Torc
Systems Developer
We are doing Wild magic!
Summary: Wild magic 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. The casting of spells as a wild mage or in a wild magic zone has a random chance to cause a Wild Magic Surge.
Wild Magic Surges:
Surges are random magical effects that occur on or around the caster at the moment they cast a spell. The frequency of surges and chance of good or bad results can be manipulated by things in the wild mage tree (sorcerer)
Surges are divided into five categories:
Note: For this preview to experience wild surges you will need to be a wild mage (later there will be content with wild magic zones)
Sample List:
The following are some examples per category but not the complete list. We have about 10 per type for the first preview. Surge ideas welcome!
Very Good:
Good:
Neutral:
Bad:
Very Bad:
Summary: Wild magic 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. The casting of spells as a wild mage or in a wild magic zone has a random chance to cause a Wild Magic Surge.
Wild Magic Surges:
Surges are random magical effects that occur on or around the caster at the moment they cast a spell. The frequency of surges and chance of good or bad results can be manipulated by things in the wild mage tree (sorcerer)
Surges are divided into five categories:
Very Good (chance is very rare)
Good
Neutral
Bad
Very Bad (chance is very rare)
Wild Magic Surge Rules: General design rules all surges follow....- The spell you are casting when you surge always resolves normally (the surge is an ADDITIONAL effect, it never replaces)
- Wild Magic Surges can only occur in dungeons (Your gonna have to play quests to try this one)
- Bad or Very Bad negative effects ONLY affect the caster but Good/Very Good effects will sometimes apply to allies/party members
- Bad effects may Debuff you but won't CC you.
- Very Bad effects may CC you making them very dangerous.
- You will get a VFX/Sound warning a few seconds before you character becomes "hot" with a wild surge on your next cast, that will indicate if it's good or bad surge. (red means bad. vfx need some additional work for color blind people, we are working on this.)
- Monsters/Henchmen use this system to but certain surges won't occur for them (like who's dead, ) or will be different (not a summoned unicorn, maybe a vrock)
Sample List:
The following are some examples per category but not the complete list. We have about 10 per type for the first preview. Surge ideas welcome!
Very Good:
Force Bubbles - You and all nearby allies gain a Force shield reducing damage by 95% for 4 seconds.
Unicorn! - You summon a powerful unicorn ally who will fight by your side for 30 seconds. This creature has an aura that heals and buffs. (aura not in this build and unicorn is a little more keen on stabbing faces then helping friends as of yet.)
Who's Dead? - Dead allies in the general area are true resurrected and living enemies near you die no save (up to 6 targets, boss immunities apply, as does reaper ward for the rezz). This can only occur once a quest.
Good:
Hammer Time - A floating hammer appears next to you for a short period of time. As long as it's hammer time your offensive spells will knock down targets briefly. No save. Immunities apply.
Truest Sight - You and all allies in the general area gain true sight and 10% dodge bypass for 60 seconds.
Touch of Chaos - for 60 seconds all your offensive magic applies a 1d6 in chaos damage. in addition to their normal effects. This scales with spell power and can crit.
Neutral:
Butterflies- Butterflies appear around you. Enjoy!
Squirrel! - You conjure a pack of chittering squirrels! These can confuse nearby enemies (50% chance, no save) but they also really annoy the caster making it difficulty to cast spells for 4 seconds (50% spell failure chance)
Free Beer - You conjure a free beer on the ground. Effects of drinking the free beer TBD. Using some tavern food atm.
Bad:
Shrinkage: Suddenly you are quite small. Your damage is reduced by 20% and you gain 10% dodge and +5 to reflex saves.
Iron Pot Head: An Iron cauldron appears on your head blinding you for a moment until you adjust it. (this is not considered a blindness effect). Grants you +5 Armor class until it goes poof in a bit.
So tired: You become fatigued.
Very Bad:
Rats - You turn into a rodent! You can move but not use abilities or items. You gain 50% uncapped dodge and +25 reflex saves. Last for 8 seconds.
Dance Party - You are afflicted with an irresistible dance for 6 seconds. Anyone who hits you will also start to dance. (bosses and enchantment immunities apply)
Personal Bad Weather - A Stormy cloud appears over your head. It drenches you in rain increasing your vulnerability to electric damage by 25% for 10 seconds and then strikes you once with lightning (call lightning spell) before disappearing
Important Discussion Point - What will wild magic zones look like in content:
Just to clarify, while Myth Drannor is still in development, most wild magic zones you should encounter will be visible, and avoidable or manageable through some mechanic.
Wild mages can make surges pretty much a 100% benefit, but for everyone else It's just dungeon mechanic, like lava, electric floors, heavy gravity volumes, etc. so it is suppose to be dangerous. Once the content hits preview everyone can gauge that risk a bit more effectively. Then you'll know your chances of being turned into a giant or a potted plant (we didn't do that last one actually....yet.....)
I think you'll find it on the mild side of some of the things you can run into in DDO.
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