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Dead
 
PostPosted: Tue, May 10 2011, 21:28 PM 

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Can someone clarify if the portal wands requires free hand to activate?
Or say if someone is tied behind his back but someone passes him the portal wand?

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Mobile_Svensk
 
PostPosted: Tue, May 10 2011, 21:43 PM 

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I was going to post a manual for the latest smartphone, but then i didn't.

I suppose it has some kind of turn/Twist/Push/drag/fap element you need to activate/trigger/enable/hit/run in order for the ley-line to connect/Intercourse/send/Transmit/open so you can enter/access/walk in.

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TormakSaber
 
PostPosted: Tue, May 10 2011, 23:47 PM 

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There is a gesture made and a spoken word. The wand must be held out while the portal forms. Once the portal is made, you may put the wand away and it will remain open for its full duration. You cannot "sustain" a portal, it opens for the time period and then must be reopened with the previous activation methods.

There is no visible or audible motion that needs to be done to use the portal except a conscious notion made, mentally, to use it. Dead bodies may be carried through by another by virtue of the "Dead bodies get no save" clause. Material does not "Transport" through the portals. For example, if you open a portal to a node that is, for whatever reason, underwater, water does not immedietaly begin gushing out of the other end. You step through, though, and are immediately under the press of water.

Nodes that are sufficiently obstructed or stopped in some form may direct their travellers to the nearest mode or not function at all. In some instances the node may still work but the traveller placed in immediate mortal peril such as under intense debris or etc.

The portal wand only functions on the Prime Material Plane and in other specific planar areas, i.e. the locations on the server. It does not work on transitive planes, i.e. if you are on the Ethereal or the Astral and not in a DM specified "working Wand Zone", your portal wand does not work.

I post this information OOCly only because it is easy to find info that can be deduced with simple experiments and generla working knowledge of the portal wands that may or may not have been told to you by the Mystrans.... or the current facilitators and givers of te Portal Wands.

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Shrewd
 
PostPosted: Tue, May 10 2011, 23:48 PM 

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Quote:
Wands use the spell trigger activation method, so casting a spell from a wand is usually a standard action that doesn’t provoke attacks of opportunity. (If the spell being cast, however, has a longer casting time than 1 action, it takes that long to cast the spell from a wand.) To activate a wand, a character must hold it in hand (or whatever passes for a hand, for nonhumanoid creatures) and point it in the general direction of the target or area. A wand may be used while grappling or while swallowed whole.

This is taken from http://www.dandwiki.com/wiki/SRD:Wands

RPly, I assume a wand in NWN works the same way as in PnP.

Edit: My post is about wands in general, looking at Tormak's post, there's some other bits like the verbal command.

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Dead
 
PostPosted: Thu, May 12 2011, 5:55 AM 

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Thanks Tormak.
More than answered!

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Jack O'Bannon
 
PostPosted: Sun, May 15 2011, 15:04 PM 

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TormakSaber wrote:
There is a gesture made and a spoken word.

Does that mean you cannot use the wand while silenced, deafened or being mute etc?

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TormakSaber
 
PostPosted: Sun, May 15 2011, 20:10 PM 

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Deafened, no (despite the speaking issues that often accompany lifelong deafness)

Silenced or muted or strangled or otherwise unable to speak: Yes.

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Feonir
 
PostPosted: Sun, May 15 2011, 23:08 PM 

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So mechanically speaking for people who RP a mute character they are all kinds of SoL for portal wands then? Interesting.

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TormakSaber
 
PostPosted: Sun, May 15 2011, 23:44 PM 

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They're pretty SOL for spells in general unless they have Still Spell!

And RPly any item that the description says it has a command word wouldn't work either.

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Maverick00053
 
PostPosted: Mon, May 16 2011, 4:04 AM 

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TormakSaber wrote:
They're pretty SOL for spells in general unless they have Still Spell!

And RPly any item that the description says it has a command word wouldn't work either.


Wait... doesn't still spell allow someone to cast spells in armor/without hand movements. I though there was still a vocal part needed. If so then if they were mute... they would be screwed with or without Still Spell, or am I mistaken?

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serbiris
 
PostPosted: Mon, May 16 2011, 4:19 AM 

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He probably meant Silent Spell. Shrug?

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TormakSaber
 
PostPosted: Mon, May 16 2011, 9:31 AM 

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Maverick00053 wrote:
TormakSaber wrote:
They're pretty SOL for spells in general unless they have Still Spell!

And RPly any item that the description says it has a command word wouldn't work either.


Wait... doesn't still spell allow someone to cast spells in armor/without hand movements. I though there was still a vocal part needed. If so then if they were mute... they would be screwed with or without Still Spell, or am I mistaken?


Spells, Maverck.

Not items. Items always require all components.

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Naivatkal
 
PostPosted: Fri, Sep 16 2011, 16:11 PM 

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DIsclaimer: Digging this up for the sake of not cluttering GD with extra threads.

Portal wand question in regards to slots.

I believe I have read that the 1 and 2 slot on a portal wand (like Cordor: South and Wiltun, and the UD ones) are unchangeable. Is this true? I'm curious because if someone was to be banned from Cordor, it would be nice to be able to change all their bindpoints so the top slot isn't being taken by a useless bindpoint (no, none of my chars are banned, just an example I thought of).

Just curious if this can actually be requested, with RP. I know I have one or two chars where I would like the change the primary bindpoint and get rid of Cordor: South entirely (one I might get rid of Cordor on the whole wand).

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Dieu_Le_Fera
 
PostPosted: Fri, Sep 16 2011, 16:41 PM 

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the second slot of a portal wand is reserved for guilds... the first slot is where you started off as a character... I doubt the second slot will ever change but with some good RP you might be able to get the first changed.

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Naivatkal
 
PostPosted: Fri, Sep 16 2011, 16:49 PM 

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Reserved for guilds? I didn't know there was one for that lol

I'm just thinking of the A and B starting points, the two you cannot change via node binding.

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Dieu_Le_Fera
 
PostPosted: Fri, Sep 16 2011, 16:56 PM 

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I dont want to metagame and say where some guilds start but for most its obvious... when you get the little token from the faction leader the second slot of your wand becomes their binding point... it doesn't become your home though that still needs to be done manual

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Naivatkal
 
PostPosted: Fri, Sep 16 2011, 17:10 PM 

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I figured it was something along those lines for the guild/faction one :D

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Naivatkal
 
PostPosted: Tue, Sep 20 2011, 19:57 PM 

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Soooo DMs, is it actually possible to alter your set first slot bindpoint for A and B to something entirely different (ie someone is banned from Cordor so switch Cordor: South to Kohlingen or something).

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