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| Adrez Nesnsid05-31-05, 08:00 PM | This is a thread for posting ideas for alternate wild magic effects (the strange effects that sometimes come up when spells are cast on planes with the wild magic trait, or by casters with certain prestige classes) First, However, Let Me Lay Down A Few Ground Rules: 1.) Please only post effects that make some sort of sense in game terms. 2.) Please try to make the effects, if not necessarily balanced, at least posessing of some semblance of balance. 3.) Please post mechanical stats for the effects if you have the time, and can think of some, and they make sense for the effect. 4.) Please try not post any effects that are either too vague to easily implement, or so specific that if the effect is rolled more than once it will have to be implemented in EXACTLY the same way; try to strike a proper balance between the two extremes. 5.) Do not post lists of ridiculously repetitive and/or similar effects. If you wish to post such a sequence of results, condense them into one or two results each of which having multiple possible outcomes. If this is not done, it will skew the possibilities for certain types of outcomes when the wild surge table is actually used 6.) Preferably there should be very few permanent effects that do not cause either gross physical changes or some sort of obvious magical display. 7.) Effects should preferably be written and designed in such a way that the effects of the surge will be felt within no more than an hour of the wild surge. Lastly, and possibly most importantly of all: 8.) DO NOT POST LISTS OF EFFECTS COPIED FROM "THE NET LIBRAM OF RANDOM MAGICAL EFFECTS"!!!!!!! [/size] THAT IS BY FAR THE SINGLE WORST WILD SURGE TABLE THAT IT HAS EVER BEEN MY MISFORTUNE TO COME INTO CON TACT WITH AND ALMOST EVERY SINGLE EFFECT IN IT VIOLATES ALL OF THE RULES LISTED ABOVE!!!!!!!!!!!!!!!!!!!!!!! Let it be known that I have started this thread [b]for the expressed purpose of having access to a the wild surge table of over 1000 effects that IS NOT the Net Libram of Random Magical Effects. Anyway... Here are some of the effects from the old (now archived and locked) thread on this topic to get things started: 1) All targets of the spell are teleported to a random plane 2) A rift is opened to a random outer plane and an outsider with CR equal to the caster's caster level falls out 3) All living creatures within the wild magic zone are baleful polymorphed 4) The target of the spell changes into living material with hardness of less than 3 (like chocolate). They still can move, breathe, act normally, they just are made of (chocolate) instead of flesh/scales/etc... 5) The terrain within 30' of the caster instantly changes to some other kind of terrain 6) Everyone within 100' of the caster is instantly mazed 7) The next ranged weapon fired within 50 feet of the caster makes a loud "bang" sound 8) Caster and any targets turn blue and are sickened for the full spell duration (instantaneous only to last 24 hours) 9) The spell instead covers the target area or targets with a vile-smelling slime (-4 to Cha-related skill checks until they manage to clean it off) 10) Everyone within a 60 feet radius turns invisible for 1d4 minutes 11) All creatures within 1 mile immediately feel angry towards the caster 12) All food and water supplies within a 10 foot radius becomes poisoned (with any ingested poison) 13) Gold pieces sprout from a small fissure in the ground, but vanish after 2d10 rounds 14) The spell is replaced by a brilliant flash of light. The caster and anyone within a 20 feet radius must make a DC(10+1/2 Caster Level) Reflex save or become blinded for 2d4 rounds 15) The spell experiences the benefit of [insert appropriate metamagic feat here] 16) All ground within 30 feet of the caster permanently becomes quicksand 17) All magic items carried by the caster 'turn off' for 1d4 hours 18) All items on the caster become randomly cursed (mainly the "drawbacks" listed in the DMG) 19) 100 anvils teleport to an area 50 feet above a 20-foot radius from the caster. After the carnage, every blacksmith in a 200-mile radius comes looking for their anvil. 20. 3 Fireballs are launched at target of spell. 21. Animals are attracted to you for the next 2d4 hours. 22. Everything sees you as hostile for the next hour. 23. You see everything as hostile for the next hour. 24. To are teleported 500 yards away in any direction(DM's Choice) 25. You gain 30 Temporary Hitpoints(last for 3 hours). 26. You see all living creatures as undead zombies, and all undead as living creatures for 10 hours. 27. Caster becomes a Pixie for the next 2d3 days. 28) The caster's type changes to a random type (dragon, goblinoid, ooze, etc.) for the normal duration of the spell (or 10 minutes if it's instant). 29. Caster is Polymorphed into an exact likeness of the target. 30. Caster's respiritory system is changed to water breathing only for 3D8 rounds and is unable to breath air for that duration. 31. Caster becomes Deaf and/or Mute for 1D4 Days. 32. Every person within 50' of the caster has their alignment detect opposite from what it truly is for 1D4 weeks. 33. Caster becomes immune to fire/ice/acid/sonic ect.. for 1d12 rounds. 34. A Bouquet of flowers appears in the hands of the Caster. 35. Spell is delayed for 1D3 rounds after cast. 36. Spell caster is unable to sleep for 1D4 days due to nightmares effecting his/her sleep. 37. A table 30' long and 5' wide appears before the target covered with a feast. 38. The nearest tax collector is teleported to the caster and demands Character level x 5 in GP as payment. 39. The target is reduced/enlarged as the spell. 40. Caster and Familiar switch consciousnesses. 41. Target dies. 42. All food and water the party carry spoil. 43. Every thing the caster touches becomes copper. 44. Caster's eyeballs fallout. 45. Caster left arm and right leg switch places. 46. Caster's hair grows 1'/round for 1D10+5 rounds. 47. All body hair becomes grass. 48. All Potions within 20' become Alcohol. 49. All non-magical weapons rust. 50. Caster becomes a member of the opposite sex. 51. Everyone's weapons within 30' increase 1d3 size categories 52. High-pitched opera fills the area for the duration of the encounter, causing 1 point of sonic damage/round 53. An illusionary dragon with a CR 2 points larger than the party level appears 54. A real dragon with a CR 2 points larger than the party level appears 55. All creatures within the spell area (or targets of the spell) gain the spell's benefits, but are polymorphed into animals. 56. All creatures within 50' of the caster change attitudes towards the caster (Helpful <> Hostile, Friendly <> Unfriendly, Indifferent -> Random of Hostile, Unfriendly, Friendly and Helpful) 57. All creatures within 30' of the caster are immediately Slowed. Caster is Hasted. 58. Everyone's weapons within 30' decrease 1d3 size categories 59. All wooden items within 50' rot into useless dust 60. A swarm of spiders crawl out of the caster's mouth 61. Water begins to flood an area 80' around the caster, rising 6" per round and stopping at 1d10 feet. 62. Lava begins to flood an area 80' around the caster, rising 6" per round and stopping at 1d8 feet. 63. Everyone involved in the current encounter becomes fatigued 64. A non-damaging force knocks everyone prone within 40' of the caster and the spell's target area. All are paralyzed for 1d4 rounds (Fort save DC 10 + 1/2 caster's level negates paralysis) |
| Adrez Nesnsid05-31-05, 08:02 PM | And some more: 65. Caster is teleported into a parralell unives with no magic/modern technology for 1d4 rounds. Ends up in situation related "real" location (i.e. falling, lookng for featherfall--ends up in aeroplane). Any movement taken while in this alternate univesre translates into movement upon return (i.e. move ten feet while in parrallel univesre, comes back ten feet from former location) [Thanks to Terry Prachett --it came from one of his books) edit: 66: Death shows up as spectator. Looks thoughtfully at random creatures. (he came for whoever dies next--if no one dies/it's not a battle after 2d12 "reaps" a small creature in the veiw of the caster) 67. You permanently change bodies with one person/creature within 100 ft. This person/creature must be the creature with the highest number of HD or class levels possible. If there are several choices, pick the character that has the most difference in all ability scores from yours. You retain your charisma and wisdom scores, but your intelligence score is the score of the new form (as polymorph any object). You gain all racial extraordinary, supernatural, spell-like abilities, hit die, skills, feats, and anything racially associated with target creature. You lose all of your original racial extraordinary, supernatural, spell-like abilities, hit die, skills, feats, and anything associated with race or type. You keep all your class abilities, stats, base saves, skills, feats, and hit dice from character levels, except for abilities that are prevented from being used by your new form (DM's discretion). You may only return to your original form after having a ceremony performed requiring wish or miracle and the presence of your old body. The body must be alive, but it can be unconcious, asleep, paralyzed, bonded, etc. 68. Target enters a barbarian rage 69. Target has eyes grow out of the back of head 70. Caster's hair falls out in 1d4 rounds 71. Target's hair grows 1d10 inches instantaneously 72. Each night, the caster dreams that he or she is a ghost 73. Caster gains 1d4 random enemies 74. Every creature within a 30 foot radius is awakened as per the awaken spell (this has no effect on already highly intelligent creatures) 75. It rains frogs for 2d20 minutes in a 100 yard radius centered on caster. 76. Target's pockets fill with dirt. 77. Target does not need to eat or sleep for 1d4 days 78. Caster's skin changed colors randomly each round for 1d4 hours 79. 50' area centered on caster is put under a 'silence' effect 80. Gravity 'tilts' to give one random direction a higher ground advantage 81. A large object appears in the sky, causing a total eclipse that lasts 1d10 minutes 82. All nonsentient creatures (Int = 1 or 2) within a 100 mile radius begin to congregate towards the location where the spell was cast. Once the last of them reaches this area, they act as normal. 83. Everyone within 5 feet of the caster (excluding the caster, but counting animal companions/familiars) suffers 1d6 Wis damage and becomes confused. 84. Dramatic music plays for every action 85. For 3d6 rounds, at the end of each round everyone moves 1d4 squares in a random direction (roll for every piece separately). This movement does not allow attacks of opportunity. 86. Gravity doubles. Recalculate weight being carried and new speed/dex limits accordingly. 87. 2d6 portable holes fall from the sky. If anyone (or anything) falls into them, they close up and vanish entirely. These holes vanish if picked up. 88. At the start and end of each round (for 1d20 rounds) a flaming piece of random debris hits the ground 1d% squares from the caster in a random direction. The resulting blast causes 4d6 fire damage in a 30' radius. 89. The ground swallows the caster up to his/her waist (or equivalent area of the anatomy). The caster is treated as entangled and cannot move until free. 90. The closest mountain becomes an erupting volcano. 91. The temperature drops below freezing. Snow falls from the sky. 92. All speech during the encounter is heard as though spoken backwords. DC15 Listen checks are needed to understand anything. 93. Any dead bodies within 120' of the caster are immediately raised as uncontrolled skeletons, and attack the closest target until killed. If successfully turned or rebuked, they are destroyed. 94. All light begins to strobe. A DC15 spot check is required for each attack in order to hit an opponent (otherwise they are treated as though they had concealment) 95. All colour goes away. 96. The spell's effects are delayed 1d4 rounds 97. The next attack that hits in the encounter is automatically a critical (also, any vorpal effects are triggered) 98. The next attack that hits in the encounter instead heals an equivalent amount of damage 99. The spellcaster is forced to cast another spell (if possible) on their next action 100. Roll again, twice 101. Paranoid - You are considered flanked until the next rest. 102. All creatures within 100' of caster experiense Synthesesia (smell color, hear smells, smell sound....) for 2d12 rounds 103. Spell repeats itself for 1d6 rounds in random locations within casting range 104) Caster polymorphs into a rock 105) Caster polymorphs into a roc 106. 1d6 Fey creatures are summoned 107. Everybody within 60 ft. Loses their clothes. 108. Caster can only speak in rhyme for 1d4+1 hours 109. Halflings find caster adorable and want to buy him presents (As per The One Ring Flash Cartoon) 110) Caster's familiar permanently polymorphs to a different animal species. |
| Adrez Nesnsid05-31-05, 08:04 PM | Continuing: 111) For one minute, you become the tarrasque, as if by the shapechange spell. You then permanently become a pebble, as by polymorph any object. 112) You switch mental stats (int wis cha) with your familiar for the duration of the spell. 113) You and the target become tauric of each other(switch lower bodies) 114. Summon a 0-level peasant farmer, carrying a hoe and bag of seeds 115. Dead tuna falls on target, causing 4d10 points of damage 116. Summon an airmoire full of women's clothing, human sized 117. 500-lb bell falls on target, trapping underneath or causing 10d6 damage if target is Large 118. 2,346 copper pieces rain down on caster over the course of 3 rounds, no damage 119. Target turned into a gem 120. Bigby's Finger pokes target in back of head, knocking him down 121. Magic Mouth appears in air in front of caster, insults him, then vanishes 122. All gold on caster turns to water 123. Summon a table for two, two chairs, fully cooked meal, wine, and utensils 124. Spell becomes permanent. Spells like teleport and dimension door create permanent portals. Spells like magic missile and melf's acid arrow fly around the area striking randomly anyone in the area of effect 125. Bucket of ice-cold water dumped on caster's head, then the bucket 126 A random creature from the outer planes is gated in 127 Target returned to the condition he was in before start of combat 128 Caster is Harmed, as per spell, original spell goes off normally 129 Target is cured 3d6 hit points 130 All spells cast by caster for next 24 hours generate a surge 131 Insect Plague centered on caster 132 Caster allergic to one of his magic items, sneezing and coughing for 1d6 hours, no spell caster, +2 to initiative, -2 to hit 133 Target gains d% magic resistance for 1d6 turns 134 The ground between caster and target becomes molten. All creatures in this 5’ wide strip make dex. check to escape, else 3d6 damage 135 Caster’s teeth turn to diamonds and fall out. Regeneration or Regenerate spell replaces in 1d4+6 days, must roll to “learn” a spell in order to cast it 136 Target enveloped in 20’ radius sphere of invulnerability, nothing but gases can penetrate into sphere, not even magic spells, for 1d4+1 rounds, all within 20’ of target pushed outward to 20’ radius 137 Caster permanently loses one random spell, can relearn at next level 138 Caster in great pain, incapacitated for 1d4 rounds 139 Target’s strength 18/00 for 1d4 days, no save 140 100’ radius around caster dead magic area for 1d4 turns or 1d4 days 141 Noxious gas seeps out of caster’s ears for 2d4+2 rounds, all within 20’ save vs. poison or affected as per stinking cloud spell 142 Target hit only by +1 or better weapons for 1d10 + 10 rounds 143 Caster bursts into flames, no damage, items save vs. fire or damaged, all within 10’ take 2d6 dmg./rnd., touch caster for 3d6 damage 144 Spell backfires on caster, or nearest target if cast upon caster 145 Spell functions, but affects caster as well 146 Caster’s weapons and equipment flee as per Frisky Chest spell 147 Target’s