Nahal's Reckless Dweomer

Nahal's Reckless Dweomer is one of the three spells exclusive to the Wild Mage.  It must be placed in a level 1 spell slot before it can be used. Though called a spell, it does not have its own casting time, nor does it have casting delay.  All that it does is simply let Wild Mages use the level 1 spell slot to cast any of their other known spells (Note: sequencer/trigger and contingency spells cannot be cast this way in the Enhanced Edition).  If two or more level 1 spell slots are filled with this spell, as soon as one slot is used to cast one spell, another slot can be activated to cast another spell, as if the caster were constantly under the effect of Improved Alacrity.
This spell is the ultimate reason why lower-level Wild Mages can be very risky to play, and higher-level Wild Mages can be extremely powerful.
There are no scrolls for this spell in the game.
==Description==
== Gameplay ==
The wild mage casts this spell on self and is instantly activated.
The caster now selects any spell known to the mage (it doesn't even have to be memorized, just in the spell book).
The dweomer causes a Wild Surge to occur which will randomly affect the known spell as determined by the random probability roll and influenced in the mage's favor by their experience level and any chaos shield modifiers.
As the wild mage advances in experience, the results of the wild surges get more likely to produce the desired spell effect and less likely to result in some manner of disaster.
=== Dweomering sequencers and contingencies in the original game===
(Note: Tested, "Dweomering sequencers and contingencies" below seems only applicable to original BG2 released over a decade ago.  Players of BG2EE should completely ignore it.)
https://pihwiki.bgforge.net/Baldur%27s_Gate:_Wild_Mage_Compendium#Dweomering_sequencers_and_contingencies A sequencer or contingency won't surge. But the next spell you cast will, 100%. This is a so-called postponed surge. You need to burn it with a dummy spell. Do not forget to do that.
Postponed surges are cumulative. If you dweomer minor sequencer, contingency, and then spell trigger, none of them will surge, but then the next 3 spells will surge.
# Best way to handle a postponed wild surge is to burn it with a level 1 spell in a safe area. Safe area means that it's small, has no bystanders, and you can leave it quickly (in case you call down fire rain or gate a demon, etc.). Good examples include second floors of The Red Sheaf in Beregost or Den of Seven Vales in Athkatla (after it's been cleared, obviously). Cast the spell from afar, do not stand close to the destination point.
# Any spell will do, but obviously, you'll want to keep it low level. And it's preferable to use an area effect spell, to avoid "caster becomes target" effects. Good candidates are Sleep and Grease.
# Having spells memorized just for the sake of burning them might be annoying, so if you don't use Sleep/Grease much, a targeted spell like Spook or Magic Missile will do too, although it's a little riskier. Cast the targeted spell on a container, and if there's no container around, drop an item on the floor then cast the spell on the item instead.
# Do not use cast-on-self spell like Armor or Shield to burn postponed surges. That's just asking for trouble.
== See also ==
* Chaos Shield
* Improved Chaos Shield
* Robe of Goodman Hayes
* Thayan Circlet
* Wild Surge
==Trivia==
The Advanced Dungeons and Dragons 2nd Edition Wild Mage spell Nahal's Reckless Dweomer differs from the BG game's implementation, as well as the Wild Surge Table Results. Additionally, the chance of failure using this spell is much greater in the Pen and Paper game than the Bioware video game version - showing that this spell was meant to be a last-resort action, not a planned regular use spell. See the External links for further reading.
==Visuals==
===Videos===
SPWI124 Nahals Reckless Dweomer|(This video shows only one of many random effects that might happen.)
==Mod content==
Spell Revisions mod has changed this arcane spell, changing its effects, and school. See below for description:
Nahal’s Reckless Dweomer
Level: 1
School: None
Range: Personal
Duration: Special
Casting Time: 1
Area of Effect: Special
Saving Throw: Special
This spell is the wild mage’s ultimate last-resort spell. When cast, the mage releases a sudden flood of wild magical energy in the hope of seizing and shaping that energy into a desired spell effect. The attempt usually fails, but something almost always occurs in the process.
To use Reckless Dweomer, simply cast it and then choose from your list of known spells. A burst of magical energy is released, which the wild mage tries to manipulate into the desired form. The actual effect of the spell is determined randomly by a dice roll on the Wild Surge Table (found in your manual).
Because the release of energy is planned by the mage, his level is added to the dice roll. If the result indicates success, the mage has shaped the magical energy into the desired effect. More often than not, the effect is completely unexpected. The result may be beneficial to the mage, or it may be completely disastrous; this is the risk the mage takes in casting Nahal’s Reckless Dweomer.
== External links ==
* 
* 
* Advanced D&D 2nd Edition Wiki - Nalhal's Reckless Dweomer (Wizard Spell)
==References==