Wild magic and wild magic zones may be possible to create and script, although I'm not 100% sure. Adding Wild magic would add a degree of randomness and uncertainty when casting spells as well as open doors for some great RP experiences. Making a wizard or sorcerer wild mage Hybrid may be possible by a DM wanding characters who have applied with a 5% chance of a wild surge occuring.
Wild Magic
Wild and dead magic zones are easy enough to do.
Could you explain what Wild Magic is? I have a semi-idea, but not sure. :)
Wild magic
In some areas of Toril, the weave is so warped or frayed that magic does not function reliably. This damage may be due to some magical disaster, such as those that were common during the Time of Troubles in 1358 DR, or due to some powerful effect that distorts the Weave, such as a mythal. Most zones of wild magic created during the Time of Troubles have since disappeared, but small pockets of wild magic remain, especially underground and in wilderness areas
How it works in 3.5
Wild mage Magic is one of the most capricious and unpredictable of all natural or supernautral forces in the universe. Attempts to codify spellcasting through arcane formulas, or to impose order on magic through the force of will, are essentially pointless--or so wild mages believe. Instead, those who would turly master magic must forget what they know and abandon their willful control of the arcane. Within this paradox lies the awesome power of wild magic. The wild mage aspires to cast spells without structure. By taking the risk of substituting an element of randomness, she gives up the safe predictability of other arcane spellcasters. This risk allows for the potential of power greater than other casters can hope for. Of course, she also risks the potential for less power, but what is magic if not risky? Chaos is strong, and her magic often carries her to heights of power that other casters cannot reach--but chaos is fickles, and her spells sometimes fall short of her expectations. In addition, from time to time her spells unfold in specatcular wild surges that might prove catastripic to the wild mage and her companions. The wild mage accepts this as the price of her convictions. Sorcerers are naturally intrigued by the study of wild magic. The act of uncahining their spells from safeguards and controls built into these time honoured formulas appeals to many of them. One might suppose that few wizards would be drawn to the spontaneity and unpredictability of wild magic, but in fact many wizards do become wild mages, seeking to explore and harness the power of chaos. Wild mages tend to be solitary innovators. They have little contact with their fellow spellcasters, since wild mages can't really learn from them. Rumors poersist of a secretive prismatic cabal of wild mages who cloister themselves within the dephs of Limbo to experience the power of chaos firsthand. Capricious and powerful, NPC wild mages act much like chaotic sorcerers and wizards. Some are heroes who join praties crusading against tyranny and evil, while others are villains who revel in the chaos of destruction and disaster. A few wild mages (generally not good aligned ones) believe that hte power of their magic increases as the amount of chaos and uncertainty in the world around them rises, and therefore they bend their efforts toward instigating catastrophes of all kinds.
I think Thrawn said it would be incredibly difficult to script dead/null and wild magic areas.
If this suggestion is considered seriously, I wouldn't expect to see it in game any time soon.
Some facts about Wild Magic (in 3.x):
Wild Mages are very rare, and not only because they kill themselves by summoning a CR 50 demon instead of a wild boar in a wild surge.
Wild Magic is not too common. The areas can be cleared by a Mystra's Chosen special spell, so that makes them even more rare.
Wild Magic might be easy to implant in areas, but not in characters. Hak, at the very least.
Or they could be wanded and their Spell failure changed to a chance of wild surge ( Don't know if it would work but it's an idea)
Dead Magic Areas have particular complications involved with them. Wild Magic Areas, on the other hand, I think I can have in shortly.
Arkov Dead Magic Areas have particular complications involved with them. Wild Magic Areas, on the other hand, I think I can have in shortly.Hordes of the Underdark, Avariel Island, Wizard's Tower anyone?
ColdburnArkov Dead Magic Areas have particular complications involved with them. Wild Magic Areas, on the other hand, I think I can have in shortly.Hordes of the Underdark, Avariel Island, Wizard's Tower anyone?
That was only ('only') Wild Magic, wasn't it?
Yes, yes it was.
Although I distinctly recall finding a dead magic zone beneath the beholder caves in HotU. Was implemented by 100% arcane spell failure and somehow removing magical effects from all weapons. Probably more to it than that, though.
The trick with dead magic zones is not permanently removing all item props. Personally mordenk's disjunction, 100% spellfailure on entry will pretty much cover Most things for a TescoValue dead magic zone.
Removing item properties is pretty important.
fine. No TescoValue dead magic then :P
If you're not english, you probably won't find that idea as funny as I do.
Added.