* * * Wizards Community Thread * * * -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Thread : Wild Spell Critique Started at 04-22-04 09:10 PM by Mock26 Visit at http://forums.gleemax.com/showthread.php?t=226219 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 1] Author : Mock26 Date : 04-22-04 09:10 PM Thread Title : Wild Spell Critique Please read over the following wild spells that I just created, and give me your feedback. Thank you very much! Take care and have a great day.... ciao, john. :b: Oston’s Blink (Wild Magic/Alteration) Level 3 Mage Spell Range: 25 yards + 5 yards/level Components: V, S Duration: 1 round/3 levels of caster Casting Time: 3 Area of Effect: 2 targets within 50’ + 5’/level of each other Saving Throw: Special This spell is a deranged version of the regular blink spell. By means of this spell, the wizard causes his material form, or that of a chosen target, and another person to "blink" directly from one location to that of the other person. This means that melee attacks against the wizard automatically miss if initiative indicates they fall after he has blinked. When cast, the wizard specifically picks two targets that are within the area of effect and causes them to blink and change places. Each target is entitled to a saving throw, though either can voluntarily fail the saving throw. If either target saves vs. spells, the spell will start to randomly try and grab anyone who is within the area of effect. For this purpose, treat the area of effect as being a 50’ + 5’/level diameter sphere that is centered halfway between the two intended targets. The two targets blink as soon as the spell is cast. 2d8 is then rolled and the result determines the timing of the blink--the result of the dice roll is used as the wizard's initiative for that round. The victims of this spell will switch places, appearing within 5’ of where the other person was standing. (Distance is determined by rolling 1d6 and subtracting 1 from the result. A 0 indicates the person reappears in the exact spot where the other target was. Otherwise, the die result is distance in feet. Direction is determined by a roll of 1d8: 1 = right ahead, 2 = right, 3 = right behind, 4 = behind, 5 = left behind, 6 = left, 7 = left ahead, 8 = ahead.) The “blinkers” cannot blink into a solid object; if such is indicated, reroll the direction. Movable objects of size and mass comparable to the target(s) are shoved aside when they blink in. During each round that they blink, the targets can be attacked only by opponents who win initiative or by those who are able to strike both locations at once (for example, with a breath weapon, fireball, or similar wide-area attack forms). Opponents with multiple attacks, or those operating under haste or similar effects, can often strike early enough to have at least one attack against the caster. If the targets hold off their attacks (if any) until after the blink, the 2d8 delay until the blink is added to their normal 1d10 initiative roll (thus, they probably attack last in the round). The targets can also try to get theirs attacks in before they blink (they must announce their intent before rolling the 2d8 for blink timing and the 1d10 for initiative). In this case, the targets compare the two dice rolls, hoping that their initiative roll is lower than their blink roll (the two rolls are not added if they are trying to attack before they blink). If so, they attack according to their initiative roll, then blink according to the blink roll. If the blink roll is lower than the initiative roll, however, they blink first and then attack in whatever direction they’re facing (they must go through with the attack, even if they are facing in the wrong direction to affect anyone). Oston’s Ricochet (Wild Magic/Evocation) Level 3 Mage Spell Range: 75 yards + 10 yards/level Components: V, S Duration: Special Casting Time: 2 Area of Effect: 40’ diameter sphere Saving Throw: Special Oston’s Ricochet, when cast, creates 2 missiles of magical energy that shoot forth from the caster’s fingertips and erratically shoot towards the 40’ diameter area of effect. One additional missile is created for every 2 extra levels of experience. This creates 3 missiles at 3rd level, 4 at 5th level, 5 at 7th level, up to a maximum of 9 missiles at 13th level. These missiles bounce around wildly within the area of effect, ricocheting off of any surface stronger than thick paper, and strike randomly at targets, either friend or foe of the caster. The missiles will not go through solid objects (i.e. doors, closed windows, etc.), but they will ricochet through open doors and windows and around corners, etc., but they will not travel outside of the area of effect. Each round, roll 1d”x” for each missile to determine who it will attempt to strike, where “x” is the number of targets within the area of effect. The spell will ignore any living creature smaller than a typical songbird or small rat. Everyone within the area of effect that is targeted by a missile is entitled to one saving throw for each missile that attempts to hit them. If they make a successful save vs. spells, the missile misses its target and will attempt to strike another random target on the following round. Targets do no need to be seen by the caster. They only need to be within the area of effect and the missiles need to be able to reach them. Each missile inflicts 1d4+1 points of damage. At the beginning of each