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Wild Mage

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Sorcerer
Starting a...

Enhancements
Tactics
Equipment
Spells


Wild Mage is a variant Sorcerer archetype introduced in Update 68. Wild Mages tap into chaos and luck when they cast their spells. Wild Surges can occur. The archetype is free to VIPs, purchasable for 995 DP, and comes as part of the Eladrin Chaosmancer Iconic Hero Bundle for 1,398 DP or part of the Collector's Edition and Ultimate Fan Bundle of Magic of Myth Drannor.

Changes from Base Class[edit]

Ability Lose Gain
Enhancements Eldritch Knight Wild Mage enhancements
Feats - Wild Magic: +5% chance of gaining a Wild Surge on spellcast. Wild Surges also manifest over time passively.
Spells - Chaos Bolt (level 1)
Chaos Sphere (level 3)
Chaos Hammer (level 4)
Greater Color Spray, Wildstrike (level 5)
Prismatic Strike (level 6)

Class Summary[edit]

Alignment: Any Hit die: d6

Class Skills

Skill points at 1st level: (2 + Intelligence modifier) x4
Skill points at each additional level: 2 + Intelligence modifier
Concentration (Constitution)
Spellcraft (Intelligence)
Bluff (Charisma)

Weapon and Armor Proficiencies[edit]

Simple weapons (All simple weapons)

No armor proficiencies, as armor of any type interferes with a Sorcerer’s movements, which can cause their spells with somatic components to fail.

Past Lives[edit]

File:nopic.jpg 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. This feat can be stacked up to three times.

Archetype: This class counts as a Sorcerer for the purposes of Completionist.

Past Life: Wild Mage is a Free Feat, which means it is permanently added to the character that unlocks it and you won't need to choose it, neither at new life nor at level up.

Enhancements[edit]

Advancement table[edit]

Table: The Sorcerer Spells Known
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spell points* 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Dismiss Charm, Wild Magic 180 2 - - - - - - - -
2nd +1/+1 +0 +0 +3 - 230 3 - - - - - - - -
3rd +1/+1 +1 +1 +3 - 280 4 - - - - - - - -
4th +2/+2 +1 +1 +4 - 330 4 1 - - - - - - -
5th +2/+2 +1 +1 +4 - 380 4 2 - - - - - - -
6th +3/+3 +2 +2 +5 - 435 4 2 1 - - - - - -
7th +3/+3 +2 +2 +5 - 495 4 3 2 - - - - - -
8th +4/+4 +2 +2 +6 - 560 4 3 2 1 - - - - -
9th +4/+4 +3 +3 +6 - 630 4 4 3 2 - - - - -
10th +5/+5/+10 +3 +3 +7 - 705 4 4 3 2 1 - - - -
11th +5/+5/+10 +3 +3 +7 - 785 4 4 4 3 2 - - - -
12th +6/+6/+11 +4 +4 +8 - 870 4 4 4 3 2 1 - - -
13th +6/+6/+11 +4 +4 +8 - 960 4 4 4 4 3 2 - - -
14th +7/+7/+12 +4 +4 +9 - 1055 4 4 4 4 3 2 1 - -
15th +7/+7/+12 +5 +5 +9 - 1155 4 4 4 4 4 3 2 - -
16th +8/+8/+13 +5 +5 +10 - 1260 4 4 4 4 4 3 2 1 -
17th +8/+8/+13 +5 +5 +10 - 1370 4 4 4 4 4 3 3 2 -
18th +9/+9/+14 +6 +6 +11 - 1485 4 4 4 4 4 3 3 2 1
19th +9/+9/+14 +6 +6 +11 - 1605 4 4 4 4 4 3 3 3 2
20th +10/+10/+15 +6 +6 +12 - 1730 4 4 4 4 4 3 3 3 3


* Spell Point totals include Base SP from the Spell point table plus 80 SP from the (free) Magical Training feat.
 A Sorcerer also gets bonus bonus spell points from his Charisma modifier.

Note: Sorcerers gain double (an extra 100%) the spell points from items. However only pure sorcerers get 100% of this bonus. Multi-classed sorcerers get a percentage of the bonus based on what percent is multiclassed. e.g. A 15/5 Sorcerer/Paladin will get only +75% from SP items, 175% total.

Class feats[edit]

Level 1[edit]

  • Arcane Lore (passive): Represents your knowledge of the arcane. This feat is received once for every sorcerer level.
  • Wild Magic (passive): Grants a 5% chance of a Wild Surge every time you cast. Wildsurges will also manifest over time passively.
  • Dismiss Charm (active): Activate this short-ranged ability while targeting a charmed, commanded, controlled, or dominated enemy that is under your control to dispel the controlling effect.

Spells[edit]

  • 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. Sorcerers also have reduced cooldown on most their spells, generally 25-40% faster than a wizard, although it varies from spell to spell.
  • See also spell usefulness.