Lamannia Update 68 Preview 2 - Wild Magic

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Cordovan

Community Manager
Posting on behalf of Torc:

So Wild Magic has been updated since the previous preview in the following ways...

Structural Changes to Wild Magic:
  1. IMPORTANT - The Wild Magic System no longer runs it's logic when you apply a spell effect to a target, now it checks when you perform the act of casting itself.The ramifications to this are as follows...
    1. Wild Surges will no longer interact with Snap Shotting with persistent spell effects like Death Aura, Lantern Archon, Wall of Fire, etc.

    2. Persistent effects like Ice Storm or Death Aura will only proc wild surges when they are first cast, not on ticks so if a surge comes on you will have to deliberately cast to invoke it and not have some lingering spell proc it on you.

    3. There is ONE exception to this rule atm which is enlightened spirit's aura. Because this is a warlock "blast" shape toggle, and all the other shapes proc normally we made this treat each tick of the aura as a "cast" for surge purposes. This will only proc if it hits a target and the warlock is in combat.

    4. Additionally while all warlock eldritch blasts and spells can proc surges, FREE warlock abilities, namely their blasts, will only proc surges in active combat.

    5. Other spells that cost spell points can proc outside of combat. This may change.
  2. Wild Magic Surges now accurate checks on each cast. Previously this was not working. This means Wild Surges may occur more often if you are casting rapidly, though we have adjusted some cooldown mechanics to keep things from getting to spammy. Let us know how it feels.

  3. New Stat - Wild Surge Luck has been added to the + Stats panel: This stat indicates to you have a bonus on the table we roll to determine if you get good or bad surges. High rolls are better of course. Note this bonus represents a random range so it will never make it impossible to get very bad surges, just less likely. The Rapid Surge and Action Boost enhancements in the Wild Mage tree feature this bonus as does the Iconic Eladrin Racial Tree.
Wild Surge Adjustments:

  1. Unicorn! - Instead of creating a Summon Monster that fights, this creates a spirit unicorn which stands in place and generates a friendly aura of healing. This unicorn is ethereal does not fight or cause monsters to aggro, it's more like a spell effect.
  2. Squirrel! - Has been moved to the Bad List
  3. New VFXs has been added to some surges.
  4. There are a few new neutral surges
  5. The "Cut" surge has been removed
  6. The Luck and Great Luck Surges have been changed to "Gain a +6/10 luck bonus to attack rolls, saves and ability scores." respectively.
  7. Some Summons (unicorn/squirrel) may still generate reapers in this build (but this will be fixed before it goes live)
 

ChaoticDrivel

Well-known member
Structural Changes to Wild Magic:
  1. IMPORTANT - The Wild Magic System no longer runs it's logic when you apply a spell effect to a target, now it checks when you perform the act of casting itself.

What does this mean for spells like Magic Missile? Is it only going to check the one time?

If so - that is very sad. I was looking forward to playing that type of build, with the Shiradi tree. There's not much synergy with any of the other EDs.

Definitely a killjoy, if that is indeed how it will work now.
 

glass_jaws

Well-known member
One thing I would have love to have seen was an interaction with potions of wonder. Perhaps using a potion of wonder should cause an immediate wild surge, etc. IIRC Wildmages in previous editions had special interactions with wands of wonder.
 

Tuxedomanwashere

Well-known member
Not sure if this is WAI, but Wild Surge does not seem to proc on spells that have the standard summoning animation. So far, I've tested the Arcane Summon Monster spells, the Symbol spells, all the cloud spells (Incendiary Cloud was the only one in this category that worked, and incidentally the only one that doesn't have that exact same animation), Sleet Storm, Glitterdust, Hypnotic Pattern, Call Lightning Storm, the epic destiny summoning SLAs (Magus didn't work but Primal did; Primal does not use a standard summoning animation), and Mass Heal.
 
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rabidfox

The People's Champion
Why treat Death Aura differently from the Warlocks aura?
Warlock auras don't snapshot; they refresh info every pulse (they used to to snapshot but that was changed ages ago). So they'd have to rebuild death aura(s) to not snapshot as the purpose is to prevent wild magic effects from snapping; which would likely annoy a bunch of people losing that functionality.
 

axel15810

Well-known member
Suggestion: Make one of the wild magic procs spawn a cluster of potions of wonder on the ground for the party to pick up. Kinda like how colors of the queen can spawn tasty hams. That would be fun.
 

VinoeWhines

Well-known member
Suggestion 1: Can Wild Magic remove DeathWard on the dungeon for 15 seconds so everybody is fair game




Flavor Update: If there are 5 Wild Mages in instance than Boss can get one shotted, if they all join together and shoot beams from their belly aiming a Care A Lot Color Spray to pacify it or be destroyed.
 
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