Wild Mage Tree

From DDO Compendium


Tree For:
Unlock
  • Free
Overview
Core enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Determination (Wild Mage) Icon.png
Determination
  • +1 Will Save
  • +10 Chaos Spell Power
110
  • Wild Mage 1
Enhancement Boldness Icon.png
Boldness
  • +1 Caster Level with Chaos Spells
  • +10 Chaos Spell Power
  • +10 Universal Spell Power
115
  • Wild Mage 3
  • Determination
Enhancement Riches of Randomness Icon.png
Riches of Randomness

Cooldown: 15 Seconds

Once per Rest:

  • Targeting an unopened chest will give a chance for better rewards
    • Doesn't stack with Greater Dragonmark of Find
    • Not all chests can be improved
    • Chance of failure based on Charisma


Passive:

  • +10 Chaos Spell Power
1110
  • Wild Mage 6
  • Boldness
Enhancement Entropic Energy Icon.png
Entropic Energy
  • When casting a spell:
    • +1 Caster Level
    • +1 Max Caster Level
    • +1% chance to incur a WIld Magic Surge
  • +10 Chaos Spell Power
  • +10 Universal Spell Power
  • +1% Spell Critical Damage
  • +1 use of Riches of Randomness
1120
  • Wild Mage 12
  • Riches of Randomness
Enhancement Reject Limits Icon.png
Reject Limits
  • When casting a spell:
    • +1 Caster Level
    • +1 Max Caster Level
  • +10 Chaos Spell Power
  • +10 Universal Spell Power
1130
  • Wild Mage 18
  • Entropic Energy
Enhancement Channel Entropy Icon.png
Channel Entropy
Enhancement Channel Entropy Icon.pngSpell-Like Ability:
Channel Entropy
Metamagic:
Cooldown: 12 Seconds
Activation Cost: 50 Spell Points

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.
Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost.


Passive:

  • +4 Charisma
  • +10 Chaos Spell Power
  • +10 Universal Spell Power
  • When casting a spell:
    • +1% chance to incur a Wild Magic Surge
    • +1% SPell Critical Damage
1140
  • Wild Mage 20
  • Reject Limits
Tier 1 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Spell Chaos Bolt Icon.png
Chaos Bolt
Spell Chaos Bolt Icon.pngSpell-Like Ability:
Chaos Bolt
Metamagic: Empower, Maximize, Quicken, Intensify

Fires a small orb of chaotic energy at a target, doing 3 to 8 chaos damage for every caster level (up to a max of 30 to 80 at caster level 10)
Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost.
Rank 1:
  • Activation Cost: 4 Spell Points
  • Cooldown: 12 Seconds
Rank 2:
  • Activation Cost: 3 Spell Points
  • Cooldown: 8 Seconds
Rank 3:
  • Activation Cost: 2 Spell Points
  • Cooldown: 4 Seconds
311
  • Wild Mage 1
Enhancement Eladrin Chaos Control I Icon.png
Chaos Control I
  • Any Very Bad Magic Surges is upgraded to Bad
121
  • Wild Mage 1
Antirequisite
  • Chaosmancer Chaos Control I
Enhancement Student of Chaos I Icon.png
Student of Chaos I
When casting a spell:
Rank 1:
  • +1% chance to incur a Wild Magic Surge
  • +1% Spell Critical Damage
Rank 2:
  • +2% chance to incur a Wild Magic Surge
  • +2% Spell Critical Damage
Rank 3:
  • +3% chance to incur a Wild Magic Surge
  • +3% Spell Critical Damage
311
  • Wild Mage 1
Enhancement Tides of Chaos I Icon.png
Tides of Chaos I
Once per minute:
Rank 1:
  • +1 Reflex, Fortitude or Will Save (Random)
Rank 2:
  • +2 Reflex, Fortitude or Will Save (Random)
Rank 3:
  • +3 Reflex, Fortitude or Will Save (Random)
Lasts for 1 Minute
311
  • Wild Mage 1
Skills (Wild Mage) Icon.png
Skills
Rank 1:
  • +1 Spellcraft
  • +1 Concentration
  • +1 Bluff
Rank 2:
  • +2 Spellcraft
  • +2 Concentration
  • +2 Bluff
Rank 3:
  • +3 Spellcraft
  • +3 Concentration
  • +3 Bluff
311
  • Wild Mage 1
Tier 2 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Action Boost (Wild Magic) Icon.png
Action Boost: Wild Magic
Activation Cost: 1 Action Boost
Cooldown: 30 Seconds
Action Boost:
Rank 1:
  • +5% Action Boost bonus chance of Incurring a Wild Surge.
  • +5 Wild Surge Luck Bonus
Rank 2:
  • +10% Action Boost bonus chance of Incurring a Wild Surge.
  • +10 Wild Surge Luck Bonus
Rank 3:
  • +15% Action Boost bonus chance of Incurring a Wild Surge.
  • +15 Wild Surge Luck Bonus
Lasts 20 seconds
315
  • Wild Mage 2
Enhancement Eladrin Chaos Control II Icon.png
Chaos Control II
  • Any Bad Magic Surge is upgraded to Neutral
125
  • Wild Mage 2
Antirequisite
  • Chaosmancer Chaos Control II
Enhancement Student of Chaos II Icon.png
Student of Chaos II
When casting a spell:
Rank 1:
  • +1% chance to incur a Wild Magic Surge
  • +1% Spell Critical Damage
Rank 2:
  • +2% chance to incur a Wild Magic Surge
  • +2% Spell Critical Damage
Rank 3:
  • +3% chance to incur a Wild Magic Surge
  • +3% Spell Critical Damage
315
  • Wild Mage 2
Enhancement Tides of Chaos II Icon.png
Tides of Chaos II

