| The Sword Emperor |
| 1 person marked this as a favorite. |
Wild Magic
Magic is inherently dangerous, especially in the hands of mortals. They draw power from chaos and shape it to their will, or fervently pray to the gods in hopes their chants will bring favor. Whatever the method used to control magic, it requires years of practice, and the smallest misstep can be the difference between a fireball and a setting oneself on fire. And miscasts do happen. A wizard uses a badly crafted focus or a bard plucks the wrong string. Even divine magic can be miscast: a cleric chants the wrong phrase and an angered god punishes him, or perhaps a trickster god or rival deity interferes with the spellcasting for mischief or malice.
Wild Magic is the result of a miscast. Because of the miscast, the spell does not go off quite as planned, if at all. The results are often spectacular, but rarely are they inherently dangerous. Sometimes, the results are even beneficial, but wild magic rarely gives something without taking something away, and vice-versa.
The Rules of Wild Magic (if you can call them that)
A spellcaster rolls on the following table whenever one or more of the following conditions are met.
• The caster rolls a 1 when casting a spell; if the spell doesn't require the caster to roll, roll a d20 anyway
• The caster fails a Concentration check
• The caster suffers Arcane Spell Failure
• The caster chooses to cast a spell without the appropriate components
• The caster, if divine, has disobeyed the caster's deity's tenets in the last 24 hours
• The spell is counter-spelled, or spellresisted
When one of these conditions is met, the caster rolls a caster level check. A level check is (1d20 + Caster's Level), with a DC equal to (15 + ((Spell Level x 2))). If the check fails, roll on the table below and apply the result.
Additionally, a DM might call for a check at discretion.
Wild Magic normally results only from spells and spell-like abilities. It may apply to supernatural or even extraordinary abilities under special circumstances. Bardic performance, for example, might be subject to wild magic, while a vampire’s bite may not.
Magic Items can trigger Wild Magic when their activated properties are used.
Wild Magic usually affects the spell's intended beneficiary, AKA, "the Bollixed". For example, if a Cleric uses Cure Light Wounds on an ally, the ally would be the Bollixed. However, if a Wizard cast a Fireball on a group of goblins, the Wizard would be the Bollixed.
When a spell invokes Wild Magic, the spell still functions as it would if it did not invoke Wild Magic, unless the result precludes it.
Any non-instantaneous effect wears off after 24 hours, unless otherwise stated. The DM may modify the duration.
Nobody can exploit Wild Magic. Any attempt to exploit the results will backfire. Purposely invoking Wild Magic for a specific result will also backfire.
Similarly, tampering with the result of wild magic is doomed to failure. At best, an insignificant improvement. At worst, things exacerbate, or it's time to roll on the wild magic table again.
The table gives examples about how many of the Wild Magic results will play out. These examples are not exclusive.
Ultimately, Wild Magic is, by its nature, unpredictable. All of the foregoing and forthcoming rules can be broken. Sometimes Wild Magic happens on a successful casting, or the duration becomes permanent, or something equally bizarre.
RESULTS
1
Absurd Equipment: A piece of the Bollixed’s equipment transforms. If the equipment is magical it remains magical, but the properties might change. The transformation may be superficial, like a steel sword becoming candy-cane colored; significant, like a helmet turning into a hat too small to wear; or just absurd, like plate mail turning into a ball gown, or a 10-foot pole becoming sausage links.
2
Aesthetics: The Bollixed’s appearance changes a little. A tattoo might form, or new piercing, or maybe a different eye color. The Bollixed might become bald, grow long hair, or grow a beard (even if female).
3-4
Age Change: The Bollixed becomes younger or older.
Child | Adult | Middle Age | Old Age | Venerable
Find the Bollixed's current age category on the chart, roll 1d4, and count to the right a number of columns equal to the result, scrolling back to the left if need be. The Bollixed's exact age is up to the DM. The transformation may affect temperament, but not memories and nature. An old and sagacious cleric who becomes a child might become hyper and irresponsible, but the cleric still knows how to cast spells, remembers religious vows, and how to behave. Conversely, a young and bold Fighter might become a crotchety old man, or a venerable sage of the sword.
5-8
Alien Behavior: The Bollixed behaves as if a stereotypical member of a different race. For example, an elf who behaves like a dwarf will become greedy, selfish, stubborn, and a drunkard.
