In some areas of Toril, the Weave is so warped or frayed that magic does not function reliably. In other areas of Toril, the Weave is absent altogether. the Weave has a tear or hole, and the area effectively has no magic at all.
This hak implements Wild Magic zones and Dead Magic zones as they are described in the PnP book "Forgotten Realms Campaign Settings". The current version of the hak is 1.1.
Wild Magic zone
When a spell is cast inside a Wild Magic zone, it may be randomly affected by the following effects :
* The spell rebounds at the caster
* The spell chooses a random target
* The spell doesn't work
* Shimmering colors appear around the caster (blindness, invisibility suppressed)
* The spell power is increased
Dead Magic zone
When a spell is cast inside a dead magic zone, it doesn't work.
Moreover, the magical properties of items become ineffective while the creatures who possess them stay inside the zone.
By using the Detect Magic spell, it is possible to detect the borders of Wild or Dead Magic zones.
You can parameterize a Wild Magic zone to specify the percentages of chances Wild effects will appear.
A demonstration module is now included.
Requirement : This hak is based on the Spellcasting Framework. You can download it at Link
Posted by Qrizz at 2010-05-13 22:50:28 Voted 10.00 on 05/13/10
A Masterpiece _________________________ Qrizz
Middle Earth Arnor PW Link
Posted by AlgolagniaVolcae at 2009-06-30 15:11:25 Voted 7.00 on 06/30/09
Can these effects be applied to placeables, or placeables that PC's can drop and retrieve? _________________________ A wise man gets more use from his enemies than a fool from his friends. - Baltasar Gracian, Spanish Jesuit
Posted by Wyrin at 2009-01-21 05:46:50 Voted 8.50 on 01/21/09
Great body of work - thanks! _________________________ Wyrin
@chris421: In some cases, I think that Obsidian adds what is best for the game as they see it. In other words, they do what is important for the Campaign they have planned (OC, MotB) and leave lesser things for us to do (Wild/Dead Magic Zones). Yes, it seems that they ignore what we want sometimes, but there are hundreds of us to fix things quickly, whereas there are only a relative few working on the game for Obsidian. Which group is more likely to find the problem faster and get a working fix to the playerbase?
Posted by chris421 at 2007-08-27 19:32:26 Voted 9.25 on 08/27/07
Keep'em coming. Maybe Obsidian will take the hint the more Community content is released pertaining to either correcting their mistakes and/or adding basic features they neglected altogether.
Updated to v1.1.
A demonstration module is now available.
It's also possible to detect the borders of Wild and Dead Magic zones by using the Detect Magic spell. _________________________ Spellcasting Framework Wild/Dead Magic Zone (Spellcasting Framework add-on)
I'm a bit busy with something else right now, but I promise I'll make a demo mod. _________________________ Spellcasting Framework Wild/Dead Magic Zone (Spellcasting Framework add-on)
As I'm not too au fait with the new toolset just yet, would it be possible to upload a small mod showing how these files are used to create a dead zone and wild magic zone please?
Magical items and spells effects ARE removed when you enter the DEAD magic zone. They AREN'T removed in WILD magic zone. _________________________ Spellcasting Framework Wild/Dead Magic Zone (Spellcasting Framework add-on)
Posted by BainIthron at 2007-04-07 13:26:19 Voted 4.75 on 04/07/07
Always nice to have, this. You might just want to make the notation though that unlike PnP, magical items and spell effects already on the PC/NPC/Etc. going into the Dead/Wild Magic Zones are completely unnaffected. Of course, this has plagued the NWN1 community in this respect for a while, and the script that was created to address those was buggy and had lots of overhead :P.
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