The Wild Mage Class was updated for SOZ and is being maintained by Artemis Absinth. Please pay him your respect. ~2DruNk2FraG
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The Wild Mage is a new class for Neverwinter Nights 2 ® based on the class of the same name from the 2nd edition Tome of Magic. The Wild Mage is a wizard who utilizes a new experimental method of spell casting that is powerful, unpredictable, and often dangerous. Conceived from nostalgia and born through countless hours of scripting our Wild Mage has grown into a truly substantial body of work. Shazbotian and I hope that you will enjoy playing this unique and fun class. The primary features of this mod are;
1) The playable Wild Mage Class,
2) a completely reworked spell casting system to implement wild magic,
3) 28 Wild Magic spells exclusive to the Wild Mage Class, and
4) a highly detailed wild surge table with 100 dazzling, bizarre, and unexpected results.
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Wild Mage Class
One of the newest discoveries from the great lands of the Forgotten Realms is wild magic. Originally considered little more than the unfortunate by-product of an epic struggle among the gods of that world, the strange effects of the wild lands (as those areas affected by wild magic are known) have attracted the attention of many a curious or scholarly wizard.
With the discovery of wild magic has come the appearance of wizards devoted to its study. Like their traditional specialist brethren, wild mages have thrown themselves into the intense study of a single aspect of magic. This has given them unique benefits and restrictions on their powers. Wild magic is so different from traditional magic that only those devoted to its study may cast wild magic; no wizard other than a wild mage may attempt to use the spells of wild magic.
In general, two types of wizards are drawn to these strange areas. The first are the researchers: wizards devoted to the study of the theoretical underpinnings of magic. For them, the wild areas expose long-hidden secrets of the magical universe and give new insights into how magical energy functions. From their work have evolved the beginnings of a theory of random magic-one that defies the traditional schools.
The second type of wizard drawn to the wild lands is far less rigorous and methodical. These spellcasters are attracted by the sheer randomness and uncertainty of the wild lands. Such mages seek to incorporate wild magic into their spells by combining traditional magic with the new theories of random magic, throwing in a dose of their own chaotic natures as an extra measure. These wizards are the true wild mages who have been seen recently in various lands.
Requirements
Race: Only races competent in the arcane arts may become Wild Mages. This includes Humans, Half-Elves, Sun-Elves, Moon-Elves, Drow, all types of the Planetouched, and Gnomes.
Alignment: Any. Although wild magic is chaotic on the surface, study in this field requires diligence and discipline.
Attributes: Intelligence of 16 or greater. The theories of wild magic are breaking new ground, and only characters of high intelligence are able to decipher the arcane convolutions of its meta-mathematical theory.
Spellcasting: Must Be a Generalist Wizard of no greater than or less than level 2*. The study of wild magic must begin early in a Wizards career. Once a wizard has set foot on the path of wild magic the newfound knowledge makes an indelible mark on their minds. A Wild Mage can not unlearn the secrets of the weave and thus can never return to the path of ordinary Wizardry.
*Originally, the intention was to make the Wild Mage a base class as it is presented in the Tome of Magic. However, due to limitations in the NWN2 engine this was impossible. The best compromise was to make them an “Extended PrC” that begins at level 3 and may progress all the way to 30th level.
Class Features
- Hit Die: d4
- Base Attack Bonus: Low.
- High Saves: Will
- Weapon Proficiencies: Wild Mages gain no additional weapon proficiencies.
- Armor Proficiencies: Wild Mages gain no additional armor proficiencies.
- Skill Points: 2 + Int Modifier.
- Class Skills: Concentration, Craft Alchemy, Craft Armor, Craft Weapon, Lore, and Spellcraft.
- Spells per Day/Spells Known: When a new Wild Mage level is gained, the character gains new spells per day (and spells known, if applicable) as though he had gained a level in Wizard. Wild Mage arcane spell progression cannot be applied to other classes, such as sorcerers or bards.
- Wild Magic Spells: Becoming a Wild Mage grants access to the spells of wild magic. Only Wild Mages of appropriate level may cast wild magic spells.
- Bonus Spell Slots: Like a specialist wizard, Wild mages are able to memorize one extra spell per level. This spell must be a wild magic spell, although it can be from any school.
- The Gift of Inspiration I - VII: Wild Mages strive to be on the cutting edge of wild magic spell research. When becoming a first and second level Wild Mage (total level 3 and 4 including 2 levels of Wizard) the caster gains a rush of inspiration that lets them quickly transcribe two Wild Magic spells from level 1 and/or level 2. Thereafter, when gaining a new level the Wild Mage experiences a renewed sense of inspiration and may select an additional spell from their current casting level or less to transcribe. This ability is highly beneficial to the Wild Mage as scrolls containing wild magic spells are not to be found anywhere but in the cold dead hands of another Wild Mage. It is recommended that these transcribed spells are immediately scribed into the player’s spellbook for posterity; however the player may do as he wishes with them. The Gift of Inspiration must be used before a new spell level is gained or its benefits will be lost. To use The Gift of Inspiration activate the feat and select a spell from the dialog.
