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#1 |
Dungeon Master
![]() Join Date: May 20, 2002
Location: Boulder, CO
Age: 48
Posts: 93
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I've been going through Watcher's Keep, and I'm becoming increasingly annoyed with the Dead Magic Zones. Not by the fact that they're there, but the fact that they apparently only apply to my party, and not any of the monsters attacking my party. They seem to be able to cast all the spells they want. It seems insane to me that a Dead Magic Zone would only apply to certain people and not others. Is there a patch for this? Or do I just have to snarl and exclaim about the injustice at my computer as I play through this?
[ 04-09-2004, 11:36 AM: Message edited by: LadyLuthien ]
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#2 |
Symbol of Moradin
![]() Join Date: June 5, 2002
Location: Slovenia,Ljubljana
Age: 37
Posts: 8,554
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You just have to snarl. [img]tongue.gif[/img]
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#3 |
Dungeon Master
![]() Join Date: May 20, 2002
Location: Boulder, CO
Age: 48
Posts: 93
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Figures. *sigh* At least I'm just about through that part. With one of my games, at least. I've got several going so I can try out various parties, romances, and mods. Okay, I'll just be annoyed. Cespenar makes it all worthwhile...
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Angie<br />[url]\"http://www.fictionpress.com/~ladytremere\" target=\"_blank\">http://www.fictionpress.com/~ladytremere</a> |
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#4 |
Dracolisk
![]() Join Date: September 16, 2001
Location: Bellingham, WA, USA
Age: 48
Posts: 6,901
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The only enemies you'll find in the Dead-Magic zones are not true spellcasters; they have some spell-like abilities, yes, and those abilities still function there--but then, yours do too. Okay, so those Glabrezu or whatever summon Salamanders--what's stopping you from striking back with Kitthix and Ras?
The Wild-magic zones are enforced as well. Leave the spellcasters alone and watch them screw up every time.
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#5 |
Dungeon Master
![]() Join Date: May 20, 2002
Location: Boulder, CO
Age: 48
Posts: 93
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Oh, yes, I had a much easier time in the dead magic zone once I realized my wands still worked. [img]smile.gif[/img]
As for the Wild Magic zone, once I knew that was there, I sorta reloaded my game and cast Tenser's Transformation on my two wizards before going in there. I've got such a magic-user heavy party.
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Angie<br />[url]\"http://www.fictionpress.com/~ladytremere\" target=\"_blank\">http://www.fictionpress.com/~ladytremere</a> |
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#6 |
Apophis
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::nods:: Those rooms were the bane of my existance. I ended up sort of just running through them when I was playing with Faldorn. With a party, I could handle them, but alone? With one attack per round, two with Haste? I don't think so.
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#7 |
Symbol of Moradin
![]() Join Date: June 5, 2002
Location: Slovenia,Ljubljana
Age: 37
Posts: 8,554
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There are certain Boots (Tactics Mod) that prevent "Dead Magic" effects.
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#8 |
Ironworks Moderator
![]() Join Date: June 10, 2001
Location: Pasir Ris, Singapore
Age: 42
Posts: 11,063
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Yes, and I am sure in the not so distance future, there will Imoen's Boots as well. [img]tongue.gif[/img]
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#9 |
Elminster
![]() Join Date: August 27, 2003
Location: The Great White North
Age: 51
Posts: 462
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Ah yes, to do away with the need for the Boots of Reloading.
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Do not meddle in the affairs of wizards, for they are subtle and quick to anger. |
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#10 | ||
Ma'at - Goddess of Truth & Justice
![]() Join Date: June 3, 2003
Location: New York
Age: 40
Posts: 3,302
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Quote:
Quote:
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