Dev Journal: Wild Magic

Hi there, here’s a look at another new feature from the upcoming Golden Realms expansion.  This time it’s the new magical sphere of Wild Magic.  Players who choose this specialization have the ability to direct the flow of raw magical energy for spectacular results.

WildMagic

No one truly masters Wild Magic, as the effects of spells are generally not entirely predictable. But by learning the range of effects you can sway battles in your favor. As with the elemental specializations, Wild Magic contains an Adept and Mastery pick.   Some of the new leaders have it assigned as default, and of course you are able to use the specialization on your own customized characters.   We had lots of fun designing this magical sphere due to all the random or semi random effects associated with Wild Magic.  It’s become a favorite pick here at the office.

AoW3_GoldenRealms_Spellbook

Let’s take a look at its spells:

WarpEquipmentWarp Equipment

Warps the integrity of equipment at target location.  Equipped Units and Machines within a Hex radius around the target suffer a defense and attack penalty until end of combat. Against more traditional armies of swordsmen and archers, this can be devastatingly effective, while the magical armies deployed by sorcerers and arch-druids will have less to fear.

SwapLocationSwap Locations

Target unit trades places with a random unit of the same tier owned by another player on the other side of the battle. This spell is excellent for disrupting enemy lines, especially during sieges. Defending archers can suddenly find themselves teleported into the middle of the attacking army, while their place is taken by a group of infantry who can cause havoc behind the walls.

SpontaniousMutationSpontaneous Mutation

Gives a number of mostly positive random mutations to every friendly living unit until the end of battle. These mutations can make the unit tougher, more powerful or even change its role on the battle field by giving it a ranged attack!

Some of the mutations include:

  • Eyes Everywhere – Eyes have grown all over this unit’s body! It sees in every direction and can no longer be flanked by being struck from behind.
  • Swollen Muscles – This unit’s muscles are swollen with power, it gains a melee damage bonus.
  • Spiked Hide – The unit’s skin is covered in spikes, any unit striking it in melee will take melee damage.
  • Leaden Bones – The unit’s bones are heavy as lead, the unit loses movement points, but gains a defense bonus
  • Bloated with Gas – This unit’s digestive system is out of control, its body is filling with noxious gases. The unit will explode when it dies, dealing damage to all adjacent units.
  • Iron Skin – This unit’s skin goes hard as iron, gaining an defense bonus.
  • Hormonal Imbalance – This unit’s hormones are out of control, it doesn’t know whether it wants to laugh or cry. Unit loses morale.

SpawnLesserElementalSummon Lesser Elemental

One of the new lesser elementals is summoned to the target location.   There are new, smaller versions of all existing elementals as well as new Spirit and Blight elementals. The lesser elementals may start small, but if used carefully, they can evolve into the more powerful greater elementals.

WarpDomainWarp Domain

Randomly changes terrain tiles in target city domain into blight, volcanic, arctic and tropical terrain. This spell also destroy all roads and bridges in that city’s domain. Although it’s possible to use this spell on your own cities, it’s better to use it on those of your enemies. Regardless of race, most cities will take major happiness penalties from the mishmash of terrain types, and if a player hasn’t chosen any terrain changing magic, they won’t easily be able to fix the damage!

 

AoW3_GoldenRealms_Warp_Domain

DegenerateCreatureDegenerate

Infects the target with a magical disease that weakens the creature at the fundamental level. The unit gains 60% weakness to all damage types until the end of battle. This spell is excellent for dealing with the pesky unit your enemy has brought along that is immune to your battle magic. Do you want to poison a poison elemental? This is the spell for you!

WildMagicUnstable Transformation

The target friendly unit is saturated with powerful magic and transforms into a new random unit of equal or greater power (i.e. same or higher tier)  The new unit is inherently unstable and will die at the end of battle. Units destroyed with this spell cannot resurge. This spell is best cast on units that are going to die anyways, since a random unit with full hitpoints is usually better than a dead one. This spell can transform one unit into just about any other non-racial unit in the game, so you could end up with a snake, a dragon or a flame tank, there’s no way of telling!

