View Single Post
Old 02-16-2003, 03:42 PM   #7
Tag
Elite Waterdeep Guard
 

Join Date: January 19, 2003
Location: Here. No, there.
Posts: 11
My TOB manual has been sucked into the ooze of my living room, but I'll try and recall some tasty things about Wild Mages -

- Every time they cast a spell, the potency of the spell can be adjusted up or down a few levels - eg a low/mid level Wild Mage getting one more or less Magic Missle than they should.

- Every time they cast a spell, there is a chance they will Wild Surge. Pick a random number between 1 and 100. Add the mages level. Check the table in the back of the TOB manual. That effect happens, anything from petrify self to spell cast twice. If the number is 100 or over, the spell will be cast normally. If the Wild Mage has a Chaos Shield up, that will add numbers to their roll (I think 25 for Improved Chaos Shield, so a surging level 25 mage will have about a 50/50 chance of getting the right spell off.)

- Extra spell per level with no opposition school.

- Nahal's Reckless Dweomer. Best. Spell. Ever. The potential is amazing. Essentially, you cast NRD, then pick a spell from your *known* spell list to try and cast. You *will* surge, as above. Something horrible will probably happen. If it doesn't - well, if you lucked out and found a level 8/9 spell as a random drop in Chez Irenicus and managed to scribe it, you may cast it, even though you're level 7 or whatever. At higher levels, it means each of your level 1 spell slots has about a 50/50 chance of pumping out one of your HLA spells. If you flub your Wild Surge roll, well 'Roll 3 more times!' and 'Spell cast twice' are on the Wild Surge list. About a 1 in a billion chance of it, but 6 Dragon's breath's for the price of one level 1 slot...*drool*... NRD can also act as the poor mages Improved Alacrity. There's no combat round delay between casting spells via NRD. I like turning on Autopause: spell cast, pulling up a Simmy (Which can try and cast anything a Wild Mage PC knows via NRD) and just unloading. That's about 11 NRD's in next to no time. The first spell probably won't have hit by the time those are all fired off - hell, I generally don't even know what the first spell will *do* by the time all those are all fired off ^_^

In conclusion, Wild Mages are best played when you're drunk, with many, many quicksaves.
Tag is offline   Reply With Quote