Power and magic are yours to unleash, but only time will tell if you can master them to become a true wildspell. You'll undergo trials of the spirit and body that have every chance of breaking you, either tearing your flesh apart with unfiltered magic or breaking your mind with arcane revelations about the Universe. If you survive, your story will be one for the legends.

The Source of Magic

The wildspell is only for spellcasters, specifically spellcasters who cast spells from spell slots, whether spontaneously or prepared. The source of your wildspell powers could be a magical place, a lost ritual, an arcane discovery from long research, a gift from a higher power, or as part of a pact with an unknown patron. However you come upon these powers, they give you new options for empowering and varying your magic, regardless of tradition.

Wildspell Dedication Feat 12

Prerequisites ability to cast spells from spell slots


You gain the ability to tap into a powerful well of magic. You gain the Spellsurge focus spell. This spell is of your main casting tradition.

Source: Pathfinder War of Immortals

Burning Surge Feat 14

Source: Pathfinder War of Immortals

Extend Surge Feat 14

Source: Pathfinder War of Immortals

Invigorating Surge Feat 14

Source: Pathfinder War of Immortals

Mythic Heightening Feat 14

Source: Pathfinder War of Immortals

Spell Network Feat 14

Source: Pathfinder War of Immortals

Imbue Spell Feat 16

Source: Pathfinder War of Immortals

Mystical Flare Feat 16

Source: Pathfinder War of Immortals

Rapid Switch Feat 16

Source: Pathfinder War of Immortals

Recharging Transference Feat 16

Source: Pathfinder War of Immortals

Thundering Surge Feat 16

Source: Pathfinder War of Immortals

Galvanize Spell Feat 18

Source: Pathfinder War of Immortals

Mana Detonation Feat 18

Source: Pathfinder War of Immortals

Mythic Counter Feat 18

Source: Pathfinder War of Immortals

Mystic Life Force Feat 20

Source: Pathfinder War of Immortals

Surging Interference Feat 20

Source: Pathfinder War of Immortals

Wildspell Spells

Spellsurge Focus 9

Source: Pathfinder War of Immortals

Arcane Explosion Focus 9

Source: Pathfinder War of Immortals

Embodied Font Ritual 8

Source: Pathfinder War of Immortals


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Destiny

The destiny trait indicates the first feat in a mythic destiny. You must be a mythic character of 12th-level to select a destiny and cannot take subsequent feats in that mythic destiny without first taking the destiny feat.

Mythic

Options with this trait grant or utilize mythic power. Feats with the mythic trait can only be taken by mythic characters, who are typically characters with a mythic Calling.

Monsters with the mythic trait have access to a pool of Mythic Points and are particularly strong for creatures of their level. Many mythic monsters are either resistant or entirely immune to attacks from non-mythic creatures and weapons.

Spells with the mythic trait require the expenditure of a Mythic Point in order to be cast, and items with the mythic trait require the expenditure of a Mythic Point in order to use their activated abilities.

Weapons with the mythic trait overcome the resistances and immunities of mythic monsters.