Käsemädchen's Wild Runestones
(Divination, Wild Magic)

Range:  Special
Components:  V, S, M
Duration:  Special
Casting Time:  1 round
Area of Effect:  Special
Saving Throw:  Special

This powerful spell gives a wild wizard access to many spells of the school of divination. Like the spell wish, however, this flexibility does not come without a price. Every casting of this spell has a high probability of causing a wild surge.
When the spell is cast, the caster should roll 1d4. If this roll is a 1, 2, or 3, then that is the level of the divination spell this spell produces. The caster may then name any divination spell of the level rolled with which he is familiar. If the named spell is in the wizard's spell books, success is guaranteed. If the caster has seen the spell cast in the past, but does not know it himself, the DM should roll for the caster's spellcraft proficiency, at a penalty depending on how recently and how many times the caster has seen the spell. A missed spellcraft roll will cause a wild surge on the spell attempted.
If the wizard rolled a 4, a wild surge is caused. The wizard may name any divination spell, even one of a higher level than he can cast, or one that he has only a vague, passing familiarity with, for this surge.
If a divination spell is successfully cast via this spell, the range, duration, area of effect, and possibility of saving throw should be taken from the divination cast. The material component of this spell is a finely carved set of rune stones, worth at least 1000 gp, which is not consumed by the spell. The wizard must have a surface available on which to cast the runes and be able to study them for a round for the spell to be cast successfully.

