Wacky Wild Magic

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Configurable Wild Magic overhaul for Baldur’s Gate 3. Download from the source link below.

Description

Choose how often your Wild Magic triggers and how Tides of Chaos affects it. Configure separate rules for cantrips, leveled spells, rituals, automatic spells, and spells granted by equipment or racial progression. The mod uses BG3’s native Wild Magic rolls and outcome groups and applies to characters with the Wild Magic passive.

 Features

  •  Five cast categories with independent surge DCs, outside-combat toggles, and Tides settings.
  • Optional persistant modifer, so you can replicate pseudo random rolls. Like every time the wild magic roll fails, the DC is lowered by 1.
  • Set the base DC for each casting type seperately. so you could set rituals to -1 so they never get triggered, cantrips to 20 for 1/20, while having levled spells at 11 for 50% chance.
  • Optional chance for a casting type to replenish tides of chaos after it is exhausted. This is displayed in the ombat log as a wild magic surge so you can view the roll. But it isn’t treated as an actual surge. just a bit of a hacky workaround to have it displayed in the ingame log.
  • A passive added to wild mages, whos tooltips displays current DCs for each of the casting types, including any active modifiers.
  • Toggle whether long rests reset the persistent counter
  • Respects the game’s story suppression of Wild Magic. You can toggle this off, but i don’t reccomend it. it can allow surges to occur in cutscenes or for scripted events applying magic to the character to potentially be treated as spellcasts and roll the wild magic check.
  • Fixes a vanilla bug where rapidly casting spells would cause wild magic check to be performed only on the last spell cast, instead of every spell.
  • MCM settings, JSON configuration, and Script Extender console commands.
  • Multiplayer support (not tested, but theoretically works): The host’s settings control multiplayer; display values are synchronized to clients.

Install or update

1. Extract this ZIP to a temporary folder.
2. Install Script Extender v29 or newer. Install MCM separately if you want its settings interface.
3. In BG3 Mod Manager, import **WackyWildMagicConfigurable.pak**, then move **Wacky Wild Magic: Configurable** to the active list.
4. Disable older Wacky Wild Magic variants. This mod overrides the `WildMagic` passive; place it after compatible mods that also override that passive. Other Wild Magic overhauls may conflict.
5. Export the load order to the game, then launch BG3 and load your save.

You can install it manually or with Vortex, but neither is reccomended.

It should be safe to use updated version on existing saves. But not with saves using version 1 or 2 of the mod. only future versions of the configurable mod.

Compatibility

It should be compatible with mods that edit the wildmagic spell list and most mods that alter tides of chaos. Anything that directly edits how wild magic rolls are triggered or calculated is unlikely to be compatible and may even cause crashes or savebreaking bugs. Should also be compatible with existing saves and multiplayer.

Configure

With MCM, open mod configuration menu from the ingame main menu. MCM values take precedence over JSON settings when available.

Without MCM, create the folder below and copy **settings.example.json** into it as **settings.json** (found in the .zip):
%LOCALAPPDATA%\Larian Studios\Baldur’s Gate 3\Script Extender\WackyWildMagicConfigurable\settings.json
Edit the file, then reload your save or run `!wwmc reload` in the Script Extender server console. The example file includes every supported setting ID.

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