round after the first, determine the targets for each missile, and then roll 1d6 to determine the initiative of each missile. At the end of each round, there is a 5% chance that the missile will miss on the following round and create a wild surge. If there is a surge, roll 1d6 to determine its initiative. The spell remains in effect as long as caster concentrates on it and takes no other action. The caster can move at a ˝ move, but if he moves outside of the maximum range of the spell, the spell will last for 1d3 more rounds and end. The caster cannot move back within range and reestablish control of the spell. If the caster voluntarily terminates the spell, it will remain active for 1d3 additional round before it cancels itself. If this spell is targeted on someone specifically, they are entitled to an additional saving throw. If they make this save, the spell is centered on where the target is standing. If they fail their save, the spell is centered on the target and will move with the target. If the target moves beyond the maximum range of the spell as determined by where the caster is standing, it is the same as if the caster had moved beyond the maximum range. The caster can move ˝ his normal movement rate to keep within range of the target, but he still cannot take any other action than concentrating. Any time that the caster takes damage while keeping the spell active he is entitled to a saving throw vs. spell. If he makes the save, he maintains control. If he fails, the spell terminates in 1d3 rounds. For every 10 points of damage taken, the save is made with a –1 penalty. Oston’s Blurt (Wild Magic/Enchantment/Charm) Level 3 Mage Spell Range: 40 yards + 10-40 yards Components: V, S, M Duration: 1 round/2 levels Casting Time: 3 Area of Effect: 1 or more creatures in a 50’ diameter area Saving Throw: Special The target of this spell starts to uncontrollably blurt out his intended actions for the immediate future. The target, who must be intelligent and capable of speech, is aware of what he is doing, but the nature of the spell compels him to do it anyway and it cannot be controlled. The target can still talk normally and cast spells, but at some point he is compelled to blurt out what his intended thoughts are for his upcoming actions. Muting the target in some way would in effect negate out the spell so long as the target muted. On the following round, the victim of this spell suffers a penalty of 5 on his initiative roll. This is added to their base roll plus any modifiers for speed, casting time, etc. This allows opponents to adjust their actions to take full advantage of this knowledge. If this spell is cast upon a player character, that player must state his or her actions before anyone else. For any mage who is affected by this spell and casts a spell, the spell has a chance to surge just like it would for a wild mage. The victim is entitled to a save vs. spells. The base saving throw vs. spell is modified by the Intelligence of the creature. Creatures with Intelligences of 4 or less (semi-intelligent) are totally unaffected. Those with Intelligences of 5-7 (low) save with -6 penalties. Those with Intelligences of 8-12 (average to very) save with -4 penalties. Those with Intelligences of 13-14 (high) save with -2 penalties. Those with Intelligences of 15 or greater (exceptional) have unmodified saving throws. If he makes his save, the spell will affect a random, intelligent target within the area of effect. This new target is entitled to a save vs. spells to negate the spell. Once someone fails their save, the spell stops “bouncing” to other targets. If no one fails their saving throw, the spell has no effect on that round. On the following round, the spell will again attempt to affect the intended target, which entitles the target to yet another saving throw. If the intended target makes his initial saving throw, on the following round he makes another save vs. spells to shake off the effects for that round, but it is at –3. If he makes his save, the spell will again start to randomly pick a new target. For every 3 levels, the caster can affect 1 target. If the spell targets one person with multiple “blurts,” the initiative penalty is not cumulative. It creates no additional effect. Anyone who hears someone blurting out their intended actions is also entitled to a die roll bonus for various actions. Against spells this entitles people to a +4 on their saving throws, assuming they are reacting to their opponents actions. For example, a fighter who has just learned that the enemy mage is going to cast a fireball may decide to move up against a wall to minimize the blast, but if he simply stays where he is and continues to attack his opponent there is no bonus. Knowledge can also be used to improve proficiency rolls, depending on the circumstances. The DM must use discretion in determining when a bonus to any die roll would be allowed. The material component for this spell is a piece of parchment or vellum upon which the caster writes down a secret that no one else knows. The parchment is then folded down into a small square and sealed with candle wax and a seal. If the seal is broken or the secret is ever learned by someone else the component is then useless. The component is not consumed by the casting of this spell. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Downloaded from Wizards Community (http://forums.gleemax.com) at 05-10-08 08:20 AM.