Wild-Mage Class

Discussion in 'The Temple of Elemental Evil' started by StrontiumDog, Oct 3, 2007.

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  1. StrontiumDog

    StrontiumDog Established Member

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    I was wondering if anyone was thinking of introducing a wild-mage class for TOEE CO8? This class was incredibly useful in BG2:TOB and made my games really enjoyable to play. Presumably, it would involve replacing one of the kits, such as the general mage, or whatever, but that would be no loss.
     
  2. Ax Thrower

    Ax Thrower Blood Lust

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    We have had discussions regarding adding different classes etc; however this would require a dll hack and we currently do not have anyone capable of it.... as to scrapping the general mage and that it would be no loss, would be a matter of opinion and CO8 prides itself on maintaining Ad&D rules. If we stray from the rules then what we create will not be in line with the PNP game.
     
  3. Half Knight

    Half Knight Gibbering Mouther

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    Yep, too complicated to add a class...and replacing the basic mage is not "a matter of opinion" it's plainly bullshit, the wild-mage it's not even half as useful as a true mage...more fun? maybe, but not better.(besides, if just the scripting of only a spell like "charm person" is a pain in the ass, think in ALL the variabilities a entire class could bring!):no:

    But maybe it could be done later as a feat, so players could choose...
     
  4. Daniel

    Daniel Established Member

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    So what are wild mages? :questionm

    Always thought it was another name for sorcerers...
     
  5. Half Knight

    Half Knight Gibbering Mouther

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    If is talking what i think, it's a "kit" of the old 2º edition rules. A kit was a kind of prestige clas, it added some characteristics to the character, that could (or not) advance also with levels changing the basic class ( there was for example, the "berserker fighter", which let you enter a rage like a barbarian, but not control it, so it was quite dangerous, i think later the barbarian become a kit, that developed later in a class or a race don't remember, in 2º edition there was not barbarian class per se). Lord Spike it's the authority in this (je n'ai jouee beaucop 2eme edition, il est vraiment un expert)^_^

    The wild mage, commanded wild magic: whenever you casted a spell, you should throw a % dice roll on a special table, which had different effects; let's say you cast fireball at 5º level (6 d6 damage dice), if the % roll was low, the fireball could do less damage, or change in another spell, or maybe even a mishap roll (after wich you had to roll in another table of mishaps)could make that the fireball affect your allies, or the contrary, a high roll could make more damage, change in a better damaging spell (like meteor swarm), or in a "critical roll" i think that happened something like a "wave of magic" or the like (destroying or affecting in a catastrophic manner everything)...
    basically, every spell casted was based on a roll, and could go better or worse (which happened most of the time, and with the shity "roll manager" program of the ToEE engine imagine what could happen...) randomly.

    Btw, i think that there was a kit called "energy mage" based magic in points, that where much like the actual sorcerer (or psion)
     
    Last edited: Oct 3, 2007
  6. Daniel

    Daniel Established Member

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    gracias semi-caballero! (soy parte francés, parte mexicano ;) )

    Sounds fun!

    Basically, that was a walking "wand of wonders"...

    Never got to make it work in BG2 though. Weird. Never bought any of the kit books, just got acquainted through BG2 a few years ago.


    Actually the barbarian was a full class in 1st edition with the release of the Unearthed Arcana (some call it "1.5 ed" today). He had 1d12 hit dice, double CON bonuses, was not allowed to have magic items and would basically attack wizards on sight... and a few other perks like imitating animal sounds, maybe save bonuses vs poison (not sure)... I don't think he had anything like berserk rage nor increased speed... I played one for a time but it was pretty dull.

    While we're at it, with the Arcana also came the Cavalier, the Acrobat thief (you could specialize after a certain level), and the Hyerophant Druid - you could leave Prime Material druid business and leave space for a new Grand Druid at level 14th and advance as an elementalist Druid until level 23.

    the Arcana also introduced powergaming through super specialization for fighters : +3,+3 bonus to hit and damage (as soon as level 3 or 4, can't remember), and Point blank shot with a bow, with, I think, +2 to hit, certainty of being the 1st one to shoot if the arrow was notched and the bow ready... and a whopping 6-16 base damage at point blank distance!!! (1d6+2, x2) - which you could get at first level!


    So much for the memories...


    Thanks for enlightening me on the wild mage!


    PS: ví a tus compatriotas festejaar el partido de rugby contra Irlanda en el metro el otro día! Chistoso. :)


    Saludos!
     
    Last edited: Oct 3, 2007
  7. Half Knight

    Half Knight Gibbering Mouther

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    That's what i was going to say, but i forgot :p (encima hacièndome el listo y hablando en francès...:no: )

    A lot of that is implemented now as prestiges classes, like the magic-hater barbarian, the chevalier (now a basic class called Knight) or the hyerophant (i loved that thing of the trials to get a "promotion" for the druids)


    He he, a bunch of drunk bears! :aaaa:
    (trato de hablar en inglès, algunos pueden considerar ofensivo que hable en otro idioma...:shrug: por supuesto nada impide los PM ;))
     
    Last edited: Oct 3, 2007
  8. krunch

    krunch moving on in life

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    The standard specialists from 2nd Edition AD&D are ... Abjurers, Conjurers, Diviners, Enchanters, Illusionists, Invokers, Necromancers, and Transmuters.

    Then, there are SOLE PRACTITIONERS; HOLISTIC PRACTITIONERS; and UNORTHODOX PRACTITIONERS.

    There are three types of “unorthodox practitioners” ... the Blood Mage, the Painted Mage, and the Wild Mage ... the Tome of Magic, though the Wild Mage Level Variation Table goes to greater extremes. A 20th-level Wild Mage’s casting level can vary as much as eight levels in either direction.
     
    Last edited: Oct 4, 2007
  9. whatsername74

    whatsername74 The Poison Woman

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    I love it when people speak Spanish, since I'm trying so hard to learn it. I find it enjoyable to figure out what is being said :)
     
  10. Cujo

    Cujo Mad Hatter Veteran

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    wild mages bacisly wave their arms in the air and hope they don't blow themselves up when trying to cast open/close
     
  11. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    I played a wild mage character in my youth, she'd rather read her spellbook during combat than help in melee once her spells ran out, that said she once saved the party from 20 wareboars with the help of a Nahal's Wrecklace Dweomer spell (trying to replicate a sleep spell), a natural 100 roll on a d100 (making the spell 200% more powerful than normal), and a magical dagger borrowed from the party's thief to coup de grace the critters. As the rest of the party were out cold and dying, they didn't believe me when I told them what happened. :( Good fun though.
     
    Last edited: Oct 9, 2007
  12. Daniel

    Daniel Established Member

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    naaaah! :)



    Wicked!

    A fine match for an admirer of Tasslehofhood!! :p
     
    Last edited by a moderator: Oct 9, 2007
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