

For single, powerful enemies, Fetters of Rime are a cheap way to freeze them and finish them off at leisure. For groups of enemies, Firestorm provides better damage to cost ratio. However, since your mage won't stop casting it until all his visible enemies are dead, or he falls over dead or near-dead from exhaustion, it's not very practical. The name, the very concept, and the way it looks are all awesome.

Or, if you're really, really unlucky, you can try to cast the Mage Armor spell, critically fail and cast a Gate spell, which summons a high level demon that will then kill your level 4 party that doesn't have protection from evil. That Lightning Bolt spell might be cast with an effective level that's three levels higher than your wild mage, doing more damage, or three levels lower, doing less damage.

Or you might summon a bunch of squirrels instead of dropping a fireball. You might accidentally end up changing your character's colors instead of casting Magic Missile.

The increased versatility of wild mages is generally offset by the fact that their spells can go wrong to various degrees. So while you could try to cast Cloudkill at level one, it would most likely backfire and kill you.
Avencast rise of the mage mods mod#
Moreso if you use a mod to play them in the first game higher-level Wild Mages have methods improve their chances of successfully casting an unmemorized spell or making it more powerful. The downside is, the spell required to do so is pretty volatile and has only a one-in-a-hundred chance of casting the spell correctly, with a variety of effects if you don't some are harmless, some are beneficial, but if you get particularly unlucky with the die roll you can end up summoning a pit fiend or turning yourself to stone. Wild Mages have a spell that allows them to cast literally any spell they know, instantaneously, without having to have it memorized or even being at the level required to cast it this allows them to be some of the most versatile spellcasters in the game, and potentially the most powerful.There's also Lightning Bolt, which is really cool in theory but actively suicidal in practice due to its unpredictable rebounds when within any enclosed space - i.e.It was made useful in the Expansion Pack Throne Of Bhaal, as by this point any enemy that drops worthwhile loot is immune to the spell anyway and a spell that reverses the effect becomes more readily available. The Imprisonment spell, which traps the victim in suspended animation in a hollow sphere deep underground permanently - without a saving throw! Downside: A level 9 spell won't be used on everyday foes, and the player will want the big foes' loot which they take with them to their new plane of existence if imprisoned.Unfortunately spells are cast by button combinations that also move your character slightly and enemies can continue to move during the attack animation, so they're quite unlikely to actually hit. The highest damage output spells in Avencast: Rise of the Mage also have very impressive animations.The problem is that it weighs so much you won't be able to even pick it up unless you have Strength of Atlas active, and it comes with huge DV (dodge chance), to-hit, to-damage, Dex, and speed penalties. The Moloch Armor has an obscenely high PV (damage reduction) value of +50.It's much easier to simply use Potions of Exchange to polymorph a large pile of worthless rings until you get Rings of Djinni Summoning, which can give you a wish, and then use those to get more Potions of Exchange until you have infinite wishes. Even if you do manage to learn it, it costs 3000 PP to cast (enough to put it out of range for many characters even with casting from hit points one of this game's Self Imposed Challenges is to craft a character who can) and takes 10 points off of one of your stats. Unfortunately, the spell is extremely difficult to learn even for high level wizards, attempts take so long that you will usually be forced to abort by hunger or risk starving to death, and if you have teleportitis it will interrupt your reading. The Roguelike Ancient Domains of Mystery has a learnable spell called Wish (or, for divine casters, Divine Intervention) which does Exactly What It Says on the Tin: you get a wish.
