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  • #16
    In NWN1 thats exactly how it was sharringtonm. Every single magic item, spell, effect etc etc was nullified. Magical armour became mundane, scrolls and most potions useless, and you were unable to cast or use any magical abilities.

    That however was in NWN1, and it was a simple flag you checked in the toolset for each area.

    Still, I do not know if this is how it is handled with the new toolset.
    Current Player Of: Aden Astartes, Orren Baneshollow, Amnius, Kord Illumen and Lotho

    LOG IN NAME: NebulonB

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    • #17
      Dead magic doesn't really promote party play. Really its like suddenly...

      Fighter: Oh crap why is everything so heavy all of the sudden? Its like I'm carrying a ton of bricks!

      Wizard: You dolt, we wandered into a dead magic area. Your belt of giant strength is currently useless and you are carrying all of our loot. Suddenly I am dead weight too, aside from my cunning intellect, which is ironically not so cunning anymore without my magic headband.

      Cleric: Dead magic. Gods damnit! Oops. Well at least they can't smite me in here. Hey don't cut yourselves. Or get stabbed. Or die. Because I can't help you anymore.

      Rogue: Yay! Wait...all those things increasing my various skills don't work! I can't hide worth a damn or pick locks more complicated than a cork! At least I have all these scrolls and wands I can...oh. Hmm. Lets run away.

      Anyways I think they would be interesting to play with, but dead magic was pretty iffy and buggy in NWN 1, anywhere I saw it implemented, and wild magic is just not that exciting to me.

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      • #18
        *chuckles* you actually made me crack open the NWN1 toolset and look.

        It actually wasn't a feature in NWN1 made by Bioware. It was the in the HCR teams optional hak.

        If you look at the HCR for NWN2, the options not there anymore.

        So I dug deeper. The functions that are used in NWN1 for the procedure, do not exist in NWN2. Hence why the HCR team did not carry it over to 2.
        It is possible, still, but horribly complex to do right, and such a low priority that it will be long forgotten on these forums.
        Now if you could find us someone that has done it "right" in NWN2 already, that would be a big help.

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        • #19
          I think thats mistaken, in Hordes of the Underdark for NWN1, there was a Dead Magic area where spells/items/some potions/scrolls etc. etc. did not work. It was an area where you fought a bebbilith. So I don't think it was the HCR team that created it, unless they were contracted to work on Hordes? I think it was a standard Bioware thing they created.


          EDIT: but of course I could be totally wrong!
          Current Player Of: Aden Astartes, Orren Baneshollow, Amnius, Kord Illumen and Lotho

          LOG IN NAME: NebulonB

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          • #20
            Originally posted by Gairun View Post
            I think thats mistaken, in Hordes of the Underdark for NWN1, there was a Dead Magic area where spells/items/some potions/scrolls etc. etc. did not work. It was an area where you fought a bebbilith. So I don't think it was the HCR team that created it, unless they were contracted to work on Hordes? I think it was a standard Bioware thing they created.


            EDIT: but of course I could be totally wrong!


            I remember that as well, I was going to mention it, but then just went meh. XD

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            • #21
              I have the book with Wild Magic tables. A good find on the net though.
              Dead magic pockets are found mosttly Near Great magical distasters such as Myth Drannor and such. There are some parts of the planes were magic will not work at all. But all in all very rare.

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