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Wild Mage

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Sorcerer
Starting a...

Enhancements
Tactics
Equipment
Spells

Class Summary[edit]

Wild Mage is a sorcerer archetype. They tap into chaos and luck when they cast their spells. Introduced in Update 68.

Changes from base class[edit]

Ability Lose Gain
Enhancements Eldritch Knight Wild Mage enhancements
Feats - Wild Magic: When you cast spells, you have a small chance to have additional strange effects occur around you. These effects very greatly from helpful, dangerous to just silly. Grants a +5% chance of gaining a Wild Surge every time you cast a spell. Wild Surges will also manifest over time passively. Wild Surges do not occur in public spaces.
Spells - Chaos Bolt (level 1)
Chaos Sphere (level 3)
Chaos Hammer (level 4)
Wildstrike (level 5)
Prismatic Strike (level 6)

Past life[edit]

You were a Wild Mage in a past life. Strong magic surrounds you. Each time you acquire this feat you gain +3 Universal Spell Power. This feat can be stacked up to three times.

Enhancement trees[edit]

Wild Mages lose access to the Sorcerer's Eldritch Knight enhancements. Instead, they get Wild Mage enhancements.

Overview[edit]

Wild Mages are Sorcerers who tap into chaos and luck when they cast their spells.

Wild Mage enhancements tree

Cores[edit]

Icon Determination.png
Determination: +1 Will Saving Throw and +10 Chaos Spell Power. (Chaos Spell Power is part of Alignment Spell Power).
AP Cost: 1 Ranks: 1 Progression: 0 Requires: Sorcerer Level 1
Icon Boldness.png
Boldness: +1 Caster Level with Chaos Spells. +10 Chaos Spell Power, +10 Universal Spell Power
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Determination, Sorcerer Level 3
Icon Riches of Randomness.png
Riches of Randomness: Once per Rest, target an unopened chest and twist fate for a chance at better rewards for the entire party. Chests can only be improved in this way one time, and there is a chance of failure based on your Charisma. (There is no special drawback on failure.) Some chests cannot be improved in this manner. This effect does not stack with Treasure Finding from the Greater Dragonmark of Finding.
Passive: +10 Chaos Spell Power
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Boldness, Sorcerer Level 6
Icon Entropic Energy.png
Entropic Energy: You gain +1 Caster Level and Max Caster Level with all spells. +10 Chaos Spell Power, +10 Universal Spell Power, +1% chance of incurring a Wild Magic Surge when casting a spell, +1% Spell Critical Damage with all spells. You may use Riches of Randomness one additional time per Rest.
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Riches of Randomness, Sorcerer Level 12
Icon Reject Limits.png
Reject Limits: +1 Caster Level and Max Caster Level with all Spells, +10 Chaos Spell Power, +10 Universal Spell Power.
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Entropic Energy, Sorcerer Level 18
Icon Channel Entropy.png
Channel Entropy: SLA: A field of chaotic energy strikes the target and nearby enemies, dealing 19 to 24 Chaos damage per caster level (max 380 to 480). A successful Will save reduces the damage by half. D&D Dice: Deals 1d6+18 Chaos damage per caster level, max caster level 20.
Passive: +4 CHA, +10 Chaos Spell Power, +10 Universal Spell Power, +1% chance of incurring a Wild Magic Surge when casting a spell, +1% Spell Critical Damage with all spells. Your may use Riches of Randomness one additional time per rest.
AP Cost: 1 Ranks: 1 Progression: 40 Requires: Reject Limits, Sorcerer Level 20

Tier 1[edit]

Requires Wild Mage, Sorcerer Level 1

Icon Chaos Bolt.png
Chaos Bolt: SLA: Fires a small orb of Chaos at a target, doing 1d6+2 Chaos Damage per caster level (max 10d6+20 at caster level 10).
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Icon Chaos Control 1.png
Chaos Control 1: If you would get a Very Bad Wild Magic Surge, you get a Bad Surge instead.
AP Cost: 2 Ranks: 1 Progression: 1 No requirements
Icon Student of Chaos I.png
Student of Chaos I: +1/2/3% chance of incurring a Wild Magic Surge when casting a spell and +1/2/3% Spell Critical Damage with all spells.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Icon Tides of Chaos I.png
Tides of Chaos I: Once per minute, you gain a +1/2/3 bonus to one of Reflex, Fortitude, or Will Saving Throws for one minute.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Icon Skills.png
Skills: +1/2/3 Spellcraft, Concentration, and Bluff.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Tier 2[edit]

Requires Sorcerer Level 2, 5 APs spent on tree

Icon Wild Magic.png
Wild Magic: Action Boost: For the next 20 seconds, you gain a +[5/10/15]% Action Boost Bonus to your chance of incurring a Wild Magic Surge when casting a spell. This also grants a +[5/10/15]% Wild Surge Luck bonus to increase the odds of a positive surge result.
AP Cost: 1 Ranks: 3 Progression: 5 No requirements
Icon Chaos Control II.png
Chaos Control II: If you would get a Bad Wild Magic Surge, you get a Neutral one instead.
AP Cost: 2 Ranks: 1 Progression: 5 No requirements
Icon Student of Chaos II.png
Student of Chaos II: +1/2/3% chance of incurring a Wild Magic Surge when casting a spell and +1/2/3% Spell Critical Damage with all spells.
AP Cost: 1 Ranks: 3 Progression: 5 No requirements
Icon Tides of Chaos II.png
Tides of Chaos II: Once per minute, when you incur a Wild Magic Surge, you gain one of a variety of buffs that scales with Wild Mage level and lasts for 20 seconds.
AP Cost: 2 Ranks: 1 Progression: 5 No requirements
Icon Chaotic Mind.png
Chaotic Mind: Lucky Dodge: +1/2/3 Dodge while wearing no Armor. Rank 3: While wearing no Armor, you gain +1d6 Dodge Cap. The die is rerolled once per minute.
AP Cost: 1 Ranks: 3 Progression: 5 No requirements

