Some Wild Mage Questions

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MuDvAyNe0305
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Some Wild Mage Questions

Post by MuDvAyNe0305 »

In my current BG1 game my PC is a Mage. I don't have ToB at the moment but I plan on buying it really soon. So I got some questions about a Wild Mage.

1. After I complete BG1 with my mage, can I make him a Wild Mage once I import to BG2 SoA/ToB?

2. Can someone describe the Wild Mage to me.
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Laenor
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Post by Laenor »

1) Don't know :(

2) Quote from myself *smiles*
Spoilers
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I've soloed a Wild Mage Through SoA / ToB and :

1) They've got the same amount of spells of a specialist (+1 spell/level)
2) Whenever they cast a spell, their "casting level" varies from -5 to +5
3) They've got 5% chance to create a "Wild Surge" When casting a spell. Wild surge effects varies from Very bad to very good.
(Exemples: Caster becomes Spell's Target , No save, or some other *weird* effects (summon birds, summon berries...)
in fact, When a Wild surge happens, the game will roll a 1-100 dice, the effect will depend on the number (low numbers = bad, high Numbers = good, mostly)

4) They obtain 3 spells that are Wild Mage restricted:

- Chaos Shield (level 2)
Bonus of +15 to a Wild Surge roll whenever it happens
- Improved Chaos Shield (level 7)
Bonus of +25 to a wild Surge roll whenever it happens
- Nahal's Reckless Dweomer (level 1)
This spell lets the Wild mage choose a spell and cast it (any spell that's in his spell book)
The bad part is that a wild Surge automatically happens when he does that. Basically.
However, the caster recieves a bonus equal to his level to the Wild surge roll (1-100+level+Chaos Shield Bonus)

Since a 100+ roll means the spell casting is successful, a level 20+ wild mage has at least 45% chance to cast successfully ANY spell from his spell book (really useful...believe me)

Moreover, you can chain cast Nahal's Reckless Dweomer spells.
You don't have to wait the end of the turn to cast another N'sRD.

Now, the biggest trouble with Wild mage is the occasionnal VERY bad roll when a wild surge happens. but you can just reload if things get bad (happened to me a few times)

Basically, you get a very powerfull mage, whose biggest drawback is one of his best ability.

I hope you'll understand my post, english ain't my native language
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Ode to a Grasshopper
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Post by Ode to a Grasshopper »

Nope, sorry. If you want a wild mage you'll have to start over, or use SK.
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prime_dweller
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Post by prime_dweller »

1) Actually, yes. You can import a *generalist* mage from BG1 and change him into any mage "kit" (conjurer, invoker, etc.), including the Wild Mage - I've done that myself.

2) - Wild Mage advantages: extra spell per level without opposition school, can cast the Chaos Shields and, most importantly, Nahal's Reckless Dweomer (NRD), which can be abused in many ways (see other posts on Nahal's).

- Disadvantages: 5% wild surge probability for any spell, and 100% for spells cast via NRD. It is more of a bother when you are low level, since your level is added to the wild surge effect roll. The higher the roll, the better.

Overall, I didn't like to play the kit much, because it made me think "Oh ye Gods, bless ye this spell and keepeth me from the evil dreaded reload button!" every time I cast a spell. Then again, I guess that's part of the charm. :)
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Post by Obsidian »

Kind of like russian roulette with a reset button
The waves came crashing in like blindness.
So I just stood and listened.
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