Using a Wild Magic Surge effect in an Item?
#1
Posted 26 July 2009 - 02:46 AM
BGII - TOB Manual
Wild Surge Table pg. 38-39
NO# Rolled -Effect
. . .
96 - Spell cast at double effectiveness
. . .
99 - Spell cast at double level
. . .
1) How would I go about identifying these effects for use / Are these viable for items?
2) Have there been any other mod items (or in built into the game ) that affect caster level (without actual level change) that I have missed?
3) What is the definition of effectiveness in 96?
Side Note:
49 - Caster Recuperates as if Rested
4) Is this the same effect as restore spells-spell from wish? - IIRC SPWISH16 Again item possibility?
That's about the sum of it, thanks in advance
MODS IN PROGRESS
The Red Knight - A Quest and NPC mod, with emphasis on the first.
Sshamath - An Item Merchant mod using all the Ideas un-usable by the mod above.
MODS IN PLANNING
A Wizards Tomb - Our excuse to explore the games limitations . . . oh, and a quest!
#2
Posted 26 July 2009 - 03:04 AM
I think some of the effects are hardcoded, and others are defined in SPWM1XX spells.1) How would I go about identifying these effects for use / Are these viable for items?
I think Demi wanted to do this for some items in IR, but couldn't get it to work.2) Have there been any other mod items (or in built into the game ) that affect caster level (without actual level change) that I have missed?
#3
Posted 10 August 2009 - 04:32 AM
I think Demi wanted to do this for some items in IR, but couldn't get it to work.
Any ideas as to how this was going to be implemented or investigated (Links would be awesome)? I have searched a few sites but nothing really comes up. It is a semi-important bit of this thing and even if it didn't come to anything it still might be useful.
I'm also pretty sure there was a item (or was it a feat?) that affected caster level in IWD-II but alas I don't have access to a copy any more, any kindly people willing to have a look for me? (Have done some googeling (word?) but it hasn't turned up anything really concrete either way, and even IF I find it that not going to reveal how it works)
I found this, now finding out how this is implemented.
As you can see I'm looking for anything ATMA Wild Mage's casting level also varies slightly whenever he casts a spell~ anywhere between five levels lower and five levels higher than the Wild Mages true level.
Edited by Slyde, 10 August 2009 - 04:38 AM.
MODS IN PROGRESS
The Red Knight - A Quest and NPC mod, with emphasis on the first.
Sshamath - An Item Merchant mod using all the Ideas un-usable by the mod above.
MODS IN PLANNING
A Wizards Tomb - Our excuse to explore the games limitations . . . oh, and a quest!
#4
Posted 10 August 2009 - 01:18 PM
Well-timed reply. See here.Sorry if this is a bit late but I needed to check something.
I think Demi wanted to do this for some items in IR, but couldn't get it to work.
Any ideas as to how this was going to be implemented or investigated (Links would be awesome)? I have searched a few sites but nothing really comes up. It is a semi-important bit of this thing and even if it didn't come to anything it still might be useful.
#5
Posted 10 August 2009 - 10:50 PM
Edited by Slyde, 13 August 2009 - 03:00 AM.
MODS IN PROGRESS
The Red Knight - A Quest and NPC mod, with emphasis on the first.
Sshamath - An Item Merchant mod using all the Ideas un-usable by the mod above.
MODS IN PLANNING
A Wizards Tomb - Our excuse to explore the games limitations . . . oh, and a quest!