ChaosStormPandemonium

All units get displaced to a random location within 5 hexes of their original position, and all enemies get a random 100% elemental weakness (Frost, Fire, Shock, Blight, Spirit or Physical). This spell is excellent in sieges, pulling defenders outside the city walls and pushing your own units inside.

AoW3_GoldenRealms_Pandemonium

So there we have it, Wild Magic. The only sphere where you can transform your human swordsman into an angry Dire Penguin with a hormonal imbalance and 7 extra eyeballs! Stay tuned for more information on Golden Realms before it is released September 18th!

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Home Forums Dev Journal: Golden Realms – Wild Magic

This topic contains 28 replies, has 21 voices, and was last updated by  Gloweye 7 years, 1 month ago.

Viewing 29 posts - 1 through 29 (of 29 total)
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  • #121244

    Lennart Sas
    Keymaster
    #121251

    Ravenholme
    Member

    Wild Magicians don’t even care about winning, they just want the world to burn.

    A bit saddened that the Lesser elementals haven’t been added to the Adept elemental masteries though, as I do miss the good old days of AoW2 where every elemental sphere had a couple of summons.

    #121253

    Gamling
    Member

    So why didn’t you call it Chaos magic? Must have been the first choice. Wild magic sounds more like something the druids of the game would use.

    But I do like the spells and their randomness.

    #121255

    Taykor
    Member

    >>Equipped Units and Machines within a Hex radius around the target

    Within which radius?

    #121257

    Smaug3
    Member

    That is awesome. I wonder if the odds of unstable transformation change every time you use it. Interestingly, I think that sorcerer with age of magic, chaos rift and unstable transformation would be terrifying.

    #121258

    Tombles
    Keymaster

    >>Equipped Units and Machines within a Hex radius around the target

    Within which radius?

    The AoE is 5 hexagons across.

    So why didn’t you call it Chaos magic? Must have been the first choice. Wild magic sounds more like something the druids of the game would use.

    Wild can also mean uncontrollable and untamed. Chaos has some negative connotations that we felt didn’t really fit.

    #121259

    Marcus
    Member

    So why didn’t you call it Chaos magic? Must have been the first choice. Wild magic sounds more like something the druids of the game would use.
    But I do like the spells and their randomness.

    It is probably inspired by D&D Wild Mage class (and wild magic in general).

    #121260

    Smaug3
    Member

    Hey, in that bottom right corner on the photo, what’s that one eyes swimming unit?

    #121261

    Taykor
    Member

    The AoE is 5 hexagons across.

    Yes, I know. I was talking about a glitch in the text.

    Hey, in that bottom right corner on the photo, what’s that one eyes swimming unit?

    There are a Glutton and one of the mermaids.

    #121264

    Ravenholme
    Member

    So why didn’t you call it Chaos magic? Must have been the first choice. Wild magic sounds more like something the druids of the game would use.

    But I do like the spells and their randomness.

    Wild Magic is pretty much the standard D&D term for inherently unstable magic. Druidry stuff is generally distinct from Magic.

    #121267

    vota dc
    Member

    Some spells have a bad side (spontaneous mutation) but other like warp equipment or degenerate seems too reliable to be wild magic. They could use some randomness like inflict 20-100% weakness instead of always 60%.

    #121286

    Jet Jaguar
    Member

    •Bloated with Gas – This unit’s digestive system is out of control, its body is filling with noxious gases. The unit will explode when it dies, dealing damage to all adjacent units.

    lol. very funny!

    #121322

    Epaminondas
    Member

    Can these debuffs be dispelled?

    #121328

    Tibbles
    Member

    Can these debuffs be dispelled?

    Yes, easiest way is to use Cure Disease, guarenteed to remove it.

