U68 Preview 1: Wild Mage Sorcerer Archetype

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SteelStar

Senior Systems Designer
Hello, and welcome to the first preview of the Wild Mage (Sorcerer) Archetype! Based on the classic Wild Mage prestige class, Wild Mages are Sorcerers who tap into chaos and luck when they cast their spells. Before we dive into the archetype though, here's some important context:

What is Wild Magic in DDO?
Wild Magic is a system you'll see in the Myth Drannor content as well as a focal point of this Archetype (where it works in any content).

Essentially, while Wild Magic is active, you have a chance to get Wild Magic Surges that make extra magical effects occur the next time you cast a spell. You can get Surges over time, which set up for the next spell you cast. Wild Mages also have a chance to get a Surge after casting a spell. When you cast a spell while a Surge is active, your spell still resolves normally, anything that comes from a Surge is additional. The results of these surges fall into pools of Very Bad, Bad, Neutral, Good, and Very Good, based on how likely they are to be beneficial to their caster. The Wild Mage Archetype always has Wild Magic active, as a class feature.

There is an internal cooldown on how often you can get Surges, though certain abilities can give you "Rapid Surge", reducing or bypassing that cooldown.

You can find more detailed information about Wild Surges here:
https://forums.ddo.com/index.php?threads/u68-preview-1-wild-magic-surges-general-info.11689/

That all said, let's dive into the Archetype!

Design Goals
  • Create an archetype that fits with the Wild Magic theme of Myth Drannor
  • Strong multiclass support with Warlock, Bard, FvS, Chaos Domain Cleric, and sub-support for Alc and Art
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 (see below)
  • Eldritch Knight Tree is replaced with Wild Mage tree
  • Spell List:
    • You have access to Chaos Bolt (new) as a level 1 Sorcerer Spell (see SLA in the tree - The spell version only uses CHA for its DC, however.)
    • You have access to Chaos Ball (new) as a level 3 Sorcerer Spell (see SLA in the tree - The spell version only uses CHA for its DC, however.)
    • You have access to Chaos Hammer as a level 4 Sorcerer Spell
New Feats:
  • Wild Mage:
    • Automatically granted at Wild Mage 1
    • You have a small chance over time and when casting spells to incur a Wild Magic Surge. This can have a variety of positive or negative effects.
Unless specifically listed, assume the class is otherwise identical to Sorcerer.

Alignment Note: Wild Mage has no alignment restrictions.

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:
      • SLA: 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. You may use Riches of Randomness one additional time per Rest.
    • Core 5: Reject Limits
      • You gain +1 Caster Level and Max Caster Level when casting any spell.
      • +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, +x% chance of incurring a Wild Magic Surge when casting a spell. 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).
      • (This is based on the <Element> Bolt spells, and you can assume it works identically.)
    • 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.
    • Student of Chaos I: +1/2/3% chance of incurring a Wild Magic Surge when casting a spell.
    • 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%.
    • Chaos Control I: If you would get a Very Bad Wild Magic Surge, you get a Bad Surge instead.
    • Student of Chaos II: +1/2/3% chance of incurring a Wild Magic Surge when casting a spell.
    • 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 and lasts for 20 seconds..
    • Chaotic Mind: Your mind is harder to comprehend; you are immune to Dominate Person/Monster, Command and Greater Command as per the Protection from Evil spell.
  • Tier 3
    • SLA: Chaos Sphere: Launches a chaotic orb that explodes on impact, dealing 1d6 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.
      • (This is based on Lightning Sphere, and you can assume it works identically).
    • 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).
    • Student of Chaos III: +1/2/3% chance of incurring a Wild Magic Surge when casting a spell.
    • Power in Chaos: Toggle: You gain +100 Universal Spell Power, but are able to receive Very Bad and Bad Surges even if you have Chaos Control I or II.
    • Ability Score: Multiselector:
      • INT
      • WIS
      • CHA
  • Tier 4
    • Unpredictable Consequences: Your Chaos Bolt, Chaos Sphere, 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 Wild Mage levels count for calculating Caster Levels in other spellcasting classes you have at least 1 level in.
    • Student of Chaos IV: +1/2/3% chance of incurring a Wild Magic Surge when casting a spell.
    • 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+6 Chaos Damage per caster level (Maximum damage 10d6+60). Every 2 seconds for 8 seconds, affected enemies take a random effect.
    • 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: For the next 15 seconds, you gain Wild Surges very rapidly.
    • 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.
      • (This averages to +1 to +2, as most T5 DC boosts are +1 to +2. You have a chance for a -1, but also a chance at a +4.)
      • (We are aware that many players may not like the kind of randomness this brings, but it is part of the theme - we would rather buff it than cut it.)


