Lamannia Update 68 Preview 2 - Wild Mage Archetype

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Cordovan

Community Manager
Posting on behalf of Steelstar:

Hey, everyone! Welcome to your second look at the Wild Mage Archetype! There was a lot of good feedback given in Preview 1, and many of the changes we've made for Preview 2 were directly taken from player feedback. We've also fixed quite a few bugs.

Check out the change list below, and the updated full look at the Archetype below that!

Changes from Preview 1:
  • The description of the Wild Magic feat that Wild Mages get at level 1 has been updated to clarify that it grants a base 5% chance to incur a Wild Surge when spellcasting, and also that it grants you Wild Surges over time if you aren't casting spells.
  • Fixed Wild Mage to properly get granted the Water Savant tree.
  • Chance to gain a Wild Surge on Spellcast has been fixed to work as described. (Gaining Surges on casting spells was not working in Preview 1. This should lead to significantly more surges in gameplay.)
  • Entropic Energy, Channel Entropy, and all ranks/tiers of Student of Chaos each now grant +1% Spell Critical Damage with all spells in addition to their existing effects.
  • Unpredictable Consequences now also includes Chaos Hammer in its list of included spells.
  • Unpredictable Consequences' effects no longer have saving throws, which should resolve situations in Preview 1 where some spells without Saving Throws looked like they had them.
  • Fixed the tooltip for SLA Chaos Orb to correctly state the spell's damage (1d6+3 per Caster Level)
  • Greater Color Spray has been added to the Wild Mage spellbook as a Level 5 spell.
  • Wildstrike has been added to the Wild Mage spellbook as a Level 5 spell.
  • Wildstrike has had its damage adjusted 1d6+10 per Caster Level.
  • Wildstrike's max caster level is now 10.
  • Prismatic Strike has been added to the Wild Mage spellbook as a level 6 spell.
  • The Core abilities that grant Caster Levels with Chaos Spells now work. (Chaos spells are Chaos Bolt, Chaos Sphere, Wildstrike, Channel Entropy, Color Spray, Greater Color Spray, Prismatic Ray, Prismatic Strike, and Prismatic Spray).
  • Chaotic Mind has been removed.
  • Lucky Dodge has moved into T2 where Chaotic Mind was.
  • Chaos Control I has moved into T1 where Lucky Dodge was.
  • Chaos Control II has moved into T2 where Chaos Control I was.
  • Power in Chaos has moved horizontally to where Chaos Control II was.
  • Power in Chaos has changed to "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."
  • NEW Tier 3 Enhancement: Prismatic Mind:
    • Rank 1: 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: Greater Color Spray and Prismatic Ray now deal 1d6 Chaos Damage per Caster Level in addition to its other damage and effects. A successful Will save reduces this damage by half.
    • Rank 3: Prismatic Strike now deals 1d6 Chaos Damage per Caster Level in addition to its other damage and effects. A successful Will save reduces this damage by half.
      • Also, Prismatic Spray now deals 1d6 Chaos Damage per Caster Level to all targets in addition to its other damage and effects. A successful Will save reduces this damage by half.
  • Changed Mixed Magics to "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." It now works as described.
  • Action Boost: Wild Magic and Rapid Surge now each grant Wild Surge Luck Bonuses, which increase your odds of getting a better Surge, in addition to their existing effects.
  • Maximize, Empower, and Intensify now apply to Color Spray and Greater Color Spray.
  • Chaos Bolt, Chaos Sphere, Chaos Hammer, Wildstrike, Channel Entropy, Color Spray, Prismatic Strike, Prismatic Ray, and Prismatic Spray now count as Chaos spells.
  • Shiradi Champion's Cores, Wild Magics, Fey Form, and Feywild Attunement now grant Chaos Spell Power in addition to their other effects.
  • NEW Epic Feat: Master of Chaos: Your Chaos Bolt, Chaos Sphere, and Wildstrike spells gain +10 to their Maximum Caster Level. Grants +140 Maximum Spell Points.
  • The Destiny feat "Epic Spell Power: Light" has been renamed "Epic Spell Power; Light and Alignment" and now reads "+20 Light and Alignment Spell Power, +10% Light and Alignment Spell Crit Damage, +5% Universal Spell Crit Damage". Please note that it already had this updated functionality, the only change is to the text to make it reflect the existing functionality.
Class Trees:

  • NEW: Wild Mage
  • Fire Savant
  • Water Savant
  • Air Savant
  • Earth Savant
Changes vs. Base Sorcerer:

  • You gain the Wild Mage feat at level 1
  • Eldritch Knight Tree is replaced with Wild Mage tree
  • Spell List:
    • You have access to Chaos Bolt (new) as a level 1 Sorcerer Spell
    • You have access to Chaos Ball (new) as a level 3 Sorcerer Spell
    • You have access to Chaos Hammer as a level 4 Sorcerer Spell
    • You have access to Wildstrike (new) as a level 5 Sorcerer Spell
    • You have access to Prismatic Strike as a level 6 Sorcerer Spell
New Feats:

  • Wild Mage:
    • Automatically granted at Wild Mage 1
    • 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.
Unless specifically listed, assume the class is otherwise identical to Sorcerer.