mouth puckered for 1d10 + 10 rounds, no talking 148 Caster spins in air 10’ up, awing all who see (save vs. PPD to avoid) for 1d6 rounds, caster then falls for 1d6 damage and then incapacitated by dizziness for same number of rounds as damage 149 All gold on target turns to water, permanently 150 Mirror Image affects target 151 Target bound in metal straps, bend bars to break, or blacksmith 152 Spell functions normally, but random memorized spell is also cast and generates a surge 153 Target’s skin is steel (-8 to AC for 3d4 turns), +3 or better to hit 154 All slain creatures within 60’ or caster receive Raise Dead spell 155 All moving creatures within 100’ save vs. spell or trip and fall 156 Create Water is cast above target, spell also functions 157 All creatures within 100’ of target have ice on soles of feet for 2d4 rounds, dex. check at –4 each round or fall, all attacks at -4 158 Target changes sex for 4 days 159 Target affected by spell, but hit with a flurry of harmless snowballs 160 Caster is sent forward in time 3d4 rounds 161 Transmute metal to wood on target, and all within 10’ 162 Target Teleported “home” for 5 rounds then back to original location, aware of time allowed home 163 Daltim’s Flaming Fist is cast, and appears in a 10 page spellbook at caster’s feet at end of spell 164 Target immune to normal edged weapons for 3d4 rounds 165 Animate Dead affects all corpses within 100’, controlled by target 166 Small shrub sprouts under target and grows 3’ high 167 Heat Metal on target and all within 20’ 168 Target Teleported 1d100 miles away 169 Large, dead tuna summoned and hits target for 4d10 damage 170 Caster’s clothing and gear becomes invisible, no save, for 24 hours, if invisible, caster is revealed, but not gear 171 Spark Shower, as per spell 172 Imp appears and gives random magic ring to target 173 Spell transformed into molten gold version of Burning Hands, lasts for 1d4+1 rounds, double damage, creates 100 gp per point of damage 174 Oilskin, as per spell, on caster for 2d4 days 175 Wagon full of fresh food and water summoned 20’ from caster 176 Spell functions at maximum effectives, for 3 extra rounds 177 Wall of Paper directly between target and caster 178 Sinuous Horrors spell affects caster, original spell goes of normally 179 Imp appears and gives random magic ring to caster 180 Bonfire created between caster and target 181 Evard’s Black Tentacles appears under target 182 NPC Teleported to caster’s side, roll on city encounter table, use DM discretion on how the NPC reacts to new environment 183 Small shrub sprouts under caster and grows 3’ high 184 Heat Metal on caster and all within 20’ 185 Animate Dead affects all corpses within 100’, controlled by caster 186 Caster immune to normal edged weapons for 3d4 rounds 187 Caster covered in tar and feathers 188 Caster Teleported “home” for 5 rounds then back to original location, aware of time allowed home 189 Transmute Metal to Wood on caster, and all within 10’ 190 Target is sent forward in time 3d4 rounds 191 Monster Summoning VIII 192 Caster Changes sex for 4 days 193 Spell transformed into Chromatic Orb, delivers orb’s affect and that of the original spell 194 Create Water is cast above caster, spell also functions 195 Burst of illusionary fireworks shoot out from behind caster’s head, very pretty but harmless 196 All slain creatures within 60’ of target receive Raise Dead spell 197 Caster’s skin is steel (-8 to AC for3d4 turns), +3 or better to hit 198 Area between caster and target, and outward for 100’, filled with thick fog, reducing visibility to 1’ 199 Caster bound in metal straps, bend bars to break, or blacksmath 200 Mirror Image affects caster 201 All gold on caster turns to water, permanently 202 Target spins in air 10’ up, awing all who see (save vs. PPD to avoid) for 1d6 rounds, caster then falls for 1d6 damage and then incapacitated by dizziness for same number of rounds as damage 203 Caster’s mouth puckered for 1d10+10 rounds, no talking 204 Target’s weapons and equipment flee as per Frisky Chest spell 205 Spell functions, but affects caster as well 206 Spell transformed into a Gateway spell, controlled by caster 207 Target bursts into flames, no damage, items save vs. fire or damaged, all within 10’ take 2d5 dmg./rnd, touch target for 3d6 damage 208 Caster hit only by +1 or better weapons for 1d10 + 10 rounds 209 Ground between caster and target, 10’ wide, is Greased 210 100’ radius around treasure item on target dead magic area for 1d4 turns or 1d4 days 211 Caster’s strength 18/00 for 1d4 days 212 Target in great pain, incapacitated for 1d4 rounds 213 Magic Mouth appears, insults caster, and disappears 214 All coins on caster turn to equivalent number of copper coins, all copper coins turn into gold, permanently 215 Target’s teeth turn to diamonds and fall out. Regeneration or Regenerate spell replaces in 1d4+6 days, must roll to “learn” a spell in order to cast it 216 Caster enveloped in 20’ radius sphere of invulnerability, nothing but gases can penetrate into sphere, not even magic spells, for 1d4+1 rounds, all within 20’ of target pushed outward to 20’ radius 217 All of caster’s memorized spells go off, 1 per round, lowest level first, in alphabetical order, caster directs spells if make Spellcraft check 218 Caster gains d% magic resistance for 1d6 turns 219 Insect Plague centered on target 220 All spells cast at caster generate a surge 221 Caster is cured 3d6 hit points 222 Random charged item within 50 feet explodes (save vs. magic to “burn” half its charges), causing ½ h.p. damage to all within 10’, save for half damage 223 All rock within 20’ radius sphere of caster turns to precious metal 224 Caster returned to the condition he was in before start of combat 225 Caster summons his deity 226) All metals within a 30' radius become as soft and bouncy as rubber for the next hour 227) "I'm bricks man!" 228) The caster's clothes disappear permanently 229) Same as above except he is wearing a kilt and now looks very muscular 230) "My leg falled off!" (regrows in 2d4 minutes or rounds if you're AD&Ding) 231) Lobsters crawl out of the caster's ears. 232) Caster develops dracophilia. 233) Caster develops an imaginary friend named Brickhouse. 234) Caster becomes Brickhouse. 235) Viagra with a vengence. 236) Caster must act like he is in some dumb prog metal song. |
| Adrez Nesnsid05-31-05, 08:09 PM | Moving On: 237) All armies in 300-mile radius decide to make full speed towards location of the spell. (If a wizard with an army has teleport...watch out) __________________ 238) Caster's familiar polymorphs into a roc 239) Caster's familiar polymorphs into a rock 240) Caster's familiar becomes Large for the duration of the spell or 1 round per caster level if instantaneous 241)All within 50' of caster gain Prestidigition as spell-like ability at will for 1D4 days 242)Caster speaks only in rymes or not at all 243)Target speaks only in rymes or not at all 244)Tarrasue is summoned in 1D4 minutes and stays for 2D4 hours. Caster is aware of this. May prepare. 245)All within targets party speak normally, but lips don't match(think Kung-Fu theatre) 246)2D4 rabid squirrels summoned. Serve caster loyaly until task is complete, then demand 100 acorns. 247)random target, including caster, get gas 248)DM speaks only in rymes or not at all 249)Newspaper falls from sky, Michael Jackson declared innocent 250)Casters party baleful polymorphed into chickens(negated with successful saves) 251)Targets party stunned 252)Migdet rides by on tricycle 253)casters player gets everyone a drink 254)roll twice more 255)caster casts every spell left at once, different targets may be chosen for each. All spell slots left are used up. Caster passes out for 3D4 hours. 256)the rest of the encounter is performed by mimes. All those originally involved have front row seating for the "show". If they cause any disturbances, they are booted out by the mime god avatar. All those who quietly watch are served popcorn and soda. 257)Permanent shadow double of target is created. 258)someones pants fall down, roll randomly 259)camera crew shows up and informs all involved within 20' of caster that they are the main characters of a new reality show. DM choice of following, Monster House, Mad House, Joe Gold-Piece-aire, Bachelorette 260)Nude photos of target discovered on internet! Targets mother shocked. Target is stunned for 1D3 rounds, each round stunned a rogue will place 100gp/targets level into their pocket. 261) That caster is uncontrollably forced to cast every single spell he or she has memorized starting with the highest one and working their way down through all of his or her zero level spells. 262) Caster gains a number of temporary HP equal to the total number of spell levels he has not cast (cantrips = 1/2 spell level). Caster looses all of his spells for today as though they were cast. 263: small humanoid of indescriminate race appears--deals a hand of poker from Deck of Many Things to all present...(all cards take effect if looked at) 264)Caster randomly baleful polymorphs 265)Target randomly Baleful Polymorphs 266)Wheelbarrow full of turnips drops from sky over target, save DC 18, rol reflex to avoid damage 267)nothing obvious happens. However, anyone within 60' of the caster are affected. The next town visited by anyone involved, all of the townspeople will attack party onsite. This can NEVER be fixed. The townspeople will have no hardfeelings towards them if they can't see them. So, the town may send word that they are welcome, and then they will attack them when they walk in. 268)Everyone within 200' must sit down for a huge potluck dinner. Everyone must bring/prepare something, and only pleasantries may be discussed. 269)All within 50' of caster gain one level. Anything they want. 270)All within 50' of caster lose 3000 XP 271)Random target changes sex 272)Caster becomes "sick" of this encounter, and will utterly refuse to participate in it no matter what happens 273)Target gains a Bard cohort permanently. This cohort is only half the level of the target. 274) A blaster pistol appears to the caster's hands and stays there, immune to disarm, damage and magic, for 1d6 rounds. The blaster pistol deals 3d8 damage, has a range increment of 8 meters, incurs no Attacks of Opportunity and is treated as though the caster were proficent with it. The caster can take no other actions than a 5 ft. step and a full attack with the blaster until it disappears. Additionally, the caster says "Never tell me the odds" before each shot. 275) A random object in the enviroment gets animated as per the animate object spell, cast by a character of the caster's spellcasting level. 276) All magical items in a 200' area fly towards a point between the caster and the target, or above the caster if it is a self target. They all disintegrates, but release the magical energy creating a huge magical exlosion. 1d10 for each magical item in the blast. Reflex DC: 18 277) All Magical items in a 200' area are activated and fire spells in either the direction they are faced, or at the nearest target. 278) A horde of monkeys falls from the sky, followed by a man in a white and red striped jacket, who has a wind up music box round his neck. None survive the fall. If inside, they run off after landing and the man chases them. 279) A 10' high, 5' thick, 20' long stone wall appears between the caster and the target, anybody in it;s way apears on top of it. 280) A series of telegraph poles springs out of the groun, dissapearing off into the distance. The wire between them doesn't connect to anything else. If they are followed, they carry on for 10 miles, and then link into a house, from which a bright yellow glow is coming from the windows. If the party look in or open any doors, the hous dissapears, leaving a few pipes stuck in the ground with water spurting from them. 281) The caster becomes a cloud of brightly colored butterflies or fish (50% chance of either). Mental attributes and spellcasting ability remain the same. Individual fish or butterflies have STR 1, 10 CON, 18 DEX, and 1 HP. They are capable of working together to lift things though. 282) A Hot Dog stand appears, the target moves behind it and begins sellingHot Dogs. 283) A Telephone Box appears, in which the phone is ringing. If answered, a scary voice says "You will die in 7 days.", and the person answering must either succeed on a Will Save DC 25 or go through the effects from "The Ring" before dying on the seventh day. 284) A large zombie appears in the middle of the encounter and speaks "You rang?" 285) Nature calls for all creatures involved in the encounter. Intelligent creatures can make a DC10 fortitude save to hold it, but they must make another save with a cumulative +2DC each round until relieved. 286) A random wizard's spellbook is animated, and decides to leave the wizard to go on it's own adventures. In addition to it's construct level, it gains a free level in Wizard and can read it's own pages to learn spells. The wizard must make a DC25 Diplomacy check (modified down if the wizard has been exceptionally kind to his spellbook, or up if the spellbook feels it hasn't received appropriate attention - such as the wizard buying a new book for higher level spells) 287) All slashing weapons become vorpal for their next attack 288) All piercing weapons (or ammunition) become thundering brilliant light for their next attack 289) All bludgeoning weapons get a +5 enhancement bonus for their next attack 290) All intelligent creatures within 100' of the caster immediately gain one level in Bard 291) DM decides that "wild magic" is silly and stops using it in the campaign. 292) The Players decide that Wild Magic is silly and ignore the DM if it is used again. If this continues, they nominate their own DM and leave the DM to go and find new freinds. 293) the caster loses all levels of any casting classes and replaces them with levels of barbarian 294) the target has very bad gas for 1d6 days 295) It's raining cats and dogs. 296) Now it's hailing taxis (they can be horse-drawn if you want to keep the pseudomedieval thing going). 297) Everyone is teleported to where they already are, only facing the other way round. 298) Everything within 100 ft turns blue for 3d4 rounds 299) Target grows a huge beard, regardless of race or gender. 300) The hat/headgear nearest the caster doubles in size, falling over its owners eyes, and remains that size until remove curse is cast on it. 301) A comfy chair appears behind the caster. 302) Every time the target speaks for the next hour, a fish drops on thier head. 303) Target does a backflip. (move backwards 5ft). 302) Numbers on a list are repeated for no real reason. 304) The wild magic zone turns into a dead magic zone. 305) The wild magic zone doubles in size 306) The wild magic zone halves in size 307) The wild magic zone stabilizes and becomes... normal 308) The caster cannot stop singing catchy bubblegum pop songs. 309) The caster goes completely bonkers but gains 1 point in Intelligence and Wisdom 310) Everyone within a 50 foot radius develops male-pattern baldness (even females) for a year. After a year passes, their hair grows normally. 311) Number three-eleven is just that. LA police code for indecent exposure. The next time the caster visits an important person his clothes disappear just before the other person arrives. This could also happen in town square on market day. Feel free to use and abuse. 312) (old school) The caster develops satyrisis. 313) The caster loses all sexual desire. 314) Cute 'n' cuddly lil kittens start pouring in around the caster by the hundreds. Where did they come from? Nobody knows... 315). Caster teleports to a random location within 1 mile. Caster's gear (and clothes) remain in their previous location. 316). Target teleports to a random location within 1 mile. Target's gear (and clothes) remain in their previous location. 317.) Caster sneezes violently (-4 to all checks, saves, and attacks) for 1d10 rounds. 318.) Caster becomes intoxicated. Treat all damage for the next 1d6 hours as subdual damage. 319.) Target becomes permanently immune to next spell cast at him. 320.) Target gains 1 level in the least appropriate character class for his race. (Half-Orc = Bard, Elf = Barbarian, etc.) Adjust XP penalties accordingly. 321.) Caster must announce any spell he is planning to cast and apologize for any harm it may cause before casting for the next 1d8 days. 322.) Caster's familiar becomes human. All stats remain the same. 323.) Caster's feet grow roots. 324) All fire damage deals cold damage instead, all cold damage deals fire damage instead. 325) All electricity damage deals sonic damage instead, all sonic damage deals electricity damage instead. 326) Caster gains DR 15/- for one round 327) Target gains DR 15/- for one round 328) Caster grows an extra arm, but the arm acts on its own 329) Caster loses an arm 330) Everyone in the current encounter is affected by a temporal stasis spell (no save or SR) until 3:30am 331) Caster grows an extra finger, but the finger acts on its own 332) Caster loses a finger 333) All containers holding liquid within 30' of caster begin to leak 334) Caster summons his/her mother 335) Caster summons his/her father 336) Caster shifts to a random plane 337) Caster is glued to the nearest creature. Only universal solvent can release them. 338) A scroll appears containing the spell just cast. The spell otherwise behaves as normal. 339) The caster's mind shifts into a random magic item. If the item was intelligent, the item's mind moves into the caster's body. |