9
Amorphous: The Bollixed becomes living liquid of some kind: blood, water, molten glass, and so forth.
10
Animate Inanimate: The Bollixed becomes an animate object, either of a normally inanimate object (like a chair), or a humanoid construct. The character gains the Construct type and may experience particular difficulties in battle and social interaction, but is otherwise normal - or as normal as a talking chair can be, in any case.
11
Backfire: The spell has the opposite of its intended effect. A Cure spell harms, a Time Stop spell stops the caster in time, and a Detect Thoughts spell lets others read the caster’s thoughts.
12-16
Bizarre Weather: Local weather conditions change in an unexpected way. It begins raining in a desert, or a heatwave hits a snowfield. Maybe a raging storm starts on a sunny day. This overrides Control Weather and similar spells.
17
Bodyswap: The caster and the caster's target switch bodies. If the caster was not targeting anybody, the caster switches bodies with the nearest creature.
18
Commentary: A voice follows, and narrates the life of, the Bollixed. The voice does not always speak, but it is eerily accurate when it chats. Sometimes it is useful, "Little did he know goblin archers were waiting in the shadows." Just as often, it says something depressing or frustrating, "Sadly, his quest was doomed to failure. He wouldn't admit it, but he knew the Duke would reject his plans." Rarely, the voice speaks loud enough for others to hear.
19
Confusion: The Bollixed mishears everybody. If told to remain quiet, the Bollixed might instead hear "We all need to shout to scare them away". Conversely, a hag disguised as a young woman might say, "I am lost in these woods, please help me," but the Bollixed hears, "I killed a girl and am wearing her skin as a disguise. Come home that I might devour you." Nor is it always so helpful or counterproductive. In either of those cases, the Bollixed might just hear, "Hey, want some cake?"
20-21
Cross-Class Cast: The caster accidentally casts an equivalent level spell from a different class’ spell list. The new spell centers on the caster, if possible, or the closest valid target. To determine the spell, find where the intended spell is, or would be, on the other class’ spell list, and take the next alphabetical spell. This spell cannot be on the same spell list as the intended spell.
22
Cursed Item: A curse affects one piece of the Bollixed's equipment. A Headband of Intelligence could become a Headband of Stupidity; a Wand of Fireballs might blow up in the caster's face; a Shield of Wave Blessing could become a Shield of Sinking. The change is not immediately obvious.
23
Dead Sense: One of the Bollixed’s senses stops working. This could be any of the traditional senses, or one of the many others, such as balance or temperature.
24
Dimensional Duplicate: An alternate version of the Bollixed appears. This alternate self has its own goals and motivations. It might be the traditional "evil twin", complete with evil goatee, or a desperate time-lost hero trying to prevent the Bollixed from suffering the same fate as itself. This alternate self doesn't disappear until its task is done or it is defeated.
25-28
Dimensional Nexus: Reality in the area bends and twists as other planes and dimensions temporarily overlap with this one. The extent and type of intrusion are unpredictable: everything on the Ethereal Plane might become substantial; the Fire and Water Planes might intersect with literally steamy results; the Plane of Time might slow down everything; creatures from Mechanicus might pop in; some parts of the landscape might be replaced.
29
Division: The Bollixed divides into two people. Each has the memories and equipment of the original, but represents only half of the original person’s personality; they exaggerate these features.
30
Energy Battery: One energy source heals the Bollixed. However, the Bollixed must have a constant supply of this energy source in addition to the Bollixed’s usual diet. This effect lasts for one month. See Starvation table.
31
External Monologue: The Bollixed no longer has an internal monologue. The unfortunate character must speak every thought. The Bollixed is unaware of doing this unless it is brought to attention, and will forget about it again in moments.
32
Focus: One, or more, of the Bollixed's senses becomes hypersensitive. For example, the Bollixed might be able to smell people from a mile away, but be easily overwhelmed by subtle odors nearby.
33
Fu-Sion-Ha!: The caster and the beneficiary become fused into a single form. If the caster is the beneficiary, the caster instead fuses with the closest person.
34
Genderswap: The Bollixed becomes the opposite sex. The transformation may affect temperament, but not memories and nature. If the Bollixed was of a race without a sex, the Bollixed assumes a sex, even changing form somewhat to accommodate that. For example, if an ooze could somehow cast a spell, and had this result, it would assume a humanoid shape that was either male or female, while still being an ooze.