Once per minute, when incurring a Wild Magic Surge Gain:

  • A variety of buffs
  • These scale with Wild Mage Level
  • Lasts for 20 seconds
125
  • Wild Mage 2
Enhancement Lucky Dodge Icon.png
Lucky Dodge
While wearing no armor
Rank 1:
  • +1% Dodge
Rank 2:
  • +2% Dodge
Rank 3:
  • +3% Dodge
  • +1d6 Dodge Cap
    • Rerolled once per minute
315
  • Wild Mage 2
Tier 3 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Spell Chaos Sphere Icon.png
Chaos Sphere
Spell Chaos Sphere Icon.pngSpell-Like Ability:
Chaos Sphere
Metamagic: Empower, Maximize, Quicken, Eschew Materials, Heighten, Intensify, Embolden

A sphere of chaos bursts from your outstretched hand, dealing 4 to 9 chaos damage per caster level (up to a max of 40 to 90 at caster level 10) to targets in its path. A successful Reflex save reduces damage by half.
Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost.
Rank 1:
  • Activation Cost: 8 Spell Points
  • Cooldown: 12 Seconds
Rank 2:
  • Activation Cost: 6 Spell Points
  • Cooldown: 8 Seconds
Rank 3:
  • Activation Cost: 4 Spell Points
  • Cooldown: 6 Seconds
3110
  • Wild Mage 3
Enhancement Power in Chaos Icon.png
Power in Chaos

Cooldown: 6 Seconds

Toggle:

  • +2 Caster Level
  • +2 Max Caster Level
  • Very Bad and Bad Wild Surges are no longer bypassed via Chaos Control
1210
  • Wild Mage 3
Enhancement Student of Chaos III Icon.png
Student of Chaos III
When casting a spell:
Rank 1:
  • +1% chance to incur a Wild Magic Surge
  • +1% Spell Critical Damage
Rank 2:
  • +2% chance to incur a Wild Magic Surge
  • +2% Spell Critical Damage
Rank 3:
  • +3% chance to incur a Wild Magic Surge
  • +3% Spell Critical Damage
3110
  • Wild Mage 3
Enhancement Prismatic Mind Icon.png
Prismatic Mind
  • +1d6 Chaos Damage per Caster Level is added to:
Rank 1:
  • Color Spray
Rank 2:
  • Color Spray
  • Greater Color Spray
  • Prismatic Ray
Rank 3:
  • Color Spray
  • Greater Color Spray
  • Prismatic Ray
  • Prismatic Strike
  • Prismatic Spray
Will save reduces damage by half
3110
  • Wild Mage 3
Increase Ability (Charisma-Intelligence-Wisdom) Icon.png
Ability Score

Multiple Selection

+1 to Charisma, Intelligence or Wisdom
1210
  • Wild Mage 3
Tier 4 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Enhancement Unpredictable Consequences Icon.png
Unpredictable Consequences
  • When casting Chaos Bolt, Chaos Sphere, Chaos Hammer, and Channel Entropy spells and SLAs
    • Additional damage, debuff or croud controll effects are added
    • These are random
  • If the target saves for half damage
    • These extra effects are negated
1220
  • Wild Mage 4
Enhancement Unstable Sorcery Icon.png
Unstable Sorcery

Multiple Selection

Max Caster Level or Spell Critical Damage
1220
  • Wild Mage 4
Enhancement Student of Chaos IV Icon.png
Student of Chaos IV
When casting a spell:
Rank 1:
  • +1% chance to incur a Wild Magic Surge
  • +1% Spell Critical Damage
Rank 2:
  • +2% chance to incur a Wild Magic Surge
  • +2% Spell Critical Damage
Rank 3:
  • +3% chance to incur a Wild Magic Surge
  • +3% Spell Critical Damage
3120
  • Wild Mage 4
Enhancement Tides of Chaos III Icon.png
Tides of Chaos III
When casting a Chaotic Spell:
Rank 1:
  • +2 Spell Critical Chance
Rank 2:
  • +4 Spell Critical Chance
Rank 3:
  • +6 Spell Critical Chance
3120
  • Wild Mage 4
Increase Ability (Charisma-Intelligence-Wisdom) Icon.png
Ability Score

Multiple Selection

+1 to Charisma, Intelligence or Wisdom
1220
  • Wild Mage 4
Tier 5 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Spell Wildstrike Icon.png
Wild Strike
Spell Wildstrike Icon.pngSpell-Like Ability:
Wildstrike
Metamagic: Quicken, Heighten, Enlarge, Embolden
Cooldown: 6 Seconds
Activation Cost: 25 Spell Points

Surround target adversary with rainbows, dealing 1d6+10 Chaos Damage per caster level (Maximum damange 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.
Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost.
1130
  • Character Level 12
  • Wild Mage 5
Feat Wild Magic Icon.png
Bend Luck
  • When failing a saving throw:
    • Reroll that saving throw, and use that value instead
  • Stacks with Slippery Mind
  • Does not stack with other sources
1130
  • Character Level 12
  • Wild Mage 5
Enhancement Rapid Surge Icon.png
Rapid Surge

Cooldown: 1 Minute

Activate: While active:

  • A lot of Wild Surges will occur rapidly
  • +15 Wild Surge Luck Bonus
1130
  • Character Level 12
  • Wild Mage 5
Enhancement Random Deflector Icon.png
Random Deflector
  • While wearing no armor:
    • +1d100 Magical Resistance Cap
    • Rerolled every minute
1130
  • Character Level 12
  • Wild Mage 5
Enhancement Tides of Chaos IV Icon.png
Tides of Chaos IV
  • -2 to all Spell DCs
  • When casting a spell that has DCs:
    • +1d6 to that DC
1130
  • Character Level 12
  • Wild Mage 5