Errard is a male human wizard (actually Flaming Fist class) in Saradush during Chapter Eight - this creature can be encountered and spoken to when exploring the city and finding him on the battlements - he also has some involvement if pursuing the Betrayal at the Gates quest.
Gameplay[]
Errard will not initiate conversation, but if spoken to he'll be brief and not really elaborate on anything - his attention is focused on assisting the defense of the city against the besieging attackers.
If the party is pursuing the Betrayal at the Gates questline - then Errard will have additional dialogue options available after the party has spoken with Kiser Jhaeri or Mirnielle Santele, or both. More details about this are covered in the quest article.
If attacked/turned hostile, he will release his instantly applied preparatory buff chain and then proceed to attempt to cast the spells shown on the InfoBox - note that several of these spells are "ReallyForceSpell" cast and can't be interrupted/prevented.
However, many spells are cast normally and can be interrupted.
The mage has no ability to recognize opponent protections/spell defenses and won't adjust his spell casting based on that - he also has no ability to remove buffs/magic from the party at all.
Also note that making Errard hostile will likely result in also alarming and making various Militia Guard forces on the battlements hostile as well.
Killing Errard will probably result in a Reputation penalty for the party due to his Flaming Fist class designation - killing militia guards doesn't result in any penalties to reputation.
Notes[]
Errard is Lawful Evil Alignment in the original game but that is changed in the Enhanced Edition.
Gallery[]
Mod content[]
This section is about unofficial content that is only available via fan-made mods.
Mods:[]
The Sword Coast Stratagems mod makes a few revisions to this mage type creature; a new default smarter mage AI script is furnished, as well as an assigned random mage kit (Conjurer, Enchanter, Invoker or Necromancer). Also, the mod changes his class from Flaming Fist to mage (so no reputation penalty if killed). The mage's spell book will reflect the kit assigned.
A random potion is furnished for scripted use for buffing/healing purposes.
The mage will now be able to raise a chain of pre-battle buffs much more extensively than the unmodded game and will have uses of Minor Sequencer, Spell Sequencer, Spell Trigger, and possibly Contingency ready to deploy.
Depending on the player's game difficulty/installation choices, the mage will use more than one High-level class ability such as Improved Alacrity, Dragon's Breath and Summon Planetar.
A full spellbook of memorized magic will be available, with the means to take down party buffs/protections such as Remove Magic, Spell Thrust, Breach and Spellstrike.
Expect multiple Time Stop attempts, and during the pause in time, some devastating target debuffing, disabling and offensive spell attacks.
Gallery:[]
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