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Wild Magic

Spell

Wild Magic

Arcane

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Instant castSeventy yards

Fires many magic pellets, inflicting Arcane damage to enemies of the explosion and knocking them back.

Wild Magic

Tooltip

Fires many magic pellets, inflicting Arcane damage to enemies of the explosion and knocking them back. This creates Excess Power at that location.

How it works

Wild Magic is built from 3 client effects, applied in this order:

  1. Effect 1 is School Damage (effect type 2). Its base value is 100. Its area radius is 2 yards.
  2. Effect 2 is effect type 144, which the datamine does not name. Its base value is 25. Its area radius is 2 yards.
  3. Effect 3 is Summon (effect type 28).

What it does

Wild Magic is an Arcane spell with an instant cast, a range of 70 yards and effects that last 30 sec. When cast it deals Arcane damage (base value 100) in a 2 yard radius and summons a creature.

Generated from the SpellEffect, SpellMisc, SpellCooldowns and SpellRange records in the current retail game build. Effects the client marks as internal hooks are left out.

Spell Details

SchoolArcane
Range70 yards (Seventy yards)
Cast timeInstant
Duration30 sec
Effect #1School Damage (2)
Value: 100
Radius: 2 yards
Effect #2Effect 144
Value: 25
Misc value: 50
Radius: 2 yards
Effect #3Summon (28)
Misc value: 109009, 714

Raw client values from the current retail game build. Where the game data carries no name for an id, the id is shown as is.

Used by

Where is this spell used?

Wild Magic appears in: 1 spell that casts it.

Spells that cast it

From the client's JournalEncounterSection, SpecializationSpells, TraitDefinition, PvpTalent, SkillLineAbility, SpellLearnSpell and SpellEffect tables.

Comments

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