* * * Wizards Community Thread * * * -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Thread : Help me decide these spells level Started at 04-08-04 09:16 AM by zarathustra Visit at http://forums.gleemax.com/showthread.php?t=216637 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 1] Author : zarathustra Date : 04-08-04 09:16 AM Thread Title : Help me decide these spells level Heres a few new wild mage spells I invented/altered. I just need some help assigning them a level, if a level is listed its just my suggestion. Thanks RANDOM SENSE (wild magic, divination) LEVEL: ? CASTING TIME: ? RANGE: Self AREA OF EFFECT: Caster COMPONENTS: V,S SAVE: None DURATION: 1 round per level This spell grants the caster a supernaturally keen sense for judging seemingly chaotic events/situations. The Sense works for only one suggested aspect (see below) per round, but may be shifted from round to round. This spell is hard to quantify exactly but could include things like, but by no means limited to: Being able to move at full movement (or at least quicker than anyone else) even through dense crowds by being able to guess at the crowds movements/when gaps will open and close etc. Or knowing whether a trickle of water will drop left or right or beat another one down a surface. Or the casters AC being improved by 4 points during the spells duration as he can gauge the flow of combat better. Or the possible result of the next Wild Surge within his sight as it happens (DM should secretly roll 2 results right then and if a surge occurs during the spells duration the player should be given a 50% chance + 2% per level of guessing its nature). If the player Senses its result correctly he should get a +4 to save vs its effect if the DM deems a save is applicable. This in no way allows a caster to effect the result of a Surge. Or what card, or die roll will come up next in a game of chance (chance same as wild Surge guess). Or how a certain event will effect a crowd (eg will news of the kings death cause them to riot, will the sudden appearance of a monster cause them to flee in panic)- note this aspect can never predict a single persons behaviour, just a mob or crowd dynamics. The caster should suggest any effect he hopes to gain from this casting. RANDOM MIXER (wild magic, necromancy) LEVEL: 3 CASTING TIME: 3 RANGE: 5 yards per level AREA OF EFFECT: 15 foot cube per level COMPONENTS: V,S,M SAVE: special DURATION: Instant This odd spell jumbles creatures within the area of effect up. Each creature is swapped with another creature. The DM should list all creatures within the area of effect, then roll to see whos place it takes (if it rolls itself it stays put). Once a creature has been rolled, it is struck off the list and cannot be swapped again, as the effect is instantaneous. The material component is an egg, of any type, which must be crushed. This crushing is the spells only somatic component and may be done in any manner. FLICKER (wild magic) LEVEL: 2 CASTING TIME: 2 RANGE: touch AREA OF EFFECT: 1 creature COMPONENTS: V,S SAVE: none DURATION: 2 rounds + 1 round per level The target rapidly phases in and out of view and place. These phases are as rapid as a flash or blink and the target seems to ‘hop’ around as he phases, moving forward, back, sideways etc randomly, never by more than 6 inches, often by much less (note the caster never blinks into solid matter). The effect is disconcerting to attackers, giving them a -2 on all attack rolls made at the target. In addition, because the target is phasing in and out of different realities, ‘successful’ attacks also miss the target 25% of the time as he is considered to be ‘out of phase’ when that attack hit. Unfortunately the target suffers -2 to hit with melee and missiles (not spells) whilst this spell is in effect and similarly, 25% of their ‘successful’ attacks also miss. The target may combat creatures in the ethereal plane (eg phase spiders, ghosts etc) with the same penalty. This spell is thought to have been created as the result of experimentation with There/Not There and Blink Spells. GOBORS SHIFTING KEY (Wild magic, alteration) LEVEL: 1 CASTING TIME: 1 RANGE: touch AREA OF EFFECT: 1 key COMPONENTS: V,S,M SAVE: none DURATION: special This spell affects one key, held by the caster as the spell is cast. It enchants the key so that it will warp, stretch and generally alter itself to fit (and thus open) any lock it’s placed in (the key must be vaguely the same size as the lock, tiny keys cannot be made to fit big locks and vice versa). Once the key has been used it generally (see below) returns to its former size and shape. The spell generally (see below) does not work on magically locked doors. When the key is used the DM rolls 1d20 1-4. Key works as normal but spell remains functioning (can be tried again in another door). 5. Key works as normal + opens magically held doors as a Knock spell. 6. Key opens door and removes any traps on lock/door (including spelltraps of 3rd level and lower) 7-17. Key works as normal. 18. Key doesn’t work and actually traps the door (DMs discretion as to type) 19. Key doesn’t work (wont open door). 20. Key doesn’t work and actually Wizard Locks door. The material component of this spell is the key to be affected (this is not consumed in casting). GOBORS AMAZING KEY (Wild magic, alteration) LEVEL: 4 CASTING TIME: 4 RANGE: touch AREA OF EFFECT: 1 key COMPONENTS: V,S,M SAVE: none DURATION: special This spell affects one key, held by the caster as the spell is cast. It sizes itself to fit and open locked doors. This spell opens Held and Wizard Locked doors. DM should still roll on the Shifting Key table with the following modifications: Treat result of 5 same as 1-4. Result of 18 opens door but traps it as well). Result of 19 opens door in another place (house, city, country, dimension etc) entirely. DM discretion applies. This spell however does not merely open the door, it opens the door to another room somewhere within the same house, building, complex etc when the bearer steps through (so it could not transport the bearer next door, unless the two happened to be linked by a tunnel or somesuch, but it could transport the caster from the dungeon to a bedroom within a castle or from level 1 of a dungeon to a huge chest on level 7). Any portal (curtained corridor, trunk lid, big chest of drawers, portcullis etc) which the bearer can fit through is considered a door for the purpose of this spell. A key bearer wishing to use the key on portals without keyholes (curtained off rooms, sliding panels etc must hold they key against it for 1 round). The portal functions as normal again once the bearer has passed through. Also, the caster can, at his discretion, allow the spell to carry other creatures through to the same room as the bearer (cost 1 extra mana point per creature) or leave the portal link to the point of origin open for 1 turn per one extra mana point expended (note, other creatures use the portal normally, only the original bearer can travel between the two magically linked points in this way). It should also be noted that the caster has no idea where the portal will open until he steps through. Spells may not be cast through a portal to the new location unless the extra mana is spent to keep it open. Hornungs Surge Selector enables the caster to choose the more desirable of two random locations. WILD CASTING (wild magic, enchantment) LEVEL: 1 CASTING TIME: 2 RANGE: 10 yards + 5 yards per level AREA OF EFFECT: 1 spellcaster COMPONENTS: V,S,M SAVE: negates DURATION: 1d3 + casters level rounds This spell causes the target to cast spells as if they were a wild mage; eg they must roll on the level variation table and may be subject to wild surges. This spell works on wizards and priests. Note that the target also gains a wild mages ability to control ‘wild’ items. The material component of this spell is a spinning top, spun by the caster as the spell is complete. This remains spinning (either on a surface or in midair) so long as they spell is in effect so long as it is not interfered with. Anyone stopping the top (by grabbing it etc) stops the spell. Any relatively minor disturbance to the tops spinning reduces the spells duration by 1 round. This is not consumed. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Downloaded from Wizards Community (http://forums.gleemax.com) at 05-10-08 08:21 AM.