Wild Mage Tree

  • Cores
    • Core 1: Determination
      • +1 Will Saving Throw
      • +10 Chaos Spell Power. (Chaos Spell Power is part of Alignment Spell Power).
    • Core 2: Boldness
      • +1 Caster Level with Chaos Spells
      • +10 Chaos Spell Power
      • +10 Universal Spell Power
    • Core 3: 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.
      • +10 Chaos Spell Power
    • Core 4: Entropic Energy
      • You gain +1 Caster Level and Max Caster Level when casting any spell.
      • +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.
    • Core 5: Reject Limits
      • +1 Caster Level and Max Caster Level with all Spells. +10 Chaos Spell Power, +10 Universal Spell Power.
    • Core 6: 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.
      • +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. You may use Riches of Randomness one additional time per Rest.
  • Tier 1
    • SLA: Chaos Bolt: Fires a small orb of Chaos at a target, doing 1d6+2 Chaos Damage per caster level (max 10d6+20 at caster level 10).
    • Chaos Control I: If you would get a Very Bad Wild Magic Surge, you get a Bad Surge instead. (this has moved to Tier 1).
    • 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.
    • 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.
    • Skills: +1/2/3 Spellcraft, Concentration, and Bluff.
  • Tier 2
    • Action Boost: Wild Magic: For the next 20 seconds, your chances of getting a Wild Magic Surge are improved by 5/10/15%. This also grants a +5/10/15 Wild Surge Luck Bonus increasing the chances of a positive surge result.
    • Chaos Control II: If you would get a Very Bad or Bad Wild Magic Surge, you get a Neutral one instead. (requires Chaos Control I). (this has moved to Tier 2).
    • 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.
    • Tides of Chaos II: Once per minute, when you incur a Wild Magic Surge, you gain a defensive buff that scales with Wild Mage level.
      • (This is likely a modified version of the Dreamscape buff list)
    • 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. (this has moved to Tier 2).
  • Tier 3
    • SLA: Chaos Sphere: Launches a chaotic orb that explodes on impact, dealing 1d6+3 Chaos Damage per caster level (up to a max of 10d6 Chaos Damage at caster level 10) to targets in the area. A successful Will save reduces the damage by half. This SLA uses the highest of your INT, WIS, and CHA in its DC calculation, and uses the higher of your Evocation and Conjuration DCs for its spell school.
    • Power in Chaos: Toggle: You gain +2 Caster Level and Max Caster Level with all spells, but you are able to receive Very Bad and Bad Surges even if you have Chaos Control I or II. (this has shifted horizontally in the tree.) (Known Issue: The CL/MCL boost is not working in this preview.)
    • Student of Chaos III: +1/2/3% chance of incurring a Wild Magic Surge when casting a spell and +1/2/3% Spell Critical Damage with all spells.
    • Prismatic Mind:
      • Rank 1: 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: Color Spray, Greater Color Spray, and Prismatic Ray now deal 1d6 Chaos Damage per Caster Level in addition to their other effects. A successful Will save reduces this damage by half.
      • Rank 3: Color Spray, Greater Color Spray, Prismatic Ray, Prismatic Strike, and Prismatic Spray now deal 1d6 Chaos Damage per Caster Level in addition to their other effects. A successful Will save reduces this damage by half.
      • (Known Issue: Stub icon. Working on a real one.)
    • Ability Score: Multiselector:
      • INT
      • WIS
      • CHA
  • Tier 4
    • 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.
    • Multiselector:
      • Unstable Sorcery: While wearing no armor, you gain 2% Spell Critical Damage.
      • 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. (Known Issue: The limit of 20 is not working in this preview.)
    • Student of Chaos IV: +1/2/3% chance of incurring a Wild Magic Surge when casting a spell and +1/2/3% Spell Critical Damage with all spells. Once per minute, when you incur a Wild Magic Surge, gain (one from a list of buffs).
    • Tides of Chaos III: +2/4/6% Chaos Spell Crit Chance.
    • Ability Score: Multiselector:
      • INT
      • WIS
      • CHA
  • Tier 5
    • SLA: Wildstrike: Surround target adversary with rainbows, dealing dealing 1d6+10 Chaos Damage per caster level (Maximum damage 10d6+100). They take a random (but powerful) effect, and every 2 seconds, they take another random effect. A successful Will save reduces the damage by half and negates the additional effects. This SLA uses the highest of your INT, WIS, and CHA in its DC calculation, and uses the higher of your Evocation and Conjuration DCs for its spell school.
    • 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 Slippery Mind, but does not stack with other sources of Bend Luck.
    • Rapid Surge: Active: Trigger a short session where you get a lot of surges very quickly. This also grants a +15 Wild Surge Luck Bonus increasing the chances of a positive surge result.
    • Random Deflector: While wearing no armor, you gain +1d100 MRR Cap. This die is rerolled once per minute.
    • Tides of Chaos IV: -2 to all Spell DCs. Whenever you cast a spell with a DC, you gain +1d6 to the DC of that spell.
Past Life: (Known Issue: Not Functional In This Preview):
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.
 
