The best spellcaster (IMO) is ... the Wild Mage! (long)

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prime_dweller
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The best spellcaster (IMO) is ... the Wild Mage! (long)

Post by prime_dweller »

The best spellcaster (IMO) is ... the Wild Mage! (TOB spoilers, long)

slight ToB spoilers below

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OK, here's my take on the Wild Mage kit. Most of this info is not new, but I wanted to give an overview of the class, all in one place. Please post here any other info on how to abuse a Wild Mage :) .

My first impressions were bad. Nahal's Reckless Dweomer (NRD) was unreliable at low character levels and normal spells tended to surge at the worst moment (5% is higher than it seems: that's 1 in 20 spells). In one of my previous posts, my lack of enthusiasm shows.

However, after sticking with my Lawful Evil Wild Mage (straight mage imported from BG1) for a while, I've radically changed my mind. Here's why:

1) I was easily able to solo the Twisted Rune at level 12, without cheese. All I did was cast Minor Spell Turning, Chaos Shield, talk to Shangalar, run back to the entrance, use a Prot. from Undead scroll, cast Incendiary Cloud (level 8 spell) twice via NRD. That killed Shangalar, Vaxall and Revanek (the fighter).

After that, I turned invisible, walked up to the female mage, cast ANOTHER inc. cloud in her general direction, ran back away, and that was it.

The point is, it wouldn´t be possible to kill Shangalar, Vaxall and the mage (the biggest threats) so quickly without Incendiary Cloud, and I would never have been able to cast it at level 12 without being a Wild Mage.

After that, I killed Shyressa the regenerating vampire with a Disintegrate via NRD. The surge result was ... no save :D (that was sheer luck).

2) As levels go up, NRD becomes more reliable. Consider a level 40 Wild Mage (yes, I removed the level cap). With Improved Chaos Shield, that's a 40+25 = 65 bonus to Wild Surge rolls. That means two thirds of the time the spell will be cast with surge roll 100 - that's "spell cast normally". The other 1/3 has mostly beneficial rolls, half of which result in "spell cast normally with such and such good effect". So, for anything to go wrong, the probability is roughly half of 1/3, that 1/6 - five out of six NRDs will go well.

3) Even if NRD fails, you can IMMEDIATELY try again - no waiting for the next round. NRD works as if you had Improved Alacrity always on.

4) You can cast Chain Contingency with NRD without fear: the surge will only happen in the next spell you cast after that. That means you can cast at least SIX contingencies in one round - thats potencially a maximum of 18 spells taking place immediately.

5) The random level adjustment is irrelevant after level 25 - all level dependent spell benefits cap at lvl 20.

6) You can recover without sleeping! Casting Limited Wish (level 7 spell, and you can cast it via NRD) gives you an option to recover low level spells - including your level 1 NRDs!

So, provided your Wis is high enough to use tip #6, your spellcaster is like a Super Sorcerer with access to a Mage's spellbook, infinite spells and no wait between castings - like Irenicus against the Cowled Wizards.

What I usually do, with high enough level, is forget all normal slots, cast 4 NRDs and use the last two NRDs to recover all 6 level 1 spells. No more sleeping to change spell selection, and no worrying about which spells I should learn. My memorized spells are (at level 40, with Circlet of Netheril) usually:

Level 1:
6 NRD

Level 2:
3 Chaos Shield (when Improved Chaos shields are spent)
3 Mirror Image (always handy)

Level 3:
6 Skull Trap (use with Chain contingencies via NRD, or with Improved Alacrity and Robe of Vecna - casting time 1)

Level 4:
6 Stoneskin

Level 5:
3 Breach
3 Lower Magic Resistance

Level 6:
4 Prot. from Magical Weapons
4 Prot. from Magical Energy (to use Skull Traps)

Level 7:
3 Project Image (cheese, of course)
2 Improved Chaos Shield (for better surges)
3 Limited Wish (to recover NRDs)

Level 8:
8 Horrid Wiltings (use with Chain Contingencies via NRD)

Level 9:
5 Dragon's Breaths
1 Wish (just in case - you can also cast via NRD)

In short: the Wild Mage, used properly and after a patient wait, offers the best of a Mage (spellbook flexibility) and a Sorcerer (power and convenience).

Hope that helps somebody. Replies, anyone?
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Casius
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Post by Casius »

Now, forgive me if this is a ignorant question, but what is a Wild Mage and what is this spell Nahar's Reckless Dweomer. Is this a ToB kit?
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Thrar
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Post by Thrar »

wild mage comes with installation of ToB, but can also b played in SoA then.

wild mage ownz imo!
it is great fun, very cool at low level once u got one or two high level spells in spellbook (air elemental in irenicus prison, i loved that...), even if u have to try 2 or 3 times and get some funny effects, most spells not targeted on a person cant go wrong too bad. of course NEVER go without [imp] chaos shield into a larger battle.

mine is chaotic neutral btw, with a party of very mixed alignment, and only about half thru chapter 2. damn, i GOTTA find a horrid wilting scroll!
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Obsidian
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Post by Obsidian »

Interesting insight and spell components. I've always been a fan of the Wild mage. However, it is a ToB kit and probably should have been posted there, and failing that, tack "Spoiler" into your topic statement before fable does it for you and adds a helpful statement that invariably leaves you feeling foolish.
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Post by UserUnfriendly »

I still love the sorc class, but his may make me change my mind, and try once again to get a cleric fighter mage combo up and running, with wild mage, cleric and fighter. say, if you have a wildmage cleric sk hack, can you nrd priest spells??


Time to experiment!!!

or even just apply the wild mage kit to sorc, naahhh..too powerful, probably wont work...

say, i know the cheat to turn all wild surges into beneficial surges is disabled with latest full eng patch, but seriously, is there anyway to cheat this in???
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Littiz
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Post by Littiz »

well, very interesting stuff!

Two downsides:
1)you can't dual to a wild mage
2)Too many reloads I think in the beginning...
Maybe a bit unrealistic as a hero because of the randomness,
I mean, in a no saves - no reloads game he will end surely killed by himself... :rolleyes:
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Post by Tamerlane »

I have a question about NRD

I don't own ToB but will soon. ;)

However since NRD is available via SK. I've tried it and found it to be somewhat enjoyable.

My question is the NRD found in SK the same version that one gets when choosing the Wild Mage?
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prime_dweller
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Post by prime_dweller »

Before ToB, there was a version of NRD in SK, yes. Probably not exactly the same version, because the Wild Mage class level wasn't added to the wild surge roll.

The only reason the Wild Mage was included in ToB by Bioware is that almost all the work had already been done by one of their employees, in his free time (there are still saints in this world :) ).
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