'Mild' Wild Magic?


Advice


I am going to be starting a campaign soon and the players will be entering a zone where someone is making the entire region 'desecrated' by destroying or otherwise interfering with the function of local shrines, temples, and holy groves. What I want this to do is essentially interfere in some way with divine casters until such a time as they can correct the desecration of the local holy places, as a secondary quest to do alongside their primary quest.

What I DON'T want to do is hobble my clerics, paladins, and druids. I want something that makes them concerned about why their magic is behaving strangely, maybe hesitant to cast spells unless necessary, and is sufficient motivation for them to put 'stop by the local temples and clean this up' on their to do list when they enter a new region, once they figure out that's what's causing it. I was thinking Wild Magic but some of that is SUPER dangerous for caster or party, so I was looking for a 'Mild' version of wild magic to apply to divine casters only. They should have some negative effects, but nothing that should result in death, maybe something they just have to strategize around (A lot of lesser, 1 round conditions, for instance).

Please take a look at this list and let me know what you think? I'm going for 'mild annoyance' rather than 'unbelievably frustrating' for these.

Here is my list so far, drawn a little from Primal and Wild Magic lists. I'll assign percentage rolls to these later. I have divided them into negative and positive groupings, though it may not always be that the items are actually positive or negative in result (positive spell results may break stealth or have a secondary side effect, and negative rolls affecting targets may inhibit the actions of foes).

The list is written with the idea that the most common instance of this happening will be healing spells, with a caster and target allied. In the case of AOE or multi-target spells, one affected target will get the negative affect of the wild magic. In the case of the target being an inanimate object, the wild magic will have no effect if it lands on a 'The Target of the spell' result.

Negative (the Unholy environment reacts to the presence of divine magic, lashing out at a space of the field, the Caster, or the target of the divine spell):
1) Creatures and objects within a 15 foot radius of the caster, including the caster themselves, are drained of color for 1 minute. A gnome in this area must make a DC 15 Will save to avoid being shaken by this effect for the duration of the loss of color. This is a mind-affecting fear effect.
2) An area with a radius of 10 feet becomes utterly dark, as if from a deeper darkness spell, until the end of the caster's next turn.
3) An area with a radius of 10 feet from the caster becomes desecrated as per the Desecrate spell until the end of the caster's next turn.
4) The Caster is affected by the Slow spell until the end of their next turn.
5) The Target is affected by the Slow spell until the end of the caster's next turn.
6) The Caster is Deafened until the end of their next turn.
7) the Target is Deafened until the end of the caster's next turn.
8) The Caster is Fatigued until the end of their next turn.
9) The Target is Fatigued until the end of the caster's next turn.
10) The Caster and all their equipment and items become Incorporeal until the end of their next turn.
11) The Target and all their equipment and items become Incorporeal until the end of the caster's next turn.
12) The Caster becomes light-headed and sick to their stomach. They must make a constitution save (DC 10 + level of spell cast) or become Nauseated until the end of their next turn.
13) The Target becomes light-headed and sick to their stomach. They must make a constitution save (DC 10 + level of spell cast) or become Nauseated until the end of the caster's next turn.
14) The Caster becomes Shaken until the end of their next turn.
15) The Target becomes Shaken until the end of the Caster's next turn.
16) For a 10 foot radius around the caster all plants and any animals tiny or smaller that are not a familiar or companion of the caster or their allies are drained of all life. Familiars or companions of the caster or their allies are dealt 1d4 negative energy damage, but the affect cannot damage them below 1 hp.

Positive (the divine magic must work harder to reach through the desecration in order to have effect, resulting in additional positive energy overflowing into the caster, target, or a region of the battlefield):
1) The Caster is healed for 1d4 positive energy.
2) The Target is healed for 1d4 positive energy.
3) the Caster is affected by the Haste spell until the end of their next turn.
4) the Target is affected by the Haste spell until the end of the caster's next turn.
5) the Caster is affected by the Haste spell until the end of their next turn, but when the Haste ends they are fatigued until the end of their next turn.
6) the Target is affected by the Haste spell until the end of the caster's next turn, but when the Haste ends they are fatigued until the end of their next turn.
7) A column of Daylight surrounds the Caster for a radius of 10 feet.
8) A 10 foot radius around the Caster becomes consecrated as per the Consecrate spell until the end of the Caster's next turn.
9) The Caster gains the fiery Halo over their heads un the end of their next turn, causing any evil creature who can see them to make a Will save (DC 10 + the level of the spell cast + the Caster's Charisma modifier) or be Frightened until the end of the Caster's next turn.
10) Any torches, candles or lamps within a 30 foot radius of the caster instantly ignite, burning with a bright blue flame.
11) The Caster's voice becomes booming and loud, as if they are under the effects of of the Clarion Call spell until the end of their next turn.

This is the 100 roll, could be positive or negative (Heal the whole party, maybe also heal your foes...)
9) The Caster is struck by divine lightning, healing them for 1d8 positive energy. If there are any creatures Small size or larger within a 10 foot radius of the caster, the lightning arcs to them, healing them for 1d6. It arcs to all creatures in that radius. If there are any creatures in a 10 foot radius around any secondary target of the lightning who have not already been struck the lightning arcs to them and heals them for 1d4.


