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Golden Realms 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.

Adept[]

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
Type: Empire Upgrade Subtype: Resource Management
Wild Magic Adept
Heart structures provide +10 Mana Income
  • This Empire Upgrade always starts out researched
Name: Warp Equipment Spec. (Tier) Wild Adept (I) Research: 80 Knowledge
Type: Combat Spell Target: Any Hex Casting Points Cost: 20 Casting Points
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: 120 Knowledge
Type: Combat Spell Target: Hostile Unit Casting Points Cost: 20 Casting Points
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
Type: Summoning Spell Upkeep: 15 Mana/Turn Casting Points Cost: 120Casting Points
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
Type: Combat Spell Target: Hostile Unit Casting Points Cost: 15 Casting Points
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 Damage, Fire Damage, Frost, Shock, Blight Damage, and Spirit Damage for 3 Turn.

Master[]

Wild Magic Master
Name: Wild Affinity Spec. (Tier) Wild Magic Master (I) Research: -- Knowledge
Type: Empire Upgrade Subtype: Resource Management
Wild Magic Master
Heart structures provide an additional +10 Casting Points points while located within your cities' domain.
  • This Empire Upgrade always starts out researched
  • This does not apply to Hearts within Fortresses' domain
Name: Spontaneous Mutation Spec. (Tier) Wild Master (IV) Research: 400Knowledge
Type: Combat Spell Target: Battlefield Casting Points Cost: 25 Casting Points
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
Type: Strategic Spell Target: Hostile City Casting Points Cost: 100 Casting Points
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
Type: Combat Spell Target: Friendly Unit Casting Points Cost: 25 Casting Points
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
Type: Combat Spell Target: Battlefield Casting Points Cost: 30 Casting Points
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 Damage, Fire Damage, Frost, Shock, Blight Damage, or Spirit Damage. Incurs a happiness penalty if cast during a city battle.
  • City Happiness Penalty: -100 Happiness for 10 Turn
  • Race Happiness Penalty: -20 Happiness for 20 Turn
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