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:
- 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:
- 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.