35
Gone: An unattended object or structure in the area disappears. The object can be of any size, even a castle (assuming it’s empty at the time). The object later reappears in the caster’s presence the first time that would be helpful or harmful.
36-38
Halfway Here: The Bollixed shunts to either the Ethereal Plane (Astral Plane) or the Shadow Plane. The Bollixed appears to be either a ghost or a shadow on the adjoining plane, as appropriate. (If the Bollixed is already on one of those planes, shunts to either the adjoining plane, or another transitive plane).
39
Here It Is: Recall a currently unattended object or structure the caster has seen firsthand. That object is immediately teleported into the caster’s presence.
40
I See Dead People: The Bollixed can detect ghosts and other insubstantial, or invisible, creatures. However, this comes at the cost of normal vision. All insubstantial and invisible creatures count as substantial and visible. However, all substantial creatures count as insubstantial.
41
In Illness and in Health: The Bollixed becomes violently ill. This could be anything from the world's worst case of hiccups to a bizarre and dangerous mutation to a fever so bad the Bollixed wants to die but can't pass out. Ironically, the Bollixed becomes immune to all diseases and poisons, fatigue and exhaustion. Any conditions the Bollixed was already experiencing are gone. Any permanent conditions, such as parapalegia or blindness, are suppressed.
42
Language, Language: The Bollixed now speaks, reads, writes, and understands a different language, and only that language.
43
Life/Undeath: The Bollixed becomes an intelligent undead of a random type, but equivalent level, even if that undead would not normally be intelligent. If the Bollixed is undead, the Bollixed becomes alive. The transformation may affect temperament, but not memories and nature.
44
Lifebond: The caster and the beneficiary become supernaturally connected. They can read each other’s mind, know each other’s location, and each other’s status. They frequently imitate each other by accident.
45
Light Switch: The area becomes dark if there is light, or brightly lit if it is dark.
46
Living Spell: The spell gains sentience and material form. It is friendly toward the caster who created it, but has its own dreams and desires. Such a living spell may become permanent given special circumstances.
47
Madness: The caster is afflicted with some form of insanity. Anything from a crippling fear of casting magic to the sadly mistaken belief that he is, in fact, a level 12 Fighter; narcissism to schizophrenia. However, the caster gains a small reprieve because of the insanity: any mind-affecting effects currently on the caster dissipate, and the caster is immune to any mind-effecting effects while this madness endures. If the caster was suffering any other madness, it is suppressed for the duration of this effect.
48
Magical Explosion: Everything in the area takes 1d6 damage per caster level, Reflex save for half. Anything that survives is healed/repaired for 1d6 hit points per caster level. All magical effects and equipment are subject to Dispel Magic. This occurs instead of the intended effect.
49
Meet the Locals: A number of local inhabitants immediately appear in the area. The inhabitants may be people, animals, or anything else. Whatever the case, they are neutral toward all parties involved in whatever is happening. Such locals are usually average members of their species, and unknown to any of the parties. They do not disappear, or otherwise get teleported back to the place from whence they came.
50
Misplaced Possession: One of the Bollixed’s mundane possessions immediately disappears. It reappears after resting, and is now a wondrous item.
51
Mixed Reactions: All creatures reverse reactions toward the Bollixed. Hostile creatures become helpful; friendly creatures become unfriendly. Neutral characters act as if the character is unimportant or non-existent: in the best case, a guard might not care that the Bollixed walks by and into the treasure vault; in the worst case, a king might completely ignore a well-pleaded argument, no matter how high the Bollixed's diplomacy check.
52
Nemesis: Somebody else pays the consequences for Wild Magic. A farmer's house inexplicably burns down. A wizard's spell components disintegrate just before completing a ritual to become a lich. A nobleman transforms into an intelligent weasel. That person learns that the caster is the cause of the misfortune. That person, its agent, or superior, comes seeking vengeance.
53
Odd Memory: The Bollixed's memory is affected. The Bollixed might forget the last 24 hours, be unable to remember things for the next 24 hours, remember events with gross inaccuracy, or gain the curse of a truly photographic memory.
54
Paradox: Some feature of reality alters, but always in a way significant to the Bollixed. The effects may not be immediately obvious. Perhaps one’s dead parents come back to life as vampires, or one’s pet cat is now a dog. This effect is permanent.
