Yes, I know that neither the sorcerer nor the wild mage takes kindly to kitting, and a major drawback is that this new kit/class almost certainly replaces the original sorcerer. The unmodded game doesn't include one single sorcerer, so this wouldn't be a huge problem. Sorcerer NPC mods would probably be incompatible, however.
If you can live with that, or just give me the benefit of the doubt... The working title for the class is "spellweaver". Probably used a dozen times already in different parts of the D&D universe, but the all too obvious "wild sorcerer" sounds too much like Cespenar. :P
Here's a draft for the description:
SPELLWEAVER: Like the sorcerer, the spellweaver has an innate talent for the arcane. Should a talent like this emerge or be coaxed forth, however, plenty of study and practice are usually required as well, if the one so talented wishes to survive their own abilities for long. This is especially true for spellweavers, for they draw their strength from the erratic ebb and flow of wild magic, a new, unpredictable type of magic generally considered to be an unfortunate by-product of the Time of Troubles. Needless to say, disciplined mages who have little stomach for intuitive sorcerers frown even more deeply on spellweavers, harbingers of all manner of magical mayhem.
It is thought that the blood of some powerful creature flows through the veins of sorcerers and spellweavers; perhaps they are the spawn of the gods themselves, or even dragons walking in humanoid form. Spellweavers access new spell levels more slowly than mages, learn spells even more slowly than sorcerers, and gain high level abilities a bit later, but they can cast spells more often and have no need to select and prepare spells ahead of time. They have access to spells to protect themselves from wild magic, since every time a spellweaver casts a spell, there's a chance of a random wild magic effect happening. Wild magic is extremely unpredictable and should be used with caution.
The combination of sorcery and wild magic takes its toll on a spellweaver's mental and physical balance. A spellweaver's prime requisite is intelligence, but containing and commanding such unpredictable power also requires above average fortitude in both body and mind. A spellweaver suffers a -3 penalty to constitution, and saves against breath weapons and polymorph at -2. [Heavier penalties needed?]
Finally, spellweavers may even be overcome by their own magic. Every time a spellweaver casts a spell, there is a chance of a wild magic backlash: the spell is cast as normal, but the caster either falls unconscious for one round, is wounded by magic energy, or is affected by wild magic for five rounds. The 7th level spell Improved Chaos Shield protects the spellweaver from this effect.
To me, it even makes twisted kind of sense. After all, the PC is a spawn of a god, and often considered an unfortunate byproduct of the time of troubles, as well. :/ Also this could add more sense of danger to (arcane) magic, which, IMO, feels a bit too mundane as it is. Nothing mystic about it anymore, no feeling that you're toying with forces to be reckoned with. (Whine whine, maybe it's just a result of - what? six years?! - of BG games, plus PS:T.) It's pretty much "point and watch the pretty sparkles". Or, by ToB, "point and laugh as they DIE!"
What I've done so far:
- The spellweaver uses a modified version of the sorcerer spellbook, and automatically gains Nahal's Reckless Dweomer, Chaos Shield and Improved Chaos Shield. Essentially, the spellweaver gains new spells more slowly than the sorcerer, but ends up with more spells to cast.
- a chance of a wild surge and/or a wild magic backlash with every spell cast. Unlike the wild mage's set 5% chance, the spellweaver's chance of a wild surge, as well as the chance of a wild magic backlash, is equivalent to the level of the caster, capped at level 25. So, when a spellweaver of level 12 casts a spell, it's 76% likely that the spell is cast as normal, 12% likely that the spell wild surges, and 12% likely that the wild magic lashes back. On level 25 or higher, the spell is cast normally only in half the cases.
- HLAs: All the usual 10th level mage spells. No additional spells to cast for levels 6-8; instead, the spellweaver may *attempt* to learn new known spells. A certain HLA also reduces the chance of a wild surge or a wild magic backlash somewhat, and raises wild surge rolls permanently.
Eventually, the spellweaver may gain a special ability called "Tangle", which affects one target with wild magic for five rounds, no save. (Note: this still needs playtesting. Could be overpowered.) I have ideas for a few more special abilities, but this is what I have so far.
- the rest of the disadvantages as per the description above. 11 required in INT and WIS, 9 in CON (this is a bit lame, but I didn't want to make those stat rolls too easy.)
What I haven't been able to do:
- create a proper kit, as described above, only a class replacement.
- imitate the random casting level effect that wild mages have. Part of the reason why I raised the chance of a wild surge.
This started out as something I did just to amuse myself and to learn my way around NI and WeiDU, but developed into what might, one day, become a mod. Opinions? Comments? Ideas? *gets ready to duck and cover*