    #121346

    Garresh
    Member

    Yeah this might be mandatory for rogues. Lol.

    #121348

    Khelle
    Member

    Personally I prefer stable numbers instead of ranges 20-100, which Wild Magic is full of of, but conceptual idea for this magic is very good and well-thought, which cannot be told about current magic spheres (fire, water erc.) which are obviously lacking.

    I hope in the futere these will be upgraded also to be as awesome as Wild Magic is 🙂

    #121372

    Ericridge
    Member

    I’m not sure if I like swap position spell. >_> Heroes can be assassinated very easily now with that.

    #121374

    Tibbles
    Member

    I’m not sure if I like swap position spell. >_> Heroes can be assassinated very easily now with that.

    Not really, Heroes can only be swapped with Heroes (Leaders cannot be affected)

    #121378

    Garresh
    Member

    Wait they can’t? Do they at least get affected by Pandemonium?

    #121379

    Tibbles
    Member

    ^ Yes, Pandemonium moves everything

    #121381

    Wait they can’t? Do they at least get affected by Pandemonium?

    Yes.

    Swap location swaps units of the same tier. If you have a bunch of swordsmen facing off against a bunch of Cavalry, no swaps will happen.

    #121383

    Garresh
    Member

    I guess that’s fair. Won’t be quite as easy to assassinate heroes now, but still quite fun.

    #121403

    Leyrann
    Member

    <div class=”d4p-bbt-quote-title”>Ericridge wrote:</div>
    I’m not sure if I like swap position spell. >_> Heroes can be assassinated very easily now with that.

    Not really, Heroes can only be swapped with Heroes (Leaders cannot be affected)

    That moment when you have a 3-immunity 2-resistance hero with 20% physical protection and a sorcerer in the same army.

    (the case I was thinking of that hero was actually my leader, but it doesn’t have to be)

    #121447

    Ericridge
    Member

    Ah okay.

    #121456

    That moment when you have a 3-immunity 2-resistance hero with 20% physical protection and a sorcerer in the same army.

    Well then that is a strategy, where you have to develop your dreadnought or warlord so they are a melee tank to get the most of it.

    You could also do the swap trick with a phasing/sprinting hero with float. That way, you get the enemy hero, and your own hero becomes nice and safe and toasty. Phase is pretty late on the sorcerer, and is an expensive item to craft, so I think it is a fair attack.

    #121462

    BlaneckW
    Member

    It is probably inspired by D&D Wild Mage class (and wild magic in general).

    There was a similar sphere in Master of Magic. That’s not a criticism, though.

    #121501

    b0rsuk
    Member

    This is what every magic specialization should have been: internally consistent, inspired by a theme, versatile, distinctive, useful. Bonus points for not reusing the same template, and no direct damage spell.

    ————-

    Several of the spells resemble those from Master of Magic. Warp Wood was a spell which removed ammunition. Chaos Channels granted random beneficial mutation. Warp Creature was a weakening spell (worked differently, but similar in concept), while Warp Reality is conceptually the closest to Pandemonium.

    #121543

    meeber
    Member

    So why didn’t you call it Chaos magic? Must have been the first choice. Wild magic sounds more like something the druids of the game would use.

    But I do like the spells and their randomness.

    Well Being a long time D&D player (1st, 2nd and 3.5 none of that 4.0 crap) I like that they called it Wild Magic reminds me of the wild Magic back in 2nd edition and it was very similar. Much prefer that over Chaos Magic.

    #121566

    Gloweye
    Member

    Bonus points for not reusing the same template, and no direct damage spell.

    A certain amount of template isn’t bad. Im not saying every kind should have a damage spell, but I was kind of hoping for all of them to get to summon their own lesser elemental…

    and have some more spells/empire upgrades anyway. I kind of dislike the amount of options gotten by spell choices.

    I was thinking the category of master spells that would for example give all of your produced units +1 fire damage, of boost spirit resist globally by 50%. That kind of magnitude effects.

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