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The Nameless One

What can change the nature of a man ?
Speaking as the Goddess of Magic . . .

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FVSHasBeenEvenMoreGutted

Well-known member
most of my concerns from last preview were fixed, but a couple still remain, such as
no good damage 8/9 spells
wildstrike has MCL of 10 when level 5 spells are 15 or more
unpredictable consequences, if unchanged, is still quite bad
suggestions​
  • give channel entropy as a level 9 spell in the spellbook OR reduce the cooldown of the capstone to 9 seconds​
  • increase the damage of prismatic mind to 1d6+5 damage as color spray is a level 5 spell (I just think 1d6 is too little to be used for offense)​
  • I still think bend luck is too weak. i suggest everytime you are forced to make a save, you get 1d10 to that save and it is rerolled randomly everytime you are forced to make said save. this works for all 3 types (as is this doesn't feel good for a t5)​
  • I will have to retest unpredictable consequences, but last lam it was worthless d6 or 2 damage, slow effect on mobs, or other useless junk. i think it should just pull from the wildstrike list of CC/debuffs and make the damage 1d6+4 per caster level and its good​
  • for level 8 spells, I think its be cool if you added Greater Chaos Sphere: "Launches a chaotic orb that explodes on impact, dealing 1d6+8 chaos damage per caster level (up to a max of 20d6+160 chaos damage at caster level 20) to targets in the area. The targets of this spell will also be stunned for a short period of time (like greater shout so no helpless). A successful Fortitude save reduces the damage by half and negates the daze. Unlike most other projectile spells, the caster can arc the orb if no target is selected."​
 

Khurse

Well-known member
The "Chaos Spell Power" cores (core 1& 3) don't seem to be giving any spell power. The cores giving chaos & universal spellpower only seem to be giving universal spell power. (All Spellpowers go up by 10, none by 20)
 

Lotoc

Well-known member
The "Chaos Spell Power" cores (core 1& 3) don't seem to be giving any spell power. The cores giving chaos & universal spellpower only seem to be giving universal spell power. (All Spellpowers go up by 10, none by 20)
I believe the alignment spellpowers just aren't displaying properly, Blightstaff which grants Evil Spellpower but not the other alignments isn't updating the evil spellpower displayed either.
 

VoodooMike

Active member
Does anyone know why Wild Mage is a sorcerer archetype rather than a wizard archetype? The Wild Mage prestige class in 3.x certainly applied to both sorcerers and wizards, but was easier to get to as a wizard since the prerequisie Knowledge (The Planes) was a cross-class skill for sorcerers. More importantly, we know that Dragon Disciple as an archetype is planned as part of the Year of the Dragon, and that is more than a natural fit for Sorcerer as the prestige class specifically required non-preparation spellcasting. So what's it going to be now, an FVS archetype? I don't see them adding a second archetype to one of the classes before doing one for each.

From a game perspective the sorcerer didn't need a fifth SLA that works similarly to the four elemental trees it had... but the wizard could have benefitted from a much stronger casting/SLA tree than Archmage. Pale Master might qualify if it had serious immunity stripping for negative energy... but Chaos magic would have gone beautifully in there in place of Eldritch Knight.

So many strange choices in the last year.
 

Khurse

Well-known member
And Channel Entropy doesn't seem to do anything. (I think I received a wilsdsurge off of it, but it doesn't seem to do damage)
 

EvilDragon

Well-known member
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. (Known Issue: The limit of 20 is not working in this preview.)
I am still not happy with this, but I assume that devs want to see how this will become rather than changing caster levels as shared across all classes. This is acceptable at least.
 
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VoodooMike

Active member
They've already stated (in a past stream IIRC) that they are not bound by this rule.

Sure, but so far they haven't, and I suspect they won't any time soon. It makes perfect sense to create an archetype for each class before you start handing them out to classes that already have them... just maybe not as much sense as to which class they're connecting certain archetypes to.
 

Ying

5000+ hours played
Will there be a new legendary Scion feat to support the Wild Mage archetype, or will Scion of Celestia be the go-to? Mechanically Scion of Celestia is decent, but doesn't match wild mage thematically.
 

