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But I like it especially for sorcerers. Degenerate is amazing, but even moreso when you have multiple-damage-channel attacks. Apprentices, anyone? Swap Location is a surprisingly useful tactical spell, but it's even better whan almost all your units float. Swap a cannon with a node serpent during a siege, evacuate the serpent, kill the cannon. Profit.
The other skills aren't as good. Warp Equipment is marginal, Lesser Elementals are nice but cost too many casting points. (A full elemental costs 150 casting points, a lesser 120? Meh. Though if you're a warlord and plan to cast Global Assault soon, it becomes very good, since GA will promote them all to full elementals.)
I'm not as big a fan of Wild Magic Master. The extra casting points from hearts are great, though you do need a settler for it. (Not just a fort.) The spells, while nice, just aren't useful that often. Still.
Spontaneous Mutation is great fun and useful for any race/class combo, though mostly melee oriented ones. Unstable Transformation is good for classes that have cheap throwaway summons to cast it on. (Sorcerer, Rogue, etc.) Warp Domain is good against races that are sensitive to morale penalties. And Pandemonium is a potential battle-winner. Too bad it's something of a pain to click on every enemy unit to discover what weakness they got.
Honestly, I'd just pick Wild Magic Adept (and Master if you want) and go with a class/race combo you want to try out. Wild Magic synergises with pretty much anything.
Unstable Transformation is mostly fun but situational. It is gimmicky, but if you have a unit that you can't save anyway anymore it can give that unit another shot at glory in the battle. I think you can combine it with Arcane Binding to transform an enemy unit, but I'm not sure. It doesn't work on Combat Summons.
Spontaneous Mutation is also really fun, but if you're Necro or Dread don't go for this spell, it doesn't affect Machines or Undead units.
Warp Domain is a bit lackluster imo, but if you're Necro or Dread so don't care about terrain it's a good spell to destroy infrastructure and cripple enemy morale. You can cast it both on your own cities and on enemy cities. If you have a lot of flying units you might not care about destroying roads. It won't change the theme underground, but it will destroy roads there. If you have Cave Crawling units you don't need roads underground, so it's an easy way to destroy roads underground.
The problem was finding a race that can deal with multiple types of terrain. Turns out Goblins eventually don't care once you get to a certain governance level. So even if I take over their cities, I could still use them for mid-late game. They also have the added bonus of being 10% cheaper in unit costs so unstable transformation will have less impact on your economy.
Halflings are extremely sensitive.
Swap locations with a cadaver and resummon a new one from the victims corpse