BloodBeast Posted October 14, 2008 Share Posted October 14, 2008 Make wands "remain" after all charges are spent, that way, even if you make it 10 charges, we can use all 10. The bouncing Lightning bolt is one thing that can get quite overwhelming, I rarely use that wand simply for that reason, but can you make mark I not bounce, and mark II bounce ? For a lot more coin, of course. Link to comment
Jarno Mikkola Posted October 15, 2008 Share Posted October 15, 2008 I'm keeping the fixed caster level instead, and I do like your suggestion on "mark system" because it avoids to break this PnP rule. Yes, that's probably the best... Speaking of charges...this wand(WoF) has either to split its 10 charges between the two abilities ar cost significantly more than the others... What about the Wand of Lightning? I have a problem with the word split, as I associate it with splitting to halves, so it would be 5&5, not 10 as total as I would like it to be. WoL, well if you can make it, the separate targets is very nice. I like the Magic Missile idea, Mark I, II, and III, upgradable via a mage? But only by the powerful mages... perhaps Thalantyr could upgrade Wand of Magic Missiles mark I to mark II, but nothing else! Deidre could upgrade a few of them from mark I to mark II... all of them, if you ask her to do some research before you go to Spellhold, and then return after... including Wand of Magic Missiles mark II to mark III. Cespenar could do the rest, hmm... Or Ranepsec... hmm, in the Item Improvement mod. Link to comment
Mike1072 Posted October 15, 2008 Share Posted October 15, 2008 I like the Magic Missile idea, Mark I, II, and III, upgradable via a mage? But only by the powerful mages... perhaps Thalantyr could upgrade Wand of Magic Missiles mark I to mark II, but nothing else! Deidre could upgrade a few of them from mark I to mark II... all of them, if you ask her to do some research before you go to Spellhold, and then return after... including Wand of Magic Missiles mark II to mark III. Cespenar could do the rest, hmm... This would add another layer of work, but maybe it would reduce the one where we'd have to find out where to put the new items. I like the concept of finding different versions of similar wands and (not to get anyone's hopes up unnecessarily) with the potential to have slightly differentiated inventory .BAMs... This could take a while to implement well... if we decide on doing it, perhaps it would be appropriate to pair it with the planned full BGT/Tutu changes. Link to comment
Demivrgvs Posted October 15, 2008 Author Share Posted October 15, 2008 I think 20 charges would be nice for most wands, as in 20 per ability, just because it's not convenient to recharge it every day. And that would reduce the cost per charge to $500 or so, still a lot of coin, especially for a 3rd level spell like Fireball and lightning bolt.Actually it already is $500 per 3rd level charge. Prices currently are as follow: Magic Missile & Sleep: $100 per charge Fear: $300 per charge Fire, Frost & Cursing: $500 per charge Lightning: $750 per charge Paralysis, Cloudkill & Monster Summoning: $1000 per charge Spellstrike: $1250 per charge I have a problem with the word split, as I associate it with splitting to halves, so it would be 5&5, not 10 as total as I would like it to be. Unfortunately charges for each ability are handled separately, I cannot change that. Anyway, I'll raise the price keeping 10 charges for each. Link to comment
Demivrgvs Posted October 16, 2008 Author Share Posted October 16, 2008 Here's what I've done. Wand of Magic Missiles Special Abilities (consumes charges): Magic Missile: three missiles, 1d4 +1 points o magic damage each, 1 target Requires: 10 Intelligence Notes: previoulsy fired only one missile. Wand of Sleep Special Abilities (consumes charges): Sleep: save vs. wand or fal asleep for 1 turn, opponents with less than 10HD within 30' radius Requires: 10 Intelligence Notes: it previoulsy affected only creatures with less than 5HD. Wand of Fear Special Abilities (consumes charges): Fear: save vs. wands at -1 or flee in panick for 5 rounds, opponents within 30' radius Requires: 11 Intelligence Notes: mostly unchanged. Wand of Fire Special Abilities (consumes charges): Fireball: 6d6 points of fire damage, save vs. wand at -2 half, everyone within 30' radius Scorcher Ray: 5d6 points of fire damage, everyone between target and caster Requires: 12 Intelligence Notes: mostly unchanged. Wand of Frost Special Abilities (consumes charges): Freezing Sphere: 6d6 points of cold damage + slow for 5 rounds, save vs. wands at -3 half, 1 target Requires: 13 Intelligence Notes: vanilla's versions dealt 8d6 points of damage, without slowing the target. Wand of Lightning Special Abilities (consumes charges): Lightning Bolts: three bolts, 3d6 points of electrical damage each, save vs. wands at -3 half, up to 3 targets Requires: 13 Intelligence Notes: BG1's version fired 1 bolt for 6d6 damage, BG2's version fired 6 bolts for 3d6 damage each. Wand of Polymorph Special Abilities (consumes charges): Polymorph: save vs. wands at -3 or be permanently polymorphed Requires: 13 Intelligence Notes: mostly unchanged. Wand of Cloudkill Special Abilities (consumes charges): Cloudkill: as per Cloudkill spell Requires: 14 Intelligence Notes: mostly unchanged. Wand of Paralysis Special Abilities (consumes charges): Paralysis: save vs. wands at -4 or be stunned for 10 rounds, 1 target Requires: 14 Intelligence Notes: mostly unchanged. Wand of Monster Summoning Special Abilities (consumes charges): Summons 12HD of monsters Requires: 14 Intelligence Notes: mostly unchanged. Wand of the Heavens Special Abilities (consumes charges): Column of Fire: 9d6 points of fire damage, save vs. wands at -3 half, 1 target Requires: 9 Intelligence, 13 Wisdom Usable By: Cleric Druid Notes: mostly unchanged. Wand of Cursing Special Abilities (consumes