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Does there exist a "Wild Sorcerer" kit in any mod?


Guest Cliftor

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The closest thing I can find is the Spellshaper in that Wild Mage mod, but it's not the same thing. Wouldn't it be cool to have a just plain Sorcerer, but who is Wild?

 

It makes more sense from a roleplaying perspective for the next character I'm planning. If you're born with innate magical abilities, it would stand to reason that some people would let that talent slide and become undisciplined.

 

If it doesn't exist, think I could make it? I've never made a mod in my entire life. While I'm at it I could make a few items I've been wanting too... if the current tools make it manageable.

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You have got two mods:

- RPG Dungeon Kitpack. You can find there Spellweaver kit. It's not exactly a kit - info about that is written at Sorcerer description. After creation of character you must do something to morph Sorcy into weaver. :-)

- Wild Mage Additions. There are, as I remember, two possibilities of being this wild sorcerer.

 

But you should AT FIRST read Readme - after that, write on forum. :-)

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I've seen the Spellshaper, and while it's a cool idea, like I said it makes too many tweaks.

 

I never saw that RPG Dungeon Kitpack, thanks, but it also changes too many things.

 

Could I use ShadowKeeper to add Wild Magic, an extra spell per level (I know I can do this) and chance for Wild Magic surge to a plain sorcerer? Those are the only true abilities of a Wild Mage, iirc, and their 3 unique spells.

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Guest Earthquake Damage
I've seen the Spellshaper, and while it's a cool idea, like I said it makes too many tweaks.

 

I never saw that RPG Dungeon Kitpack, thanks, but it also changes too many things.

 

Could I use ShadowKeeper to add Wild Magic, an extra spell per level (I know I can do this) and chance for Wild Magic surge to a plain sorcerer? Those are the only true abilities of a Wild Mage, iirc, and their 3 unique spells.

 

 

Actually, you can use SK to add the Wild Mage kit to your Sorceror. It works as expected, though I'm not sure if the extra spell slot functions or not. Be sure to give yourself the Dweomer and (Imp.) Chaos Shield spells.

 

Also, Wild Mages get the following abilities: one bonus spell slot per level, signature spells, random wild surges, and a random caster level modifier. I think spell are cast at (Caster Level - 5) to (Caster Level + 5) randomly. I think I've seen +9 before during a surge, but I don't think that ever happens during normal casting.

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Whoa, I feel a little silly for not thinking of that, it's so simple. Thanks.

 

Yeah, a Wild Mages abilities are: specialists extra spell, sig spills, Wild Magic (the +/-5 spell levels), and Wild Surge. The first two are trivial to add to a Sorc in SK. If, as you say, simply changing the Kit implements Wild Magic and Wild Surge, then I'm all set!

 

Thanks a bundle, I'll post results later (gotta finish IWD1 before reinstalling BG2!).

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