View Full Version : Wacky wild magic.


Mordokai
Sun, 15th Oct '06, 11:24pm
So, I'm strolling around Watcher's keep, and I happen to run into room with wild magic aura. Sure I've been here before, but never actualy cast a spell in it. So, after I defeated quasits in it, I say to myself, time to test this fancy thing. So, I start flicking a few minor enchancments arounds the place. Protection from evil from my inqusitor ----> shiny weapons for everybody. Neat. Stoneskin from Irenicus ----> area effect spell, stoneskin for everbody. Very neat! Detect evil from my inqusitor ----> fire shield red on my inqusitor. I like it! Mirror image from Irenicus ----> party looses 50k gp. Not so very neat :p This was the end of my experiments of wild magic.

But I started to like this wild thingy :) Maybe I'll change my view of arcane spellcasters and took a wild mage for my next game. Is there any problem if I Shadow keeper him in SoA? I know that I can't use this class in SoA, but it's not to my liking to play just throught ToB with it.

I would like to hear of your wild magic problems and adventures, might help me decide :) And I'm sorry if this topic doesn't belong in here, I just had to share it with somebody :p But damn, I'll sure miss thos fifty thousand gp's. Luckily, demi lich on 4th level of WK has some funds I can "borrow" indefinetly :p That will tie me up for some time :D

Warrior of the World
Sun, 15th Oct '06, 11:33pm
You can take a Wild Mage through Shadows of Amn.

Silverstar
Mon, 16th Oct '06, 10:17am
You can start as a Wild Mage right from SoA if you have the ToB installed. (which I am sure you have.)

I am having great fun with my Wild Mage in my current run. He has done great so far. The trick is using Nahal's Reckless Dweomer excessively, to be able to cast high level spells which you can't cast normally. If you have it scribed in your spell book, you can cast NRD to try to cast it!


I casted a Time Stop when I was lvl 14. It wild surged as always, but:Spell casted and I felt refreshed:Not only I casted a TS at level 14 via a level 1 spell, I also got all my spells refreshed! Wow I was very lucky! Other notable good wild surges are me casting a Wail of the Banshee which did not allow a saving throw:that was quite an onslaught! :evil: I also got refreshed quite a lot via wild surges.

But it has funny downsides as well. I had to spend a few days as a woman, I lost money, my disintegrate spell targeted party members (luckily they did save!) , started hiccuping infinitely, my color changed so many times I forgot my own clothing's real color, and even a cow landed on top of me quite a few times, bringing me to near death, other times, I was entangled, held, felt dizzy (unable to cast spells) casted a Chain Lightning which went for Area Effect, shocking my party members and myself as well, and other funny things occured!

Look at this topic for other people's experiences with Wild Magic. One thing is certain, Wild Magic is FUN, and if you are lucky, it is quite beneficial as well!

http://www.sorcerers.net/ubb/ultimatebb.php?/topic/10/5802.html

I definitely reccomend you to try a WM ASAP, you would not regret it! :thumb: (well maybe you would but you would still have fun! That's the point, eh? ;) )

Decados
Mon, 16th Oct '06, 6:30pm
Go for it. Wild Mages are good fun to play.

I was lucky to get Horrid Wilting when I was just out of CI. The various wild surges I unleashed trying to use it were a source of much amusement- now and again I even succeeded!

starwalker
Mon, 16th Oct '06, 6:57pm
Just remember. The more you go up in level the less use magic missile and such is for you. That means the more times you can cast NRD and you will be casting it once you get into the Wild Mage play style. Don't be surprised if that ends up in all your first level spell slots(with items that give you more) as you progress through the game.

At low level having the magic missiles or chromatic orbs in part of your slots is still a good idea.