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Is it just me that feel that a surge table of ten possibilities is way too low considering the game use a media format that actually can visually portray some of the quirkier ones from the original list?

Haven't seen a summery of the ten available ones yet but can this happen:

Our caster change height randomly?

You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face?

Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect? (I know Remove curse is a lvl 3 spell but they could have changed it to need a long rest or a set amount of turns.)

You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth?

Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute?

etc.

I mean, these are all effects that in a TT session would have to be completely imagined by the players (unless someone went over the top and actually painted their body blue at the table.) but is easy to portray in a pc game. And the surges, especially the ones that don't affect gameplay, is the perfect place for Larian to go, I wanna write "wild" but I hate puns, so...crazy with homebrewing. But as far as I've seen, they didn't.

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Unfortunately, that would take away the time needed to think about which spell next to change so it creates some wacky surfaces.

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I was really expecting Larian to go ham with the surge table, all things considered. It's exactly the sort of silly that they love, so it's really surprising to see it contain a set of only ten, purely mechanical, effects.

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...especially considering how BG2's Wild Mage surge table rolled a d100, if I am not mistaken, and there were looooots of effects, including hiccups, falling cows, and summoning a high-level demon that went berserk on everyone around it.

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Originally Posted by LordRhaegar
Unfortunately, that would take away the time needed to think about which spell next to change so it creates some wacky surfaces.

This hurts a little. Just because of the grain of truth in it.

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Originally Posted by Brainer
...especially considering how BG2's Wild Mage surge table rolled a d100, if I am not mistaken, and there were looooots of effects, including hiccups, falling cows, and summoning a high-level demon that went berserk on everyone around it.
I think they will expand the table, just not for the sandbox that is EA. Though I wonder whether they will not take a sligthly different approach, by adding effects as the sorcerer progresses in levels. In my game on level one a surge summoned a mud mephit, while at level 3 it was a magma mephit.

Wild mages in BG2 were one of my favourite classes, but you started at a higher level there. When playing one in BG1 (thanks to mods) there were a few times where a surge wiped my party, e.g. the fireball on caster one.

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But are they allowed to do that? Wild Sorcerer is a DnD class, it belongs to WotC and probably has to obey the rules of DnD to the letter.

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Originally Posted by Amirit
But are they allowed to do that? Wild Sorcerer is a DnD class, it belongs to WotC and probably has to obey the rules of DnD to the letter.

Well, to an extent. Larian has some flexibility on how to implement things.

I think for Sorcerer they chose 10 things that would materially affect the battlefield and implemented those. I could see them expanding the list but we are talking adding development time - is that a good ROI just to have an expanded wild magic table?

I have about 7 of the 10 figured out, if anyone knows the rest I would appreciate it:

See below, have tagged with spoilers.

1)Wild Magic Surge - Magic Weapon - 1d4 force and always make critical hits until next long rest that effects everyone around you unknown range.
2)Wild Magic Surge - every spell you cast for the next Turn will return Sorc points based on spell level.
3)Wild Magic Surge - casts Blur on everyone in 9M
4) Wild Magic Surge - Spells you cast will heal those within 3M.
5) Wild Magic Surge - Casts Invisibility on everyone 6m
6) Wild Magic Surge - Fog cloud centered on you.
7) Wild Magic Surge - when you cast a spell including cantrips you and your spell target will swap places.

Last edited by Blackheifer; 22/10/21 02:14 PM.

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Originally Posted by Amirit
But are they allowed to do that? Wild Sorcerer is a DnD class, it belongs to WotC and probably has to obey the rules of DnD to the letter.

Sorry to say, but there is A LOT with DnD that Larian hasn't followed to the letter. Taking the sorcerer for example:

Dragonic ancestry sorcs get an extra spell at lvl 1.
sorcs have access to three metamagic feats by clvl 3(normally they don't get their third until clvl 10)
Quicken allows to cast two leveled spells during the same turn.
Chromatic orb has been changed to create surfaces in several damage types(this affect all arcane casters but it was introduced together with the sorcerer)

And that's just one class.

Last edited by PrivateRaccoon; 22/10/21 05:45 PM.
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Originally Posted by Blackheifer
I think for Sorcerer they chose 10 things that would materially affect the battlefield and implemented those. I could see them expanding the list but we are talking adding development time - is that a good ROI just to have an expanded wild magic table?