Mindos

CHAOTIC EVIL
he Core abilities that grant Caster Levels with Chaos Spells now work. (Chaos spells are Chaos Bolt, Chaos Sphere, Wildstrike, Channel Entropy, Color Spray, Greater Color Spray, Prismatic Ray, Prismatic Strike, and Prismatic Spray).
This one doesn't list Chaos Hammer.

Chaos Bolt, Chaos Sphere, Chaos Hammer, Wildstrike, Channel Entropy, Color Spray, Prismatic Strike, Prismatic Ray, and Prismatic Spray now count as Chaos spells.
This one does, but doesn't list Greater color spray.
 

Striga

Well-known member
  • Power in Chaos: Toggle: You gain +2 Caster Level and Max Caster Level with all spells, but you are able to receive Very Bad and Bad Surges even if you have Chaos Control I or II. (this has shifted horizontally in the tree.) (Known Issue: The CL/MCL boost is not working in this preview.)
There is also supposed to be caster level bonus in the 4th core. That does not seem to work either.
 

Edrein

Well-known member
Changes from Preview 1:
  • Chaotic Mind has been removed.
  • Shiradi Champion's Cores, Wild Magics, Fey Form, and Feywild Attunement now grant Chaos Spell Power in addition to their other effects.
Changes vs. Base Sorcerer:
  • Eldritch Knight Tree is replaced with Wild Mage tree

Wild Mage Tree
  • Tier 3
    • Prismatic Mind:
      • Rank 1: 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: Color Spray, Greater Color Spray, and Prismatic Ray now deal 1d6 Chaos Damage per Caster Level in addition to their other effects. A successful Will save reduces this damage by half.
      • Rank 3: Color Spray, Greater Color Spray, Prismatic Ray, Prismatic Strike, and Prismatic Spray now deal 1d6 Chaos Damage per Caster Level in addition to their other effects. A successful Will save reduces this damage by half.
      • (Known Issue: Stub icon. Working on a real one.)
  • Tier 4
    • 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.
    • Multiselector:
      • 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. (Known Issue: The limit of 20 is not working in this preview.)
So far great changes in general.

With Power in Chaos getting the rework can we please consider putting Eldritch Knight back in for those of us really wanting to play with the theme of Eladrin gishes? It still feels off to me that this is going to be the first Archetype to launch with 'two' enhancement trees. Even if you don't want to put EK here, I'd at least ask that you give us some third tree that isn't a Savant. Even if it wasn't a gish tree.

Can Rank 3 of Prismatic Mind also include Fey Lights for epic support? Or Unpredictable Consequences, either one of them leaning into Shiradi support would be nice.

Mixed Magics being capped at a max caster level of 20 isn't going to have unintentional consequences with Epic/Legendary levels?

Also is there a chance Shiradi could get the caster chance bumped up to 15% similar to ranged and given another option for chaotic damage?
 

Ethril

Well-known member
Re: "Your Caster Level with spells is now equal to your Character Level instead of individual class levels (max 20)."

I assume this means in terms of DCs, damage/healing, and duration? If so, that's huge.

Edit: Follow-up question. Does that apply to the DC of eldritch blast as well?
 
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rabidfox

The People's Champion
With Power in Chaos getting the rework can we please consider putting Eldritch Knight back in for those of us really wanting to play with the theme of Eladrin gishes? It still feels off to me that this is going to be the first Archetype to launch with 'two' enhancement trees. Even if you don't want to put EK here, I'd at least ask that you give us some third tree that isn't a Savant. Even if it wasn't a gish tree.
I don't want EK. To me, wild mages are casters that live on the wild side; being able to go all in on casting via the trees is where I picture them from my pen and paper days. Having savant trees is 100% what I want. If I wanted gish EK, I'd run wiz or sorc or multi-class wild mage.
 

DBZ

Well-known member
Re: "Your Caster Level with spells is now equal to your Character Level instead of individual class levels (max 20)."

I assume this means in terms of DCs, damage/healing, and duration? If so, that's huge.

Edit: Follow-up question. Does that apply to the DC of eldritch blast as well?
There still hard capped with a flat damage cap on top how is that huge

And if multi classing you lose capstones
 

Edrein

Well-known member
I don't want EK. To me, wild mages are casters that live on the wild side; being able to go all in on casting via the trees is where I picture them from my pen and paper days. Having savant trees is 100% what I want. If I wanted gish EK, I'd run wiz or sorc or multi-class wild mage.
Okay, but I didn't ask to remove savant. ?

I asked to give the archetype three trees like every other class. Sorc is in the unique position of having two enhancement trees, so replacing one of them and not granting a third like the rest of the archetypes is weird. If they don't want EK for whatever reason that's fine, but at least give us something else to play with that might be thematic or fun.
 
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