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Questions about dead magic and wild magic

Discussion in 'Dungeons & Dragons + Other RPGs' started by casey, Dec 20, 2003.

  1. casey Gems: 15/31
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    I'm not sure if this is the right place for this but how exactly do things such as wild/dead magic zones work, what's it take to make(?) one and basically what in the hell is it?

    [ December 20, 2003, 19:08: Message edited by: Beren ]
     
  2. Vyndin Source Gems: 8/31
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    In NwN, there is a wild magic zone, and there practically anything could happen (heal, loose levels, stunned, etc).

    Never heard of dead magic though... :confused:
     
  3. Capt. Tripps Gems: 9/31
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    A dead magic zone means that no magic spells will work, as it works in ToB it means that there is 100% arcane and divine spell failure. Wild magic means that any spell that is cast must be rolled (D100) against a table, the roll detirmines what type of spell is cast.
     
  4. 8people

    8people 8 is just another way of looking at infinite ★ SPS Account Holder Adored Veteran

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    As far as I can remember (so this will probably be wrong) is that Wild and Dead magic is only in the Watchers keep on the maze levels. Unless you are a wild mage where wild magic happens all the time ;)
     
  5. CamDawg

    CamDawg The gaze of the Wolf reaches into our soul Veteran

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    The wild magic and no magic area effects are controlled by the area scripts.
     
  6. Errol Gems: 23/31
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    [​IMG] Oh, and you can't "make" Wild or Dead Magic zones. In FR, they were created from the Time of Troubles. Dead Magic zones appeared at some places where gods died and so forth. At present era, you cannot 'make' one.

    The only spell to do this would be 'Mordenkainens Disjunction', but that spell wasn't included in BG2 (What it does is basically create an area where magic cannot function for a limited time. Like an Uber Dispel Magic).

    The only way to 'create' or manipulate Wild Magic is to become a Wild Mage, something which is unique to BG2:ToB. (ie. They don't exist in FR).
     
  7. Beren

    Beren Lovesick and Lonely Wanderer Staff Member Member of the Week Distinguished Member ★ SPS Account Holder Resourceful Adored Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    To answer your question, casey, the correct forum is the Dungeons and Dragons one near the bottom of the BofM page.
     
  8. Oaz Gems: 29/31
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    I imagine you could make a Dead or Wild Magic Zone (if only temporarily) via Wish or Miracle.

    (In P&P, anyways.)
     
  9. Lokken Gems: 26/31
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    FR perspective:

    First, magic is made useable for mages by mystra through the weave, which is mystra as well. In general, the weave is everywhere, yet there are a few exceptions.

    Dead magic zones are a sort of holes in the weave, making some places "free of magic" so to speak. Magic simply doesn't exist in these holes and everything connected to magic, loses it's magical powers due to this.

    Wild magic.. well, this I'm not sure of. Magic that has gone hay-wire I guess and you cant really expect anything from it.

    I think you can fix wild magic zones (small area) with wish, and that dead magic zones are gone for good.
     
  10. Capt. Tripps Gems: 9/31
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    Since this moved to the D&D forum, for wild magic think of a Wand of Wonders. Any magic that is cast is treated as if you were using a WoW, with the exception that the spell being cast might actually be cast(About a 10% chance).
     
  11. Oaz Gems: 29/31
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    Actually, if you are playing 3.5E, there is a table for wild magic in the Planes section. If you are not, you'll have to refer to the Manual of the Planes.
     
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