55
Perfect Hindsight: The Bollixed has perfect hindsight. Any time the Bollixed messes up, realization comes after it is too late to change anything. Of course, this knowledge may be useful for similar situations in the future.
56
Personality Shift: The Bollixed’s own nature changes. The Bollixed acts very differently; people will notice the change. This might even change the Bollixed’s alignment. A quiet monk may become a boisterous drunk; a conniving thief could become a saint.
57
Powerful Desire: The Bollixed becomes obsessed with a person, place, thing, act, or idea. The Bollixed might spend all day working on an airship design, eat bowl after bowl of ice cream, or woo another party member.
58-61
Racial Transformation, Full: The Bollixed transforms into another race. The transformation may affect temperament, but not memories and nature. The transformation can be into anything from a chicken to a Balor. The transformation may affect temperament, but not memories and nature.
62-65
Racial Transformation, Partial: The Bollixed's race remains the same, but the Bollixed gains features of another race. A human might sprout cat ears and a tail, become as tall and green as an orc, or develop a Mind Flayer's tentacle mouth. The transformation may affect temperament, but not memories and nature.
66
Reality's Sight: The Bollixed sees the world in an idealized version of itself. A cruel-hearted, but beautiful, person may appear to be a hag; a well-loved but dilapidated temple may appear to be of sterling silver. The Bollixed is unaware about this effect without a tip-off, which can lead to awkward situations; for example, falling through the broken floor of the aforementioned temple. Even with the tip-off, the Bollixed cannot see reality as it actually is. Coincidentally, this means the Bollixed sees through illusions.
67
Rebalancing the Humours: The Bollixed loses ten ability points divided between one or more categories. The Bollixed gains ten ability points divided between one or more categories. For example, a wizard might drop from an 11 Constitution to 1, but jump from 20 Intelligence to 30. No ability may drop below 1. The lost and gained points are allocated by the DM.
68
Recolor: Everything in the caster’s vicinity is recolored: skin, hair, clothes, walls; even the air takes on a slightly different shade. This is actually an effect centered on the caster, and follows the caster.
69
Redirect: The spell targets somebody other than the intended recipient(s), or a different area, in the case of area-affecting spells.
70
Savant: The Bollixed gains ranks in a Craft, Performance, or Profession skill in which the Bollixed currently has no ranks. The number of ranks is equal to double the Bollixed's character level, and the Bollixed counts as trained in that skill. The Bollixed is compelled to resolve any situation, including combat, via use of this skill. If that by itself is impossible, the Bollixed is still compelled to somehow work the skill into the situation.
71-72
Size Alteration: Roll 1d8 and compare to the size chart. Move up a number of spaces equal to the result, scrolling back to the bottom if need be.
73
Speech Impediment: The Bollixed cannot speak normally. Perhaps the Bollixed speaks with a lisp, or only in rhyme, or emphasizes the wrong syllables, or sounding sarcastic at inappropriate moments. It is a bad idea to cast spells with Somatic components while this is active.
74
Summoning: The caster summons an extraplanar entity. This outsider is significantly more powerful than the summoner and knows it was summoned by accident. The entity is initially neither helpful nor hostile, but is open to negotiation. If the caster has something the entity wants, or promises something, the entity might be helpful. Conversely, poor negotiations or a refusal to deal with the entity will incur its wrath. It might attack now or leave to plot a more intricate vengeance.
75
Super Effective: The spell works extraordinarily well. The caster can apply a number of metamagic feats equal to (10 – Spell Level) to the spell, and ignores Spell Resistance. Furthermore, the caster can choose to roll again on the Wild Magic table in exchange for another metamagic feat. The caster can roll a number of times equal to the spell’s level. Metamagic that would affect the spell’s casting, such as Quicken Spell, are applied retroactively. If no metamagic feats would apply, the caster simply doesn’t lose the spell from memory.
76
Spellwarp: The spell goes off, incorrectly. A fireball might produce no heat, or be only smoke, or a tiny fireball, or a gigantic fireball, or do cold damage. An invisibility spell could make the target incorrectly believe he is invisible, make him permanently invisible, make everybody he touches become invisible, make everyone in the area invisible, or end prematurely.
77
Subjective Reality: The Bollixed becomes convinced of a lie, no matter how ludicrous. Ironically, the lie holds some truth for the Bollixed, if nobody else. If the Bollixed is convinced a certain demon doesn’t have damage reduction, that demon doesn’t have damage reduction – against the Bollixed. Similarly, if the Bollixed believes there is a door some place where there is not a door, then the Bollixed can open the door and walk through it, but nobody else can.