| Adrez Nesnsid05-31-05, 08:13 PM | And, Furthermore: 324.) Spell functions as normal unless it has a visual effect (Wall of Stone, Fireball, anything that isn't a mental effect). The visual effect of the spell stays the same shape and size, but is composed entirely of bright orange butterflies. Any damage from the spell (like the fire damage from Fireball) becomes bludgeoning and repeats the next round if anyone is still in the area that the spell affected. \340) An orange bucket appears on the caster's head, blinding him or her until it is removed. 341) The caster quotes the last non-magical thing he or she read. 342) Caster is teleported without error 5 feet next to the nearest member of the opposite sex of a sentient race who is currently engaged in the act of exfoliation. 343) Over 1d3 rounds, the caster violently coughs up mianiture versions of himself that argue with one another and do little else. The miniature creatures vanish after an hour. 344) Caster is teleported 1 mile directly above wherever he or she stands. 345) The closest large-sized mollusk to the caster immediately develops a deeply affectionate physical attraction towards him or her. 346) The caster smells like cat nip for a year. All feline creatures like him a lot and will follow him. The bigger ones may try to eat him. 347) The target smells like cat nip for a year. 348) The caster's main hand is replaced by a claw for the duration of the spell. Deals 1d8 damage (1d6 if Small), caster is unable to use weapons in that hand (using weapon in other hand is treated as 2-weapon fighting), and the caster has a 25% somatic arcane spell failure chance. 349) The target's main hand is replaced by a claw for the duration of the spell. Deals 1d8 damage (1d6 if Small), target is unable to use weapons in that hand (using weapon in other hand is treated as 2-weapon fighting), and the target has a 25% somatic arcane spell failure chance. 350) Target's armor fuses with their skin becoming Natural Armor (same rating) and is an Exoskeleton. 351) Caster's armor fuses with their skin becoming Natural Armor (same rating) and is an Exoskeleton. 352) Target grows a prehensile tail. 353) Caster grows a prehensile tail. 354) Target grows a pair of Antenna. +3 dodge bonus to AC, can't be flanked. 355) Caster grows a pair of Antenna. +3 dodge bonus to AC, can't be flanked. 356) Target grows Bat-like wings. Fly double normal speed average maneuverability. 357) Target grows Bird-like wings. Fly double normal speed average maneuverability. 358) Target grows butterfly-like wings. Fly double normal speed average maneuverability, gains hover. 359) Caster grows Bat-like wings. Fly double normal speed average maneuverability. 360) Caster grows Bird-like wings. Fly double normal speed average maneuverability. 361) Caster grows butterfly-like wings. Fly double normal speed average maneuverability, gains hover. 362) Target gains mithral endoskeleton and retractable mithral claws that deal 1d6+1. 363) Caster gains mithral endoskeleton and retractable mithral claws that deal 1d6+1. 364) Target grows horns. 365) Caster grows horns. 366) target grows Thorns. +1d4 damage in a grapple, -4 cha. 367) Caster grows thorns. +1d4 Damage in grapple, -4 cha. 368) Target's skin takes on effect of "Scintillating colors" (This effect sheds light in a 20-foot radius sphere, and it has the power to hypnotize opponents, making them unable to attack the wearer. A full round passes before the colors begin "flowing'' on the robe. Each round after that, any opponent who fails a Will Save DC 20 will stand hypnotized and transfixed for 1d4+1 rounds. Even when this effect wears off, additional saves must be made in order to attack.) 369) Caster's skin takes on effect of "Scintillating colors" 370) Target transforms into Racial Enemy (Dwarf becomes Elf, Elf becomes either dwarf or Orc, etc...) 371) Caster transforms into Racial Enemy. 372) Target gains scales (Natural armor class 1/2 hd) 373) Caster gains scales (Natural armor class 1/2 hd) 374) Target gains Lycanthropy (pick one) 375) Caster gains Lycanthropy (pick one) 376) Target becomes an Elf 377) Caster becomes an Elf 378) Target gains 1d6 cha. 379) Caster gains 1d6 cha. 380) Target gains furr of a random color, long floppy ears and a fluffy-puffball tail. 381) Caster gains furr of a random color, long floppy ears and a fluffy-puffball tail. 382) Caster is teleported somewhere at least a hundred miles away where no one speaks any language he knows. The actual teleportation takes place 1d4 rounds (rolled secretly) after the spell that triggered this surge goes off, thus making the caster think nothing special happened. 383) Target is teleported somewhere at least a hundred miles away where no one speaks any language he knows. The actual teleportation takes place 1d4 rounds (rolled secretly) after the spell that triggered this surge goes off, thus making the caster think nothing special happened. 382) magic mouth appears on casters chest yelling out his thoughts 383) same but on targets chest. 386) An NPC identifying himself as 'The Repo Ninja' appears, demanding a specific magic item from the party. 387) 12 monkeys in grass skirts show up and dance for the spellcaster. They attack if he/she doesn't applaud their performance. 388) Wanted pictures picturing the caster show up all over the nearest town, offering 1,000 x Caster Level GP for his or her head. 389) As 388, but featuring the target 390) The caster is turned into a puppet 2 size classes smaller, complete with strings. He/she is still alive and able to act. The effect wears off in 1d4 months 391) Local temperature increases 3d20 Farenheit 392) Local temperature decreases 3d20 Farenheit 393) Deja Vu - everything is as it was exactly one round before. Damage is healed, ability damage is healed, spell slots and item uses are recharged to exactly as they were 393) Deja Vu - everything is as it was exactly one round before. Damage is healed, ability damage is healed, spell slots and item uses are recharged to exactly as they were 394) Everyone within 5 miles is subjected to a suggestion spell to have a tea/coffee/warm beverage break. The save DC is 20. 395) Flowers sprout in a 60 ft radius. After 1d4 rounds they begin to talk to the caster but only he/she can hear them. 396) Target is affected as per the spell Bigby's Willful Wedgey (1d6 subdual damage per caster level. maximum of 10d6 and halves speed unless a full round action is spent to correct the problem) 397) Caster is sent back in time 1d4 rounds with his/her current knowlege 398) Target is sent back in time 1d4 rounds with his/her current knowlege 399)Caster is sent forward in time 1d4 rounds with his/her current knowlege 400)Target is sent forward in time 1d4 rounds with his/her current knowlege 401) Caster accidentally casts a different spell of the same level (or a lower one or higher), but still has the same casting time, components, and range as the intended spell 402) The time of day spontaneously shifts by +/-12 hours 403) Everyone within 40 feet of the caster is expelled to a random plane 404.) DM: you all die. no save...*point at wizard who cast spell*and its all his fault 405). you tear a hole in the space time continuam...you were never born 406). your character wakes up and realize all his adventures have been a dream and he's really a small pale annoying man named bob who works all day in a cubical (and insist that they continue playing thier character) 407). transport players to a slightly more realistic "alternate reality" where returning shrukins hurt you 408: A large fleshy monster (the vindaloomonster) is summoned and charges the target. Right before impact a 'pop' is heard and the monster is replaced by a white rabbit in the height of the monsters head, 2m in the air, and still moving att the same speed. This results in a bunny flight over the targets head and in to the nearest wall (or if no wall is there the bunny lands 10' behind the target and rolls helpless before it stops). 409. Summon Monster of the same level of the spell is cast (pick one randomly from the list). The monster appears in the closest available floorspace to the caster (or air-space if it's flying), and acts in a manner suitable to its intelligence, alignment, what it was doing at the time, etc. 410. As above, but Summon Nature's Ally. 411. Attempted spell is cast on a random target within range (include caster) 412. Random spell of the same level (use scroll tables) is cast on the intended target 413. Caster summons a small, greyish ball of fur with no visible eyes, mouth or limbs of any description. It flies at 40ft, bumps into things periodically, and communicates only by going "meep" in various ways. It follows the caster around until hurt or insulted enough to make it leave, is adorably scared of pretty much everything except the caster, and likes to live in a backpack / pocket / belt pouch etc. Oh, and it's cute. 414. Caster is suddenly struck with a wonderful, worldchanging idea (like how to make chocolate, or how to convince the BBEG to become their bestest best friend or something), which they forget within 1d4 rounds if they don't write it down. 415. Caster or target (50% chance for each) spends the next 1d4 rounds quoting some random, yet-to-be-discovered-on-this-plane scientific or mathematical theories (eg. the "del" operator defined in spherical polar coordinates, or the time-independent Schrodinger equation). This is delivered using as much long-winded jargon as is physically possible, and it is DM's discretion as to whether or not anyone present understands enough of it for it to be useful in any way. 415. Caster summons the nearest dragon, which may or may not be annoyed about this... 416. If it is dark, the sky is filled with fireworks or fairy lights. If not, a rainbow appears for no apparent reason. 417. All stats shift one slot foward (Str score to Dex, Dex score to Con, etc.) for Target 418. All stats shift one slot backwards (Str Score to Cha, Dex Score to Str, etc.) for Target 419. All stats shift one slot foward (Str score to Dex, Dex score to Con, etc.) for Caster 420. All stats shift one slot backwards (Str Score to Cha, Dex Score to Str, etc.) for Caster 421. Caster and Target Switch Stats (Str swaps with Str, Dex with Dex, etc.) 422. Caster and Target Switch stats Randomly 423. Caster Swaps stast sequentially with six closest people (Str with closest, Dex with next closest, etc.) 424. Target Swaps stast sequentially with six closest people (Str with closest, Dex with next closest, etc.) 425. Caster loses 2d6 levels and gains an equal number of levels in random classes (roll for each level) 426. Target loses 2d6 levels and gains an equal number of levels in random classes (roll for each level) 427. Caster and Target Swap 1d8+1 levels (determine randomly if they are multiclassed) 428. All of Casters stats are reduced to 8 (if higher than 8) and one stat is increased by the amount lost 429. All of Targets stats are reduced to 8 (if higher than 8) and one stat is increased by the amount lost 430. Caster gets an inherent +1d6 to a random skill (rolled every time skill is used) 431. Target gets an inherent +1d6 to a random skill (rolled every time skill is used) 432. Everyone within 30' of either the caster or the target loses 1d6 on a random Ability and gains it back on another random ability (it is possible to not experience any change if the loss ability and the gain ability are the same) 433. 1d6 random targets within the spells potential range die instantly and return as random undead 1d3 rounds later, their first act is to kill the caster (if he isn't one of them) after which they behave normally for undead of their new type (they cannot be turned/destroyed/rebuked/controlled untill they have killed the caster) 434. Everyone within sight of the caster loses 1d3-1 levels and changes to a new random alignment (roll 1d3 for Good/Evil axis and 1d3 for Law/Chaos axis) 435. Caster dies instantly. 436. Caster dies instantly. Roll again 437. Target Dies instantly. 438. Caster instantly casts the same exact spell (doesn't use an additional slot) but may change the target if desired 439. Summon (1d3)d20 rabbid gold piecies that attack random targets (use the casters Bab, deal 1d3 damage that ignores any DR), these rabbid gold pieces disappear after a number of rounds equal to their quanity 440. Caster gains 1d6 levels, those nearest him loose 1 level each (total victims equal to his gain) 441. There is no 441 442. Caster is instantly Polymorphed into a random Monster from the MM 443. All of caster's gear disappears but he is surrounded by GP equal to 3d% of it's value 444. Everyone within 1d10x10' is affected by a reverse effect curse for 8d6 hours (all spells have the reverse of the normal effect) 445. Everyone within 1d10x10' is affected by the reverse roll curse for 8d6 hours (treat roll as opposite of its actual value; 1 is 20, 2 is 19, 3 is 18 ect.) 446. Every heavy metal object within 3d10 miles is teleported 100' above the battle field. Upon landing each object rests for 1 round then either teleports 100' feet above the battle field (50% - 5% for each previopus occurence) or returns to its point of orrigion. 447. Roll (2d6)d6 and subtract (50%) or add it to this to get your actual result 448. Target and Caster exchange health (if somone has excess they are temp hp and dissapear at a rate of 1d4/hr <roll every hour>) 449. Spell has no effect. Caster loses spell and Target gains the spell but it must be cast within 24 hours 450. One random effect form each set of 100 occurs (1 form possibility 1-100, one form 101-200, ect.) effect 1001 also occurs. 451. Everyone (caster included) within 5d10' must make a Will save (DC 15 + Spell level + casters Cha mod + 2d4) or Burst into song as a group led by caster (if the caster suceeds his save nearest person that failed is lead instead) 452. Spell takes effect as normal excpet the damage type is random (if applicable, otherwise reroll) 453. Reroll 6 times and note results. Then roll 1d6 to determine which effect occurs. 454. Reroll 7 times and note results. Then roll 1d6 twice to determine results (the first result is replaced by option 7 for the second roll) 455. The Caster must reroll all first round actions for the next 1d6+1 days and use the lower result 456. The Target must reroll all first round actions for the next 1d6+1 days and use the lower result 457. Caster is teleported 1d10' in a random direction and the spell fires off at the same position relitive to his new position (ie. if he moves 10' backwards the spell's center moves 10' backwards as well) 458. Every loose object within 100' feet with direct LOS (Ignore creatures) to the caster is sucked in and strikes the caster 459. Caster Warps 2d10 rounds into the future 460. Target warps 2d10 rounds into the future |
