Wild Mage

This page is for the wild mage class kit, available in Enhanced Editions and in the original Baldur's Gate II: Shadows of Amn if Throne of Bhaal has been installed.
== Introduction ==
Wild Mages are mages trained in use of wild magic. Whenever they cast a memorized spell, there is 5% chance (casting Nahal's Reckless Dweomer pushes the chance to 100%) of a Wild Surge, which can have beneficial or detrimental side effects. Wild Mages also have a -5 to +5 adjust range to their levels every time they cast a spell. The growth of most spells caps at level 20, but higher caster level does make them harder to dispel.
Like Mages and Specialist Mages, they depend on spells in battles, learn magic from scrolls, and cast spells from a wizard spellbook. Wild Mages receive 1 additional spell in every spell level, but unlike Specialists, they do not have an opposing spell school and can cast spells from all 8 schools of magic.
In order for mages to cast a spell, first they need to successfully scribe a mage spell scroll into their spell book (scroll lost in process regardless of success or failure), in which they must prepare the spell by putting it into an empty spell slot, then they have to rest to get the spell ready.
Only Humans, Elves and Half-Elves may become Wild Mages. Wild mages cannot dual class.
== Ability scores table ==
Character ability	Min. requirement	Max. requirement
Strength 	3 	18
Dexterity 	3 	18
Constitution	3 	18
Intelligence	9 	18
Wisdom 	3 	18
Charisma 	3 	
18
For the information of this table, the human race was used, because humans don't have any bonuses to the primary abilities and act as a 'neutral'. For all other races, these numbers might be slightly different.
* Enhanced Edition note: Intelligence score determines up to which levels of spells the character can learn, counting in both natural scores and item altering values.
== Wild Mage Spellbook ==
Wild Mages are able to cast spells from the Wizard Spellbook and learn spells from scrolls. They start with 3 additional spells related to wild magic: Nahal's Reckless Dweomer, Chaos Shield and Improved Chaos Shield.  
==High-level class abilities==
Mages can access to level 10 spells, which are added to the level 9 wizard spellbook after they have been chosen. These spells are:
* Comet
* Dragon's Breath
* Energy Blades
* Improved Alacrity
* Summon Planetar (Good and Neutral Alignment, only one can be picked, picking Summon Planetar makes Summon Dark Planetar unavailable)
* Summon Dark Planetar (Evil and Neutral Alignment, only one can be picked, picking Summon Dark Planetar makes Summon Planetar unavailable)
* The option to spend three high-level class ability points to gain a level 6, 7 and level 8 spellslots.
== Spell slots progression ==
Wizard level	Wizard level	Spell level with required Intelligence	Spell level with required Intelligence	Spell level with required Intelligence	Spell level with required Intelligence	Spell level with required Intelligence	Spell level with required Intelligence	Spell level with required Intelligence	Spell level with required Intelligence	Spell level with required Intelligence	Total slots
Wizard level	Wizard level	1 [≥9] 	2 [≥9] 	3 [≥9] 	4 [≥9] 	5 [≥10] 	6 [≥12] 	7 [≥14] 	8 [≥16] 	9 [≥18] 	Total slots
1 	1 	2 	 	 	 	 	 	 	 	 	2
2 	2 	3 	 	 	 	 	 	 	 	 	3
3 	3 	3 	2 	 	 	 	 	 	 	 	5
4 	4 	4 	3 	 	 	 	 	 	 	 	7
5 	5 	5 	3 	2 	 	 	 	 	 	 	10
6 	6 	5 	3 	3 	 	 	 	 	 	 	11
7 	 	5 	4 	3 	2 	 	 	 	 	 	14
8 	8 	5 	4 	4 	3 	 	 	 	 	 	16
9 	 	5 	4 	4 	3 	2 	 	 	 	 	18
10 	 	5 	5 	4 	3 	3 	 	 	 	 	20
11 	 	5 	5 	5 	4 	4 	 	 	 	 	23
12 	12 	5 	5 	5 	5 	5 	2 	 	 	 	27
13 	13 	6 	6 	6 	5 	5 	3 	 	 	 	31
14 	14 	6 	6 	6 	5 	5 	3 	2 	 	 	33
15 	15 	6 	6 	6 	6 	6 	3 	2 	 	 	35
16 	16 	6 	6 	6 	6 	6 	4 	3 	2 	 	39
17 	 	6 	6 	6 	6 	6 	4 	4 	3 	 	41
18 	18 	6 	6 	6 	6 	6 	4 	4 	3 	2 	43
19 	19 	6 	6 	6 	6 	6 	4 	4 	4 	2 	44
20 	20 	6 	6 	6 	6 	6 	5 	4 	4 	3 	46
21 	21 	6 	6 	6 	6 	6 	5 	4 	4 	3 	46
