Wild Magic
WILD MAGIC
Unleash the power of three new classes, each inspired by a different take on “Wild Magic.” The Thaumaturge unleashes chaotic and unpredictable spells, inflicting friend and foe alike with random ailments, scrambling positioning, and summoning Chaos Orbs on the battlefield for later detonation. The Druid commands the elemental forces of the natural world to turn battles to their favor before lunging into the fray with the brutality of a savage beast. The Warlock pledges itself to an otherworldly spirit to enhance its dark magic.
All three new classes can be unlocked by finding their respective adventure zones and solving the puzzles within. To unlock the Thaumaturge, discover the Lost Library near Dominio, a bit to the northwest at 141S, 93E. To train as a Druid, explore the Ruby Forest along the coast to the east of Luss, at 40S, 112E. To pledge yourself to an otherworldly spirit and learn the secrets of the Warlock, travel to the rivers west of Bilibas at 78N, 69E.
Warlock Update:
Wild Magic now has a third class: the Warlock! Warlocks are dark mages with powerful spells. Before you can play as a Warlock, you’ll need to make a pledge to one of three spirits. This choice cannot be undone (except by loading a save) and permanently changes how this class plays for your entire crew. All Warlocks have the same spells, but the patron spirit they pledge to governs which elements certain effects will call upon. Additionally, the patron spirit has a favored ability that they empower.
Features:
- 3 New Classes
- 3 New Adventure Locations
- Secret Shop Location: Northeast of Luss at 23S, 67E
- New Items
- New Puzzles
Thaumaturge: a wild mage with vast influence over the battlefield
- Hex Ray: Inflict random ailments in a line ahead of you and detonate any Chaos Orbs hit.
- Mass Hex: Inflict a random ailment upon each unit on the battlefield (friends and foes).
- Nullify: Dispel yourself and all magical effects in a wide cone in front of you.
- Scramble: Move to target location and shuffle units into unoccupied adjacent spaces, with light non-elemental damage to foes that are suffering from an ailment. Reroll any Chaos Orbs in the area.
- Serendipity: Summon a Chaos Orb that can be detonated with Hex Ray or rerolled with Scramble.
- Wild Surge: A 25% chance to double your Magic Attack at the start of your turn.
- Inversion: Gain HP and MP whenever you are dispelled.
- Prophet’s Price: Increase your Magic Attack but lose 1 MP each round.
- Scrivening: A chance to create Chaos Sigils on adjacent unoccupied tiles each round, providing random buffs.
- Overtime: A chance to give you another turn whenever you end your turn. You become fatigued if this takes effect.
Druid: a versatile natural caster
- Emerald Embrace: Summon grass in target tiles, increasing evasion. Allies in the initial cast gain Guard. Enemies become Itchy.
- Cleansing: Cure and heal targets, or create cleansing pools of water on the battlefield.
- Rainstorm: Call down rain in a wide area around you, soaking those caught in the storm and increasing their electric skill.
- Snakebite: Lunge forward with a poisonous strike that also summons a friendly snake to your side.
- Maul: Attack in melee twice, but suffer from Madness and Fatigue.
- Counter Verdigris: When hit by a physical attack, you summon tall grass. If your HP is critical, you gain Regeneration.
- Creeping Doom: If you KO a foe during your turn you will inflict poison and itchy status on other nearby foes.
- Nurture: While under the effects of Regeneration, you regain 10% max MP every round.
- Grove Guardian: When combat starts, you gain a long lasting boost to evasion and resistance that increases with every grove you fully explore.
Warlock: dark mage empowered by an otherworldly pact
- Witchbolt: Deal untyped magic damage and the two elements of your patron.
- Oneiric Oath: Gain one of your patron’s enchants and stability. If the Djinn is your patron, you also gain Warmth.
- Hitch: Link foes in the area so that when one takes physical/magic damage all the rest take 25% of that damage. If the Dryad is your patron, this also applies Regeneration to allies.
- Black Hole: Delay foes in the area and call forth a Black Hole that periodically pulls creatures in, delaying them and hindering their movement speed. If the Depths are your patron, this also inflicts Suffering when cast.
- Counterspell: Purge buffs from your target and interrupt their casting, accelerating your turn on a successful interrupt.
- Forceful Bolt: Witchbolt now pushes 2 tiles.
- Corrupting Bolt: Witchbolt now inflicts a status effect dependent upon your patron (Dryad gets poison, Djinn gets stun, and Depths get chill).
- Patron’s Protection: +1 PhysDef. Gaining either enchant of your patron grants immunity to that element as well.
If you detect any issues or have feedback, please let me know in the comments or on the Horizon’s Gate Discord Modding Discussion Channel[discord.com].
Acknowledgements:
- Horizon’s Gate Discord Modding Channel[discord.com]
- Eldiran
- Basic Modding Guide
- Paul’s Modded Class Guide
- Demonbunny
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