| Adrez Nesnsid05-31-05, 08:16 PM | 461. The caster and the target swap clothing and equipment. If the target is the caster, the clothing is now worn inside-out or backwards (whichever is appropriate). 462. Caster's familiar explodes, causing 1d6 damage (reflex half) to all creatures within 15'. 1d4 rounds later the familiar appears again exactly where it was before. 463. If the caster fails a Will save, she now believes she is completely invisible as if under a Greater Invisibility spell. She can see through herself as though she were invisible, and any form of invisibility detection used by the caster confirms her invisibility. However, she is completely visible. This lasts as long as Greater Invisibility would. 464. All food and drink carried by anyone within 30' of the caster becomes a squishy, gelatin-like substance. The substance wobbles and jiggles, and can be cut into cubes or other shapes fairly easily, and it also tastes exactly like the original food or drink. Sandwiches and other foods which are close together become fused together into one solid hunk of gelatin. All such food glows softly but is otherwise exactly like the original food. 465: Caster implodes for a retributive strike, his spells per day are his charges for the damage, and he has a 70% chance of being transported. 466: The DM realizes the irritation of wild magic and your character is transformed into a lawful good human paladin with a hatred of wild magic. And a holy sword to make you feel better about this PERMANANT change. __________________ 467: For the next week, all eggs within 100 yards of the caster are drawn directly toward his head, at the speed of a normal lob. 468: The next clown, mime, or similar culturally-appropriate entertainer that the target meets will develop an irrational murderous hatred of him. 469: Caster and target exchange voices for 24 hours. 470: Everone within range of the spell is stimulated as if they had drunk 8 shots of espresso. 471: random People Teleport in and they do this:http://www.wizards.com/leaving.asp?url=http://ebaumsworld.com/doodoocaca.html&origin= 472: A bard Teleports in and Starts Playing and singing this:http://www.wizards.com/leaving.asp?url=http://ebaumsworld.com/spacepeople.shtml&origin= 473 Every chance that can only succed on a critical hit automaticaly succeds for 1 day (once again terry pratchet, in the million to one chance which always works) 474 the wild magic zone itself become a collosal dragon for 1d8 rounds 475 the target gains a magic mouth over his own mouth and whenever anyone asks "what is your name?" the magic mouth says "My name is jacanape!" (note i was accualy threatened by this. aka if you don't attack that monster i'll cast magic mouth on you...) 475 the caster gains a magic mouth over his own mouth and whenever anyone asks "what is your name?" the magic mouth says "My name is jacanape!" 473) Target thinks he's a two-headed half-golem ophidian of legend, but he really isn't. 474)All creatures within 10 ft. of the caster gain a random template, no matter what the templates are. 475) Caster and target have all abilities reduced to 1 for 1d20 days. 479) Everyone within 30' of the caster can use a wish within the next 24 hours. 480) Everyone and everything within 30 miles of the caster turns purple for 2D4 days. 481: Castor turns into a horse for 1d4 weeks 482: Castor's head switches places with the nearest member of the same race and opposite sex. __________________ 483) Roll 1d6: The stat corresponding to the number rolled (1 for Strength, 2 for Dex and so on....) is enhanced by 1d6 for 10 minutes, and another (roll 1d6 again) is reduced by 1d6 for the same period. 484) The caster passes out. When he wakes up again, he is under the impression that he is one of the mightiest mages that ever existed. The fact that he does (perhaps) only have low lvl spells at his disposal right now, is something he attributes to the fact that some great and powerful demon is afraid of him, and took away some of his memory. This delusion persists until the caster becomes severely disappointed in his own abilities, and he passes out again. When he wakes up again, he has no memory of what happened. 485) A small (even for a gnome) gnome follows the caster around mindlessly, attacking everything and or everyone within 30 feet of the caster, even friends. This gnome is clad in a colorful robe and he wears a pointy hat. His visage is a mean and bitter one. Something very nasty happened to this gnome, but what it is can't be learned, for the gnome does nothing but attack everyone near him. - Tweak the gnome to fit the party - 486) Casanunda, the world's 2nd greatest lover appears and attempts to woo you. (Re-roll if caster is male -Dm's discretion) 487) Character is revealed within 1d4+1 days to be the "Chosen One" of some obscure prophecy, and now 1d6+2 random Archfiends have found out and want them dead. DM can decide if the prophecy or being "Chosen One" has any real significance or not. 488) As above, but for the target. 489) Caster is deluded into beleiving they are the "Chosen One" of some obscure prophecy. 1d3 Archfiends take it seriously and now want them dead 490) As above, but for the target. 491) Caster's jaw comes unhinged for 1d6+6 rounds. their speech is slurred and their spells with verbal components suffer a 30% spell failure chance, but they may make bite attacks for unarmed strike damage. 492) Target's jaw comes unhinged for 1d6+6 rounds. their speech is slurred and their spells with verbal components suffer a 30% spell failure chance, but they may make bite attacks for unarmed strike damage. |
| Thomar_of_Uointer05-31-05, 08:44 PM | Hey! I remember this thread. 493) Spell takes effect one round before it was cast. |
| Adrez Nesnsid06-01-05, 01:57 PM | 494) Spell becomes a "Living Spell" (See Monster Manual III or the Eberron Campaign Setting) 495) Everybody eithin 10 feet per spell level of the caster turns into a doll made out of yern for 1d20 rounds. 496) The Caster's hnead now faces backwards on their body. Break enchantment or [/i]greater dispel Magic[/i] negates. 497) Caster loses one of their normal senses and gains a new one (such as tremorsense, or a constant Detect... spell effect) instead for 1d10 minutes. 498) the bonus type nearest magical item or active spell effect that grants a bonus, to some stat or some type of roll changes into a luck bonus. if its already a luck bonus, it changes into an enhancement bonus. 499) Roll 1d6 and choose a random item preferably a weapon or armor, (or any other object which can be swung/thrown or worn) within thirty feet of the caster (or the nearest applicable item if there are no suitable items in range). If the roll on the 1d6 comes out between one and three, subtract that number from zero and give the item the abilities of a cursed item of that enhancement penalty. If it comes out between 4 and six, subtract three from the result and give the item the abilities of an item of that enhancement bonus. Points of enhancement bonus or penalty can be swapped out for special weapon abilities and/or drawbacks (as appropriate) as usual, and, in fact ALL points of the modifiers could be swapped out for abilities, if the DM sees fit. Changes last until they are dispelled, unless it was a cantrip that surged, in which case they last for 1d6+caster level years, or if an epic spell surged, in which case the changes to the object can only be removed with Mordenkainen's Disjunction or similar magic. |
| Adrez Nesnsid06-01-05, 04:27 PM | 500) target area is filled with the smell of incense 501) Target area is filled with the smell of rotting garbage. ] 502) In addition to the normal spell effect, the surging spell is accompanied by a duplicate of the effect of the last spell that the caster cast before the current spell, directed at the same target as the surging spell 503) the spell's area of effect is halved 504) all variable numeric effects of the surging spell are halved 505) The surging spell's area becomes a radically different shape than expected. 506) The weather in the area suddenly changes. Reroll on the appropriate chart to determine the new weather, ignoring results identical to the previously prevaling weather. The new weather remains until whenever the weather would normally change, unless the weather is already being controlled by a spell of a higher caster level, in which case, the new weather lasts for 1d20+10+Surging spell's caster level+surging spell's level-controlling spell's level-controlling spell's caster level minutes. The weather changes take 3d20+5 rounds to take effect. 507) caster's type changes to outsider for 1d3 minutes 508) caster's type changes to fey for 1d3 minutes 509) Caster gains a random subtype for 1d10+10 minutes 510) Caster's facial features are scrambled around. |
| Adrez Nesnsid06-01-05, 04:30 PM | 499) Roll 1d6 and choose a random item preferably a weapon or armor, (or any other object which can be swung/thrown or worn) within thirty feet of the caster (or the nearest applicable item if there are no suitable items in range). If the roll on the 1d6 comes out between one and three, subtract that number from zero and give the item the abilities of a cursed item of that enhancement penalty. If it comes out between 4 and six, subtract three from the result and give the item the abilities of an item of that enhancement bonus. Points of enhancement bonus or penalty can be swapped out for special weapon abilities and/or drawbacks (as appropriate) as usual, and, in fact ALL points of the modifiers could be swapped out for abilities, if the DM sees fit. Changes last until they are dispelled, unless it was a cantrip that surged, in which case they last for 1d6+caster level years, or if an epic spell surged, in which case the changes to the object can only be removed with Mordenkainen's Disjunction or similar magic. By the way, about, at least around 50% of the time, these traits gained should be traits and abilities somehow related to the surging spell) |
| Adrez Nesnsid06-01-05, 04:48 PM | 511) The caster's arms, legs, and head, detach from their torso, and float, still fully functional, about four to six inches away from the caster's body, (they still move with the caster, and can be moved by the caster normally) sort of like in the "Rayman" videogames. This condition can be rectified by taking a full round action for each limb (plus the head) to pull each limb (plus the caster's head) back into their normal positions. 512) The caster manifects stigmata which bleeds zesty ranch (or possibly italian, russian, or thousand island) dressing for 1d3 minutes. |
| Adrez Nesnsid06-01-05, 05:38 PM | 513) Caster's familiar is permanently Shapechanged into the caster's race. 514) Caster gains a spelltouched feat (see Unearthed Arcana) with effects based on the currently surging spell (if none are currently associated with the surging spell, make one up); the caster also gains a random flaw to balance it out. 515) for the next 1d6+ spell level rounds, the character must make all rolls twice and take the result most benificial to the creature nearest to them at the time of the casting of the surging spell. By the way folks, we're up to the new effects now, the effects from the old thread ended at number 492, so you can post new effects now if you want to. (By the way, let's all give a big shout out to Thomar of Uointer for posting the first new effect on this thread) |
| Adrez Nesnsid06-01-05, 07:42 PM | 516) Spell is accompanied by a cacaphonous crashing sound 517) As #516, but roll again for an additional effect 518) caster is surrounded by harmless, non-damaging sparks until the next round 519) the caster is surrounded by sparks that deal 1 point of non-lethal fire and 1 point of non-lethal electrical damage to any creature that enters their square (including the caster). The sparks last for 1d2 rounds. A reflex save (DC 10+surging spell's level) negates one point of the damage, and a fortitude save (DC 8+1d3+surging spell's level) can negate the other point of uh subdual, erm, non-lethal damage. |
| Steel Cobra06-01-05, 10:33 PM | I know I know I think this is ok the #)make a fort save or smell bad |
| Adrez Nesnsid06-03-05, 01:57 PM | 520) Caster takes 1d4 points of dessication damage (as per (Abi-Dalzim's) Horrid Wilting (See Sandstorm for expanded rules)) per spell level of the surging spell (fortitude DC 11+surging spell's level halves), and a random nearby target is affected as per a Drown/Breath of The Deep spell (Fortitude DC 10+ surging Spell's level negates) 521) Caster takes 1d6 points of cold damage per level of the surging spell, and a random, nearby target takes 1d6 points of fire damage per level of the surging spell (up to a maximum equal to the amount of cold damage that the caster took, before any uh cold resistance is/was applied), a DC 10+Surging Spell's Level fortitude ,save halves the damage for both. 522) caster is stricken with "corporeal instability" (as per the Chaos Beast special attack) (a DC 10+spell level fortitude save reduces the duration of this effect to one round), and a random nearby target is turned to stone (fortitude DC 10+spell level negates) 523) The surging Spell is modified by the "Chain Spell" metamagic feat, choose the additional targets randomly. 524) Fluctuation in the caster's luck: the caster gains two action points (see Unearthed Arcana) (or four action points if you are using the Eberron Campaign Setting action point rules) but is subjected to the effects of a Bestow Curse spell until they are all used. A Remove Curse or, uh, Break Enchantment spell negates the curse effect, but also removes the/ any remaining bonus action points. |
| Mr.Atheist06-03-05, 04:11 PM | I'd like to see this reach 600, for easy access (a d6, then percentile dice). I'm stealing this list for a very peculiar disability one of my players has. 525) Roll a d6, the subject of the spell may not voluntarily move that body part for 2d20 hours. 1 Left leg 2 Right Leg 3 Left Arm 4 Right Arm 5 Jaw 6 Back 526) Roll a d9 for the spell level, then percentile for the spell of that level. (easiest if you use the list in the dungeon master's guide under arcane scroll). Instead, that spell is cast upon the subject. |
| Thomar_of_Uointer06-03-05, 05:54 PM | 527) Caster gains the Scent ability for 1d6 hours 528) Target gains the Scent ability for 1d6 hours 529) Caster gains the Scent ability for 1d6 hours, but only the target recieves the sensory input 530) Target gains the Scent ability for 1d6 hours, but only the caster recieves the sensory input |
| Mr.Atheist06-03-05, 07:07 PM | 531) {subject} Curse of the pig lord: Everything the caster eats or drinks tastes like pork. This can be removed with remove curse, or can be dispelled by completing trials for the Pig Lord on his mysterious plane. Thanks Invader Zim 532) {subject} 1d4 possessed monks of equal level appear and brutally beat down the character with non-lethal damage. Thereafter, the monks may dissapear, become unpossessed, run like hell, etc; dm's choice. 533) Caster brutally attacks self with closest meelee weapon (if none within five feet, then unarmed) for 1d10 rounds. Caster treats left side of body and right side of body as two different entities. Both sides get full ac of caster, most normal combat rules (within reason) apply, and attacks of oppertunity against the other half. 534) Caster's eyes now work as beholders. 535)The spell cast works as one lower on the spell list (lengthy descriptions). Range not included. Adrez, you have some pretty funny and astonishing effects listed.I assume you used them all from different people? Still, that's much work, good freakin' job. |
| Adrez Nesnsid06-03-05, 07:12 PM | 536) Vines grow around the caster's body. The caster must make a reflex save (DC 5) or be Entangled, as the spell. A successful save negates the natanglement, but not the vines. 537) caster cries ink for 1d6+1d2-1 rounds 538) Caster is encased in a paper-mache cast of themself. 539) Caster's weight doubles for 2d6 rounds. |
