Wild Magic and Bullets

Started by Organized_Chaos, November 15, 2012, 02:19:06 PM

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Organized_Chaos

Currently, in wild magic zones - any use of PC crafted bullets results in a wild magic surge on the person who threw the bullet.

I suggest one of two things be done to change this.

[LIST=1]
  • The bullets not result in a surge at all - because the PC's part in the magic is long over. This is the same line of thought as a Wizard who casts elemental weapon on a sword before magic surges. The sword doesn't then start creating wild magic every time it hits. If I craft the bullets in normal magic - they shouldn't result in wild magic on me when I throw them later.

OR


  • The wild magic effect takes place at the point of impact, since the bullet itself is casting the spell, not the person throwing it. This is unlike where a wizard casts a ranged spell. The wizard is the originator of the magic. He crafted it with his own hands then threw it. Instead, the bullet is capable of casting a spell and does so when it impacts something.

xXCrystal_Rose

It's no different than drinking a potion. Someone else made the magic long ago. Also elemental damage on swords is a different thing entirely. It is not on hit: combust. It seems a little excessive and unnecessary to change the script to allow magic from a certain source to not trigger wild magic. Fact is by throwing a bullet that creates a magic effect you are doing the same thing as reading a scroll or using a different item which releases a magical charge. If you were to spam an Oeleum Canister it'd be the same thing as throwing bullets with Acid Splash.

Weaverific

There is nothing magical about throwing a magical item.

putrid_plum

I think wild magic should be fair accross all sides.  NPCs should be subject to it, if they still aren't!.  I also think magic swords and DR loot and other things that are magic should fail too, like flame weapon.  It makes no sense to work on smoe sorts of 'magic' yet not others.

ThisIsWonderland

I hate to say it, but I don't think it makes sense that people can enchant themselves in the Scars and then just walk into the desert with all of their enchantments intact.

Organized_Chaos

Derailed in two posts. Record.

Back to the OP. There is nothing magical about throwing a bullet.

Bonhomie

It's probably unintentional, so can be posted in the bug section forum.

putrid_plum

I am fairly sure my post is related, since it has to do with the exact same thing only not on a bullet.

RagingPurpleGiant

If the bullets cast magic I'm in favor of the wild magic effecting them as it seems to be working fine. Just use some non-magic bullets until the wild magic ends.

As for the wild magic effecting the target rather than the one using the bullets; I'm pretty against this idea as it would cause anyone with a ranged weapon that causes a magical effect to be at an incredible advantage as their bullets which once did 1d4 acid damage at their strongest begin casting chain lightning when they hit the enemies.

If I'm understanding everything right I think the system works fine.
<elmo>: i have to say for me your glory days have been on EFUR RagingPurpleGiant1

Teeth in a Bowl

I'm quite sure manufactured sling bullets that cast spells are a mechanical thing alone, as the effect is usually biological. Acid pods/giggle spores, etc.

In most cases anyway. Obviously there'll be a few that do actually cast spells like any other magic item.

Howlando

I'll forward this suggestion to our Korean office where a gang of scripters work around the clock to implement every complicated, trivial suggestion in the book.

As for plum's comment:
QuoteI think wild magic should be fair accross all sides. NPCs should be subject to it, if they still aren't!. I also think magic swords and DR loot and other things that are magic should fail too, like flame weapon. It makes no sense to work on smoe sorts of 'magic' yet not others.

NPCs are subject to it just as PCs in those areas in which it is permanently applied.

 Permanent magical properties on items do and should remain. It makes perfect sense that "fixed" magical properties are not subject to instability whereas uses of magic that access the Weave are subject to the instability.

Also, if you had any idea how complicated and bug-prone it would be to strip off all magic properties from items (putting aside those items that have magical properties that are supposed to reflect mundane ones i.e. a particularly pointy dagger) and then return them properly you would understand that such a suggestion simply isn't plausible.

Suggestions for fun content and things to improve the server are DESIRED yet pie-in-the-sky complex scripting requests to address trivial, minor issues that result in hotly discussed Suggestions forum thread just aren't useful...

As nothing further will come from this, LOCK.