- Chaotic Mind: All Wild Mages posses a certain affinity for magical items that rely on random chance such as a Rod of Wonder or a Deck of Illusions. When using such an item the Wild Mage will be presented with two random outcomes from which they may choose. Chaotic Mind has no effect on unique artifacts of unfathomable power such as a Deck of Many things.
- Spell Level Variation: The most broad-reaching aspect of the wild mage's powers is his approach to spells. The wild mage's work with the principles of uncertainty affects all spells that have a level variable for range, duration, area of effect, or damage. Each time a wild mage uses a spell with a level variable, he randomly determines the resulting casting level of the spell. The spell may function at lesser, equal, or greater effect than normal. The degree of variation depends on the true level of the caster as shown in Table 1 (see Manual). The entries in bold indicate that a wild surge has occurred.
- Wild Surge: A wild surge briefly opens a doorway through which raw magical energy pours. The energy is incompletely controlled by the actions of the spellcaster. The result, often spectacular, is seldom what the caster intended and is sometimes a smaller or greater version of the desired spell. At other times, wildly improbable results occur. Songs may fill the air, people might appear out of nowhere, or the floor may become a pool of grease. Whatever happens, it is the essence of wildness.
- Bonus Feats: At 3rd, 8th, 13th, and 18th level, a Wild Mage gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The Wild Mage must still meet all prerequisites for a bonus feat, including caster level minimums.
- Epic Wild Mage: An epic Wild Mage gains bonus feats as a wizard of the same level.
See the manual for additional information.
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Spell Summary
Level 0 –
Random Spell 0 – Casts a randomly selected 1st level spell at the target.
Level 1 –
Nahal’s Reckless Dweomer – Attempt to cast any known spell with an extremely high probability of a wild surge happening instead of what is intended.
Scatterport – Teleports target a short distance in a random direction. Can be used on friendly or hostile targets.
Random Spell I – Casts a randomly selected 2nd or 3rd level spell at the target.
Level 2-
Chaos Shield – This spell negates the effects of a single wild surge on the caster.
Phase Affliction – Causes randomly selected areas of the target’s body to phase out each round. Items equipped on the specific area to fall off as well as some additional positive and negative effects depending on the phased area.
Organic Un-Wounding – Target returns to a bodily state before they were injured. The process induces paralysis for 7 rounds.
Random Spell II – Casts a randomly selected 3rd or 4th level spell at the target.
Level 3 –
Hornung’s Baneful Deflector – Incoming projectiles, including spell projectiles such as Magic Missile and Flame Arrow, are deflected and strike a randomly selected nearby target.
Random Spell III – Casts a randomly selected 4th or 5th level spell at the target.
Vile Word of Discord – Caster speaks the most unspeakable, the raunchiest of the raunchy, and the unholiest of unholy insults at a hostile target. All intelligent creatures nearby who hear the insult respond with their first inclination whether it be rage, uncontrollable laughter, or other response (determined randomly).
Paithan’s Lucky Streak – Target gets a random bonus each round from 0-3 on attack, saves, skills, ac, and surge modifier. 5% chance the spell ends each round, 5% chance of receiving a -1 penalty instead of a bonus, and a 5% chance of getting a double bonus (+6). Spell continues indefinitely, but the average length will be 2 minutes.
Level 4 –
Paithan’s Fiasco – Opposite of Paithan’s Lucky Streak.
Nahal’s Magical Propensity Modifier – Target receives a modifier to their next spell save. The modifiers is a random number between + or - the casters level. This value is rolled twice; enemies take the worst of the two, allies take the higher.
Glyph of Wild Magic – A Glyph placed on the ground triggers a wild surge at everyone within its area of effect once triggered.
Random Spell III – Casts a randomly selected 5th or 6th level spell at the target
Level 5 –
Discombobulation – The targets ability scores are randomly shuffled.
Vortex – The casters familiar is transformed into a difficult to control vortex of raw magical energy. The vortex does 1d4 magical damage to normal creatures or 1d6 damage to magical creatures and casters per level of the wild mage. There is a 5% chance on every hit that the vortex explodes into a wild surge.
Level 6 –
Dysmorphigation – Target is polymorphed into a random form. Possible forms vary greatly in power level from chickens to dragons.
Wildstrike – All spells cast by the target trigger wild surges.
