StabbittyDoom
|
So I'm musing over the idea of creating my own form of wild magic zone, with a very different flavor than the one that already exists for D&D.
In my mind a zone full of uncontrolled magic would be an area to be feared for direct negative consequences (similar to a radioactive area, but with a much higher potential for positive outcomes that's just barely outweighed by the negative and no residuals after leaving the area).
To preface this, though, part of the idea is that these zones are how the raw magic comes to be for magic items. Basically, certain objects (namely crystalline substances and really dense materials) will absorb that raw magic which can later be transfered by crafters to other items, but in a more controlled form that creates the magic item.
The downside of these zones is that if you spend too long in them (time varying with the strength of the area) you get a mutation of some kind (60% chance of something negative, 40% of something positive). Because of this, animals and any other creatures native to the area know to avoid the spot (DC20 handle animal check to force an animal to enter).
I was thinking that some of the possible mutations could be:
Grow an extra eye (+2 to Perception checks, -1 to saves vs. gaze attacks)
Partial Blindness (-4 to perception checks)
Complete Blindness
Deafness
Permanent increase or decrease to a stat
The thing is, I'm trying to come up with more specific rules for it. Things such as how much money worth of magical materials can be generated in a given amount of time, or how long it takes to get a mutation and maybe even a chart to roll on to determine the effect.
| Eyolf The Wild Commoner |
If I were you, I'd focus on the chart itself and how it affects magical interaction rather then life within it.
As a good rule IMO to represent the mutations that you speak of could merely be the use of templates, such as dire animals and things.
Extra limbs, or a tentacle.
But aside from that, yeah.
StabbittyDoom
|
That's just the thing, though. The wild zones I'm envisioning are more of a slow-seeping of magical energy than a place where magic goes wild. The difference between a tornado and a light breeze, if you will. It just happens that this energy doesn't interact too well with organic systems.
Because of this I was operating on the idea that they wouldn't change spell-casting much, if at all, but would primarily be the facilitator for magic item creation. The other effects are primarily flavor.
| Vindicator |
Sounds like the mournland. Why don't you use taint from Unearthed Arcana?
[/thread necromancy]
Heroes of Horror would serve as a better source for the taint mechanics, the rules have been modified and strengthened.
But, I agree with the David, taint would work best for what you are looking to accomplish.
StabbittyDoom
|
Some exquisite thread necromancy there.
I was thinking about these rules for a custom campaign setting that (for the moment) my group is not playing in (it's not my turn for DMing). When I did DM in that setting I just sort-of glossed over the specifics of such areas.
Both the sources you two list seem like good sources of ideas for negative effects. Do you know of sources for corresponding positive effects? This knowledge may be useful for the next time I DM in that setting.
| Fnipernackle |
Some exquisite thread necromancy there.
I was thinking about these rules for a custom campaign setting that (for the moment) my group is not playing in (it's not my turn for DMing). When I did DM in that setting I just sort-of glossed over the specifics of such areas.
Both the sources you two list seem like good sources of ideas for negative effects. Do you know of sources for corresponding positive effects? This knowledge may be useful for the next time I DM in that setting.
i put together a primal magic sorcerer archetype for that has 3 charts full of positive and negative effects. the charts are for 1-3 level spells, 4-6, and 7-9. take what you wish from them. i also gave them saves to stave off the effects, but thats up to you. i hope you get some ideas from it.
StabbittyDoom
|
I was thinking that preventing effects would have two saves. A will save to prevent yourself from absorbing the energy, and a fortitude save to prevent the effect itself. The first would go up over time much like saves versus heat or fatigue (from marching) do. The second would be like inverse poison (every save you make increases the DC of the next, and resets when you fail but you get a mutation). Both would start higher and scale faster for more intense zones. Really weak zones might allow days worth of travel without effect, while stronger ones might be measured closer to round.
You could voluntarily fail either save (or both), but you always choose this and roll (if necessary) before rolling what happens.
I figure that spell resistance would supply some degree of protection. Certain highly resistant creatures (SR30+) would be immune to all but the strongest fields. The Tarrasque, for example, would probably be immune to nearly every wild magic zone.
Anywho. The ideas in your pdf are pretty cool, but not quite the type of thing I was looking for. I was more looking for the "permanent mutation" style of things. Less 'Rod of Wonder' and more 'X-Men' (though more bad mutations than the latter generally has). I basically view this sort of wild magic zone as radiation rather than simple chaos.
I also assume that the list will be mostly bad things (to prevent people from trying to use it except when desperate). They will also probably be curable (difficulty depending on severity, of course).