charges): Curse: save vs. wands at -2 or be blinded, deafned, and silenced for 10 rounds, 1 target Requires: 12 Intelligence Notes: mostly unchanged. I'd like to make it use a "curse" effect, but the AI probably wouldn't be able to handle it. Wand of Spellstrike Special Abilities (consumes charges): Breach: as per Breach spell Pierce Magic: as per Pierce Magic spell (10th caster level) Requires: 15 Intelligence Notes: this wand is the very reason that made me rebuild all of them to use .spl files. It's now correctly flagged as a Magic Attack and spell protections will handle it appropriately. Prices currently are as follow: Magic Missile: $100 per charge Sleep: $200 per charge Fear: $300 per charge Fire, & Cursing: $500 per charge Frost, Lightning, of Heavens & Polymorph: $750 per charge Paralysis, Cloudkill & Monster Summoning: $1000 per charge Spellstrike: $1250 per charge Link to comment
DrAzTiK Posted August 22, 2009 Share Posted August 22, 2009 Just a question : are the effects of wands stopped by defensive spells like GoI, Spell turning etc... ? edit: oups, it was noticed first in this topic Link to comment
Dakk Posted August 25, 2009 Share Posted August 25, 2009 Make wands "remain" after all charges are spent, that way, even if you make it 10 charges, we can use all 10. How does wands work in regard to this? Do they magically disappear after all charges are used, or do they remain, ready to be sold and re-bought (and recharged) again? Link to comment
Demivrgvs Posted August 26, 2009 Author Share Posted August 26, 2009 Make wands "remain" after all charges are spent, that way, even if you make it 10 charges, we can use all 10. How does wands work in regard to this? Do they magically disappear after all charges are used, or do they remain, ready to be sold and re-bought (and recharged) again? They are destroyed as soon as the last charge is used. It was suggested to make them not disappear to allow a sell-buy recharge routine, but it wasn't implemented. Link to comment
Dakk Posted August 26, 2009 Share Posted August 26, 2009 Roger that. Is there any clever way to find out how many charges are left except trying to peddle the wand and see how much you'll get for it? And if that's the only way - is there some form of easy "formula" to work out how many charges are left in, for instance, a wand of Magic Missiles? Oh, and thanks for the answer Link to comment
Mike1072 Posted August 26, 2009 Share Posted August 26, 2009 Roger that. Is there any clever way to find out how many charges are left except trying to peddle the wand and see how much you'll get for it? And if that's the only way - is there some form of easy "formula" to work out how many charges are left in, for instance, a wand of Magic Missiles? Oh, and thanks for the answer If you stick it in your quick item slot, you should be able to see the charges remaining on the main screen. Link to comment
Dakk Posted August 27, 2009 Share Posted August 27, 2009 Roger that. Is there any clever way to find out how many charges are left except trying to peddle the wand and see how much you'll get for it? And if that's the only way - is there some form of easy "formula" to work out how many charges are left in, for instance, a wand of Magic Missiles? Oh, and thanks for the answer If you stick it in your quick item slot, you should be able to see the charges remaining on the main screen. Only BGT/BG2 or BG1 too (just out of curiosity)? I swear, not having the game on my laptop really makes me realize how oblivious I am... Link to comment
Mike1072 Posted August 27, 2009 Share Posted August 27, 2009 Roger that. Is there any clever way to find out how many charges are left except trying to peddle the wand and see how much you'll get for it? And if that's the only way - is there some form of easy "formula" to work out how many charges are left in, for instance, a wand of Magic Missiles? Oh, and thanks for the answer If you stick it in your quick item slot, you should be able to see the charges remaining on the main screen. Only BGT/BG2 or BG1 too (just out of curiosity)? Apparently BG2 only. I've hardly played a real BG1 game since I discovered Tutu so I had to check to check in game. Link to comment
yarpen Posted September 2, 2009 Share Posted September 2, 2009 Revision looks pretty impressive. Demi, can I beg you also for moving some amount of Wand of Spellstrike (maybe a lesser version) to Shadows of Amn? Some wizard-hate warriors would really appreciate it, even if it costs a lot. You're still about the idea of making lesser/greater versions of wands? If so, I can handle the BAMs, that's a lot easier task for me than spell BAMs. Link to comment
Demivrgvs Posted September 2, 2009 Author Share Posted September 2, 2009 Revision looks pretty impressive. Demi, can I beg you also for moving some amount of Wand of Spellstrike (maybe a lesser version) to Shadows of Amn? Some wizard-hate warriors would really appreciate it, even if it costs a lot.Well, having it available late in SoA may not be an issue, though the "bypass II" feature makes it slightly overpowered imo. At the same time though, you know it's not usable by warriors, do you? You're still about the idea of making lesser/greater versions of wands? If so, I can handle the BAMs, that's a lot easier task for me than spell BAMs.The idea was not bad at all, but I personally don't think it's a priority for V3, unless Mike thinks otherwise. Link to comment
yarpen Posted September 2, 2009 Share Posted September 2, 2009 At the same time though, you know it's not usable by warriors, do you? Gah, again! Wizards have a lot of possibilities to become usefull as a fighters (Tenser's Transformation, magic swords etc.) and fighter cannot even buy for 1250 gold pieces a little junk which can tire down some of the wizard's protections. :/ That's just unfair. Link to comment
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