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[SPOILER] Wild Mage
Last Post 29 Jun 2007 01:58 PM by Temysry. 40 Replies.
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Sirohk
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USA

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12 Jun 2007 03:42 PM
Another one posted over on Hordelings and ddmspoilers:

CG Wild Mage 29pts
Level: 7
Speed 6
AC 14
HP 30
Melee Attack +3 (5)
Type Humanoid – human
Special Abilities
Wild magic Aura (whenever this creature or any creature within 2 squares cast a damaging spell roll 1d20 and adjust the spells damage as indicated)
1-5 no damage
6-10 Normal damage
11-18 damage +5
19-20 double damage
Wild magic surge (whenever this creature’s wild magic aura increases the damage dealt by a spell this creature gets +5hp
SORCERER SPELLS
4th [] Force wave (cone 10 damage and push effect larger or small creature 3 squares; DC 18
3rd[][] hailstones(sight 15 cold damage to target and 1 other enemy within 6 squares and line of site to target; dc15
2nd [] [] fire burst (each adjacent creature 15 fire damage, can cast while adjacent to enemy; dc14) Ice knife (sight; 10 cold damage, -2 AC)

Enjoy.Â


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Bert the Troll
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Adelaide

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12 Jun 2007 04:01 PM
Meh. Glad they are cutting down all the special abilities
Forcewave and hail stones are interesting new additions to the skirmish grimore.
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12 Jun 2007 04:48 PM
hey
is WoTC kidding?

I cant believe that I see...
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WakeXX
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12 Jun 2007 05:35 PM
Ice knife looks kinda cool.

Autoxdsm
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12 Jun 2007 06:21 PM
Wild magic Aura (whenever this creature or any creature within 2 squares cast a damaging spell roll 1d20 and adjust the spells damage as indicated)
1-5 no damage
6-10 Normal damage
11-18 damage +5
19-20 double damage


Holy crap thats a risk with a HUGE pay out. Definitely will be included in a few fun warbands.
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MAURIZIO
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12 Jun 2007 06:27 PM
And no love for LE?????
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Vendelphian
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Flint, Mi

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12 Jun 2007 07:04 PM
Posted By WakeXX on 06/12/2007 5:35 PM
Ice knife looks kinda cool.


I too am liking Ice Knife. Tied with Wild Magic Aura It could be a pretty good spell. Especially against Forgepriest.
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MAURIZIO
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Lima, Perú

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12 Jun 2007 07:14 PM
Ice knife with double damage means: 20 ice damage + -4AC in a 19-20 roll?
Againts the Giants Called Shot: Cattie Bri.
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Ryoga
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Coquimbo - Chile / Italia

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12 Jun 2007 07:25 PM
Posted By MAURIZIO on 06/12/2007 7:14 PM
Ice knife with double damage means: 20 ice damage + -4AC in a 19-20 roll?

damages mauricio.... not AC...
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Man of Renown
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Lortab Land

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12 Jun 2007 07:43 PM
Neato!!! Though I'm not sure about the no damage chance...
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Vendelphian
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Flint, Mi

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12 Jun 2007 07:49 PM
I can see the chance coming into play when a creature has say 15 or 20 Hp and he needs to be dead now. In this case the WMA will be really useful.
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scruffydude7
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Rock Hill, SC

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12 Jun 2007 08:07 PM
I kinda like the Wild Mage. It has some interesting spells. I could see it used with Cormyrean War Wizards for some wicked damage. It is a bit unreliable and squishy, but it sure does look like fun!
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Lord_rock
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12 Jun 2007 09:22 PM
really brings dice rolling back into the game... this is a good thing... though probably non competetive... too bad they didn't reduce the dmg to 5 dmg on 1-5... woulda made everyone look at this piece a lot harder.
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Autoxdsm
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Myrtle Beach, SC

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12 Jun 2007 10:31 PM
too bad they didn't reduce the dmg to 5 dmg on 1-5... woulda made everyone look at this piece a lot harder.


I agree this would have made it more competitive. I might include her with Mordenkainen just for fun.
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ManoVega
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12 Jun 2007 11:05 PM
I don't know man, it's only a 25% chance that you do no damage, the rest are just gravy. Roll one of each and you're still up 5 dmg, but roll one Double damage on a WarWizard's Lighning bolts or Rays, and you will totally ruin someone's day. Granted the odds of rolling the double are only 10%, but think of the sickness

Apply this effect to the Archmage and imagine what a 20 or 30 damage Mordy's sword would do. Gross. Not to mention empowered Magic Missiles and Acid Arrows.

How about Doubling the Warmage's shocking grasp... sweet. Even Mialee's MM becomes a threat to fodder like wolves.

Remember, if you need the damage to be stable, keep your casters away from her. Honestly, the biggest threat is giving your opponent the same advantage. But in the end look at her spells, they have effects that aren't all dependant on damage: pushback and -2 AC, at least they still do something.

Maybe it's just the gambler in me, but this looks promising (of course not on Vassal since the dicebot blows so damn much!)
Mano Vega

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12 Jun 2007 11:22 PM
1/2 damage instead of no damage would of (will of?) seen a lot more play.
You would to be gambler to risk that 25% chance of Mordy's sword doing 0 damage
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13 Jun 2007 02:57 AM
Posted By MAURIZIO on 06/12/2007 6:27 PM
And no love for LE?????


