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Golden realms2 This Content is exclusive to the Golden Realms Expansion

Wild Magic also has two different levels of dedication. There is a random, but potentially powerful summon in Summon Lesser Elemental, and a large array of random and semi-random effect in the adept and mastery spells.

AdeptEdit

Wild Magic Adept

Adept Wild magic gives you the power to weaken your enemies, to shift units across the battlefield, and to summon Lesser Elementals of all kinds.

Name: Wild Magic Mana Bonus Spec. (Tier) Wild Magic Adept (I) Research: -- Knowledge Text
Type: Empire Upgrade Subtype: Resource Management
Wild Magic Adept
Heart structures provide +10 Mana Text Income
  • This Empire Upgrade always starts out researched
Name: Warp Equipment Spec. (Tier) Wild Adept (I) Research: 80 Knowledge Text
Type: Combat Spell Target: Any Hex Casting Points Text Cost: 20 Casting Points Text
Warp Equipment
Warps the integrity of equipment at target location. Equipped units and Machine Machine units within a 2 hex radius suffer a random debuff to the unit's attack, defense or both until end of combat.
Name: Swap Locations Spec. (Tier) Wild Adept (II) Research: 20 Knowledge Text
Type: Combat Spell Target: Hostile Unit Casting Points Text Cost: 20 Casting Points Text
Swap Locations
Target unit trades places with a random unit of the same tier owned by another player on the other side of the battle.
  • Heroes cannot be affected
  • Units that are climbing walls cannot swap places
Name: Summon Lesser Elemental Spec. (Tier) Wild Adept (IV) Research: 350 Knowledge Text
Type: Summoning Spell Upkeep: 15 Mana Text/Turns Text Casting Points Text Cost: 120Casting Points Text
Summon Lesser Elemental
Summons a random lesser elemental to target location. Possible summons:
  • The creature gets Cast Spell Summoned after it's being created
Name: Degenerate Spec. (Tier) Wild Adept (IV) Research: 380 Knowledge Text
Type: Combat Spell Target: Hostile Unit Casting Points Text Cost: 15 Casting Points Text
Degenerate
Infects the target with a magical disease that weakens the creature at a fundamental level. The unit gains 60% weakness to all damage types, Physical Text, Fire Text, Frost Text, Shock Text, Blight Text, and Spirit Text for 3 Turns Text.

MasterEdit

Wild Magic Master
Name: Wild Affinity Spec. (Tier) Wild Magic Master (I) Research: -- Knowledge Text
Type: Empire Upgrade Subtype: Resource Management
Wild Magic Master
Heart structures provide an additional +10 Casting Points Text points.
  • This Empire Upgrade always starts out researched
Name: Spontaneous Mutation Spec. (Tier) Wild Master (IV) Research: 400Knowledge Text
Type: Combat Spell Target: Battlefield Casting Points Text Cost: 25 Casting Points Text
Spontaneous Mutation
Gives 2, mostly positive, mutations to every friendly unit until the end of combat. All mutations can be removed with Cure Disease Cure Disease.

Possible Mutations:

Undead Undead, Machine Machine, Incorporeal Incorporeal, and Elemental Elemental units are not affected.

Name: Warp Domain Spec. (Tier) Wild Master (IV) Research: 400 Knowledge Text
Type: Strategic Spell Target: Hostile City Casting Points Text Cost: 100 Casting Points Text
Warp Domain
All roads and bridges in target city's domain are removed, and all terrain is changed to Blighted, Tropical, Volcanic, or Arctic terrain.
Name: Unstable Transformation Spec. (Tier) Wild Master (VI) Research: 1100 Knowledge Text
Type: Combat Spell Target: Friendly Unit Casting Points Text Cost: 25 Casting Points Text
Unstable Transformation
Target unit is saturated with powerful magic and transforms into a new random unit of equal or great power. The new unit is inherently unstable and will die at the end of combat.
  • This kills the old unit, permanently (regardless of Resurgence Resurgence).
  • This spell cannot be cast on Cast Spell Combat Summon.
  • This spell cannot be cast in the water.
Name: Pandemonium Spec. (Tier) Wild Master (VII) Research: 1200 Knowledge Text
Type: Combat Spell Target: Battlefield Casting Points Text Cost: 30 Casting Points Text
Pandemonium
All units get displaced, up to 4 hexes away from their original position. All hostile units get 100% weakness to a single random damage type, Physical Text, Fire Text, Frost Text, Shock Text, Blight Text, or Spirit Text. Incurs a happiness penalty if cast during a city battle.
  • City Happiness Penalty: -100 Happiness Text for 10 Turns Text
  • Race Happiness Penalty: -20 Happiness Text for 20 Turns Text

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