| Adrez Nesnsid06-03-05, 09:58 PM | Adrez, you have some pretty funny and astonishing effects listed.I assume you used them all from different people? Still, that's much work, good freakin' job. THanks :D Yeah, all of the ones before number four hundred and ninety-two (492), are by other people, all of the ones that I poster after #492 are mine. |
| Adrez Nesnsid06-03-05, 10:45 PM | I just realized that we're one number behind, because I forgot to count Steel Cobra's entry. Sorry Steel Cobra. Anyway, 541) A sheet of faerie frost (see Frostburn pages 15-16) forms over the ground in a 5 foot per spell level radius around bthe caster. If the caster is on a plane woth no ground, or flying more than thirty feet in the air, the sheet of faerie frost simply forms a plane emanating from the caster's feet (or simply from the bottom if the caster's body, if the caster is from a race that doesn't have feet and/or has been horribly disfigured) 542) Everyone within a (2d6+surging spell level)x5 feet of the caster is affected by a compulsion to drop everything and party (Willpower DC 16+spell level to resist). The compulsion lasts for 1d% minutes, the compulsion can be broken for any given creature if they are attacked with lethal force (it can also be dispelled). Any person who fails their save by more than ten, or who rolls a natural one on their saving throw against this effect, must make a fortitude asve at DC 12 or be turned into a Bacchae (see Fiend Folio) over the course of the next week. |
| Adrez Nesnsid06-03-05, 11:25 PM | (By the way, the numbering is now corrected, as of my previous post) 543) uh, Magical runes, as/like those found in a spellbook, suddenly appear branded in the caster's flesh. This deals 1d2 points of fire damage per spell level. Plus an additional point of non-lethal fire damage per two spell levels (round up). The caster can thereafter treat these brands as tattooed spellbook entries (see The Complete Arcane). 544) One of the caster's arms (or similar appendages) falls off dealing at least 1d3 points of damage. There is a 50% chance that it isn't a clean cut, and the wound bleeds for 2d3 minutes, dealing 1 point of constitution damage for every minute of bleeding. There is a 25% chance that the bleeding is particularly bad, dealing 1 point of non-lethal damage every two minutes, and one point of lethal damage, every minute. 545) Purfume sprays out of the caster's mouth. 546) Caster's nose falls off. 547) Target's nose falls off. 548) Caster's head turns into a balloon and floats away (à la the South Park episode where Mr.mackey does drugs). The balloon head functions similarly to an asrtral body; while the caster's head is a balloon, their body falls inert, if the balloon is popped, the caster's form is restored to normal, and the caster functions normally, again. If nothing happens to the caster's balloon-head, the caster snaps back to normal in 2d6 minutes. 549) It rains macaroni and cheese (or some other, similarly unusual substance) in a 30 foot (+5 feet per surging spell level (some of the time)) radius around the caster. 550) The caster forgets what they are doing and is stunned for 4d2 rounds (a will save, DC 12, halves the/this duration. If the save is successful, a second will save, DC 9 or 10+spell level, reduces the duration of this effect to one round effect) |
| Adrez Nesnsid06-03-05, 11:42 PM | 551) a thin film of mithril forms over the target's eyes 552) A thin film of mithril forms over the caster's eyes For effects #551 and 552, the affected aharacter must make a fortitude saving throw at DC 12+Surging Spell('s) level, to prevent the uh mithril, from, uh, fusing to their heads (not necessarily to their actual eyes, but at least to their eye sockets); otherwise, the mithril plates can be removed by taking a full round action per eye to remove the metal concave plates from their eye sockets. 553) Each five foot square between the caster and the target is filled with "Coldfire" (See Frostburn, page 17). 554) Caster's hands turn into grahm crackers (but retain their hand shape. This is permanent, unless they succeed at a DC 8 fortitude save, in which case it/ this condition simply lasts for 1d6 minutes. 555) Caster's torso is encased in a thin layer of a random metal (choose between iron, steel, aluminusm, calcium, tungsten, mithril, bronze, brass, copper, gold, platinum, kheferu, adamantine, obdurium, solanian truesteel, uh erm uh cold iron, lead, et cetera) |
| Galahdeon06-03-05, 11:47 PM | 556) Target's ears are replaced by wolf ears, permenently, if no ears roll again. 557) Caster's ears are replaced by wolf ears, permenently, if no ears roll again. |
| Mr.Atheist06-03-05, 11:56 PM | I think you should get more than "at least a d3" for your arm falling off. Or maybe a fortitude save to not pass out. Sorry, it just seems like a bigger deal to me when a limp just... falls off... :) 558) Caster can no longer speak any work longer than 3 sylabbles. If he "accidentally" does so, the dm rerolls off this chart. This effect last for 1d6 hours. This may also hinder spells with a verbal component. 559) Subject explodes into a mist of chunky bits. Subject can be raised, but not by spells that require a body, unless the body is reassembled. Reassembling the body is a gruesome task that requires a dc 16 INT check(can be assisted); it taked 2d10 hours, -1 hour for every point the check is beat by (on a 1 for 1 basis, of course). For every chunk missing, the subjects max hp drops a d4. 560) Subjects mental-being (observer), personality, and mental attributes are swapped with those of the nearest creatures. It's just like swapping two brains. 561) Spell cast is now enhanced with 1d10 (CL15) firesballs, which act as if cast simultaneously with tha current spell. 562) Everyone within d20 x 10ft are effected by the flesh to stone spell. Will save 22 to negate. |
| Galahdeon06-04-05, 01:00 AM | I read some posts about people having better role after their character lost a limb. :D go figure! as long as you can reatach it i think it will be alright. :P one question does the limb still alive when it falls off? or do you have to revive it to reatach it? 563) Dm retires what is left of target of spell. 564) Dm retires what is left of caster of spell. 565) Ramdom retired character appears. 565) Random creature within 10' *caster level is replaced by a retired character. 566) target recives a letter from a retired character. 567) caster recives a letter from retired character. |
| Adrez Nesnsid06-04-05, 11:07 AM | I think you should get more than "at least a d3" for your arm falling off. Or maybe a fortitude save to not pass out. Sorry, it just seems like a bigger deal to me when a limp just... falls off... :) its a d3 if the surge cuts the arm off cleanly, and in a manner in which the arm's stump instantly heals; otherwise, the caster takes constitution damage from blood loss. But that passing out idea is good too, I'll add it in later. |
| Mr.Atheist06-04-05, 12:29 PM | 568) Subject grows 1d4 extra arms, which are fully functional just as real arms. 569) Subject's eyes shoot out of it's head at extremely fast speeds at whatever the subject was last looking at at. Each eyed does 1d12 d12's of damage. Eye's stop as soon as they hit the target, if target is not within 140 miles, then they stop after 140 miles of travel. Eyes are now WishStones (for the lack of a better name). Anytime a wishstone is within earshot of someone saying "I wish..." the wish spell is cast if it is possible for that wish and the gem crunbles to a sallt like powder. The eyesockets do not bleed and heal automatically so there's no exposed wounds. The eyes may be restored with a restore limb, miracle, wish, or similar spell. Remove blindness/deafness has no effect. 570)Subject's jaw enlarges to accomidate larger teeth. Subject's teeth grow largely and very sharp, moreso than a vampires. Subject can now make bite attacks for 1d8 damage, counting as unarmed strikes and applying half strength modifier to damage. This effect drastically malforms the lower face in comparison to other's of that race, and may incur appropriote drops in charisma checks. I just find it funny... *little girls arm falls off* Father- "HONEY!? ARE YOU OK! OH SWEET PELOR! BREATHE!" Girl- "Daddy, that didn't hurt at all, I only took one point of damage." Father-"Oh... well... SALLY! GET THAT MAGICAL GLUE CRAP!" |
| Adrez Nesnsid06-04-05, 04:23 PM | 571) The spell is accompanied by flashing colored lights and popping and whistling/hissing noises 572) The spell is accompanied by the sound of a gong. 573) the caster's skin takes on a swirling, tie-dye-shirt-like coloration for the duration of the spell (maximum 4d6 hours, if the spell is longer than that). 574) A loud, high pitched, droning/humming/whistling sound fills the air for 3d6 rounds. 575) the caster glows, as if affected by a Faerie Fire spell for 2d6 rounds. 576) Sparkling points of colored light surround the caster for 1d6 rounds. 577) the spell is accompanied by a low bubbling sound. 578) spell takes effect with a loud "BANG!" sound. 579) caster's hair glows for 1d6+1 rounds. 580) THe spell is accompanied by a sort of errie silence; the volume of all sounds are halved near the caster, and near the target/area of effect for 1d3-1 (minimum 1) rounds. 581) it gets slightly darker near the caster for 1d3 rounds. 582) the caster's eyes glow bright green for 1d8 rounds. 583) spell is accompanied by the smell of roses. 584) Caster's form appears distorted, as per the Blur spell, for one round. 585) Spell is accompanied by the smell of chlorine. 586) Spell is accompanied by loud musical fanfare. 587) Everybody within 60 feet of the caster hallucinates the taste of their favorite food for 1d4 rounds. 588) Spell is accompanied by the smell of tomato sauce, and everything within five feet of the caster and/or the target is tinted slightly red for one round. 589) Everything within 30 feet of the caster takes on a slight hue/tint of a random color for 3d6 rounds. 590) Everybody near the caster hallucinates the simultaneous feeling of heat AND cold. 591) Spell is accompanied by the smell of tacos. 592) All pain is dulled within a (60 + 5 per spell level)-foot radius around the caster for 4d6 rounds. 593) the tamperature in creases by 1d10 degrees around the caster'target for 1d6 rounds. 594) the tamperature decreases by 1d10 degrees around the caster/target for 1d6 rounds. 595) A slight haze forms around the caster for 1d12 rounds. Note: if you roll one of the mainly cosmetic effects listed in this post, roll 1d12-2 if the result is less than or equal to the level of the surging spell, roll again on the wild surge table for an ADDITIONAL effect. |
| Adrez Nesnsid06-04-05, 04:36 PM | 596) A minor planar breach forms between whatever plane the caster is on, and a randomly determined coexistant and/or coterminious plane. 596) A severe planar breach forms between whatever plane the caster is on, and a randomly determined coexistant and/or coterminious plane. 596) A Complete planar breach forms between whatever plane the caster is on, and a randomly determined coexistant and/or coterminious plane. (see the Planar Handbook rules supplement for rules on planar breaches) :D |
| Adrez Nesnsid06-04-05, 04:41 PM | 597) caster loses bowel control for one round. 598) Target loses bowel control for one round. 599) Caster is suddenly tied up with rope that appears out of nowhere. (the rope is completely real, and does not disappear with time) 600) caster and target are both stricken with a compulsion to drop everything and count to 600 out loud. (a Will save, DC 9 halves). :cheer: Yay! We're up to Six Hundred! Yay!!!!! :cheer: Only 401 more to go before I have to change the title of the thread to a larger number :D! |
| Mr.Atheist06-05-05, 12:13 AM | VICTORY! Only 401 more until you plan for more? You sure are optimistic. It's be insane to have 1000 of these. It'd also be nice to see some more positive effects. Good job everyone... er... the two or three other people who contributed... 601) 1d100 weasels spawn above the caster or target (50/50 chance). These weasels attack ferociously until death and can all fit into one square at once. The weasels have the same traits as the ones in the monster manual except they get +10 atk bonus in addition to the regular, and always try to 'attach' to opponents. Hilarious thing to see. 602) Character suffers amnesia. Dm takes his character sheet and he remembers little of his past. Character retains all old scores and such, but no memories of having them. If a player uses knowledge his character doesn't have, the dm should take the power away that is related to that knowledge, or blue-bolt the hell out of him. |
| Adrez Nesnsid06-05-05, 12:38 AM | Only 401 more until you plan for more? You sure are optimistic. It's be insane to have 1000 of these. It'd also be nice to see some more positive effects. I would point out that Several of the seemingly negative effects are, in fact, mixed blessings. For example, the one where the mithril film forms over the caster's eyes; once they get the mithril our of their eyes, they can sell it. |
| Adrez Nesnsid06-05-05, 12:50 AM | I think you should get more than "at least a d3" for your arm falling off. Or maybe a fortitude save to not pass out. Sorry, it just seems like a bigger deal to me when a limp just... falls off... :) I just thought of a better way to explain this: The idea of this effect is not meant so much to be a slasher-movie type "OH MY GOD YOU CUT MY ARM OFF!!!!!!!!!" type thing so much as a Hitchhiker's Guide to the Galaxy, "My leg's drifting off into the sunset..." type thing (unless they make a bad roll on the roll to see how clean the break is), "...My left arm's come off too! How am I going to operate my digital watch now?..." (sadly that scene was heavily shortened in the film version of HHGTG and replaced with a bit where Arthur and Ford turn momentarily into sofas... hmmm .... uh, which brings me to #603) The caster, and/or the target, and/or a random person in the vicinity briefly turn into sofas (for 1d3 rounds, a successful will save (DC 12) halves the duration (round up; mimimum=one round)). |
| Drachasor06-05-05, 01:00 AM | #604: 10d10 puppies fall from the sky as if affected by feather fall in a 50' radius around the caster. If anyone harms one of them then they all turn into Dire Wolves to defend/avenge the one that was harmed. In any case they all disappear after 24 hours. |
| Mr.Atheist06-05-05, 01:10 AM | Hahahaha, i'm not so sure that having mithril in your eyes is much a blessing, wether you can sell it or not. Well, if the arm just drifts into the sunset, i think the closest living creature to the one losing the arm should turn into a penguin. 605) Subject's mother appears before him and one of two things happens, roll a d2. 1: the mother gives the subject a big kiss and a sweet "i love you" for motivation, then dissapears, this grants the subject a bonus to attack and damage for 1d4 rounds. This does not provoke an attack of oppertunity. 2: Mother appears, then seconds later explodes into bits in a horrible gorey manner. Subject must make a will save or be completely defenseless and bawling for the next 1d6 hours. Before this takes full effect, the dm must ask how close the person was to their mother. Use the following chart to see how this effects the previous 1 or 2 effect. How Close?...........If dies......If kisses (bonuses to atk and dmg) distant.................dc10.......No bonus Kind of knew her....dc12.......+1 bonus Knew her..............dc16......+3 bonus Somewhat close.....dc18......+5 Close....................dc22......+7 Absoulte idol..........none......+12 Was that too evil of me? |