I get that you want mild effects, and some would certainly be puzzling and distressing to a cleric casting a divine spell and having one happen, but ultimately they're just ... unlikely to ultimately stop or even curb divine spells on the scope you're trying for. Only #16, which drains all life from plants and small animals is something that would horrify most. For the rest... the results are so momentary that even a bad one (desecrate, possibly within your shrine or church) is just so unlikely to have any real effect that it wouldn't stop a caster from casting (and just have no plants or animals around). Sure, being ill or slowed or in darkness would suck, but most divine casters will be in their shrine or church and have plenty of time and not be attacked, making the penalties just annoyances.

Only the PCs are likely to be affected and only then if they're specifically casting divine spells during battle. Otherwise, they'll wait and heal afterwards (once they realize this, which won't be long).

I recommend you also add in the chance of creatures being attracted to divine magic. For instance, you cast a 2nd level spell, and some creatures show up and attack you (maybe from the summon monster or summon nature's ally list for examples, though they don't necessarily have to be summoned) just 'arriving suddenly from the surrounding area'. That would make some casters hesitant unless the need was great (and also keep low-level casting safer than high-level ones). It also works with better synergy against what you have designed so far, which is the momentary hindrance. Do they risk casting a spell and having 4 shadows arrive just as they get slowed or put in the dark?

Quote:
10) Any torches, candles or lamps within a 30 foot radius of the caster instantly ignite, burning with a bright blue flame.

This could be good or bad if the GM asks "Could you all just tell me how many torches are on your character sheet. Also, do any of you have magic candles?"

Here's some suggestions for you (you can always tweak durations or effects to suit, they're just ideas):

  • All holy symbols within 60 feet (or 30 feet, or whatever) seemingly catch fire (continuous flame) and are considered desecrated and useless as divine focus for 24 hours or until consecrated.
  • Recipient of the divine spell receives SR against spells of that faith, deity, cleric, and church's casters (or magic items used by that caster, ie. a wand of cure light wounds) equal to 2 x spell level. This lasts for 1 hour per spell level and further successful casting stack their effect and duration. This SR cannot be lowered by the target to accept friendly spells. Potions would bypass this and feel free to up the SR, maybe 10+ since this is a d% and unlikely to be rolled multiple times.
  • Caster loses a prepared spell or spell slot equal to the one cast or 2 lower level ones if they have no equal slots. If there are no lower slots, they lose a higher one. If the spell was from a charged item, it loses an additional charge. Scrolls would bypass this.
  • Divine focus takes 1d6 damage per spell level cast through it (or the magic item used for the divine spell, such as a wand). If it receives the broken condition from this, all spells cast through it are at -1 caster level. If destroyed by this, it's permanently rendered useless as a divine focus and must be replaced even if repaired. Potions can bypass this and so can scrolls if that's the only spell on them, otherwise they will likely be destroyed.
  • Divine spell effect ends after 1 round. If an instantaneous effect, its as though it were never cast (spell slot is still used). For example, the target of a cure light wounds would be healed, but after 1 round that healing would disappear and they'd be damaged again. A creature damaged (or even destroyed) by a divine spell would regain hit points and even return to life after 1 round.
  • The temperature within the caster's personal space drops 2 degrees per spell level, for 24 hours. This effect and duration stack and endure elements does not function within this area (though heavy clothing and other cold-mitigating effects and resistances do). This could be good or bad, depending on the surrounding temperature (if it's 100 degrees out, a caster with a -4 temperature will feel chill-inducing 96 degrees). Feel free to up the temperature drop, since this is a d% roll and unlikely to come up multiple times.


Oooh those are very interesting. I'm not sure I want to go far beyond 'just annoyances' and make them penalties for casting the primary functioning spells of their class, as these desecrated regions extend across much of the campaign zone. It would be like playing a wizard in a campaign that is 80% Wild Magic zones until your cleared the space of the cause of the wild magic a la Zelda Twilight Princess. So I will probably step away from effects that spend spell slots or risk damaging divine foci.

I really like the idea of divine magic attracting creatures. Perhaps not per summon monster, but existing creatures in the area under sway of the BBEG may become aware of the divine caster if they weren't before, or focus on them in battle when the monsters are of a certain type/alignment. This could serve to draw creatures from adjacent rooms or such unexpectedly, or cause the healer to pull aggro at an awkward time.

The temperature adjustment is also a really good idea!

I could also have divine foci catch fire but instead of continuous flame and desecration: burning the wielder where they are touching it for 1d4 damage as per Heat Metal, with optional replacement of cold damage or electricity damage for flavor.

The Spell resistance one is a good idea too, with a little tweaking.

Thank you for the input, its is much appreciated! :)


Piece of advice, killing tiny animals everytime you cast a spell is not something that’ll sit right with some people, myself included. Unless your players are okay with horror themes like that. Nobody wants a bunch of bunnies and foxes, or worse, lap dogs, to drop dead cause they cast a spell. Furthermore, ever casting a spell again for a Druid once that happens once would be grounds for loss of class features, until they are 100% certain either no plants or animals are near them, or 100% certain the cause of this is gone. This is in the realm of being a d*** to your players, so I’m suggesting to completely scrap that option.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / 'Mild' Wild Magic? All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice