About: Wild Magic   Sponge Permalink

An Entity of Type : dbkwik:resource/alND47JuS924bQDLY3UW7w==, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Wild Magic is a threshold ability associated with the Magic skill. It requires level 55 Magic to use. When activated, Wild Magic fires two "unpredictable" spells at the target, which can deal 50-215% spell damage each. With the right equipment, spells and sunshine, it is possible to hit as high as 7500 with each hit of Wild Magic.

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rdfs:label
  • Wild Magic
  • Wild magic
rdfs:comment
  • Wild Magic is a threshold ability associated with the Magic skill. It requires level 55 Magic to use. When activated, Wild Magic fires two "unpredictable" spells at the target, which can deal 50-215% spell damage each. With the right equipment, spells and sunshine, it is possible to hit as high as 7500 with each hit of Wild Magic.
  • Wild magic zones were areas where the Weave was damaged or distorted. In such areas, a spell could backfire upon its caster, target the wrong location, be dramatically increased in power, or indeed, anything could occur. These areas were thought to have been caused by the titanic battles of the gods during the Time of Troubles. Wild-magic zones were the first areas where raw magic burst forth in the Spellplague.
  • Wild Magic is the first in a series of four books, The Immortals. It details the emergence of Veralidaine Sarrasri (also known as Daine)'s powers as a wild mage and her coming to Tortall.
  • Wild Magic is a type of magic present in Greenwitch and in the other books. It's a type of magic that doesn't defend the Light or the Dark. It's also named "Instinctive Magic", and it's the magic of the animals. The people who have the Wild Magic are: * Tetis * Greenwitch * People of the Lost Land
  • Wild magic is a special type of magic, different from the standard Gift, that connects its user to the natural world around them. While it is not uncommon, it is also not obvious, and few mages of power recognize it as even existing. As such, training can be difficult to come by. Numair SalmalĂ­n is the leading expert on wild magic.
  • Wild Magic is a supernatural force. Often called the keystone of the Arch of Time, Wild Magic is a part of the Law which acts to produce change. The text of the books suggest that without Wild Magic, the universe would be static and unchanging. In the Last Chronicles, Joan Covenant's unconcious exertions of Wild Magic causes caesures or Falls, regions where Time becomes meaningless: the area in the Fall experiences all its moments not as a sequence, but simultaneously.
  • It is the most darkest and difficult practices of Metamorphosymbiosis as stated by Wizgiz. It turns a living creature into the most aggressive being. A beautiful plant can be turned into a carnivorous plant whereas a fairy animal can turn into a ferocious creature. It allows the user to take the appearance and powers of the fairy animal. Wild magic is the first step to gain the ultimate power of the fairy animal which has the first color of the universe as stated in the Tome of Nature. It completely changes the appearance and powers of the users making them evil. The users are then able to shapeshift themselves. The source of wild magic is restored in one of Alfea's secrets, the Hall of Fairy Animals.
  • The underlying magical forces at work in the universe, or at least in this section of it, are, quite literally, alive. And more often than not, they are completely amoral. At best they are whimsical, in a way that would normally be completely harmless. They just want to play. (Speaking of which, the dire wolf over there also just wants to play. We advise you go play with the dire wolf. It's safer, trust us.) Examples of Wild Magic include:
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Level
  • 55(xsd:integer)
Strength
  • Flying
dcterms:subject
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  • 200(xsd:integer)
Protagonist
anim
  • Wild Magic.gif
Cooldown
  • 20(xsd:integer)
adrenaline
  • -15(xsd:integer)
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float
  • right
Series
Release Date
  • 1992-12-01(xsd:date)
Name
  • Wild Magic
Type
  • Magic
  • Threshold
Cover Artist
  • Michael McDermott
Weakness
  • Mechanical
DESC
  • Adds 5 damage to every attack against the target. Lasts 5 rounds.
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Members
  • No
Update
  • Evolution of Combat: Now Live!
Icon
  • spell_arcane_rune
Skill
  • Magic
Image size
  • 200(xsd:integer)
Description
  • Fire an unpredictable double magical attack at your target, which deals between 50% and 215% of your active spell's damage.
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Universe
  • Tortall
Accuracy
  • 100.0
Release
  • 2012-11-20(xsd:date)
Equipment
  • Any
Publisher
  • Simon & Schuster/Atheneum
Followed By
abstract
  • The underlying magical forces at work in the universe, or at least in this section of it, are, quite literally, alive. And more often than not, they are completely amoral. At best they are whimsical, in a way that would normally be completely harmless. They just want to play. (Speaking of which, the dire wolf over there also just wants to play. We advise you go play with the dire wolf. It's safer, trust us.) But if you are not so lucky, you may trip over a sentient magical force that wants something. Maybe it's hungry, and wants to eat your soul. Or maybe it's lonely and tries to get you to stay a while. You know, just for a few eternities. Not to be confused with cases where someone either gets lost in the underlying magical fabric of the universe all on their own, or decide they like it there so much there that they're staying. Casting a spell with this kind of magic is often extremely dangerous. You have either have to convince magic to do what you want it to, subdue it in a battle of wills, or accept that you are basically tilting the metaphorical pinball machine of reality. Another danger of using wild magic to cast spells, generally more prominent when using methods 1 or 3, is a Heroic RROD. New users may also Go Mad From the Revelation. Particularly powerful Wild Magic may take the form of Background Magic Field that renders reality unstable. Or, in other words, reality is a Reality Warper. It will frequently mistake your mind for a set of inspirational prompts. Think happy thoughts.Think happy thoughts very, very, hard. Contrast Ritual Magic, where the casting and effects of magic are very rigid. Compare and contrast Magic Realism, which on the one hand treats magic as having a life of its own but also makes it subtler and/or weaker. Examples of Wild Magic include:
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