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What is a WILD mage??

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FmC

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Jan 26, 2005, 12:25:15 AM1/26/05
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So, i installed a lot of mods I have never installed before, and I
discovered a new charachter class: Wild Mage, so... I tried it.

So far I've seen no diference besides the fact I can cast a coupel of
extra spells, and everytime I cast something the games tells me something
like 'spells levels increased(decreased) by: X'

Can anyone lease explain what exactly is the diference between a wild
mage and a good old fashioned 'mage'. Thanks

bye


Kish

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Jan 26, 2005, 1:03:35 AM1/26/05
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A wild mage uses wild magic, which is less predictable than regular
magic. As a specialist wizard, you can prepare one more spell of each
level each day than a generalist wizard--however, each time you cast a
spell, 1) you cast it as if you were randomly higher or lower in level
than you actually are, 2) it has a 5% chance of misfiring and doing
something unpredictable, which may help or hinder you.

FmC

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Jan 26, 2005, 10:12:31 AM1/26/05
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I remember now that I cast spider spawn and it seems odd to me that there
was a sword spider, and I'm not level 12 yet... so that should be it. Right?
"Kish" <Kis...@pacbell.net> escribió en el mensaje
news:XoGJd.15044$wZ2....@newssvr13.news.prodigy.com...

Kish

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Jan 26, 2005, 4:19:32 PM1/26/05
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FmC wrote:
> I remember now that I cast spider spawn and it seems odd to me that there
> was a sword spider, and I'm not level 12 yet... so that should be it. Right?

Yes, you randomly were shot up to 12th level casting ability for the
duration of that spell. You got lucky--you could easily have been
reduced in level instead and gotten a weaker spider than you would have
expected for your current level.

Mark Earnest

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Jan 26, 2005, 4:41:59 PM1/26/05
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"Kish" <Kis...@pacbell.net> wrote in message
news:EPTJd.15354$wZ2....@newssvr13.news.prodigy.com...

Then I guess that for people that reload a lot during combat, wild mage
would be the way to do it. Since if faced with a difficult challenge one
could reload until the wild mage was fighting at a high level of magic.


Wim Dekker

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Jan 27, 2005, 3:25:08 AM1/27/05
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"Mark Earnest" <mar...@SPAMLESSairmail.net> wrote in message
news:ct92qd$d...@library2.airnews.net...
Until a cow falls on your enemies head...

The best part of a wild mage is his ability to cast spells
that are way beyond his limit, as long as those spells
are in his spell book. E.g. a level 8 wild mage can
cast Abi-Dalzim's Horrid Wilting once you have
written this spell in your book. That's what the
Nahal's Reckless Dweomer is for. Of course, things
can (and will) go wrong... So first protect yourself
with a Chaos Shield to improve the odds. The
higher level your mage is, the more chance he has
that the NRD will succeed. Or if it fails, that the new
effects are at least party-friendly. The advantages
are clear: using a level 1 spell to cast a high level spell
and no need to memorize this high level spell before
using it. The disadvantages will become clear when
you start using it :-) All I will say is: save first!

Wim


FmC

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Jan 27, 2005, 11:20:33 AM1/27/05
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So, I'm begining to understand wild mages. Two questions, How much can cy
clvl increase/decrease each time I cast a spell? and, Are there other ways
(besides chaos shield) to improve my odds??

thanks


"Wim Dekker" <someo...@microsoft.com> escribió en el mensaje
news:41f8a58a$0$85561$cd19...@news.wanadoo.nl...

Wim Dekker

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Jan 28, 2005, 7:35:27 AM1/28/05
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"FmC" <franc...@manquehue.not> wrote in message
news:35simkF...@individual.net...

> So, I'm begining to understand wild mages. Two questions, How much can cy
> clvl increase/decrease each time I cast a spell? and, Are there other ways
> (besides chaos shield) to improve my odds??
>
> thanks

Your casting level varies +/- 5 levels around your actual wild mage level.
Say you are a level 12 mage, then spells are cast with level 7 - 17.

Besides Chaos Shield there is also the level 7 Improved Chaos Shield.
CS adds 15 to your wild surge dice roll, ICS adds 25. A wild
surge occurs 5% of the time when casting a normal spell. It always
occurs when casting Nahal's Reckless Dweomer. The wild mage's
level is added to a 1d100 roll. Protection from the (I)CS is also
added. The resulting number is used to lookup an entry in the
wild surge table, which has 100 entries. The higher entries in this
table usualy have better effects. When the resulting number is 100
or better, the spell casts normally.

So a level 8 wild mage with CS will roll (8 + 15 + 1d100) between
24 and 123, with an average of 73. A level 14 wild mage with ICS
rolls (14 + 25 + 1d00) between 40 and 139, with an average of
nearly 90. So in most cases, no harm is done to the caster and extra
harm is done to the target. Examples are: spell is cast with double level,
sunfire around target, gems created at target, sex changed, cow falls
from sky on target. See your ToB manual for the wild surge table.

I know of no other ways than the chaos shield spells to improve
the odds. There is at least one mod that offers an item that gives
permanent ICS to the wearer of it: Ruad
(http://forums.forgottenwars.net/?showforum=90)

Have fun!

Jonathan Ellis

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Jan 28, 2005, 7:44:48 AM1/28/05
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"Wim Dekker" <someo...@microsoft.com> wrote in message
news:41fa31ad$0$85563$cd19...@news.wanadoo.nl...

And the latter effect had a use, once, for me.

I was playing one of the more popular mods, "Ascension". In which the
final battle is significantly tougher, and with a collection of
opponents you've faced before that were hard enough to defeat singly.

My main character was a wild mage. I had, in addition, Mazzy, Valygar,
Anomen, Imoen and Aerie (romanced). That's quite a lot of spellcasting
power plus people who are no mug as fighters (Anomen got the +1 Str
from the Machine of Lum and was dual-wielding and Improved-Hasted, to
make up for his lack of Greater Whirlwinds. In any case he can cast
Harm.)

Now, I was able to kill off most of the baddies eventually. But the
final one just wouldn't stay down. In the end, all my haste spells had
worn off, my clerics were out of healing spells, my mages out of
attack spells, my fighters out of whirlwinds... and the final foe was
badly injured but just wouldn't go down.

My wild mage had just one usable spell left - Nahal's Reckless
Dweomer. Which I cast, intending for a Dragon's Breath or Abi-Dalzim's
Horrid Wilting. I cursed as I got the wild surge... which came up with
the effect of Summon Cow.

And the cow landed on my final enemy... and did just enough damage to
kill him/her/it (spoilers avoided)...

A rather appropriate way for a wild mage to win the final battle, eh?

Jonathan.


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