Some of us have a hard time suspending our disbelief in the concept of a character going through a couple of battles in the course of about an hour, sleeping for 8 hours, repeat.
Some of us have a hard time suspending our disbelief in the concept of a character going through a couple of battles in the course of about an hour, sleeping for 8 hours, repeat.
As opposed to me, who has 112 days before getting to the Friendly Arm. *Cough*
Slightly off topic, but I have seen a number of people claim that casting Wish to replenish spells is a game ender. My experience is that this doesn't work anywhere near 'every time' and is an extremely dicey strategy to place your hopes on. Am I merely doing it wrong?
As far as the poll is concerned, I think that a Cow in the head trumps anything that Sorcerer can do. But that's my personal opinion.
I would give Wish a casting time of 5-10 rounds. That's not the kind of spell that should be cast in combat.
I like a lot of what you said, but this personally resonated. I think that Wish should most definitely be something that takes a big wack of time to cast/resolve. After all, you are dealing with a being that would LOVE to screw you, so you have to be very careful and think it through.
I don't think a Wild Sorcerer would really be that effective - the main appeal of Nahal's is the ability to cast any known spell even if you didn't memorize it. In the case of the sorcerer it wouldn't add that much flexibility since their known spells are noticeably fewer.
Ya know, I've always wondered if there were a sorcerer that was pretty much of the Wild surge variation.
For this, just follow @Gotural 's advice on the previous page: add the Wild Mage kit on a Sorcerer via EE:Keeper and follow the classic steps (Reduce your level to 0, level up, correct your HP / Proficiencies / etc) and tada ! You have a fully functional Wild Sorcerer
The Sorcerer is more powerful than any of the variations of the mage class in the hands of a player experienced in the wizard spell list. A more important thing to note is that the Baldur's Gate sorcerer is the only version of the Sorcerer where Wild Magic is not an option; in 3rd edition the prestige class is available to both wizards and sorcerers, meanwhile in 4th and 5th edition Wild Magic is a sorcerer exclusive origin/variation.
The only reason why Mages have Wild Mage as an exclusive option is because aspects of Wild Magic were created using the Vancian magic system (memorize spells in advance) and because Sorcerers in BG were an inclusion of early 3rd edition content into the 2nd edition ruleset. In any other scenario the sorcerer is far more of a roleplaying/story representation of wild magic than a traditional mage could ever be.
Actually wild magic is a mage class variant in 2nd in the Tome of Magic. Sorcerer is not a good representation of chaos since their magic is innate from heredity rather than a misshap.
Edit: Also the fact sorcs were a pc class in 4th shows just how poorly thought out it was.
In this poll I'd have to place the two classes in a tie just because there are no terms of engagement (Meta knowledge, roleplaying, etc).
In my opinion is a pure no meta, roleplaying run a generalist mage would hold tge undisputed advantage over both due to having no disadvantages, a spellbook with versatility, and no limitations on which spells he had permanently available to him.
In a meta run where the sorc is power gamed the sorc would win simply because you are not playing the sorcerer correctly as a character. (correctly means you are following a sorcs bloodlines like dragon magic, fairy magic, etc)
In a game where you do not meta, but roleplay a wild mage is better due to having versatility, and being able to cast spells such as time stop as early as you can get the scroll which can be around level 10-11 or even sooner.
Ya know, I've always wondered if there were a sorcerer that was pretty much of the Wild surge variation.
For this, just follow @Gotural 's advice on the previous page: add the Wild Mage kit on a Sorcerer via EE:Keeper and follow the classic steps (Reduce your level to 0, level up, correct your HP / Proficiencies / etc) and tada ! You have a fully functional Wild Sorcerer
This is such a toss up. My opinion is that the sorcerer is better at lower levels, while the wild mage only gets better the more they level. The higher their level, the less likely they suffer negative outcomes with surges. This coupled with the chaos shields and items that add to the surge DC make wild mages much more reliable. NRD in effect makes them very sorcerer like. Throw in a RoW and they are stupid powerful. The contingencies in 2E I find a little hampering on sorcerers. They take up prized spell slots that could otherwise be more useful spells for that level. Since contingencies are pretty much the epitome of spell casting, taking them is a must. The wild mage can have far more contingencies, not suffer the limiting spell selection, and still have the sorcerer like power of NRD to cast anything they need.
A Wild Sorcerer sounds cool. However, seems one of the big benefits of a Wild Mage is that with a level 1 spell you can cast spells you may not even be a high enough level to cast as long as it is scribed in your spell book. Since Sorcerers can't scribe scrolls they wouldn't be able to cast a spell higher than their level allows, correct?
A Wild Sorcerer sounds cool. However, seems one of the big benefits of a Wild Mage is that with a level 1 spell you can cast spells you may not even be a high enough level to cast as long as it is scribed in your spell book. Since Sorcerers can't scribe scrolls they wouldn't be able to cast a spell higher than their level allows, correct?
It is true, it will still allow them to cast Improved Chaos Shield sooner.
Casting a high level spell you aren't high level enough yourself to use generally result in a fail, but it's really awesome with Chain Contingency (0% chance of Wild Surge).
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As far as reliability? The sorcerer...but power? Wild Mage all the way.
As far as the poll is concerned, I think that a Cow in the head trumps anything that Sorcerer can do. But that's my personal opinion.
Just my two cents.
The only reason why Mages have Wild Mage as an exclusive option is because aspects of Wild Magic were created using the Vancian magic system (memorize spells in advance) and because Sorcerers in BG were an inclusion of early 3rd edition content into the 2nd edition ruleset. In any other scenario the sorcerer is far more of a roleplaying/story representation of wild magic than a traditional mage could ever be.
Edit: Also the fact sorcs were a pc class in 4th shows just how poorly thought out it was.
In my opinion is a pure no meta, roleplaying run a generalist mage would hold tge undisputed advantage over both due to having no disadvantages, a spellbook with versatility, and no limitations on which spells he had permanently available to him.
In a meta run where the sorc is power gamed the sorc would win simply because you are not playing the sorcerer correctly as a character. (correctly means you are following a sorcs bloodlines like dragon magic, fairy magic, etc)
In a game where you do not meta, but roleplay a wild mage is better due to having versatility, and being able to cast spells such as time stop as early as you can get the scroll which can be around level 10-11 or even sooner.
I still like sorcerers more though.
Casting a high level spell you aren't high level enough yourself to use generally result in a fail, but it's really awesome with Chain Contingency (0% chance of Wild Surge).