Page 1 of 1

Antimagic gear doesn't disrupt using of wand

Posted: Sun Jul 17, 2022 2:37 pm
by dragonus
Haven't played Tale's of Maj'eyal for a long time. I was playing a Yeek Summoner recently. I didn't take antimagic, but I had put on an antimagic necklace by accident. When I found out, I was surprised it didn't affect any arcane gears I wore. Although as a summoner I didn't use any spell, I did have a wand of shielding equipped, and I had no problem using it with the antimagic necklace equipped at the same time. Is it a game bug?

Re: Antimagic gear doesn't disrupt using of wand

Posted: Tue Jul 19, 2022 1:56 am
by Moasseman
Nope, it's intended. While the wand is arcane powered and thus not usable if you're Antimagic, it is not a spell per se and is not subject to antimagic disruption

Re: Antimagic gear doesn't disrupt using of wand

Posted: Tue Jul 19, 2022 2:17 pm
by dragonus
Moasseman wrote: Tue Jul 19, 2022 1:56 am Nope, it's intended. While the wand is arcane powered and thus not usable if you're Antimagic, it is not a spell per se and is not subject to antimagic disruption
Thank you very much for the reply. Yes, as you said, the antimagic gear doesn't disrupt using of wand, actually as I later found out, it doesn't disrupt spells picked up from escort either, as long as the player hasn't taken antimagic. The said Yeek Summoner later picked up Chant of Fortitude from a Sun Paladin escort which for sure is a spell. He had absolutely no problem casting it all the time with the antimagic necklace equipped at the same time. It seems for non-spell-using non-antimagic characters, equipping arcane gears together with antimagic gears would not be a problem at all. For so many years, I have believed that one should not mix antimagic equipment with arcane equipment and thus always avoid doing so, only realize it's not the case today.

Re: Antimagic gear doesn't disrupt using of wand

Posted: Tue Jul 19, 2022 7:03 pm
by Moasseman
If you know any spells, equipping an item powered by Antimagic forces applies Disruption to you, which causes spells to have a chance to fail on cast and for magical sustains to have a chance to turn off automatically every turn