22 	22 	6 	6 	6 	6 	6 	6 	4 	4 	4 	48
23 	23 	6 	6 	6 	6 	6 	6 	4 	4 	4 	48
24 	24 	6 	6 	6 	6 	6 	6 	5 	4 	4 	49
25 	25 	6 	6 	6 	6 	6 	6 	5 	5 	4 	50
26 	26 	6 	6 	6 	6 	6 	6 	5 	5 	4 	50
27 	27 	6 	6 	6 	6 	6 	6 	5 	5 	5 	51
28 	28 	6 	6 	6 	6 	6 	6 	6 	5 	5 	52
29 	29 	6 	6 	6 	6 	6 	6 	6 	6 	5 	53
30 	30 	6 	6 	6 	6 	6 	6 	6 	6 	5 	53
31 	 	6 	6 	6 	6 	6 	6 	6 	6 	5 	53
== Table for experience, hitpoints, and weapon proficiency ==
Level	Experience required	Hit Dice	Weapon Proficiency	THAC0	Saving throws D/W/P/B/S	No. of HLA
1 	0 	1d4 	+1 	20 	14/11/13/15/12 	
2 	2,500 	2d4 	 	20 	14/11/13/15/12 	
3 	5,000 	3d4 	 	20 	14/11/13/15/12 	
4 	10,000 	4d4 	 	19 	14/11/13/15/12 	
5 	20,000 	5d4 	 	19 	14/11/13/15/12 	
6 	40,000 	6d4 	+1 	19 	13/9/11/13/10 	
7 	60,000 	7d4 	 	18 	13/9/11/13/10 	
8 	90,000 	8d4 	 	18 	13/9/11/13/10 	
9 	135,000 	9d4 	 	18 	13/9/11/13/10 	
10 	250,000 	10d4 	 	17 	13/9/11/13/10 	
11 	375,000 	10d4+1 	 	17 	11/7/9/11/8 	
12 	750,000 	10d4+2 	+1 	17 	11/7/9/11/8 	
13 	1,125,000 	10d4+3 	 	16 	11/7/9/11/8 	
14 	1,500,000 	10d4+4 	 	16 	11/7/9/11/8 	
15 	1,875,000 	10d4+5 	 	16 	11/7/9/11/8 	
16 	2,250,000 	10d4+6 	 	15 	10/5/7/9/6 	
17 	2,625,000 	10d4+7 	 	15 	10/5/7/9/6 	
18 	3,000,000 	10d4+8 	+1 	15 	10/5/7/9/6 	1
19 	3,375,000 	10d4+9 	 	14 	10/5/7/9/6 	2
20 	3,750,000 	10d4+10 	 	14 	10/5/7/9/6 	3
21 	4,125,000 	10d4+11 	 	14 	8/3/5/7/4 	4
22 	4,500,000 	10d4+12 	 	13 	8/3/5/7/4 	5
23 	4,875,000 	10d4+13 	 	13 	8/3/5/7/4 	6
24 	5,250,000 	10d4+14 	+1 	13 	8/3/5/7/4 	7
25 	5,625,000 	10d4+15 	 	13 	8/3/5/7/4 	8
26 	6,000,000 	10d4+16 	 	13 	8/3/5/7/4 	9
27 	6,375,000 	10d4+17 	 	13 	8/3/5/7/4 	10
28 	6,750,000 	10d4+18 	 	13 	8/3/5/7/4 	11
29 	7,125,000 	10d4+19 	 	13 	8/3/5/7/4 	12
30 	7,500,000 	10d4+20 	+1 	13 	8/3/5/7/4 	13
31 	7,875,000 	10d4+21 	 	13 	8/3/5/7/4 	14
Total	 	 	6 	 	 	
== Caster level modification ==
When a Wild Mage casts a spell, their caster level may be increased or lowered by a random amount. The combat log will display a message such as "" when that happens.
Each spell is affected in its own way by the caster level, but typically duration of effects scale upwards, and it isn't rare that damage does too. Scaling almost always caps at level 20, and it doesn't necessarily increase smoothly – Flame Arrow, for example, doesn't grow at all until it suddenly gains a whole new arrow with full damage at levels 10, 15 and 20. Quite a few spells only scale starting from a certain level, like Abi-Dalzim's Horrid Wilting: Since it scales from level 16 to 20, even if a level 16 Wild Mage gets a -5 modifier when trying to cast it, the damage dealt will be 16d8, not 11d8. And with a +5 modifier, the damage will be 20d8, not 21d8.
Finally, the modifier is tame at low levels, such that a level 1 Wild Mage would not be able to cast a Magic Missile with 3 projectiles – a feat only available to mages level 5 and above. See below each possible value that the caster level modifier can take, along with its associated odds.
 Modifier and odds to get it, by Wild Mage level
Level	Range 	-5	-4 	-3 	-2 	-1 	0 	+1 	+2 	+3 	+4 	+5
1 	0 to +1	- 	- 	- 	- 	- 	75%	25%	- 	- 	- 	-
2 	±1 	- 	- 	- 	- 	30%	40%	30%	- 	- 	- 	-
3 	±2 	- 	- 	- 	5% 	30%	30%	30%	5% 	- 	- 	-
4 	±2 	- 	- 	- 	10%	30%	20%	30%	10%	- 	- 	-
5 	±3 	- 	- 	5% 	10%	30%	10%	30%	10%	5% 	- 	-
6 	±3 	- 	- 	10%	10%	25%	10%	25%	10%	5% 	- 	-
7 	±4 	- 	5% 	10%	10%	20%	10%	20%	10%	10%	5% 	-
8 	±4 	- 	10%	10%	10%	15%	10%	15%	10%	10%	10%	-
9-40 	±5 	5%	10%	10%	10%	10%	10%	10%	10%	10%	10%	5%
== Kit exclusive items ==
* Tunic of Blindeye 
* Ghost Locket
== Kit recommended items ==
* Robe of Goodman Hayes 
* Thayan Circlet 
These are usable by Mages and Sorcerers (so are not kit exclusive equipments), but are highly recommended for Wild Mages, while nearly useless for other wizards.
==Mod content==
The Tweaks Anthology mod allows human Wild Mages to dual class.
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