Past Life:

TBD
 
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rabidfox

The People's Champion
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.
  • (This averages to +1 to +2, as most T5 DC boosts are +1 to +2. You have a chance for a -2, but also a chance at a +4.)
It would be "-1 to +4" not "-2 to 4" so "You have a chance for a -1, but also a chance at a +4." as 1 (on a d6) minus 2 is -1.
 

Spook

Ghostly Troll
30% swing in DC effectiveness is too big imo - the idea is fine but consider a smaller die eg -1 and d4
 

Baahb3

Well-known member
Besides doing alignment damage with your SLAs, I don't see the appeal here. A whole archetype built around random effects is not something I will ever play.

If you include warlock's eldritch blast as casting a spell, this becomes even worse as you pump out many, many more EBs than spell casters do spells.
 

Eoin

Talhund
Power in Chaos: Toggle: You gain +100 Universal Spell Power, but are able to receive Very Bad and Bad Surges even if you have Student of Chaos I or II.
Student of Chaos should be Chaos Control?

Should be fun to play on hardcore ?
 

BananaHat

Active member
Suggestion: Add some interactions with the prismatic spells since they have a chaotic outcome. Perhaps something tied to Tides of Chaos IV like...

'Additionally, your prismatic spells gain a chance equal to your Wild Magic Surge chance to strike with an additional color.'

It would enhance the two spells in the game that already rely on a lucky roll for their effectiveness and this would enhance them thematically.
 

Lotoc

Well-known member
As far as the goals to support multiclassing casters, could possibly stand to grant Pact/Blast dice as part of Mixed Magics as a warlock with 4 levels in this archetype won't be able to access Arcane Tempest (which is the main spell warlocks actually get use of caster levels with)
Chaos Domain Cleric could do with some better higher level chaos spells
Stricken and Consume could do with being added to Unpredictable Consequences

Overall Chaos (and alignment damage in general) isn't in a great place to build an archetype around as it isn't very well fleshed out.
 

Ambitious

Life Shaper
Just gonna say it: Channel Entropy Core 6 SLA is too strong.
Firstly it is has the specs of a 9th tier AOE spell that deals 380 to 480 damage. As comparison a FVS gets a lvl 3 single target SLA that deals 140 to 240 damage as capstone ability. That hardly seems appropriate.
Secondly, even as a normal spell, it is easily the best damage spell out there. It is allignment damage, which no enemy resists against except golems (or non-sentient constructs). Also, it is vs Will, which is by far the worst save mobs have. They can't evade and will basically always fail their save and get full damage, even on badly geared characters.
 
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Zaszgul

Well-known member
Mixed Magics: Your Wild Mage levels count for calculating Caster Levels in other spellcasting classes you have at least 1 level in.
This is cool! Thanks for adding this!


Some thoughts:
This would be a good design space to make the (regular) Color Spray and Prismatic Spray spells more useful, since they are inherently chaotic. You might even be able to make these signature spells (not SLAs) for the archetype. Chaos Damage procs, or extra chance at Wild Surges for them, or both or maybe something else entirely (need to noodle a bit).

Chromatic Orb! is a pnp spell I love. Implemented in ddo (as a spell, hopefully!) it could maybe be as simple as a single target Greater Color Spray, using a Kopru orb as the gfx. Or you could do some more advanced chaotic things with it. Pretty please!
 
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