Erratic Essence Exchanger – All creatures within the area of effect receive the current hit points of another randomly selected creature in the area.
Level 7 –
Spell Shape – Caster absorbs magical spell energy directed at them and may shape it into a memorized spell of their choice targeting the original caster. This spell is not forgotten.
Mass Magical Propensity Modifier – As the 4th level spell except it effects all creatures in the area of effect, all spell saves are affected for the duration, and a new modifier is rolled each round.
Hornung’s Surge Selecter – If a surge happens, the caster rolls twice and may select the surge of his choice.
Level 8 –
Wildzone – Creates a huge area in which all cast spells result in a wild surge.
Wildstorm – Creates an intentional tear in the weave causing powerful random positive and negative effects to be applied to everyone in the area. The Wild Mage has small measure of control which effects are applied to enemies and to his allies. This control improves greatly in epic levels.
Level 9 –
Stabilize – Negates all wild surges and Wild Mage spell level variations for those within its area of effect. Trying to combine this spell with Nahal’s Reckless Dweomer or Wildfire creates a paradox that cancels stabilize and puts the casters health at serious risk.
Wildfire – The Wild Mage may attempt to cast any spell, including divine spells and invocations, with an extremely high probability of a wild surge happening instead of what is intended. At level 21+ epic spells may be attempted.
See the manual for complete spell descriptions.
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System requirements
1- Neverwinter Nights 2, Mask of the Betrayer, and Storm of Zehir updated to the current patch.
2- An archive extraction tool such as WinRar or 7-zip.
3- ~150 megabytes hard drive space.
Installation
1- Download the Wild Mage class files.
2- It is recommended that you remove all existing files from your “My Documents/Neverwinter Nights 2/override” directory or that you rename your old override directory and create a new one to house the Wild Mage files. (See ompatibility section for explanation)
3- Extract all files to your “My Documents/Neverwinter Nights 2/override” directory.
4- Move the “dialog.tlk” from your “My Documents/Neverwinter Nights 2/override” to the “My Documents/Neverwinter Nights 2” root directory. Remember to back up any existing “dialog.tlk” file that is currently there.
5- Move the “ingameguix2” file to the “My Documents/Neverwinter Nights 2/ui/default” directory. Remember to back up any existing “ingameguix1” file that is currently there.
Compatibility
It is recommended that you remove all existing files from your override directory or that you rename your old override directory and create a new one to house the Wild Mage files.
The compatibility of the Wild Mage class mod is limited. In its creation, a great deal of files common to many community made mods were modified. However, great care has been taken to ensure that this mod will work with the OC, MotB, SOZ and most (if not all) community made modules. That said, some modules will need tweaking for the wild mage to function properly.
Compatibility is important and it is our desire to make the Wild Mage class useable with all modules and as much community content as possible. If the class is not working properly in a module you wish to play, please notify Artemis Absinth in the comments section on the Vault page and steps may be taken to correct the problem. Additionally, please post any custom content you wish to be made compatible and it will be assessed for integration.
You may try and use community made content but as a rule of thumb if it shares any files with those in the Wild Mage class mod there is likely to be major issues. These files will need to be merged. Unfortunately, this means that any other class mods, spell improvements, and many GUI mods will not work. However, excluding the said categories, the majority of community content will work. As time goes on these incompatibilities will be addressed and improved upon. Check the Vault page frequently for new compatibility news.
Known Compatible Custom Content: The following mods have been assessed and/or tested of compatibility. If you have tried a mod and it works, let us know!
TonyK’s AI,United Colors, Rod of Prepairation, Companion Multi-class, Easy Suppres, Charlies UI, and Tygaran's SexyOC Reloaded.
Release Status
1.0 Beta - Initial Release.
1.1 Beta - 07-06-08 - Improved/fixed half a dozen surges and removed some debug statements.
1.2 Beta – 08-14-08 – Updated to the 1.13 patch. Made extra sure that the class will work in the OC. The manual has not been updated.
1.3 Beta – 09-11-08 – 1) Fixed Nahal’s Reckless Dweomer so that it could not be used by other characters. 2) Fixed the spell selection bug with Arcane Sorcerer of Candle Keep and other casting prestige classes. 3) Fixed several issues with the Deck of many things. 4) Other small bug fixes. 5) Updated Manual. 6) Thanks to Marc_al for reporting many of these issues.
2.0 beta - 8/27/2011 - Updated by Artemis Absinth for SOZ. Big Thanks!
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The Wild Mage Class Manual
The Wild Mage Manual contains additional information including;
1) The spell level variation table
2) The wild surge table
3) Tips and hints
4) Complete spell descriptions
5) Acknowledgements
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