| Adrez Nesnsid06-05-05, 02:01 AM | 606) caster and target vomit up gold dust for 2d3 rounds 607) caster is pelted with random diminutive-to-fine sized objects which appear out of thin air twenty five feet away from them and then fly towards them. (deals 1d3 points of damage per round for 1d3 rounds, reflex DC 15 8+spell level halves the damage and turns all remaining damage into non-lethal damage). The caster is free to pick through the junk after the effect ends to see if there's anything valuable there (there usually will/should be). 608) The caster's arms double in length, permanently (unless they make a successful DC 12 fortitude save, in which case the change only lasts 1d6 hours 609) a random person in the caster's vicinity turns into a penguin. (Will save DC 8+spell level reduces duration to 2d% minutes, otherwise the effect is permanent (until dispelled, of course :) :D ) 610) A random creature ikn the general vicinity of either the caster andf/or the target is struck dead, and their soul is sent to Southend rather than to the outer planes. (fortitude DC 12=spell level reduces the effect to a mere 2d6 points of damage) 611) All liquids within 1/2 mile of the caster become so thick that they don't ripple or move at all for one round. 612) a giant vat containing (spell level+1)d3 gallons of custard appears above the caster's head, pours out its contents on the caster's head, and then (if there is any gravity in the area) falls to the ground itself (Not necessarily ON the CASTER though) 613) 1d3 pearls appear lodged inside of either the caster or the target's nose 614) As #607, uh, but centered on the target, rather than the caster. 615) caster farts iron filings. 616) platinum filings shoot from the caster's AND the target's ears, mouth, tear ducts, butt, et cetera for 1d3-1 rounds (minimum one round). Yay, more effects :D |
| Galahdeon06-05-05, 04:36 AM | 617) All creatures with in 60' of caster sudenly feel they need to devote them selves to a new deity or a deity (DC25 will). they imediatly drop to their knees and start praying for 1d20 hours. 618) All creatures with in 60' of target sudenly feel they need to devote them selves to a new deity or a deity (DC25 will). they imediatly drop to their knees and start praying for 1d20 hours. 619) All creatures with in 100' of target and caster decide it is nap time and will sleep for the next 1d10 days (will save DC 30) for half the time. if they are attacked or bothered in any way they all imediatly wake up and are extremly hostile towards the person that woke them up. 620) caster and target swap random body parts permently (DC 20 to choose which body parts). |
| Adrez Nesnsid06-05-05, 11:51 AM | 621) spell is accompanied by the smell of citranella (spelling?). 622) Everybody within 40 feet of the caster and/or the target feels as if there is a lot of resistance being applied against their every movement, as if they were trying to walk through thick pancake batter or something, for one round. this resistance is merely a preception, it is not real, and movement is not really/actually affected. 623) spell is accompanied by the taste of banannas, which is hallucinated by everyone in the vicinity. 624) caster and any adjacent creatures, uh hallucinate the sensation of ants crawling under their skin for 1d4 rounds. 625) The wind picks up slightly in the caster's vicinity for 1d2 rounds. Note: if you roll one of the mainly cosmetic effects listed in this post, roll 1d12-2 if the result is less than or equal to the level of the surging spell, roll again on the wild surge table for an ADDITIONAL effect. |
| Adrez Nesnsid06-06-05, 12:48 PM | 626) a sphere of glass appears around and then shatters> 627) Caster's clothing changes. 628) Caster is stricken with kleptomania for 2d6 rounds (Will save DC 12 halves the/this duration) 629) Caster's face uh, is covered by the illusion of a stylized happy face for 1d6 minutes.' 630) jewelry suddenly appears all over the caster's body. There is a 15-Spell level% chance that the jewelry is really ugly. |
| Adrez Nesnsid06-06-05, 06:14 PM | 631) Caster's face Disappears (Fort save DC 6 or its permanent, otherwise, for 10d6 roundas) 631) Caster grows a new face in a random location on their body (Fort save DC 6 or its permanent, otherwise, for 10d6 rounds) |
| Adrez Nesnsid06-06-05, 06:20 PM | 633) Caster grows 2d3 new noses in random locations on their body; They also gain the scent ability, but must make a wisdom check (DC 16-Number of new noses) each time that the ability becomes relevant in order to use the ability properly. If they already have the scent ability, its range doubles. This effect lasts 3d% hours, a successful fortitude save (DC 16) can either make the effect permanent, or divide its duration by three (caster's choice) 634) Target grows 2d3 new noses in random locations on their body; They also gain the scent ability, but must make a wisdom check (DC 16-Number of new noses) each time that the ability becomes relevant in order to use the ability properly. If they already have the scent ability, its range doubles. This effect lasts 3d% hours, a successful fortitude save (DC 16) can either make the effect permanent, or divide its duration by three (target's choice). 635) Target's face Disappears (Fort save DC 6 or its permanent, otherwise, for 10d6 roundas) 636) Target grows a new face in a random location on their body (Fort save DC 6 or its permanent, otherwise, for 10d6 rounds) |
| Adrez Nesnsid06-08-05, 12:25 PM | :bump: Doesn't anybody else have any ideas? :bigeyes: |
| Thomar_of_Uointer06-09-05, 01:34 AM | 637) Spell is accompanied by a large fanfare, duplicating the effects of a bardic countersong with a Perform modifier equal to the caster level for 1d6+1 rounds. |
| Venom of the Yuan Ti06-09-05, 02:55 AM | 638) Instead of the normal function the spell summons two unique creatures. 1st a young boy in a boy scout costume. Treat as a 1st level halfling commoner, who complains loudly when deaded. 2nd a large idiot, treat as a 3rd level human warroir. With DR 50/photography When they arive the following conversation takes place. 2) Im tha famous eccles. 1) Ecules? 2) Ya? 1) Hav you ever bun Summonededed-ed by a naughty magic before? 2) Is dat what we is doin'? 1) Yes. 2) No I never been doin this before. 1) Hey look (indicates caster) dat is him what dided this thign that was dided. |
| Adrez Nesnsid06-12-05, 05:13 PM | 639) There/Not There (See Tome of Magic or one of its various unofficial 3.5e conversions for detials) effect on random object near the caster lasting for 3d6 rounds 640) There/Not There (See Tome of Magic or one of its various unofficial 3.5e conversions for detials) effect on a random object near the traget for 3d8 rounds. 641) Reaving Dispel on caster, treating the target of the surging spell as if they were the caster of the Reaving Dispell effect. (If an object is targeted, use the nearest creature to the target as the effective caster of Reaving Dispell instead. (See The Complete Arcane for a description of Reaving Dispell) 642) A (seemingly) perfect, working replica of an artifact (and/or epic magical item, and/or regualr magical item with a base price greater than 180,000 gp (or a relic (see The Complete Divine priced 180,000 gp before the price reduction for being a relic and requiring/taking up spell slots)), appears in the near vicinity of the caster. This item is, however, unstable. The first time that it is used, or if more than 3d6 minutes pass, the item initiates another wild surge, and hits its weilder with the combined effects of Reaving Dispel and Reciprocal Gyre (In addition to its normal, usual effects). If it manages to reave a number of spell levels equal to at least three quarters of its caster level, its use limit and time limit are reset to what they were when the item first appeared (or You can re-roll the time limit, if you want to). Otherwise, the item explodes dealing 1d6 points of force damage to everybody within a radius of 2.5 feet per caster level of the item, and knocking them prone (a Reflex save or balance check negates the knockdown part) and creating an effect similar to a Teratomorph's (See Monster Manual II page 194-195) "Warp Reality" ability (the more dramatic manifestation thereof, that is, the type which approximates spell effects in addition to its normal effects). |
| Sproik06-12-05, 05:19 PM | 643 - All of the above. |
| Fiery_Overlord06-13-05, 02:13 AM | 644) All extra-planar spaces within 100ft become portals to random planes, for the duration of the spell. All contents of those spaces are instananeously teleported to a random location on the plane the portal opens to, but no closer than 100 miles from the portal. 645) The flesh melt off the caster and he gains a 'bone creature' template from Book of Vile Darkness. 646) Target gain the half-celestial template and caster gains the half-fiend template. 647) A strange Medium sized device with blinking luminescent numbers counting down from 60 to 0 seconds (10 rounds) is appears 5ft in from of the caster. After hitting 0 the device explodes disintegrating (fort save DC 50) within 100ft and deals 1000 fire, 1000 sonic 1000 non-labeled damage for 1000ft no save (affecting items that survived the disintegration also). This destroys most things within the radius, including the ground and structures. The device has a hardness of 10 and 50hp. If destroyed with damage it explodes for 100 fire, 100 sonic, 100 non-labeled damage for 50ft. This is device uses an Extraordinary effect to do this, preventing antimagic from helping. 648) Target gain the half-fiend template and caster gains the half-celestial template. 649) The intended spell affects random creature on the same plane farther than 1 mile but within 10 miles of the caster. The target knows the caster’s name, location at the time of casting and general description. 650) All creatures within 100ft are held in Temporal Stasis for 10d100 years 651) Caster gains the Petitioner template and forgets everything. The planar commitment trait is to the plane currently on. |
| Galahdeon06-13-05, 03:23 AM | 652) Cater teleports 1d6 dragons of the opposite alignment to within 100 feet of his position, they are all dazed for 1d4 rounds. 653) Caster teleports 1d6 dragons of the same allignment to within 100 feet of his position, they are all dazed 1d4 rounds. 654) Caster summons a herd of tourist, they imediatly begin taking pictures and exclaiming ohh my. all other creatures are confused/dazed from the flashes and confusing languge the tourist use, no save. |
| ChaosSaber06-13-05, 11:31 AM | Wow there are so many, I apologize if some of these have already been used: 655: If the spell has an area effect, the spell becomes a Living Spell (MM3) instead that attacks anyone approaching the original target area. 656: Caster and Target are instantly teleported to an isolated area on a neutral plane where they may fight one-on-one. The victor and the loser's corpse are returned to their place of origin once the fight is over. 657: Spell's energy type (if it has one) is randomly changed to another type. (ie. Fire, Cold, Acid, Electricity, etc..) 658: Spell's alignment is randomly determined 659: Spell ignores spell resistance and does not allow a saving throw 660: Spell's caster level is increased by 1d6, all dependant effects are raised accordingly 661: Spell turns to water, soaking the target but causing no other effect 662: Spell blows up in the caster's face, causing 1d6/caster level Magic damage 663: If the spell has an element (fire, ice, etc), it instaed summons a large elemental of that type, hostile to the target 664: Area effect spell randomly ignores 1d3 targets (their squares are completely unaffected, but everything around them is) 665: Caster explodes (as a Balor's Death Throes ability), dealing 100 damage to anything and everything within 100feet, Reflex DC30 half. The caster's body is blown to pieces and incinerated, rendering it "completely destroyed" 666: Nerull, Vecna or a similar Evil God (based on character's law-chaos alignment) appears and offers to grant the character three wishes in exchange for their soul. Accepting immediately changes the character's alignment to evil and, upon completion of the final wish (or the character's death), they are teleported to the God's home plane to burn in damnation for all eternity. Atonement before making the second wish can break this infernal contract, however once the second wish is made you're screwed. |
| Adrez Nesnsid06-13-05, 12:55 PM | 666: Nerull, Vecna or a similar Evil God (based on character's law-chaos alignment) appears and offers to grant the character three wishes in exchange for their soul. Accepting immediately changes the character's alignment to evil and, upon completion of the final wish (or the character's death), they are teleported to the God's home plane to burn in damnation for all eternity. Atonement before making the second wish can break this infernal contract, however once the second wish is made you're screwed. Sorry to nitpick, but I just couldn't help pointing out that souls condemned to damnation in Nerull's domain are frozen into the blocks of ice that make up the walls of Nerull's palace (à la The Return of The Jedi, but on a much grander scale). On a different note, good work on catching that number six-hundred and sixty-six should have a somewhat dark theme :D . :devil: |
| HiQKid06-13-05, 01:13 PM | 0667 Caster cannot cast spells while wearing clothing 0668 Caster cannot cast spells without first announcing his intent 0669 Caster cannot cast spells without saying “Abra Cadabra” 0670 Caster cannot close his mouth 0671 Caster cannot close his mouth after the next spell he casts 0672 Caster cannot close his mouth until dawn 0673 Caster cannot comprehend numbers greater than twenty 0674 Caster cannot control Elementals summoned by him 0675 Caster cannot control his own Illusion spells 0676 Caster cannot cross a threshold without knocking 0677 Caster cannot cross flowing water under his own power 0678 Caster cannot distinguish between left and right 0679 Caster cannot distinguish between very hot and very cold 0680 Caster cannot drown if he carries a torch 0681 Caster cannot eat cooked meat except by moonlight 0682 Caster cannot eat food unless he prepares it himself 0683 Caster cannot eat or drink between dawn and dusk 0684 Caster cannot enter a building unless invited 0685 Caster cannot enter a room without announcing himself 0686 Caster cannot exit a room through the door by which he entered 0687 Caster cannot fall asleep except when standing up 0688 Caster cannot fall asleep unless sung to 0689 Caster cannot fall asleep unless told to do so 0690 Caster cannot fall asleep while wearing clothing 0691 Caster cannot inflict any form of physical harm for d10 rounds 0692 Caster cannot inflict any form of physical harm for d4 rounds 0693 Caster cannot inflict any form of physical harm for d6 rounds 0694 Caster cannot inflict any form of physical harm for d8 rounds 0695 Caster cannot leave a building unless told to do so 0696 Caster cannot leave a room while others’ eyes are upon him 0697 Caster cannot leave his home without first casting a spell 0698 Caster cannot open both eyes simultaneously 0699 Caster cannot open doors for himself 0700 Caster cannot open doors without first saying “Open sesame” 0701 Caster cannot open his mouth 0702 Caster cannot open his mouth until nightfall 0703 Caster cannot pierce his own flesh with knives or blades 0704 Caster cannot refuse a request for his aid 0705 Caster cannot see through glass 0706 Caster cannot shut up until someone inflicts damage upon him 0707 Caster cannot sleep unless naked 0708 Caster cannot speak during one day of each week 0709 Caster cannot speak except in direct sunlight 0710 Caster cannot speak except under moonlight 0711 Caster cannot speak for 1d4 rounds after casting a spell 0712 Caster cannot speak normally but must shout or whisper 0713 Caster cannot speak unless spoken to 0714 Caster cannot speak until he has ridden a horse 0715 Caster cannot speak until he is burned by fire 0716 Caster cannot speak until no one is within 60’ of him 0717 Caster cannot speak until rained upon 0718 Caster cannot speak until someone inflicts damage upon him 0719 Caster cannot speak until someone says his name 0720 Caster cannot speak until sunrise