Is 'Wild Surge: Dizzy' logical?
Smoothgoal
Member Posts: 34
Hi guys,
I'm a bit new to the BG series and i'm currently looking at the Wild mage.
Everything in the Wild mage seems in OK for me, except that Dizzy effect. As of currently it causes 100% spell failure quite a long duration(over a turn) and its unblockable and undispellable - the only way to remove it is to wait for the full duration or do a normal rest(wish-resting doesn't seem to remove it).
It might be my inexperience in the games, but don't all status effects in the game have some sort of counter for them? I know that timestop is unblockable and undispellabe, but it makes sense to be so if its actually interpreted as an ultimate haste effect, besides it lasts only 3 rounds. Dizzy seems like something that should at least be heal-able.
For me it seems like some sort of oversight. To justify my way of thinking about it - I see that "wild surge: held" used to be also unblockable/undispellable, even though it was a clear bug instead of pure oversight, and was fixed.
What do you guys think?
Edit(Final): I don't consider the discussion needs to continue. The Dizzy does not have much sense from RP perspective. Considering that wild magic should be controlled at high levels. And if Dizzy is not magical, but physical it should be curable. But from gameplay perspective it does. There are plenty other wild surge effects that don't have a cure/block - Itchy, Hiccups, Weaken etc. There are also non wild surge effects that also don't have cure/block like fatigue or berserker. But all of those effects have clear 'counter'-effects(workarounds), like drinking a poition of strength against the -6 of Wild Surge: Weaken. So Dizzy can also be counteracted, but by hoarding scrolls/wands/other items and wisely using them in case of a Dizzy.
I'm a bit new to the BG series and i'm currently looking at the Wild mage.
Everything in the Wild mage seems in OK for me, except that Dizzy effect. As of currently it causes 100% spell failure quite a long duration(over a turn) and its unblockable and undispellable - the only way to remove it is to wait for the full duration or do a normal rest(wish-resting doesn't seem to remove it).
It might be my inexperience in the games, but don't all status effects in the game have some sort of counter for them? I know that timestop is unblockable and undispellabe, but it makes sense to be so if its actually interpreted as an ultimate haste effect, besides it lasts only 3 rounds. Dizzy seems like something that should at least be heal-able.
For me it seems like some sort of oversight. To justify my way of thinking about it - I see that "wild surge: held" used to be also unblockable/undispellable, even though it was a clear bug instead of pure oversight, and was fixed.
What do you guys think?
Edit(Final): I don't consider the discussion needs to continue. The Dizzy does not have much sense from RP perspective. Considering that wild magic should be controlled at high levels. And if Dizzy is not magical, but physical it should be curable. But from gameplay perspective it does. There are plenty other wild surge effects that don't have a cure/block - Itchy, Hiccups, Weaken etc. There are also non wild surge effects that also don't have cure/block like fatigue or berserker. But all of those effects have clear 'counter'-effects(workarounds), like drinking a poition of strength against the -6 of Wild Surge: Weaken. So Dizzy can also be counteracted, but by hoarding scrolls/wands/other items and wisely using them in case of a Dizzy.
Post edited by Smoothgoal on
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Comments
In relation to the chance of getting the dizzy effect there are 3 rolls on the whole table that give this, but 2 of those affect the spell's target rather than the caster. If we assumed that 50% of spells are targeted (as buffs) on the caster that would mean the chance of getting dizzy as the result of a standard spell would be 5% x 2% = 0.1%. If at maximum level (31) and casting through NRD then a surge will always result, but let's assume that this high level caster has improved chaos shield active (as would only be sensible if using NRD). That means that the die roll is increased by 56, leaving only the 2 rolls resulting in target dizzy as possibilities. The chance of that (again assuming 50% of spells are self-targeted) would therefore be 1%.
The effect(Dizziness) itself isn't magical, even if whatever caused it may have been. The Haste spell causes fatigue, but you cannot dispel that fatigue.
If you want the calculation for "UP TO 10%" here it is, it applies for self buffs only: TOB max lv 31+ chaos shield(25) + helm(15) = 71 bonus roll. Only 30 effects left, 2 dizzy effects within it. That equals to over 6% chance to occur. Add the fact that you don't always succeed with the spell and need to recast, that increases your odds to nearly 10% on average until you succeed casting a single spell that you want through NRD. But please stop discussing this.
Held doesn't count as it is immun-able.
The fatigue is a really good point, but fatigue is counter-able to a level that its practically temporary dispelled( its effects negated). While there is no ability that gives you 100% spell casting chance to counter Dizzy.
Now this is why i created this discussion. Its what I'm seeking: an argument that proves that the Dizzy effect has its place as it is or if no such argument exists - that its an oversight. Otherwise i would had put this discussion in the requests section. But so far nothing but Time Stop notes itself as an uncounter-able, which as noted in my original comment, at least makes sense from RP prespective. Now I've looked into the, Berserker effect which is also similar(not immune/dispell), but you can navigate him back to the enemy(counter the effect) and you can always disable him(another counter), it makes sense from both RP and "mechanic" point of view. Dizzy doesn't have RP explanation, and so far no "mechanic" explanation .
