I think that would fix the entire wild bolt issue. 1000 damage at 10% base accuracy isn't bad if you can't run up pips while it fizzles. Otherwise it is like giving a player 50 percent more attacks. You figure you should hit with wild bolt about one out of three casts, when it fails a few times you still have your pips and can use them for storm lord or healing or whatever. What happens when you hit on the first time with wild bolt... the answer is you are still expected to successfully cast one out of three times during the next turns. Wild bolt therefore is out of whack damage and pip wise, it is higher damage than triton is and costs virtually nothing to cast or to fail to cast. Make wild bolt cost a player 2 pips even upon fizzing and then if they want to be bolt happy they at least aren't running up pips from it.