Hey, your Ultroloth has spell resistance against all this stuff.
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13 Jun 2007 03:03 AM
Posted By ManoVega on 06/12/2007 11:05 PM
I don't know man, it's only a 25% chance that you do no damage, the rest are just gravy. Roll one of each and you're still up 5 dmg, but roll one Double damage on a WarWizard's Lighning bolts or Rays, and you will totally ruin someone's day. Granted the odds of rolling the double are only 10%, but think of the sickness

Apply this effect to the Archmage and imagine what a 20 or 30 damage Mordy's sword would do. Gross. Not to mention empowered Magic Missiles and Acid Arrows.

How about Doubling the Warmage's shocking grasp... sweet. Even Mialee's MM becomes a threat to fodder like wolves.

Remember, if you need the damage to be stable, keep your casters away from her. Honestly, the biggest threat is giving your opponent the same advantage. But in the end look at her spells, they have effects that aren't all dependant on damage: pushback and -2 AC, at least they still do something.

Maybe it's just the gambler in me, but this looks promising (of course not on Vassal since the dicebot blows so damn much!)


I'm in the same camp as you, ManoVega.  Bring on the randomness.  I like high risk, high reward.  Probably why I mostly play the chaotic factions.  In the days before the Orc Wardrummer, I used to plead with my Orc Champions to not run off the board, 'cause I knew that if they stayed, I would probably win the game.
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Temysry
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13 Jun 2007 03:26 AM
The only thing I'd be worried about is that there really isn't that much of a "high" reward here.  Doing some quick calculations, it's easy to see that the wild magic aura will actually *decrease* the average damage output of a spell if it would normally do more than 10 damage.  So - I think the best use will be by using a larger number of weaker spells.  The only other time it may be useful is for spells that normally do an odd amout of damage and have a save - but again, it only really helps if after the save you would have taken 5 or 10 damage.

Therefore, the best candidates are:
5 or 10 damage (save or not)
15 or 25 damage (with a save)

Based on that, magic missles are a good idea, as is the Ice Knife (which can be copied by the Wizard of Turmish!).  The Renegade warlock might also see some use along with the all but forgotten Half-Elf Sorcerer and/or Halfling Wizard.

Certainly an interesting piece, but I don't think you'll get the best milage out of her if just swap out a CWW for her in an existing build.
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13 Jun 2007 03:30 AM
Agreed. CWW is still too good as long as it has a Phalanx Spellcasting partner.
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Vrecknidj
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13 Jun 2007 04:58 AM
The Wild Mage is too high variance for the competitive community. I doubt we'll see him making much of an impact in the constructed meta.

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COLOMBIA

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13 Jun 2007 05:36 AM
This mini is potentially dangerous. Sometimes i don´t trust in the roll dice for some strategies.

Is a double edge rule... i don´t like that.



tundrin
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Randolph, NJ

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13 Jun 2007 06:35 AM

The best scenario is when he is with a caster that has a lot or unlimited uses of spells. As well as long range, so if you fail to put n the hurt, you are not immediately in harms way.

The Archmage with his 15point EMM does not have to fret if one of them gets reduced to zero. He has lots and lots of them that can get increased.

I would sacrifice a fatted calf to the d20 gods prior to casting a Mord Sword next to the Wild mage - talk about putting the game up to the roll of a die!  

Halfling Wizard is an interesting choice.

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evildani
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13 Jun 2007 07:13 AM
She will be fun fun fun... I am not so sure about competitiveness, but what the hell any spell with damage x2 will be devastating.

Temysry
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13 Jun 2007 07:18 AM
Posted By tundrin on 06/13/2007 6:35 AM

The best scenario is when he is with a caster that has a lot or unlimited uses of spells. As well as long range, so if you fail to put n the hurt, you are not immediately in harms way.

The Archmage with his 15point EMM does not have to fret if one of them gets reduced to zero. He has lots and lots of them that can get increased.

I would sacrifice a fatted calf to the d20 gods prior to casting a Mord Sword next to the Wild mage - talk about putting the game up to the roll of a die!  

Halfling Wizard is an interesting choice.



I agree that long-range spells are another must.  By having a lot of casters, you could actually get the wildmages hp up quite a bit before the enemy closes with you.  The archmage is an interesting idea, but since all his spells do 15+ damage, you'd actually be *decreasing* his average damage output which is probably a bad idea.  I don't think I'd ever try to cast mordy's sword next to the wild mage - if I'm just going to run around and wait for something to die, I don't mind if it's going to take an extra round or two.

The more I think about the Wizard of Turmish, the more I like the idea.  How about a fun band consisting of:

Elminster
Wizard of Turmish
Wild Mage
Raistlin
Mialee
Xeph Warrior x2
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iluvxtina
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Spain

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13 Jun 2007 09:12 AM
This wildmage has a high cost so be carefully adding her to your warband.It can causes huge damage but with lady luck on your side.It is very risky.But I like it a lot because it has potential and it will be very funny for sure.And ,as you said,the ice knife is very good against LG super armors
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Portland, OR

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13 Jun 2007 10:31 AM

I'm wondering how it would combine with the Dromite Wilder. The two surge abilities are not identically named...so in theory, a Dromite Wilder's electricity surge could do 20 x2 x2 = 80 damage! Of course the Wild Mage would be exposed to that too, but I suppose you could negate this if you were running Storm + Dragonmark Heir.

Definitely too chancy for a serious warband, but it might be fun to try out anyway!

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Teflon Jeff
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Sector 2814

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13 Jun 2007 02:50 PM
Spellcasting band may just become rogue...
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14 Jun 2007 08:10 AM
This I like- its like a beholder with a CG twist!

Other fun- Spiritual Weapon has a pretty good chance of having its damage in essense doubled.

Combine with two halfling wizards to unleash the Magic Missile Apocalypse!
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Milton, Ontario Canada

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14 Jun 2007 09:28 AM
I think it could be very brutal OR suck huge chance at no damage thats crazy
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