78
Taboo: The caster becomes unable to perform or refrain from some act, or is harmed if exposed to a certain thing that is normally non-harmful. The taboo somehow ironically relates to the spell that invoked this wild magic result. A wizard who cast a fireball might be unable to stand within 30’ of a source of fire. A Cleric who casts heal might be unable to touch sick people. A sorcerer who casts Mirror Image might be compelled to stare into any mirrors for one round per caster level.
79
Teleport: The Bollixed is teleported. If fortunate, the Bollixed might end up inside a nearby attic or basement. If unfortunate, the target might be teleported to another plane and need to find the way back. If extremely unfortunate, the target may teleport into a stone wall, into the bottom of an ocean, or a mile into the sky. However, even in the most dire circumstances, something will go right. Perhaps a passing roc will pick up the Bollixed, or the Bollixed can find a nearby underwater cavern with an air supply.
80
The Almighty Cantrip: The caster's cantrips become incredibly powerful, but unpredictable, as they accidentally become interwoven with the very essence of magic. Mage Hand might be able to pick up horses, but it could just as easily crush a small, delicate object. Spark might work from a distance, or it could set everything in the area on fire. If the caster doesn't possess any cantrips, the caster gains the Wild cantrip. This cantrip, when used, has unpredictable effects. It can emulate any other cantrip, but doesn't always do what the caster wants.
81
Transmutation: One unattended object or structure transmutes into a different material. A tree might become flesh, or a gravestone become steel. This effect is permanent.
82
Unlock: Any locked thing in the caster’s vicinity is immediately unlocked. If locked by magical means, it gets a saving throw. Note that this applies a liberal definition of “locked”: anybody wearing a belt finds it comes undone, buttons pop open, held touch spells immediately activate.
83
Unorthodox Companion: The Bollixed gains a loyal companion, but something is wrong with it. A kleptomaniac butler, an annoying fairy healer, a mind-reading imp who blurts the Bollixed's secrets. This effect is permanent.
84
Useless Foresight: The Bollixed knows the future of any course of action the Bollixed plans to undertake. But only a version of the future that will not come to pass.
85
Versatile Spell: The spellcaster becomes unable to cast any spell other than the spell just cast. However, the caster can now use the spell in any way even vaguely related to spirit or the wording of the spell. This spell replaces every spell slot of its level or higher. The effect wears off when the caster has used all those spell slots.
86
Visions of Our Secrets: Make note of one important private thought had, or secret held, by the Bollixed and anybody the Bollixed encounters. Upon resting, each person learns the secret of all others. The next time any of those people rest, they learn each other's important private thoughts. This happens for each person. The revelations come as dreams, and are usually vague, but can be correctly interpreted, and the people know the visions are true. The effect ends when the Bollixed rests.
87
Weird Luck: The Bollixed suffers bad luck and enjoys good luck in equal, extreme measure, alternating. For example, a powerful monster might ambush the Bollixed, but when defeated, drops 50,000 gold, but the gold belongs to an archmage, who wants it back, but feels sorry for hurting the Bollixed, and so gives the Bollixed a magic wand of great power that runs out of charges at the worst time.
88
Widespread Paranoia: Nothing seems to happen. However, everybody else is convinced something must have happened. Even people who don't know anything about the spellcaster, or even magic, will think something strange is happening when the caster is around. Best case: people credit the caster for doing well, despite the "obvious" wild magic happening; worst case: a village mob gathers to attack the "strange" person "responsible" for bad things happening.
89-98
Reroll: Roll twice on this chart and take both results. If this result is met again, apply it again. If both rolls give the same result, apply accordingly.
99-100
Truly Unexpected: Something other than the listed effects occurs. Maybe roll on the Catastrophic Table, or make a non-permanent effect be Permanent, give the Bollixed a pet dragon; whatever it is, it should be at least as bizarre as any other result.
Design Notes
The results are meant to be, overall, neither particularly helpful or harmful. There are exceptions, of course, but that small chance of something extraordinary happening is all part of the fun.
This chart is meant to apply to actual casting. I have other plans to create a Catastrophic Wild Magic table, which applies to extraordinary cases (like destroying an Artifact) and Magic Item Wild Magic, which applies to using and affecting magic items.