Well, I know it's too late now but I much rather see them implement things like the wild surge table fully(or equally as good) than adding weapon abilities out of nowhere, or change spells that doesn't need change, even after they saw what we felt about surface creation with cantrips.

Especially the last thing felt like Larian saying: So, we noticed you guys don't like the surfaces too much so we reduced them quite a bit. But thing is, we like them so...f you!

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Originally Posted by Blackheifer
I have about 7 of the 10 figured out, if anyone knows the rest I would appreciate it:

See below, have tagged with spoilers.

1)Wild Magic Surge - Magic Weapon - 1d4 force and always make critical hits until next long rest that effects everyone around you unknown range.
2)Wild Magic Surge - every spell you cast for the next Turn will return Sorc points based on spell level.
3)Wild Magic Surge - casts Blur on everyone in 9M
4) Wild Magic Surge - Spells you cast will heal those within 3M.
5) Wild Magic Surge - Casts Invisibility on everyone 6m
6) Wild Magic Surge - Fog cloud centered on you.
7) Wild Magic Surge - when you cast a spell including cantrips you and your spell target will swap places.
I've also had:

8) summon mephit
9) get teleport as a bonus action
10) fire burst, though I didn't notice if it was an aoe centered on the catser, or party-wide effect
11) a random wild surge effect for the next 4 or 5 turns, don't remember exactly

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I'm working on a break down for their implementation of sorcerer, and if anyone has any screenshots of the surge pop-ups other than these ones, I'd appreciate it. I have:

1) You create a dense cloud of fog, centred on yourself (as per fog cloud)
2) Until the end of your next turn, you can use a bonus action to teleport up to 30ft.
3) Every Creature within 30ft becomes blurred (As per the spell)
4) Everyone's (range not stated?) weapons deal extra force damage and always crit
5) Summon a mephit that is hostile to everything.
6) Swap targets with your target on every spell or cantrip (actually creature only)
7) Your spells of 1st level or higher heal all creatures in a 10ft radius for 1d4 per spell level

I've heard of, but in over 100 surges tested and recorded I've not seen:

- You get a surge every turn/action/spell or something like this.
- You regain sorcery points every turn, or something like that.
- You set everyone around you on fire, or something like that.
- You turn everyone around you invisible or something like that.

They told us that the surge table had 10 entries on it, but it seems there may be 10, plus the "keep surging" outcome... so if anyone has screen shots of the ones I've not been able to get, that'd be good.

Last edited by Niara; 23/10/21 01:52 AM.
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so then this is the definitive table:

1)Wild Magic Surge - Magic Weapon - 1d4 force and always make critical hits until next long rest that effects everyone around you unknown range.
2)Wild Magic Surge - every spell you cast for the next Turn will return Sorc points based on spell level.
3)Wild Magic Surge - casts Blur on everyone in 9M
4) Wild Magic Surge - Spells of 1st level or higher will heal those within 3M for 1d4 per level.
5) Wild Magic Surge - Casts Invisibility on everyone 6m
6) Wild Magic Surge - Fog cloud centered on you.
7) Wild Magic Surge - when you cast a spell including cantrips you and your spell target will swap places.
8) Wild Magic Surge - Summon a mephit that is hostile to everyone
9) Wild Magic Surge - Until the end of your next turn you can use a bonus action to teleport 30 ft.
10) Wild Magic Surge - Set everyone around you on fire? Unknown range.
11) Wild Magic Surge - Keep surging?

I would like more clarification on number 11 and any ranges missing.


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The way 11) worked was similar to the "roll 4 times more" in BG2, except it was turn based. Basically every turn a new surge would trigger. 10) was called burst, I think.

Last edited by ash elemental; 23/10/21 05:01 AM.
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Screen shots would be most valuable - I have a suspicion that the four surge options I haven't seen are gated behind character level, and can't appear until level 2 or 3... since I gathered my 100 surge test next to the regeneration pod in the first chamber at level 1 (That room is FULL of dead mephits now...)

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It could be character level, as my party is level 4 and the burst one can deal quite some damage. Get some water flasks or a spell is my tip. wink


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