Tier 3[edit]

Requires Sorcerer Level 3, 10 APs spent on tree

Icon Chaos Sphere.png
Chaos Sphere: SLA: Launches a chaotic orb that explodes on impact, dealing 1d6+3 Chaos Damage per caster level (up to a max of 10d6+30 Chaos Damage at caster level 10) to targets in the area. A successful Will save reduces the damage by half. (This is based on Lightning Sphere, and you can assume it works identically). SP: 8/6/4. Cooldown: 8/6/4 seconds
AP Cost: 1 Ranks: 3 Progression: 10 No requirements
Icon Power in Chaos.png
Power in Chaos: Toggle: You gain +2 Caster Level and Max Caster Level with all spells, but are able to receive Very Bad and Bad Surges even if you have Chaos Control I or II.
AP Cost: 2 Ranks: 1 Progression: 10 No requirements
Icon Student of Chaos III.png
Student of Chaos III: +1/2/3% chance of incurring a Wild Magic Surge when casting a spell, +1/2/3% Spell Critical Damage with all spells.
AP Cost: 1 Ranks: 3 Progression: 10 No requirements
Icon Prismatic Mind.png
Prismatic Mind: Color Spray now deals 1d6 Chaos Damage per Caster Level in addition to its other effects. A successful Will save reduces this damage by half.

Rank 2: Adds Greater Color Spray and Prismatic Ray (1d6+7)

Rank 3: Adds Prismatic Strike, and Prismatic Spray (1d6+7)
AP Cost: 1 Ranks: 3 Progression: 10 No requirements
Icon IntWisCha.png
Charisma, Intelligence or Wisdom: Choose one:
  • +1 Charisma
  • +1 Intelligence
  • +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 10 No requirements

Tier 4[edit]

Requires Sorcerer Level 4, 20 APs spent on tree

Icon Unpredictable Consequences.png
Unpredictable Consequences: Your Chaos Bolt, Chaos Sphere, Chaos Hammer, and Channel Entropy spells and SLAs now add additional damage, debuff, or crowd control effects when cast. If the target saves for half damage on Chaos Sphere, the additional effects are negated.
AP Cost: 2 Ranks: 1 Progression: 20 No requirements
Icon Unstable Sorcery.png
Unstable Sorcery: Multiselector:
  • Icon Unstable Sorcery.png Unstable Sorcery: While wearing no Armor, you gain 2% Spell Critical Damage.
  • Icon Mixed Magics.png Mixed Magics: Your Caster Level with spells is now equal to your Character Level instead of individual class levels (max 20). This does not change the caster level of Rune Arms, Wands, Scrolls, or other Items.
AP Cost: 2 Ranks: 1 Progression: 20 No requirements
Icon Student of Chaos IV.png
Student of Chaos IV: +1/2/3% chance of incurring a Wild Magic Surge when casting a spell, +1/2/3% Spell Critical Damage with all spells. once per minute, when you incur a Wild Magic Surge, gain one buff (from a list. TBD).
AP Cost: 1 Ranks: 3 Progression: 20 No requirements
Icon Tides of Chaos III.png
Tides of Chaos III: +2/4/6% Spell Critical Chance with Chaos spells.
AP Cost: 1 Ranks: 3 Progression: 20 No requirements
Icon IntWisCha.png
Charisma, Intelligence or Wisdom II: Choose one:
  • +1 Charisma
  • +1 Intelligence
  • +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 20 No requirements

Tier 5[edit]

Requires Sorcerer Level 5, Character Level 12, 30 APs spent in tree

Icon Wild Strike.png
Wild Strike: SLA: Surround target adversary with rainbows, dealing dealing 1d6+10 Chaos Damage per caster level (Maximum damage 10d6+100). Every 2 seconds for 8 seconds, affected enemies take a random (but powerful) effect. SP: 25. Cooldown: 6 seconds.
AP Cost: 1 Ranks: 1 Progression: 30 No requirements
Icon Bend Luck.png
Bend Luck: You gain Bend Luck: Whenever you fail a Saving Throw, you reroll that Saving Throw and take the second result. This stacks with the Slippery Mind feat, but not with other sources of Bend Luck.
AP Cost: 1 Ranks: 1 Progression: 30 No requirements
Icon Rapid Surge.png
Rapid Surge: Activate to trigger a short session where you get a lot of surges very quickly. This also grants a +15% Wild Surge Luck bonus increasing the chance of positive surge results. Cooldown: 1 minute.
AP Cost: 1 Ranks: 1 Progression: 30 No requirements
Icon Random Deflector.png
Random Deflector: While wearing no Armor, you gain +1d100 MRR Cap. This die is rerolled once per minute.
AP Cost: 1 Ranks: 1 Progression: 30 No requirements
Icon Tides of Chaos IV.png
Tides of Chaos IV: -2 to all Spell DCs. Whenever you cast a spell with a DC, you add +1d6 to the DC of that spell.
AP Cost: 1 Ranks: 1 Progression: 30 No requirements