I chose 24 hours as the standard duration because that should be long enough for a character to really feel the good and bad of any given effect. However, in my playtesting, I find that this sometimes is a bit long with certain effects. I am considering adding a duration to each entry.
Most of the options are vague mechanically. That's intentional. I want to give more leeway to the DM in deciding the exact effects (even if the players have seen that result before and "know" what to expect). Also, the table is meant to be fun to read; if I gave everything an appropriate mechanical write-up, the table would be unwieldy in length.
I'm not terribly fond of large "empty" situations, which are relegated to rerolls. If I can think of more to add, I would. Even so, I tried to spice up the re-roll result a touch.
I realize some of the names are a bit silly, like "Fu-Sion-Ha!" and have considered something a bit less absurd, but that silliness might be just appropriate for this chart.
Thoughts?
| The Sword Emperor |
Responses to Posts
What motivates you to suggest the "50/50" system? ie. how would that make it more balanced, and what do you mean by balanced?
TOZ, what problem(s) do you have with the system?
Possible Revision
1) Wild magic does not happen on the roll of a 1. Spells that do not normally require d20 rolls still do not require them. (In other words, whether it is a fireball or a ray of enfeeblement, you don't roll a d20 to see whether you invoke wild magic).
Rationale: Letting wild magic happen on a roll of a 1 might be a bit much. Especially because there is no equivalent critical hit for spells that do not require attack rolls, but here I require them to make a roll to see whether they go badly. This revision also makes wild magic significantly rarer, leaving it almost entirely in the hands of failed concentration checks.
2) More charts. I could divide that chart into three sub-charts: Good, Bad, and Neutral Wild Magic. Different circumstances may call for rolling on different wild magic charts. Some failed checks might require a roll on the Bad chart. A different one might require a roll off between Bad and Neutral (or Bad and Good) to see which applies.
Rationale: This opens up more possibilities for invoking wild magic. There could be ways of invoking good wild magic, especially in a world where wild magic is common. New class archetypes could take better advantage of wild magic. It's also a neat way to still justify always rolling a d20 with spells that normally don't require an attack roll. On a 20, you could roll on the "good" wild magic chart. Also, although I suggest three new sub-charts here, I could take out the neutral one and just leave neutral ones in the other two charts.
New Stuff
Beside suggesting a Magic Item Wild magic and Catastrophic Wild Magic chart, I am puttering around with ideas for new archetypes and even a concept for a setting that would incorporate wild magic.
Wizard Archetype
Wild Sage
Wild Sages are insatiably curious scholars who study and experiment with the fundamental principles of magic. Whereas most wizards learn only one way to cast any given spell, a Wild Sage usually knows several. Tradition is a secondary concern. Wild Sages pick apart any spells they learn and reconstruct them, testing them with different materials, gestures, and words, recording their spells quirks and flaws, and thereby gain a better understanding of both the spell and arcane study as a whole. Unfortunately, these experiments are often dangerous, as their spells either fizzle or have unexpected side-effects as the Sage tries to capture, control, concentrate, and calculate a spell's effects. Wild Sages who survive more than a few of their experiments oftentimes go on to become renowned and respected scholars, inventing new spells or improving older ones with a proficiency and ingenuity that often shocks their peers. Although some Wild Sages sequester themselves to protect others, other Wild Sages become adventurers to test their more dangerous spells or put their research to good use.
Basic Mechanic: Wild Sages tend to know fewer spells (or have more prohibited schools) because they often become hyper-focused on variations in spells they currently know. They can cast spells without always meeting the requirements, or make changes to their perimeters, but this practice often opens them up to wild magic effects. They can try to control these effects, turning them toward something good, or even purposely invoke them.
Sorcerer Archetype
Uncontrolled
All sorcerers inherit their powers from somewhere, turning their bodies into magical engines they often intuitively control. However, a few sorcerers are either incapable of, or do not care to, control the magic that flows through them. Perhaps the magic flowing through their veins is simply too powerful for a mortal to control or maybe they just feel comfortable opening more channels of magic and take the consequences as they come.
Basic Mechanic: Uncontrolled is an Archetype that can be applied to any bloodline. These sorcerers have an extra spell per day and their spells tend to be deadlier. However, they also frequently invoke wild magic, often to their detriment.
