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Using a Wild Magic Surge effect in an Item?


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#1 Slyde

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Posted 26 July 2009 - 02:46 AM

From:
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
RUSTMONSTERS FTW

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Sshamath - An Item Merchant mod using all the Ideas un-usable by the mod above.
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A Wizards Tomb - Our excuse to explore the games limitations . . . oh, and a quest!

#2 Mike1072

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Posted 26 July 2009 - 03:04 AM

1) How would I go about identifying these effects for use / Are these viable for items?

I think some of the effects are hardcoded, and others are defined in SPWM1XX spells.

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?

I think Demi wanted to do this for some items in IR, but couldn't get it to work.

#3 Slyde

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Posted 10 August 2009 - 04:32 AM

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.

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.

A 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.

As you can see I'm looking for anything ATM

Edited by Slyde, 10 August 2009 - 04:38 AM.

RUSTMONSTERS FTW

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 Mike1072

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Posted 10 August 2009 - 01:18 PM

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.

Well-timed reply. :) See here.

#5 Slyde

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Posted 10 August 2009 - 10:50 PM

Hey thanks Mike, I appreciate it. Guest_Guest_* also had the Wild Mage idea.

Edited by Slyde, 13 August 2009 - 03:00 AM.

RUSTMONSTERS FTW

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!