Prerequisite: Sorcerer, Wild Magic class feature Chaos Action (11th level): When you spend an action point to take an extra action, you can roll a d6 to also gain one of the benefits below. Wild Surge (11th level): When you roll a natural 1 on an attack roll for an arcane power, you can take the miss result and your Unfettered Power class feature, or you can roll a d6 to substitute one of the results below. Critical Surge (16th level): When you score a critical hit, it deals 1d10 extra damage.
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| - Prerequisite: Sorcerer, Wild Magic class feature Chaos Action (11th level): When you spend an action point to take an extra action, you can roll a d6 to also gain one of the benefits below. Wild Surge (11th level): When you roll a natural 1 on an attack roll for an arcane power, you can take the miss result and your Unfettered Power class feature, or you can roll a d6 to substitute one of the results below. Critical Surge (16th level): When you score a critical hit, it deals 1d10 extra damage.
- This page is for the wild mage class kit in BG:EESoDToBBGII:EE.
- Wild mages are powerful sorcerers or specialist wizards who have chosen to master the unpredictable art of casting wild magic, a form of arcane magic noted for its erratic behavior and random effects. Devastatingly powerful, wild mages believe the attempts of others to codify and define magic is a useless pursuit that can end only in failure. Instead, wild mages seek out what they consider magic in its purest form, accepting the risks that come along with wild magic in exchange for the chance to realize even more power in the random chance of a single spell. Like other chaos sorcerers, wild mages draw their power from the entropic power of the elemental planes, which they may gain through unusually potent exposure to the forces that run there, such as through birth on one such plane or sur
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dcterms:subject
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used-by
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Hitpoints
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race restriction
| - Elves, Half-Elves, Humans
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able to cast priest spells
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usable alignments
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weapon restrictions
| - Can only use daggers, slings, staffs, darts
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notable professionals
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quick weapon buttons
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body armor restriction
| - Can only wear robes as body armor
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quick spell buttons
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cap proficiency points
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character abilities
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class group
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additional lore points
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able to cast mage spells
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shield restriction
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starting profiency points
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additional proficiency points
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headgear restriction
| - Cannot wear any headgear.
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weapon slots
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Name
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Caption
| - A wild mage fighting a troll
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Region
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dual-class
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multi-class
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abstract
| - Prerequisite: Sorcerer, Wild Magic class feature Chaos Action (11th level): When you spend an action point to take an extra action, you can roll a d6 to also gain one of the benefits below. Wild Surge (11th level): When you roll a natural 1 on an attack roll for an arcane power, you can take the miss result and your Unfettered Power class feature, or you can roll a d6 to substitute one of the results below. Critical Surge (16th level): When you score a critical hit, it deals 1d10 extra damage.
- Wild mages are powerful sorcerers or specialist wizards who have chosen to master the unpredictable art of casting wild magic, a form of arcane magic noted for its erratic behavior and random effects. Devastatingly powerful, wild mages believe the attempts of others to codify and define magic is a useless pursuit that can end only in failure. Instead, wild mages seek out what they consider magic in its purest form, accepting the risks that come along with wild magic in exchange for the chance to realize even more power in the random chance of a single spell. Like other chaos sorcerers, wild mages draw their power from the entropic power of the elemental planes, which they may gain through unusually potent exposure to the forces that run there, such as through birth on one such plane or survived infection by a slaadi tadpole.
- This page is for the wild mage class kit in BG:EESoDToBBGII:EE.
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