Magus Archetype
Chaos Blade
Chaos Blades study wild magic in particular, seeking ways to turn the most dangerous elements of magic to their favor. There is an undeniably martial bent to their practices, to which their scholastic interest is often secondary. Chaos Blades wade into combat, prepared to disrupt the magical properties of items and blight the weaves of magic their enemies summon.
Basic Mechanic: Chaos Blades can force people to invoke wild magic, even when they don't meet any of the conditions, and they can make it harder for people to resist the effects of wild magic. They can even disrupt magic items. They sometimes accidentally or intentionally invoke it on themselves.
A quick note on settings: If you make wild magic a big theme of your setting, you likely want a world where magic is difficult to control or where the consequences of failure are severe. It doesn't work quite as well in a high or epic fantasy setting, if only because those settings assume people are so comfortable with magic that shopkeepers put up alarm spells and enchant their display knives. In such a setting, wild magic would probably be invoked so frequently that people likely would destroy themselves. On the other hand, it's also quite good for a destruction theme: if you want to show that the world is falling apart, or go with a post-apocalyptic game, then wild magic works especially well. It's also fun for a low fantasy game, emphasizing that the only people who practice magic are either exceptionally careful or exceptionally foolish.
TOZ
|
Responses to Posts
What motivates you to suggest the "50/50" system? ie. how would that make it more balanced, and what do you mean by balanced?
TOZ, what problem(s) do you have with the system?
It's random. I hate random. It always works out worse for the players. If the players want that, fine. I don't.
As for the 50/50 topic, I would make it a random target among all creatures in range. If it always negatively effects the caster, it's not being random. You want wild magic, make it wild and unpredictable. Just because something backfires doesn't mean it goes badly for the subject, just differently. Maybe you don't hit who you were aiming for, maybe you hit your own teammate, or maybe you hit the guy sneaking up behind you. Or maybe you turn a poor innocent bystander into a newt.
| The Sword Emperor |
The Sword Emperor wrote:Responses to Posts
What motivates you to suggest the "50/50" system? ie. how would that make it more balanced, and what do you mean by balanced?
TOZ, what problem(s) do you have with the system?
It's random. I hate random. It always works out worse for the players. If the players want that, fine. I don't.
As for the 50/50 topic, I would make it a random target among all creatures in range. If it always negatively effects the caster, it's not being random. You want wild magic, make it wild and unpredictable. Just because something backfires doesn't mean it goes badly for the subject, just differently. Maybe you don't hit who you were aiming for, maybe you hit your own teammate, or maybe you hit the guy sneaking up behind you. Or maybe you turn a poor innocent bystander into a newt.
In my playtesting, the randomness has always worked out in our group's favor. There's some luck to that and maybe a bit of the DM being lenient. But against the players? Never. Not that I'm pleased with things going entirely in the user's favor, mind you.
Anyway, I could let the effect split amongst random targets, but that makes the results more difficult to assign. As it stands, the wild magic is meant to be an inconvenience (or curiosity) for the caster because wild magic triggers only when he fails a check. I'm concerned that it takes much of the sting out of failed checks if there is a 50%+ chance of the spell both going off successfully despite failing a concentration check and the opponent suffering the negative consequences.
I'm more amicable to that if, say, wild magic were more frequent or if there were relatively positive charts for wild magic. I'll think more on this, but I am reluctant to assume it because I think it implies that the consequences of failing a concentration check is already somehow unbalanced.
| Scooter Scott |
It's random. I hate random. It always works out worse for the players. If the players want that, fine. I don't.
As for the 50/50 topic, I would make it a random target among all creatures in range. If it always negatively effects the caster, it's not being random. You want wild magic, make it wild and unpredictable. Just because something backfires doesn't mean it goes badly for the subject, just differently. Maybe you don't hit who you were aiming for, maybe you hit your own teammate, or maybe you hit the guy sneaking up behind you. Or maybe you turn a poor innocent bystander into a newt.
I agree fully that it should be completely random for targets (caster included) if you want wild magic. As should the effects themselves... Give a chance for it to work properly, or even better than intended, but also make it possible to go VERY wrong... Like rolling on the magic scroll table for the appropriate level to see what spell actually goes off, targeted randomly, with no bias except for maybe the caster (IE it is easier to roll a d20 for 17 possible targets and assign 1 and 18-20 to the caster than trying to figure out how to get 17 targets.)
But TOZ... If you hate random, isn't playing an RPG like Pathfinder a bit of an oxymoron? ;)