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Wild Surge

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Wild magic of Myth Drannor is a chaotic force that can be harnessed by some spell casters or appears as an environmental effect that can be found where an extremely powerful magical event occurred. Casting spells as a Wild Mage or in a wild magic zone has a random chance of causing a Wild Magic Surge.

Wild magic surges[edit]

Surges are random magical effects that occur on or around the caster when they cast a spell. The frequency of surges and the chance of good or bad results can be manipulated by Wild Mage enhancements.

Surges are divided into five categories:

  • Very good (chance is very rare)​
  • Good​
  • Neutral​
  • Bad​
  • Very bad (chance is very rare)​

Very Good Surges[edit]

  • Big Time - +8 size bonus to Strength and 10 temporary hit points for 12 seconds
  • Chaos - Nearby foes take 3d6 chaos damage per character level every 2 seconds for 12 seconds
  • Force Fields - Take -95% damage for 4 seconds
  • Fountain of Mana - Your spells cost 50% less spell points for 20 seconds
  • Mass Regeneration - Casts Regenerate, Mass
  • Precognition - Caster gains +35% dodge and dodge cap for 8 seconds
  • REALLY Lucky - Gain +8 Luck Bonus to Attack, Saves, and Ability Scores for 20 seconds
  • Stone Garden - Nearby foes are petrified
  • Summon Unicorn - Creates a stationary unicorn that casts Heal, Mass every 2 seconds for 8 seconds
  • Who's Dead - Revives nearby allies and kills nearby foes

Good Surges[edit]

  • Hammer time - For 6 seconds, your spells cause foes to be knocked down
  • Heal - Casts Heal on the caster
  • Lifeforce - Caster heals half their character level every 2 seconds for 8 seconds
  • Lucky - Gain +6 Luck Bonus to Attack, Saves, and Ability Scores for 30 seconds
  • Poof - Gain Improved Invisibility for 8 seconds
  • Shields Up - Casts Shield (spell) on the caster
  • Spring of Mana - Your spells cost 10% less spell points for 20 seconds
  • Touch of Chaos - Caster's offensive spells deals an extra 1d6 chaos damage for 1 minute
  • Truest Sight - Allies gain True Seeing and +10% dodge bypass
  • Zippy - +40% Action Boost Bonus to Movement Speed for 10 seconds

Neutral Surges[edit]

  • Butter flies - Butterflies fly around the caster for 8 seconds
  • Feeling Floaty - Tilts character for 6 seconds
  • Fireworks - Launches a firework above the caster
  • Free Beer - Creats a Ghallanda Distillate
  • It's a Party - Fireworks erupt around the caster for 6 seconds
  • Noir Reality - Caster's vision is portrayed through a grayscale
  • Pumpkin Head - Caster dons a cosmetic pumpkin headgear for 15 seconds
  • Sparkly - Caster has +2 to Bluff, Diplomacy, and Haggle for 8 seconds
  • Swimmingly - +40 Swim for 1 minute

Bad Surges[edit]

  • Bad Luck - -4 to Attack and Saves
  • Brain Fog - -4 to Wisdom, Intelligence, and Charisma for 30 seconds
  • Iron Pot Head - Momentarily Blinded; +5 Quality bonus to Armor Class for 8 seconds
  • Mana Leak - Spells cost +10% spell points for 10 seconds
  • Shrinkage - Deal -20% damage, gain +10 uncapped dodge and +5 Reflex Save
  • Silent Bubbles - Silences caster for 10 seconds, including the spell used to trigger this effect
  • Slow - Slow for 30 seconds
  • So tired - Fatigue for 20 seconds
  • Squirrel - Summon a squirrel that has a 50% chance to confuse foes and causes 50% spell failure to caster for 4 seconds

Very Bad Surges[edit]

  • Cold as Ice - Take +100% Fire damage and +20% Bludgeoning damage
  • Dance Party - You dance for 6 seconds. Foes attacking you also start dancing
  • Mana Breach - Spells cost +25% spell points for 10 seconds
  • Out of Phase - Take -95% damage but deal no damage
  • Personal Bad Weather - Take +35% Electric Damage for 10 seconds; After 10 seconds you are struck by lightning
  • Rats - You become a rodent. Gain +50 uncapped dodge and +25 Reflex Save, but become unable to act.
  • Really Bad Luck - -100% healing amplification (positive, negative, and repair), -8 Attack, -8 Saves for 30 seconds
  • Sleep - Fall asleep for 10 seconds
  • Stoned - Turn to stone for 10 seconds
  • The Pax - Contract a disease that slows you for 2 minutes

General rules[edit]

  • The spell you are casting when you surge always resolves normally. The surge is an ADDITIONAL effect.
  • Wild Magic Surges can only occur in dungeons and wilderness areas.
  • Bad or very bad negative effects only affect the caster. Good/very good effects may apply to allies/party members.
  • Bad effects may debuff you but won't CC you.
  • Very bad effects may CC you. The CC duration is subject to Dungeon Scaling
  • You will get a VFX/Sound warning a few seconds before your character becomes "hot" with a wild surge on your next cast, that will indicate if it's good or bad surge (red means bad). Monsters/Henchmen use this system too, but with fewer/different surges.
  • When a surge procs, there's a cooldown before it can proc again. Wild mages can reduce this cooldown temporarily.
  • Wild Surges are magical. They can be dispelled and are nullified within areas of Anti-magic (such as from a Beholder). Bad surges can be absorbed with Spell Absorption or removed with Purge Dark Magics.
  • Most Wild Surge effects are also considered magical and can be removed with Dispel Magic. Some which are not considered magical include Bad Luck (Curse), The Pax (Disease), Free Beer, Force Fields, and Trickle of Mana.

Environment hazard[edit]

For most characters, wild magic zones are an environmental hazard like lava. As of Update 68, wild magic zones are only available in Myth Drannor content.

Increasing wild surge chances[edit]

Some characters focus on increasing the chance of wild surges occurring on spell cast. You can see your character's Wild Surge chance on the plus tab of the character sheet, in the Spellcasting section.

Wild Mage
Eladrin Chaosmancer
  • Gain the effects of Wild Magic permanently (even if they reincarnate to get rid of their fixed Wild Mage level)

Other surge-related abilities[edit]

Some characters can learn to control or benefit from the chaos — to a degree.

Wild Mage
  • Chaos Control I: replace any very bad surge with a bad surge.
  • Chaos Control II: replace any bad or very bad surge with a neutral surge.
  • Rapid Surge: Active: For the next 15 seconds, you gain wild surges very rapidly.
Eladrin Chaosmancer
  • increased chances of good/very good wild surges (total +6%)
  • negate bad/very bad surges via racial enhancements