Wild Mages... How do they work? With added discourse concerning dice...
Anduin
Member Posts: 5,745
I am not a noob... But I have never played a Wild Mage. I have played through as a Ranger, Necromancer, Theif and Cleric (Before you ask I usually play BG first before exporting the character into BG2, so no kits, and no Wild Mage! I play BGT quite a bit but have never completed due to some bug and an urge to start again, always played F/M/T due to so much xp)
I have recklessly wiped (a wild mage trait?) my hardrive of everything BG (apart from my mods I have downloaded in mostly 7z form) in prep to start playing BG:EE so at present I cannot test! (Although I'm itchin to place my CD's back in the drive...) I know, stoooopid.
Anyway... I need a wild mage expert to guide me.
I know they get an extra spell slot like specialists...
They get access to certian wild mage only spells... Chaos Shield?
But that's it. Neera is going to be a wild mage npc, interest in wild mages is going to rocket, thus this thread. Anyone out there want to enlighten me?
EDIT: Wild mages use a D100, to ascertain the effects of a wild surge. It was only natural for discussion to move onto dice.
I have recklessly wiped (a wild mage trait?) my hardrive of everything BG (apart from my mods I have downloaded in mostly 7z form) in prep to start playing BG:EE so at present I cannot test! (Although I'm itchin to place my CD's back in the drive...) I know, stoooopid.
Anyway... I need a wild mage expert to guide me.
I know they get an extra spell slot like specialists...
They get access to certian wild mage only spells... Chaos Shield?
But that's it. Neera is going to be a wild mage npc, interest in wild mages is going to rocket, thus this thread. Anyone out there want to enlighten me?
EDIT: Wild mages use a D100, to ascertain the effects of a wild surge. It was only natural for discussion to move onto dice.
Post edited by Anduin on
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Here is a list of all wild surge effects.
They get as a 1st level spell "Nahal's Reckless Dweomer" which attempts to cast any spell you select out of your known spells but it always triggers a wild surge and therefore is exceptionally unreliable.
The other two Wild Mage spells, Chaos Shield and Improved Chaos Shield, add 15 and 25 to any wild surge roll made, which simply means your chance of actually casting the spell normally increases.
The most common effect you'll see, apart from the extra spell slot, is that a Wild Mage's caster level varies slightly between each spell. It can be anywhere from 5 below to 5 above your actual mage level. It's random (of course).
Each time a Wild Mage casts a spell, there's a 5% chance of a surge, i.e. you'll get a random effect instead of what you intended. See this chart: http://www.planetbaldursgate.com/bg2/character/classes/tables/wildsurge.shtml Note that a surge can (rarely) result in your spell being cast anyway, which is important for the next part.
The Wild Mage spells are Chaos Shield, Improved Chaos Shield, and Nahal's Reckless Dweomer. The first two increase your chances of getting a good effect if a surge happens while they're active. Nahal's Reckless Dweomer lets you attempt to cast any spell you know by inducing a wild surge. In other words, you'll cast your chosen spell as if you had memorized it, but a surge will always happen and you'd better hope your roll is good! This has the potential to be incredibly overpowered for exploit-y reasons I won't get into now.
Edit: Ninja'd!
Wild Mages also get a bonus spell per level, as with specialist mages.
There's a 1 in 20 chance of a surge happening to begin with. So there's about a one and half percent chance of something dreadfully wrong resulting when a Wild Mage casts a spell. And about the same odds that something beneficial (for combat) will occur.
Another way of looking at this is the there's about a 3 percent chance that the spell will be a dud or disaster. And by the way, some of those "duds" are actually good (eg, caster gets gems)--they're just not directly helpful in battle.
Thank you so much for the input! Most definately going to play a Wildmage! Was leaning to a T / M... But now... (I know Neera will be a wildmage too but what the hey)
Couple of questions. If Nahals Reckless Dweomer is a lvl 1 and you learnt a lvl 7 spell somehow, but your only a lvl 3. Can you use Nahals Reckless Dweomer to cast it?
Do Chaos Shields stack? and is their any other way to boost your wild surge roll? (Also do they, chaos shields, prevent it or just improve the wild surge roll?)
And I'm not sure about your reckless dweomer question! I'll get around to testing it out with hax n such later today.
I'll test and let you know. (BRB to put some wild magey smackdown on Candlekeep).
Level 1 Wild Mage with the level 8 spell "Summon Fiend" in my spellbook. Dweomer lets me cast it no problem (I got lucky with the surge, too -- first I was hasted, the next time I got sparkles).
So yeah, it works if you find high level scrolls and scribe them to your book.
Edit: Just to clarify, I've tried four times now with high level spells and each time I get a funny surge effect but the spell does not come off. The fiend never appeared.
This probably has to do with my level 1 status, but as far as game mechanics go it does in fact "work" in game.
Edit2: Okay, scribing scrolls got me to level 4. I just successfully cast the level 6 Polymorph: Self and changed into a Flind while standing in the Candlekeep Inn. :-D
Edit3: Okay, fiend has been summoned. My good friend Glabrezu just 2-shot Firebead before he could get any spells off.
Edit4: Wow, it turns out Gorion has well over 100 HP. Took Glabrezu a half dozen hits to kill him.
The new manual will be clearer on this point.
edit: oops, I thought you asked 'Where do they work?'
Yay for more manual failure!
The ToB manual says "Gold on caster is destroyed". Which is a horrendously vague wording, and the reason why I'm fixing it for the new manual.
BTW the other unique thing about Wild Mages is that they're the only specialist mage class to gain an extra spell per spell level, but not to have any restrictions on which spell schools they can cast from
Tangential thought: how would this be handled in PnP? You can't physically make a d100 to roll, there's no such shape, so what do PnP players do to simulate a computer? (Now that's the other way around from the usual question!)
You roll a D10 twice. One for the tens and one for the units. A roll of 00 = 100.
The dice I have include a:
D4, a pyramid thingy.
D6, a cube with acne.
D8, rare. Mine is gem like.
D10, these are not rare and are basically a slip hazard in the games room as they end up all over the floor... talk about fumbles...
D12, used in my game books... But not as popular nowadays.
D20, rare. Mine is only used to show other people that it EXISTS... It is a green gem of CHAOS...
...
The wife refers to it as random number generator... And believes the same could be produced with a bit of card, a pin and a cut out arrow... This of course is pure heresy and should not be talked about any further...