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Adds Wild Magic to all non-Divine Caster Classes and to NPCs.

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Changelogs
--->> No longer gives Controlled Chaos to all PCs. Adds Wild Magic to NPCs with optional Files. 
--->> Patches for Enemies Enhanced(completed), Death March, and Stronger Bosses being worked on.


Wild Magic Cantrips
Wild Magic Mod Classes

Inspired by another mod that adds Wild Magic to all sorcerers I took it a step further.

Decades ago I had a twisted idea I ran past my DM. 
He integrated it into our campaign that followed, and every one after that he liked it so much.

Basically, all magic is unstable. Wild Mages are more able to control it.
Any non-Divine magic has a chance to trigger a Wild Surge.
The higher the level the spell, the more likely it was to trigger a surge.
The higher the level of the caster, the less likely there was to be a surge.
This went for everyone, not just PCs.

It was a blast and my preferred way to play D&D to this day.

Now, not all of that is currently, ideally implemented.

Also note, this is not compatible with anything that changes level 1 of classes, such as the Class Unleashed mods. 
Its possible the BG3 Compatibility Patcher will sort it out, but Im not sure as I do not use those.


This is mid game compatible. 
It requires a step on your end though.
You need to respec the character, a couple times. Change to a completely different class, and then back again.
You will then have the correct passives. I recommend the Free Withers mod for this. (Though it appears to be hidden as of posting this for some reason).

Do note, this will obviously add a lot of chaos to the game. It can make fights easier, or far harder.
I am using most of the difficulty mods like the AIs, Tac+, Enemies Enhanced, Death March etc and it is nuts. But a blast none the less. 

Currently working:
--Non-Divine (Arcane) PC Casters have Wild Magic passive. Divine being Paladin and Cleric.
--NPC Arcane Casters now have Wild Magic via the optional files section.

Needing to be implemented:
-- Caster Subclasses such as Arcane Trickster and Eldritch Knight need to have Wild Magic added. Completed.
-- Figure out how to add Wild Magic directly to NPCs. Completed
-- Figure out what to do for Wild Mages to make them worth taking again with this mod in effect.
-- Look into Compatibility Framework to see what it would take to integrate this.

No Idea if possible, yet:
The level scaling bit of likelihood of surges happen based on spell and caster level.

There are TWO Main Versions. Only use one. The With Feats version adds:
-- A feat every even level. Ie 2, 4, 6, etc.
-- Sorcery Scaling - The following mod is required: Sorcerer - Alternate Sorcery Point Scaling as all I have done is patch in that mods passive. That mod is required for the scaling to work properly
-- Monk Ki points are increased 50%
-- Most Classes have their spells slots doubled. This isnt a chunk doubling. You start out at the same, but in the end all slots will be doubled in a more sloped progression. This is now fully implemented up to level 12.
>>>>> Please note, this version is even less compatible than the main one. This includes modded subclasses. Again, the BG3 Compatibility Patcher may sort this out. I have a more custom version that manually adds in the Subclasses I use.

In the Optional Files you will find the files that add Wild Magic to NPCs. Only use ONE version:
Base. This is for games with no mods that alter enemies.
EE. This will be for Enemies Enhanced, adding Wild Magic to altered NPCs. Completed.
DM. This will be for Death March, adding Wild Magic to the new NPCs. In Process.
SB. This will be for Stronger Bosses, adding Wild Magic to the altered NPCs. In process.
SBEE. This will be for Stronger Bosses and Enemies Enhanced combined. Adding Wild Magic to altered NPCs and in effect patching the too mods to work together fully.
Ult. This will be for all 3 of the above mods as one file. Adding Wild Magic to new and altered NPCs and patch SB and EE to work together. Completed.

--->If you would like to add Wild Magic to ALL NPCs in a more compatible fashion, be sure to check out Mithras' Wild Magic West (Script Extender). Do note, that mod adds it to ALL NPCs, whereas my version only adds its to Arcane Casters.<---

In the Misc sections will be kept the original, going forward unsupported versions, that added Controlled Chaos to all Classes.

Ive been playing with it the past couple weeks with no issues, but if any arise, please feel free to share them.

I highly recommend the following mods in conjunction with this one to get the most out of it.
Wacky Wild Magic I use the combined but not the wackiest version. I have found that with so many more procs of it, 25% is more than enough.
More Wild Magic effects Reason is in the title
Wild Magic D100 Table Adds even more Wild Magic Surge effects to the game. Should be compatible with More Wild Magic Effects.  So far in my testing this works with More Effects. Going to open the files to confirm.

Thanks to the author of Wilder Magic for the inspiration to expand it and bring back my ole D&D glory days.

For anyone wanting info for TT.
It basically worked as follows (coming from 2nd ed, adjust as needed for your edition of choice):
Every non-divine spell has a base chance of 5 on 1d20 of happening. Roll over for no Surge.
-Add 2 for every level of a spell, including upcasting
-Minus 1 for every Caster lever.
-Adjust for Specialization for Mages. In your school, minus 3, out of your school, add 3.
-Adjust for wounds. Below half health, add 1, below quarter health, add 2 instead.
-A 1 on 1d20 always results in a Surge.
-If you ever roll the exact target number, a double surge happens, roll on the results table twice.
-True Dweomer Spells (level 10) always resulted in an additional Surge on top of the roll.

This basically works out so that when a Mage casts a spell they just gained access to, not being wounded, will have about a 25% chance of setting off a Surge. As they level up beyond their spell's levels, those higher level spells become easier to handle.
Being a specialist halves this initial chance within their school, while increases the chance by 50% for spells outside their school.


Ex.
Level 1 Mage casting Magic Missile. 6 or less on 1d20 results in a Surge (5+2-1), double surge on 8
Level 5 Mage casting Lvl 1 Magic Missile. 2 or less on 1d20 results in a Surge (5+2-5)
Level 1 Invoker casting Magic Missile. 3 or less on 1d20 results in a Surge (5+2-1-3)
Level 1 Invoker casting Chill Touch. 9 or less on 1d20 results in a Surge (5+2-1+6)
Level 5 Mage casting Fireball. 6 or less on 1d20 results in a Surge (5+6-5)
Level 17 Mage casting Meteor Swarm. 6 or less on 1d20 results in a Surge (5+18-17)
Level 20 Mage casting Meteor Swarm. 3 or less on 1d20 results in a Surge (5+18-20)