Wild Soul

<color=Gold>**Wild Soul**</color>

<color=Red>(PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below.)</color>

As druids are divine casters who share a link with the animals of nature, wild souls are arcane casters whom develop a similar link to the world's fey. And like the fey themselves, wild souls adapt their spells to one of the two great courts. Drawing upon the power of the Feywild a Wild Soul is capable of casting a limited selection of spells at no cost.

<color=Gold>Requirements:</color>

**Alignment: Any Chaotic**

**Race: Any non outsider**

<color=red>**Class Restiction: Cannot be Dragonheart Mage**

**Skills: Lore +8, Spellcraft +8**

**Spellcasting: Able to cast Eldritch Chain, Eldritch Doom, Clairaudience/Clairvoyance, Deep Slumber, Heroism, Haste or Displacement as arcane spells.**

<color=Gold>Class Features:</color>

- **Hit Die:** d4

- **Base Attack Bonus:** Low.

- **High Saves:** Will.

- **Weapon Proficiencies:** Wild Soul gain no weapon proficiencies.

- **Armor Proficiencies:** Wild Soul gain no armor proficiencies.

- **Skill Points:** 2 + Int Modifier.

- **Class Skills:** Bluff, Concentration, Diplomacy, Intimidate, Listen, Lore, Spellcraft, Spot, Survival and Taunt.

- **Spellcrafting Progression:** 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 an arcane spellcasting class you belonged to before you added the prestige class. You do not, however, gain any other class benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming a wild soul, you must decide to which class to add each level for the purpose of determining spells per day.

- **Court -** At level 1, the wild soul selects which court they are affiliated with. Seelie Wild Souls grant themselves and their allies spell-resistance when they cast spells granted by the Wild Soul class. Unseelie reduces the spell-resistance on her enemies upon affecting them with their Wild Soul spells.

- **Reverie -** At 2nd level a Wild Soul begins to reverie, as such they become immune to sleep if they weren't already immune.

- **Infinite Spells -** Starting at level 2 and forwards, a wild soul can tap into the magic that naturally infuses fey and magical beasts to cast spells that were not prepared ahead of time. You gain spell-like abilities which you can cast endlessly, one of these spells can be picked per wild soul level, two at level 10. Casterlevel for these spells when determining numeric effects (damage, duration, etc) is equal to wild soul levels + fey heritage feats. The spells cannot be altered by metamagic. More advanced spells become available as as the wild soul progresses though the levels. The Difficulty Check (DC) on these spells (if any) is equal to 10 + Wild Soul + Charisma Modifier + 1 for every fey heritage feat you got.

- **Dash -** At 5th level the Wild Soul gains Dash as the feat.

- **Mind Immunity -** At the 10th level a wild soul becomes immune to mind affecting spells.

**- Wild Soul Spell List -**

**Level 0-1 (Unlocks at Wild Soul 2):**

* Lesser Orb of Acid, Cold, Electricity, Fire and Sound
* Ray of Frost
* Enlarge Person
* Reduce Person
* Camouflage
* Nightshield
* Shield
* Blades of Fire
* Mage Armor
* Detect Undead
* Lesser Vigor
* Cure Light Wounds

**Level 2-3 (Unlocks at Wild Soul 3):**

* Protection From Arrows
* Blind Sight
* Bladeweave
* Invisibility
* Body of the Sun
* Healing Sting
* Bulls, Cats, Bears, Eagles, Owls, Foxes
* Clairaudience and Clairvoyance
* Cure Moderate Wounds
* Vigor

**Level 4 (Unlocks at Wild Soul 4):**

* Fireball
* Call Lightning
* Mestil's Acid Breath
* Hypothermia
* Lightning Bolt

**Level 5 (Unlocks at Wild Soul 5):**

* Crushing Despair
* Confusion
* Fear
* Hold Monster

**Level 6 (Unlocks at Wild Soul 6):**

* Orb of Acid, Cold, Electricity, Fire and Sound

**Level 7 (Unlocks at Wild Soul 7):**

* Shout
* Greater Creeping Cold
* Moon Bolt
* Arc of Lightning
* Flame Strike

**Level 8 (Unlocks at Wild Soul 8):**

* Freedom of Movement
* Superior Resistance
* Isaacs Lesser Missle Storm
* Vigorous Cycle
* Mass Cure Light Wounds
* Cure Critical Wounds
* Lesser Mind Blank
* Vitrolic Sphere
* Greater Dispel Magic
* Rejuvenation Cocoon

**Level 9 (Unlocks at Wild Soul 9):**

* Spell Mantle, Least
* Spell Breach, Lesser
* Haste
* Death Ward
* Spell Resistance
* Restoration
* Slay Living
* Extract Water Elemental
* True Seeing
* Stone Skin
* Displacement

**Level 10 (Unlocks at Wild Soul 10):**

* Isaacs Missile Storm (Max 5 instead of 10 missiles per target)
* Lesser Disintegrate (Caps at 20d6 instead of 40d6)
* Mass Cure Moderate Wounds
* Inferno
* Greater Heroism