Wild Mage

From DDO Compendium
Unlock:
Alignment:
Any
Hit Dice:
d6
Skills
Creation: (4 + Intelligence Modifier) x 4
Leveling: 4 + Intelligence Modifier

Bluff
Concentration
Spellcraft
Proficiencies
Simple Weapons
Overview

Wild Mages are born with the ability to use powerful magic. They have fewer spells than wizards but can cast much faster and more often.

Wild Mages can innately cast arcane spells without needing academic training like wizards. They can only perform a fixed number of spells in this way, but they can cast them much faster and can do more damage over time.

Wild Mages, along with Sorcerers and Favored Souls, get more spell points than any of the other classes. They also gain more bonus spell points from special magic items. As a result, they can cast more often.

Sorcererss cannot switch spells at taverns or rest shrines. They are able to switch spells but to do so they must undergo a special ritual than can only be done once every few days.

Past Lives
Icon Feat Description
Feat Past Life - Sorcerer Icon.png Past Life: Wild Mage 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
Spells
See Also: Wild Mage Spells
  • Wild Mages cast arcane spells.
  • Wild Mages cast spells faster than other spellcasting classes. The improvement is comparable to the Quicken feat, and stacks with Quicken, but does not prevent interruption of spellcasting as Quicken does.
  • Wild Mages also have reduced cooldown on most their spells, generally 50%-100% faster than a wizard, although it varies from spell to spell.
Arcane Spells and Armor

Wizards, sorcerers and wild mages do not know how to wear armor effectively.

If desired, they can wear armor anyway (though they’ll be clumsy in it), or they can gain training in the proper use of armor (with the various Armor Proficiency feats—light, medium, and heavy—and the Shield Proficiency feat), or they can multiclass to add a class that grants them armor proficiency. Even if a wizard or sorcerer is wearing armor with which they are proficient, however, it might still interfere with spellcasting.

Armor restricts the complicated gestures that a wizards or sorcerer must make while casting any spell that has a somatic component (most do). The armor and shield descriptions list the arcane spell failure chance for different armors and shields.

Advancement
Wild MageSpell Information
LevelBase Attack BonusFort SaveReflex SaveWill SaveAutograntedSpell Points1st2nd3rd4th5th6th7th8th9th
1 +0 +0 +0 +2 Dismiss Charm, Magical Training, Wild Mage 1802--------
2 +1/+1 +0 +0 +3 2303--------
3 +1/+1 +1 +1 +3 2804--------
4 +2/+2 +1 +1 +4 33041-------
5 +2/+2 +1 +1 +4 38042-------
6 +3/+3 +2 +2 +5 435421------
7 +3/+3 +2 +2 +5 495432------
8 +4/+4 +2 +2 +6 5604321-----
9 +4/+4 +3 +3 +6 6304432-----
10 +5/+5/+10 +3 +3 +7 70544321----
11 +5/+5/+10 +3 +3 +7 78544432----
12 +6/+6/+11 +4 +4 +8 870444321---
13 +6/+6/+11 +4 +4 +8 960444432---
14 +7/+7/+12 +4 +4 +9 1,0554444321--
15 +7/+7/+12 +5 +5 +9 1,1554444432--
16 +8/+8/+13 +5 +5 +10 1,26044444321-
17 +8/+8/+13 +5 +5 +10 1,37044444332-
18 +9/+9/+14 +6 +6 +11 1,485444443321
19 +9/+9/+14 +6 +6 +11 1,605444443332
20 +10/+10/+15 +6 +6 +12 1,730444443333

Class Feats[edit]

Level 1[edit]

  • Arcane Lore: Represents your knowledge of the arcane. This feat is received once for every wild mage level.
  • Dismiss Charm: Activate this short-ranged ability while targeting a charmed, commanded, controlled, or dominated enemy that is under your control to dispel the controlling effect.
  • Magical Training: Magical training gives the user additional benefits for spell casting.
  • Wild Mage: When casting spells, +5% chance of gaining a Wild Surge. Wild Surges also manifest over time, outside public spaces.