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==4e== In 4th edition, the Wild Mage was resurrected in the Player's Handbook 2 as one of the two magical origins for the [[Sorcerer (Dungeons & Dragons)|sorcerer]]. These sorcerers were naturally gifted in the art of wielding arcane energy, but lacked the finesse of other, more "refined" bloodlines, such as sorcerers wielding [[Dragon]] Magic. Whilst heavily toned down compared to their AD&D depiction, these wild mages still had a strong "random" theme to their abilities. '''Chaos Burst''' meant that their first attack roll of the round would grant them either +1 AC or a free saving throw, depending on if the roll was odds or evens. '''Unfettered Power''' meant that the Wild Mage added a slide & knock prone secondary effect to any attack power they rolled a natural 20 for, but would also Push all creaturies within 5 squares of them back 1 square on the roll of a natural 1. Finally, '''Wild Soul''' gave them resistance to a randomized elemental damage type (determined by a D10 roll) and the ability to ignore that damage resistance type with their spells, with the type of elemental damage being rerolled each time the Wild Mage completed an extended rest. Sorcerer spells themed around Wild Magic tended to have randomized "odds or evens" type effects, and were usually more potent in the hands of Wild Mages. An article in [[Dragon Magazine]] #385 played up the associations of wild magic with chance by creating a new "substyle" for Wild Mages, called Luckbenders; new feats, powers and a [[Paragon Path]] all added up to the ultimate gambling mage, able to play chance to its own advantages.
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