Now, dizziness is a fairly common side effect of medication, illnesses, chemical imbalances, neurological issues, a blow to the head, and so on in the real world. In a universe where magic occurs, and where there are side effects if a spell goes sideways, dizziness would be a sensible side effect, as would confusion, fatigue, or anything that results from a disruption of cognitive ability.
Now, the 10% chance may seem high in "game balance" terms, particularly if there is no guaranteed way to counter it. My understanding was that, at least in PnP, a Heal or Greater Restoration should remove such permanent effects in AD&Dv2
One would think a potion of clarity would do the trick as well. Hm, maybe an anti-dizziness mod is in order ...
Whenever a wild surge occurs the game rolls a d100 in the background. That roll may be subject to modifiers, such as those you've listed above. If that is the case then any modified roll that would total more than 100 is treated as 100 in the table, i.e. casts normally. That means that if you did have a modifier of 71 then most spells would cast normally despite the surge. In vanilla BG2 it is possible to stack improved chaos shield into a chain contingency - allowing a modifier for spells cast through NRD of over 100, i.e. you can guarantee spells cast via NRD take effect normally (that's not possible in BG2EE though).
With a modifier of 71 any table result with a die roll of 71 or lower will never occur, but that does not mean that results with die rolls of 72-99 are more likely - each individual table result only has a 1% chance (other than casts normally). In the 72-99 range there are 2 results of 'target dizzy'. That means that there is a 2% chance of a surge resulting in the caster becoming dizzy if casting a spell on self and a 0% chance if casting a spell on something else.
Back on topic you were asking for other effects similar to dizzy. I think the beholder anti-magic ray is one example.
What Wild mages can do is cast spells without the intervention of The Weave. They access and control magical energy directly allowing them to use a much more flexible kind of magic.
A wild surge occurs when a random fluctuation in magical energies happen and the wizard is unable to compensate them in time.
Now imagine what would happen to you if you had all the energy of a magic missile for instance being shaped inside your mind and it was suddenly released in your brain.
It's a miracle the wizard just gets dizzy instead of going into a coma...
About the anti-magic ray. Isnt Spell Sheild effective against that? Or has it been updated and spell shield no longer protects against that?
Very cool info i didn't know, I'm still new to the D&D universe. But your analysis is only on "why is dizzy possible", I don't see this explaining why Dizzy can't be countered in any way. The dizzy being uncounterable is what can be considered against RP. Even more what you say is that Dizzy was caused by unknown magical effect, why is this unknown effect unblockable?
As for the request, what is the difference between that link and the tab in these forums?
Within d&d, dizziness fulfills that purpose, it has no specific cure, removal, protection, or prevention. The only option is to wait it out.
Wish/Limited are open-ended, so they would be a legitimate option to add a feature request:
"I wish ... something something ... wild magic."
High WIS:
Removes all Wild Surge resources from caster.
Low WIS:
Remove&Immune to all Wild Surge Roll Bonuses (chaos shields, helm, etc...) for 1 day.
There is nothing that grants immunity to the effects caused by Dizziness, so there is nothing similar between them.
It is also not the only wild surge you can't prevent or undo without waiting it out:
Itchy (-2 attack & cast speed)
Hiccups (-1 Thac0 & attack speed)
Weaken (-6 Strength)
Sex Change
Gold destroyed
Drain item charges
Teleport Field
It is not mentioned as being cured, prevented, protected, or removed by any spells or items currently in-game, a simple text search of the dialog file can confirm that. The closest is several spells in Icewind Dale that remove intoxication, except that it is a separate mechanic entirely, and not related to the dizziness effect applied by the surge.
If you want to search through every 2nd edition d&d book for something that can cure or prevent dizziness, be my guest.
With the risk of sounding rude(i'm sorry for which), all the WS effects you listed you can do something about: get haste/gear; use strength potions; most gold is though selling items; You can't do anything against drain item charges? sex chage? Really?...
Edit. Look, the whole reason of the discussion is to find something that "proves me wrong". If you really think that there is a solid answer in the D&D editions, please share it.
I definitely don't think dizzy being "uncurable" is an oversight by the developers, however. Just because everything else is curable, doesn't mean dizziness needs to be. I mean, this is a dizziness brought on by wild magic, not from the club of an ogre.
I should also mention that Neera got the sex change effect very near the end of ToB, and she stayed that way. If there was a way to cure it at that point, I certainly didn't find it. Granted, I didn't look specifically for a cure, because I thought it was a hilarious way to end the series, where my monk had been romancing Neera the entire time.
At the end of the day, I don't think dizziness needs a cure. Not dizziness brought on by a wild surge, at least. The entire point of a wild surge is to ruin your strategy, and that's exactly what a dizzy effect would do. If you think that's an oversight, I'm sure it wouldn't be that hard to cook up a little mod to fix it for yourself, as well as any others who feel the same. In my mind, however, "just because" is as good a reason as any when it comes to magic in a made-up universe.