tomorrow 0721 Caster cannot speak when at less than full hit points 0722 Caster cannot speak when underground 0723 Caster cannot stand upright for 1d4 hours 0724 Caster cannot study spells if he still has any memorized 0725 Caster cannot teleport or be teleported 0726 Caster cannot tell a deliberate lie 0727 Caster cannot tolerate metal worn next to his skin 0728 Caster cannot turn invisible by any means 0729 Caster cannot use magical items for 8d4 hours 0730 Caster casts spells as if 1 level higher when it’s snowing 0731 Caster casts spells randomly each time he is injured 0732 Caster causes damage one round after he inflicts it 0733 Caster changes alignment randomly under every Full Moon 0734 Caster changes clothes randomly every time he casts a spell 0735 Caster changes color randomly every time he casts a spell 0736 Caster changes his mind every time he decides to cast a spell 0737 Caster changes his name but won’t reveal his new one 0738 Caster changes his name under every Full Moon 0739 Caster changes places with target every time he casts a spell 0740 Caster changes race randomly every time he casts a spell 0741 Caster changes sex randomly every time he casts a spell 0742 Caster changes sex randomly under one Full Moon to the next 0743 Caster changes shape randomly every time he casts a spell 0744 Caster claims nearest dragon as a familiar 0745 Caster closes his eyes and counts to 1000 0746 Caster combusts when exposed to direct sunlight 0747 Caster complains of persecution when things don’t go his way 0748 Caster constantly doubts himself; +2 to Initiative rolls 0749 Caster constantly hears a ticking as from an alarm clock 0750 Caster convinced he is possessed by some horrid entity 0751 Caster coughs up strange items: needles, spiders, pebbles, etc. 0752 Caster crows like a rooster at sunrise 0753 Caster crumbles to dust; reappears next sunrise unharmed 0754 Caster degenerates 1 HP per round for the next 20+d20 rounds 0755 Caster delivers Shocking Grasp to the next person he kisses 0756 Caster desires to change his name each morning 0757 Caster desires to circumnavigate the planet 0758 Caster desires to leap from the next bridge he crosses 0759 Caster desires to walk on his hands instead of feet 0760 Caster desperately hopes to avoid his current destination 0761 Caster develops a compulsion to be struck by lightning 0762 Caster develops a craving for slugs, maggots, and leeches 0763 Caster develops a fear of elementals 0764 Caster develops a fear of kobolds, those mighty creatures 0765 Caster develops a fear of rabbits 0766 Caster develops a fear of rocks; they might be earth elementals 0767 Caster develops a fear of the target 0768 Caster develops a fear of trees; they might be treants 0769 Caster develops a fear of wild surges 0770 Caster develops a morbid desire to see his own heart 0771 Caster develops a phobia about Wild Surges 0772 Caster develops a terrific thirst for alcohol 0773 Caster develops a terrific thirst for blood 0774 Caster develops a terrific thirst for cobra venom 0775 Caster develops a terrific thirst for egg whites 0776 Caster develops a terrific thirst for egg yolks 0777 Caster develops a terrific thirst for holy water 0778 Caster develops a terrific thirst for ink 0779 Caster develops a terrific thirst for lamp oil 0780 Caster develops a terrific thirst for magic potions 0781 Caster develops a terrific thirst for pine tree sap 0782 Caster develops a terrific thirst for poison 0783 Caster develops a terrific thirst for sea water 0784 Caster develops a terrific thirst for sovereign glue 0785 Caster develops a terrific thirst for stagnant water 0786 Caster develops a terrific thirst for unholy water 0787 Caster develops a terrific thirst for universal solvent 0788 Caster develops advanced arthritis; Movement rate is halved 0789 Caster develops ambidexterity 0790 Caster develops an aversion to clothing 0791 Caster develops an intense craving for charcoal 0792 Caster develops an intense craving for dirt and mud 0793 Caster develops an intense desire to swim upstream and spawn 0794 Caster develops an intense phobia of fish and marine life 0795 Caster develops an irresistible urge to bury himself 0796 Caster develops another joint between his shoulder and elbow 0797 Caster develops d4 new personalities 0798 Caster develops irritating, elusive itch somewhere on his body 0799 Caster develops radial symmetry, like a starfish 0800 Caster develops Thaumaphilia, a fascination with magic 0801 Caster develops Thaumaphobia, an intense fear of magic 0802 Caster dies immediately if he is ever cut by his own dagger 0803 Caster dies nightly and is resurrected each following morning 0804 Caster discovers a tombstone nearby inscribed with his name 0805 Caster discovers the secret for manufacturing plastic 0806 Caster disgorges 1d1000 bats 0807 Caster disgorges 1d1000 blasphemies 0808 Caster disgorges 1d1000 canaries 0809 Caster disgorges 1d1000 copper pieces 0810 Caster disgorges 1d1000 counterfeit gold coins 0811 Caster disgorges 1d1000 cubic yards of smoke 0812 Caster disgorges 1d1000 feathers 0813 Caster disgorges 1d1000 frogs 0814 Caster disgorges 1d1000 hailstones 0815 Caster disgorges 1d1000 hot embers 0816 Caster disgorges 1d1000 locusts 0817 Caster disgorges 1d1000 maggots 0818 Caster disgorges 1d1000 minnows 0819 Caster disgorges 1d1000 needles 0820 Caster disgorges 1d1000 non-poisonous snakes 0821 Caster disgorges 1d1000 pints of water 0822 Caster disgorges 1d1000 rotten apples 0823 Caster disgorges 1d1000 small pebbles every morning 0824 Caster disgorges 1d1000 spiders 0825 Caster disgorges 1d1000 sugar cubes 0826 Caster disgorges 1d1000 sunflower seeds 0827 Caster disgorges 1d1000 teeth 0828 Caster disgorges a black pudding 0829 Caster disgorges a complete human skeleton 0830 Caster disgorges a large python 0831 Caster disgorges a scroll containing a random 7th level spell 0832 Caster disgorges everything he ate during the last week 0833 Caster disgorges his own digestive tract 0834 Caster disgorges the last meal he ate 0835 Caster does not age while asleep: aging is slowed by 1/3 0836 Caster does not age while awake: aging is slowed by 2/3 0837 Caster does not believe anything he says 0838 Caster does not heal while exposed to direct sunlight 0839 Caster does not need to eat while he has his full hit points 0840 Caster does not need to open his eyes to see (lasts d4 days) 0841 Caster does not reflect or emit any form of light for d6 days 0842 Caster doesn’t believe that his body is his actual form 0843 Caster doesn’t know when he’s lying 0844 Caster doesn’t know which spells he has memorized 0845 Caster doubles his size when he is asleep 0846 Caster drools constantly 0847 Caster electrically charged and shocks next person he touches 0848 Caster emits no scent whatsoever; cannot be tracked by hounds 0849 Caster exchanges personalities with some distant (demi)human 0850 Caster exchanges places with himself one hour in the future 0851 Caster experiences horrifying nightmares tonight 0852 Caster experiences pain at the sight of blood 0853 Caster experiences sublimely beautiful dreams tonight 0854 Caster experiences vertigo when he looks at the stars 0855 Caster experiences vertigo whenever he looks at the moon 0856 Caster explodes and dies (Save vs Death to prevent explosion) 0857 Caster explodes as a Fireball of Hit Dice equal to 2x his Level 0858 Caster explodes permanently when hit points fall to ½ total 0859 Caster explodes under every Full Moon; reforms at dawn 0860 Caster explodes; reforms 2d20 turns later unharmed 0861 Caster exudes chlorine gas whenever he casts a spell 0862 Caster faints at the sight of his own blood 0863 Caster faints at the sight of his own reflection 0864 Caster falls asleep and cannot be roused 0865 Caster falls asleep when exposed to direct sunlight 0866 Caster falls asleep whenever he casts a spell 0867 Caster falls in love with d4 people of same race/opposite sex 0868 Caster falls in love with his own reflection 0869 Caster falls in love with someone entirely inappropriate 0870 Caster falls into a heap of unconnected cells 0871 Caster falls madly in love with the nearest statue 0872 Caster falls over 0873 Caster fears clothing except when naked, when he fears nudity 0874 Caster fears communists are after his precious bodily fluids 0875 Caster fears he is a vampire and will be injured by sunlight 0876 Caster fears he is a werewolf temporarily in human form 0877 Caster fears he’ll turn to stone if he sees his reflection 0878 Caster fears his body does strange things when he’s asleep 0879 Caster fears lightning but is drawn to trees during storms 0880 Caster fears rainfall 0881 Caster fears sentient weapons, thinking they’re out to get him 0882 Caster fears small woodland creatures 0883 Caster fears that the moment of reckoning is close at hand 0884 Caster feels a burst of confidence after casting a spell 0885 Caster feels a mild ache between his eyes when facing north 0886 Caster feels a need to explain himself when casting a spell 0887 Caster feels a sense of real urgency in his bladder 0888 Caster feels an intense desire to stare at the sun 0889 Caster feels an intense urge to drop his weapons 0890 Caster feels an intense urge to hide 0891 Caster feels an intense urge to reveal any secret he knows 0892 Caster feels an intense urge to run to the nearest well 0893 Caster feels an intense urge to sing at the top of his lungs 0894 Caster feels an urge to mark trees in the manner of a wolf 0895 Caster feels crampy and bloated 0896 Caster feels deja vu whenever he hears his name 0897 Caster feels euphoric; +2 to ability checks for 2d4 turns 0898 Caster feels giddy and energized whenever he casts a spell 0899 Caster feels hopeless; -2 to ability checks for 2d4 turns 0900 Caster feels horrible embarrassment whenever he casts a spell 0901 Caster feels hunger pangs after casting a spell 0902 Caster feels intense ecstasy whenever he’s wounded 0903 Caster feels intensely guilty whenever he eats meat 0904 Caster feels intensely hung-over 0905 Caster feels like gravity has shifted by 45º 0906 Caster feels like he has been spinning in a circle for hours 0907 Caster feels like he just bearhugged a cactus 0908 Caster feels like he’s been folded, spindled, and mutilated 0909 Caster feels like he’s been manipulated all this time 0910 Caster feels like he’s just come off a huge drinking binge 0911 Caster feels like he’s in freefall whenever he casts a spell 0912 Caster feels naked unless wearing a tiara 0913 Caster feels out of breath after casting a spell 0914 Caster feels phantom itch in his “third” and “fourth” arms 0915 Caster feels uncomfortably cold for the next 2d12 hours 0916 Caster feels wholly alone in the universe 0917 Caster Feigns Death whenever he’s out of spells 0918 Caster finds clothing uncomfortable in the presence of royalty 0919 Caster finds himself insufferably pretentious 0920 Caster finds his own head at the bottom of a nearby hole 0921 Caster finds some mundane food irresistible 0922 Caster finds the taste of cooked meat offensive 0923 Caster flares like burning magnesium for one round 0924 Caster flatly refuses to believe that he’s alive 0925 Caster flies into a rage after dinner 0926 Caster flies into hysterics whenever he is wounded 0927 Caster forgets a random language 0928 Caster forgets all spells he currently has memorized 0929 Caster forgets everything since yesterday morning 0930 Caster forgets his name in the presence of royalty 0931 Caster forgets how to walk 0932 Caster forgets one language but learns two others 0933 Caster forgets the Common Tongue 0934 Caster forgets the location of everything he currently carries 0935 Caster forgives his current worst enemy 0936 Caster freezes at room temperature 0937 Caster freezes solid for d8 rounds; thaws unharmed 0938 Caster gains (at will) use of one spell of level 4d3-3 0939 Caster gains 1 HP/round until exploding as on Positive Material 0940 Caster gains 1 point of Wisdom but forfeits 5 hit points 0941 Caster gains 2 points of INT but his CON is halved 0942 Caster gains a 10% Magic Resistance 0943 Caster gains a large Keep, but it is made of cardboard 0944 Caster gains amazing ability with an unusual musical instrument 0945 Caster gains an experience level but ages 10 years 0946 Caster gains Animal Control as potion 0947 Caster gains Clairaudience as potion 0948 Caster gains d10 followers who believe him to be a deity 0949 Caster gains danger sense; -2 to surprise rolls 0950 Caster gains Flight as potion 0951 Caster gains Madness as Elixir 0952 Caster gains no bonuses from magical weapons 0953 Caster gains one Wish, which must be used within 3 rounds 0954 Caster gains physical repulsiveness equal to that of a medusa 0955 Caster gains proficiency in the next weapon type he touches 0956 Caster gains proficiency in the use of the Mancatcher 0957 Caster gains quadrophonic hearing: +2 bonus on Surprise rolls 0958 Caster gains Red Dragon’s breath weapon & suffers equal damage 0959 Caster gains the ability to read any language 0960 Caster gains the ability to see at will into the Ethereal Plane 0961 Caster gains the friendship of a legendary arch-mage 0962 Caster gains the friendship of a legendary warrior 0963 Caster gains the friendship of a prominent merchant 0964 Caster gains the friendship of a thieves’ guildmaster 0965 Caster gains the friendship of a well-respected mercenary 0966 Caster gains the friendship of the owner of a major brothel 0967 Caster gains the friendship of the ruler of a major country 0968 Caster gains the lasting enmity of a legendary arch-mage 0969 Caster gains the lasting enmity of a legendary warrior 0970 Caster gains the lasting enmity of a prominent merchant 0971 Caster gains the lasting enmity of a thieves’ guildmaster 0972 Caster gains the lasting enmity of a well-respected mercenary 0973 Caster gains the lasting enmity of the owner of a major brothel 0974 Caster gains the lasting enmity of the ruler of a major country 0975 Caster gains the power of clairaudience to a range of five feet 0976 Caster gains the power to grant one Wish to someone else 0977 Caster gains troglodyte’s breath weapon but also falls asleep 0978 Caster gains Water Breathing as potion 0979 Caster gains weight every time he says his name 0980 Caster gets a strong urge to cast spells whenever he is angered 0981 Caster gets a Wish, (50% likely to grant the opposite) 0982 Caster giggles for d10 rounds, spellcasting impossible 0983 Caster giggles in the presence of royalty 0984 Caster giggles whenever he hears a lie, but doesn’t know why 0985 Caster giggles whenever he tries to tell a lie 0986 Caster glimpses Paradise and is forever changed 0987 Caster glimpses The Pit and is forever changed 0988 Caster glows as though on fire internally 0989 Caster glows for 1d10 rounds after casting a spell 0990 Caster glows like a campfire when he tries to hide in shadow 0991 Caster glows like a firefly but can stop while he concentrates 0992 Caster glows like a firefly in moonlight 0993 Caster goes mad for 1 hour whenever he tries to cast this spell 0994 Caster grabs his ankles and can’t let go until tomorrow 0995 Caster greatly desires to cross the nearest stream or river 0996 Caster growls like a lion whenever he is upset 0997 Caster grows ½ inch each day 0998 Caster grows a finger on each foot 0999 Caster grows a third eye in the center of his forehead 1000 Caster grows a third eye that can see the Ethereal Plane 1001 Caster grows a toe on each hand |
