Wild Mage BG2
Wild Mage is a BG2 class in BioWare's cRPG of 2000, Baldur's Gate 2. Aside from the obvious higher spell circles, the main difference between BG1 Mages and BG2 Mages is in itemization, which results in game-breaking spellcasting time reduction via Robe of Vecna BG2.
When playing a Wild Mage in BG2 it is useful to know the best spells BG2.
Due to surges Wild Mages are not a good choice for new players. New players should opt for Sorcerer BG2 or Mage BG2 instead.
Wild magic is a new type of magic that is characterized by powerful and dangerous surges or unpredictable magic. Generally considered to be an unfortunate byproduct of the Time of Troubles, wild magic has recently begun to attract the attention of many a curious or scholarly wizard.
A Wild Mage is a wizard that specializes in the study of wild magic and has access to spells to protect him/herself from Wild Magic since, everytime the mage casts a spell, there's a 5% chance of a random wild magic effect happening. Wild magic is extremely unpredictable and should be used with caution.
The basics of the Mage are covered in the BG1 Mage. I wouldn't skip reading that.
Wild Magic
As with Specialist Mages Wild Mages receive +1 spell slot per circle but they have no Opposition School to concern themselves with. However, that's not what makes the Wild Mage special. What makes them stand out is their unpredictable Wild Magic, the random surges of which can be increasingly tamed with the exclusive spells and level of the Wild Mage to enable them to cast spells normally, cast them at double strength, and cast them with additional beneficial effects that go far, far beyond what a normal Mage or Sorcerer is able to unleash. Such beneficial effects can break BG2's summon cap! Now that's POWAH.
Thus, the Wild Mage is god-tier even before factoring in the pure cheese of Improved Chaos Shield erroneously stacking with itself through Chain Contingency for up to +75 to the Wild Surge roll.
For each spellcasting, caster level ranges between -5 → +5. This impacts spells with level-based variables. Additionally, there is a 5% chance of a Wild Surge. When a Wild Surge triggers, a 1d100 is rolled + caster level in order to determine the nature of the surge. Chaos Shield adds 15 to the roll, ICS adds 25.
In addition, Nahal's Reckless Dweomer allows us to cast any spell in our spellbook without the 1-round cooldown (aka aura cleansing), though with 100% surge chance.
At caster level 24th, with ICS x3 packed into Chain Contingency, we are casting spells normally with NRD (though with no aura cleansing).
Wild Mage Stats
- Minimum stats: 3-3-3-9-3-3
- Recommended stats: 14-18-16-18-18-18
Wild Mage Items
- Wild Mage Helm: Circlet of Netheril BG2
- Wild Mage Armor: Robe of Vecna BG2
- Wild Mage Weapon: Staff of the Magi BG2
- Wild Mage Gauntlets: Bracers of Defense AC 3
- Wild Mage Boots: Boots of Speed Baldur's Gate
- Wild Mage Ring 1: Ring of Wizardry Baldur's Gate
- Ring 2: Ring of Acuity BG2
- Cloak: Cloak of the Sewers BG2, Cloak of Displacement BG2, Cloak of Mirroring BG2
- Girdle: Belt of Inertial Barrier BG2 for Magic Damage Resistance BG2
Wild Mage Spells
- Nahal's Reckless Dweomer (Invocation/Evocation)
- Chaos Shield (Abjuration)
- Improved Chaos Shield (Abjuration)
Wild Surge Table
Number rolled / Surge
- 001. Repulsion field centered on the caster
- 002. Wild color changes upon the caster
- 003. Squirrels appear around caster
- 004. The caster becomes itchy
- 005. The caster glows
- 006. A fireball centers on the caster
- 007. The caster's sex is changed
- 008. The caster's color changes
- 009. Evevy one in the area changes direction
- 010. Explosion centered on caster
- 011. Entangle spell centered on caster
- 012. Slow spell centered on target
- 013. Target poiymorphed into a wolf
- 014. Caster held
- 015. Caster hasted
- 016. Caster changed into a squirrel
- 017. Gold on the caster is destroyed
- 018. Target weakened
- 019. Sunfire spell centered on caster
- 020. Movement rate lowered on target
- 021. Fireball centered on caster
- 022. Caster held as per the spell Hold Person
- 023. Fear spell centered on target
- 024. Roll twice more. Both effects apply
- 025. Entire area explored
- 026. Globe of Invulnerability centered on target
- 027. Silence 15 foot radius centered on caster
- 028. Caster dizzy
- 029. Target invisible
- 030. Pretty sparkles! No other effect
- 031. Caster is spell's target
- 032. Caster becomes invisible
- 033. Color spray from caster
- 034. Birds appear around the caster
- 035. Fireball centered on caster. No damage done
- 036. Gems created on caster
- 037. Combat music starts
- 038. Goodberries created on caster
- 039. Fireball flies toward target
- 040. Charges drained on area effect around target
- 041. Random treasure created on caster
- 042. Caster is combat ready (+2 THAC0 +2 Damage)
- 043. Teleport field spell centered on caster
- 044. Teleport field spell centered on target
- 045. Area effect hiccups centered on target
- 046. All doors in area of effect open. If there are no doors, then roll twice and use both effects
- 047. Caster polymorphs into wolf
- 048. Change target randomly
- 049. Caster recuperates as if he rested
- 050. Monsters summoned by target
- 051. Start snowing if outside, otherwise roll twice more
- 052. Loud noise. Target must save or be stunned
- 053. Target's hit points doubled
- 054. Summon demon to attack target
- 055. Spell fired but with squealing noise
- 056. Spell goes off but duration is halved
- 057. Strange visual effect, but the spell fizzles
- 058. Projectile speed halved
- 059. All weapons in the area glow
- 060. No saving throw is allowed against the spell
- 061. Target is held as per the Hold Person spell
- 062. Detect magic spell centered on target
- 063. Roll 4 more times. All effects happen
- 064. Slow spell centered on target
- 065. Instead of the chosen spell, a different spell of the same level goes off
- 066. Lightning Bolt spell cast at target
- 067. Target strengthened
- 068. Heal centered on the target
- 069. Entangle target
- 070. Caster weakened
- 071. Fireball spell centered on target
- 072. Flesh to Stone on target
- 073. Spell fired. Caster also recuperated as if rested
- 074. Heal spell centered on caster
- 075. Target dizzy
- 076. Sunfire centered on target (caster unaffected)
- 077. Target held
- 078. Target blinded
- 079. Target charmed
- 080. Gems created on target
- 081. Target's movement rate reduced
- 082. Random treasure created on target
- 083. Target polymorphed into squirrel
- 084. Silence 15 foot radius centered on target
- 085. Target's sex changed
- 086. Fake explosion (no damage) centered on target
- 087. Stinking cloud centered on target
- 088. Cow falls from sky on the target
- 089. Target dizzy
- 090. Spell has 60 foot radius at target (change projectile)
- 091. Target itchy
- 092. Casters hit points doubled
- 093. Target held
- 094. Target hastened
- 095. Destroy all gold on target
- 096. Spell casts at double effectiveness
- 097. Spell cast, -4 to target's saving throw
- 098. Target's color changed
- 099. Spell cast at double level
- 100. Spell casts normally
cf. Mage BG2 & Sorcerer BG2.
No comments:
Post a Comment
Note: only a member of this blog may post a comment.