Paradigm shift: wonder grenade.


Homebrew


So not terribly clever or in depth, I've wanted some aspect of wild magic to my witchwarpers, and they certainly need some more fun options. Take a look at this suggestion and throw any pro tips at me.

Wonder Grenade: lv 8 paradigm shift
As a reaction, when a grenade would be thrown within the reach of your infinite worlds ability, you may use a spell slot of 1/3 the grenades item level rounded up or higher to instantly change the effects and radius to those of a wonder grenade.

This is offensively and defensively dubious, but possibly a good tactical option.


As traders, it might make more sense that they have and sell these strange weapons. Currently I don't have access to a full description of a wonder grenade, but an alchemicle wonder grenade might be a glass bottle shaped like a grenade, filled with a swirling, multi colored liquid. When it is thrown and shatters, it has an area effect such as a fireball or silence spell. You can't really duplicate it because by opening it, you set it off.

For example:
1-Fireball, treat as explosive blast spell.
2-Silence spell for a half an hour in a 40 foot radius. Centers on the surface or creature it shatters against.
3-Summons an angry, dire, badger. Convert from Bestiary. Attacks nearest thing. Vanishes when combat ends, it is slain, or rendered unconscious.
4-50 points healing energy starting with nearest creature. Will harm undead.
5-Glue bomb. Holds or at least slows all things in a 40 foot radius.
6-Break enchantment. Breaks all enchantments on nearest creature or object.


Goth Guru wrote:

As traders, it might make more sense that they have and sell these strange weapons. Currently I don't have access to a full description of a wonder grenade, but an alchemicle wonder grenade might be a glass bottle shaped like a grenade, filled with a swirling, multi colored liquid. When it is thrown and shatters, it has an area effect such as a fireball or silence spell. You can't really duplicate it because by opening it, you set it off.

For example:
1-Fireball, treat as explosive blast spell.
2-Silence spell for a half an hour in a 40 foot radius. Centers on the surface or creature it shatters against.
3-Summons an angry, dire, badger. Convert from Bestiary. Attacks nearest thing. Vanishes when combat ends, it is slain, or rendered unconscious.
4-50 points healing energy starting with nearest creature. Will harm undead.
5-Glue bomb. Holds or at least slows all things in a 40 foot radius.
6-Break enchantment. Breaks all enchantments on nearest creature or object.

You've pretty much got the idea, wonder grenade often does weird wacky things that can't be replicated by a spell, it could be good bad or neutral. Think wildmagic sorcerer table, deck of many things or loot box of wonder (which is a free starfinder pdf i suggest checking out).


Before Joey cote comes here causing trouble, Yeah, a GM can substitute a normal badger and undead get a reflex save, possibly DC18, 5 points positive energy damage on a save.

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