Is there a bug in the base game? When not using Tide of Chaos, I repeatedly cast Feather Fall but it never triggers a Wild Magic Surge. Only when using Tide of Chaos does it roll for Wild Magic (no mods).
Technically you can't know if it's actually rolling in the background, maybe you just got unlucky. I'm not sure if casting a spell via Ritual Casting (so it doesn't expend a spell slot) actually can trigger Wild Magic Surge.
Either way, this mod doesn't change the behaviour, so it's all base-game behaviour.
Hello. Does your mod compatable with this one https://www.nexusmods.com/baldursgate3/mods/9603?tab=description (Increasingly Likely Wild Magic Surge). Need it mostly for higher chances chaos happening in fights vs enemy wildmagic casters (wild magic granted em throw combat extender), and your mod for my own sorc.
Nice but it shouldn't be a reaction, I want to spend the tide and get advantage before. Now I can't choose when to surge, I have to hope I miss to spend the tide and that's bad
That's the same way it works in the base game. I didn't add or change any reaction. I only made Tides of Chaos restore on Long Rest (instead of Short Rest) and made it so it ALWAYS triggers a Wild Magic Surge (and made Wild Magic Surges restore Tides of Chaos).
Thanks for the report. Seems the release of Patch 8 somehow messed with this mod? I'm not sure what happened. But what matters is now I've fixed everything in Update Version v2.0. Please update and try again.
I also just published my Ring of Feywild Sparks Rework mod which affects the Ring that's intended for Wild Magic Sorcerers and pairs well with this mod so maybe you wanna check it out too.
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Either way, this mod doesn't change the behaviour, so it's all base-game behaviour.
Just tested it without this mod on Patch 8 and it literally works the same way as with the mod.
Maybe they changed the way the passive works in Patch 8? Either way, this mod is NOT changing the behaviour at all.