| Adrez Nesnsid06-13-05, 10:33 PM | 0667 Caster cannot cast spells while wearing clothing 0668 Caster cannot cast spells without first announcing his intent 0669 Caster cannot cast spells without saying “Abra Cadabra” 0670 Caster cannot close his mouth 0671 Caster cannot close his mouth after the next spell he casts 0672 Caster cannot close his mouth until dawn 0673 Caster cannot comprehend numbers greater than twenty... (etc) :uh-huh: Many of these aren’t fully developed effects (no matter how you look at it), several aren’t even so much effects at all so much as they are just character traits. Some of them are just simply not very good effects. Also, several of them have been posted already. Additionally many of these effects could be condensed from several effects down to just one or two. \ I'm gonna have to go through that list and try to repair it (this could take a while): 0667 Caster cannot cast spells while wearing clothing. Permanent until dispelled. Treat as Wu-Jen Taboo. 0668 Caster cannot cast spells without first announcing his intent. (Permanent until dispelled. Treat as Wu-Jen Taboo). 0669 Caster cannot cast spells without saying “Abra Cadabra”. Compulsion effect. Will save to resist on a spell-by-spell basis 0670 Caster cannot close his mouth. 100-(Spell levelx10)% chance that the effect does not take effect until the caster casts another spell. A fortitude save (DC 10 + surging spell level), reduces duration to until the next sunrise. Otherwise lasts until dispelled. 0671 Caster cannot close his mouth after the next spell he casts 0672 Caster cannot close his mouth until dawn 0671 Caster cannot comprehend numbers greater than twenty. Will save (DC 10; int based rather than wisdom based) resists on a case-by-case basis. Lasts for 3d4 (or maybe 4d3) days |
| Adrez Nesnsid06-13-05, 10:43 PM | :banghead: I'm sorry, but some of those really are some really bad effects. Its not your fault, its the authors of the surge list that you copied it from. As a matter of fact, I started this thread for the specific purpose of avoiding the use of the [i]Net Libram of Random Magical Effects[i]. I'm gonna change the first post of this thread to prevent this from happening again. As for the rest of you, number all of your additional posts as follows: Put the number of your effect counting from where HiQKid's post, followed by the modifier "-330". |
| ChaosSaber06-14-05, 02:11 PM | On a different note, good work on catching that number six-hundred and sixty-six should have a somewhat dark theme :D . :devil: Thanks, I saw 666 coming and the idea of an infernal contract just seemed natural. |
| Venom of the Yuan Ti06-14-05, 02:23 PM | 643 - All of the above. :uh-huh: |
| Venom of the Yuan Ti06-14-05, 03:06 PM | Any that are treated as curses are CL=Casters CL at time of casting, any that are compusions ect are DC=DC spell would have had. ( I put this in later so some ot the effects are allready amended for this. All perminat untill dispelled unless noted otherwise. Any CL cjeacks are 10+casters CL at the time. 0674 Caster cannot control Elementals summoned by him Treat as a curse CL=Caster's CL at time of casting, elementals behave normaly, but do not resent summoning. 0675 Caster cannot control his own Illusion spells Treat as a curse CL=Caster's CL at time of casting, the illusion spells either function for only 3d4 rounds (max=normal duration) or behave randomly, DMs discresion. 0676 Caster cannot cross a threshold without knocking Compusion, DC=DC spell would have had each time. Perminat until dipelled. 0677 Caster cannot cross flowing water under his own power Compusion, DC=DC spell would have had each time. Once overcome new saves required every 3 rounds. Perminat until dipelled. 0678 Caster cannot distinguish between left and right Treat as curse. 0679 Caster cannot distinguish between very hot and very cold Treat as curse. Feels pain from both. 0680 Caster cannot drown if he carries a torch UNUSABLE!!!!! 0681 Caster cannot eat cooked meat except by moonlight Treat as compultion 0682 Caster cannot eat food unless he prepares it himself Treat as compultion 0683 Caster cannot eat or drink between dawn and dusk Treat as compultion 0684 Caster cannot enter a building unless invited Treat as compultion 0685 Caster cannot enter a room without announcing himself Treat as compultion 0686 Caster cannot exit a room through the door by which he entered Treat as compultion 0687 Caster cannot fall asleep except when standing up Treat as compultion 0688 Caster cannot fall asleep unless sung to Treat as compultion 0689 Caster cannot fall asleep unless told to do so Treat as curse 0690 Caster cannot fall asleep while wearing clothing Treat as compultion 0691 Caster cannot inflict any form of physical harm for d10 rounds Treat as compultion 0692 Caster cannot inflict any form of physical harm for d4 rounds Treat as compultion 0693 Caster cannot inflict any form of physical harm for d6 rounds Treat as compultion 0694 Caster cannot inflict any form of physical harm for d8 rounds Treat as compultion 0695 Caster cannot leave a building unless told to do so Treat as compultion 0696 Caster cannot leave a room while others’ eyes are upon him Treat as compultion 0697 Caster cannot leave his home without first casting a spell Treat as compultion 0698 Caster cannot open both eyes simultaneously Treat as compultion 0699 Caster cannot open doors for himself Treat as compultion 0700 Caster cannot open doors without first saying “Open sesame” Treat as compultion 0701 Caster cannot open his mouth 0702 Caster cannot open his mouth until nightfall UNUSALBE!!!!! 0703 Caster cannot pierce his own flesh with knives or blades Treat as compultion 0704 Caster cannot refuse a request for his aid Treat as compultion 0705 Caster cannot see through glass Treat as curse 0706 Caster cannot shut up until someone inflicts damage upon him Treat as compultion, once only 0707 Caster cannot sleep unless naked Treat as compultion 0708 Caster cannot speak during one day of each week Treat as curse 0709 Caster cannot speak except in direct sunlight Treat as curse 0710 Caster cannot speak except under moonlight Treat as curse 0711 Caster cannot speak for 1d4 rounds after casting a spell Treat as compultion 0712 Caster cannot speak normally but must shout or whisper Treat as compultion 0713 Caster cannot speak unless spoken to Treat as compultion, once only 0714 Caster cannot speak until he has ridden a horse Treat as compultion, once only 0715 Caster cannot speak until he is burned by fire Treat as compultion, once only 0716 Caster cannot speak until no one is within 60’ of him Treat as compultion 0717 Caster cannot speak until rained upon Treat as compultion, once only 0718 Caster cannot speak until someone inflicts damage upon him Treat as compultion, once only 0719 Caster cannot speak until someone says his name Treat as compultion, once only 0720 Caster cannot speak until sunrise tomorrow Treat as compultion, once only 0721 Caster cannot speak when at less than full hit points Treat as compultion 0722 Caster cannot speak when underground Treat as curse 0723 Caster cannot stand upright for 1d4 hours Treat as curse 0724 Caster cannot study spells if he still has any memorized Treat as curse 0725 Caster cannot teleport or be teleported Treat as curse, can be overcome with other CL cheack 0726 Caster cannot tell a deliberate lie Treat as compultion 0727 Caster cannot tolerate metal worn next to his skin Treat as Wu Jen tabbo 0728 Caster cannot turn invisible by any means Treat as curse, can be overcome with others CL cheack 0729 Caster cannot use magical items for 8d4 hours Treat as curse 0730 Caster casts spells as if 1 level higher when it’s snowing Lasts for 1 year only 0731 Caster casts spells randomly each time he is injured Treat as curse, DMs discresion 0732 Caster causes damage one round after he inflicts it Treat as curse 0733 Caster changes alignment randomly under every Full Moon Treat as curse 0734 Caster changes clothes randomly every time he casts a spell Treat as curse, DMs discresion 0735 Caster changes color randomly every time he casts a spell Treat as curse, DMs discresion 0736 Caster changes his mind every time he decides to cast a spell Treat as curse, DMs discresion 0737 Caster changes his name but won’t reveal his new one Treat as curse 0738 Caster changes his name under every Full Moon Treat as curse 0739 Caster changes places with target every time he casts a spell 0740 Caster changes race randomly every time he casts a spell 0741 Caster changes sex randomly every time he casts a spell 0742 Caster changes sex randomly under one Full Moon to the next Treat as curse, DMs discresion for all 0743 Caster changes shape randomly every time he casts a spell Treat as curse, shape=body wieght mainly 0744 Caster claims nearest dragon as a familiar UNUSABLE!!!!! 0745 Caster closes his eyes and counts to 1000 Treat as compusion 0746 Caster combusts when exposed to direct sunlight Treat as curse simmilar to vampire. 0747 Caster complains of persecution when things don’t go his way Treat as compultion 0748 Caster constantly doubts himself; +2 to Initiative rolls Treat as compultion 0749 Caster constantly hears a ticking as from an alarm clock Treat as compultion 0750 Caster convinced he is possessed by some horrid entity Treat as compultion 0751 Caster coughs up strange items: needles, spiders, pebbles, etc. Treat as curse, lasts for 1 min at random time every day 0752 Caster crows like a rooster at sunrise Treat as compultion 0753 Caster crumbles to dust; reappears next sunrise unharmed Treat as curse 0754 Caster degenerates 1 HP per round for the next 20+d20 rounds Treat as curse, once only 0755 Caster delivers Shocking Grasp to the next person he kisses Treat as curse, once only 0756 Caster desires to change his name each morning Treat as compultion 0757 Caster desires to circumnavigate the planet Treat as compultion 0758 Caster desires to leap from the next bridge he crosses Treat as compultion 0759 Caster desires to walk on his hands instead of feet Treat as compultion 0760 Caster desperately hopes to avoid his current destination Treat as compultion 0761 Caster develops a compulsion to be struck by lightning Treat as compultion 0762 Caster develops a craving for slugs, maggots, and leeches Treat as compultion 0763 Caster develops a fear of elementals Treat as compultion(fear), DMs discresion 0764 Caster develops a fear of kobolds, those mighty creatures Treat as compultion(fear), DMs discresion 0765 Caster develops a fear of rabbits Treat as compultion(fear), DMs discresion 0766 Caster develops a fear of rocks; they might be earth elementals Treat as compultion(fear), DMs discresion 0767 Caster develops a fear of the target Treat as compultion(fear), DMs discresion 0768 Caster develops a fear of trees; they might be treants Treat as compultion(fear), DMs discresion 0769 Caster develops a fear of wild surges Treat as compultion(fear), DMs discresion 0770 Caster develops a morbid desire to see his own heart Treat as compultion 0771 Caster develops a phobia about Wild Surges Treat as compultion (fear) 0772 Caster develops a terrific thirst for alcohol Treat as compultion 0773 Caster develops a terrific thirst for blood Treat as compultion 0774 Caster develops a terrific thirst for cobra venom Treat as compultion 0775 Caster develops a terrific thirst for egg whites Treat as compultion 0776 Caster develops a terrific thirst for egg yolks Treat as compultion 0777 Caster develops a terrific thirst for holy water Treat as compultion 0778 Caster develops a terrific thirst for ink Treat as compultion 0779 Caster develops a terrific thirst for lamp oil Treat as compultion 0780 Caster develops a terrific thirst for magic potions Treat as compultion 0781 Caster develops a terrific thirst for pine tree sap Treat as compultion 0782 Caster develops a terrific thirst for poison Treat as compultion 0783 Caster develops a terrific thirst for sea water Treat as compultion 0784 Caster develops a terrific thirst for sovereign glue Treat as compultion 0785 Caster develops a terrific thirst for stagnant water Treat as compultion 0786 Caster develops a terrific thirst for unholy water Treat as compultion 0787 Caster develops a terrific thirst for universal solvent Treat as compultion 0788 Caster develops advanced arthritis; Movement rate is halved Treat as disease 0789 Caster develops ambidexterity No real game effect 0790 Caster develops an aversion to clothing 0791 Caster develops an intense craving for charcoal 0792 Caster develops an intense craving for dirt and mud 0793 Caster develops an intense desire to swim upstream and spawn Treat as compultion 0794 Caster develops an intense phobia of fish and marine life Treat as compultion(fear) 0795 Caster develops an irresistible urge to bury himself Treat as compultion 0796 Caster develops another joint between his shoulder and elbow No real game effect 0797 Caster develops d4 new personalities Trat as curse 0798 Caster develops irritating, elusive itch somewhere on his body Treat as compultion 0799 Caster develops radial symmetry, like a starfish UNUSABLE!!!!! 0800 Caster develops Thaumaphilia, a fascination with magic 0801 Caster develops Thaumaphobia, an intense fear of magic Treat as compultion (fear for 801) 0802 Caster dies immediately if he is ever cut by his own dagger 0803 Caster dies nightly and is resurrected each following morning 0804 Caster discovers a tombstone nearby inscribed with his name Treat as Curse 0805 Caster discovers the secret for manufacturing plastic DMs discrestion 0806 Caster disgorges 1d1000 bats 0807 Caster disgorges 1d1000 blasphemies 0808 Caster disgorges 1d1000 canaries 0809 Caster disgorges 1d1000 copper pieces 0810 Caster disgorges 1d1000 counterfeit gold coins 0811 Caster disgorges 1d1000 cubic yards of smoke 0812 Caster disgorges 1d1000 feathers 0813 Caster disgorges 1d1000 frogs 0814 Caster disgorges 1d1000 hailstones 0815 Caster disgorges 1d1000 hot embers 0816 Caster disgorges 1d1000 locusts 0817 Caster disgorges 1d1000 maggots 0818 Caster disgorges 1d1000 minnows 0819 Caster disgorges 1d1000 needles 0820 Caster disgorges 1d1000 non-poisonous snakes 0821 Caster disgorges 1d1000 pints of water 0822 Caster disgorges 1d1000 rotten apples 0823 Caster disgorges 1d1000 small pebbles every morning 0824 Caster disgorges 1d1000 spiders 0825 Caster disgorges 1d1000 sugar cubes 0826 Caster disgorges 1d1000 sunflower seeds 0827 Caster disgorges 1d1000 teeth 0828 Caster disgorges a black pudding 0829 Caster disgorges a complete human skeleton 0830 Caster disgorges a large python 0831 Caster disgorges a scroll containing a random 7th level spell 0832 Caster disgorges everything he ate during the last week 0833 Caster disgorges his own digestive tract 0834 Caster disgorges the last meal he ate DMs Discrestion (:looloo: ) 0835 Caster does not age while asleep: aging is slowed by 1/3 0836 Caster does not age while awake: aging is slowed by 2/3 Treat as curse (YES I KNOW, SHUT UP) 0837 Caster does not believe anything he says Treat as compultion 0838 Caster does not heal while exposed to direct sunlight 0839 Caster does not need to eat while he has his full hit points 0840 Caster does not need to open his eyes to see (lasts d4 days) 0841 Caster does not reflect or emit any form of light for d6 days Treat as curse 0842 Caster doesn’t believe that his body is his actual form 0843 Caster doesn’t know when he’s lying 0844 Caster doesn’t know which spells he has memorized Treat as compultion 0845 Caster doubles his size when he is asleep 0846 Caster drools constantly 0847 Caster electrically charged and shocks next person he touches 0848 Caster emits no scent whatsoever; cannot be tracked by hounds 0849 Caster exchanges personalities with some distant (demi)human 0850 Caster exchanges places with himself one hour in the future 0851 Caster experiences horrifying nightmares tonight 0852 Caster experiences pain at the sight of blood 0853 Caster experiences sublimely beautiful dreams tonight 0854 Caster experiences vertigo when he looks at the stars 0855 Caster experiences vertigo whenever he looks at the moon 0856 Caster explodes and dies (Save vs Death to prevent explosion) 0857 Caster explodes as a Fireball of Hit Dice equal to 2x his Level 0858 Caster explodes permanently when hit points fall to ½ total 0859 Caster explodes under every Full Moon; reforms at dawn 0860 Caster explodes; reforms 2d20 turns later unharmed 0861 Caster exudes chlorine gas whenever he casts a spell 0862 Caster faints at the sight of his own blood 0863 Caster faints at the sight of his own reflection 0864 Caster falls asleep and cannot be roused 0865 Caster falls asleep when exposed to direct sunlight 0866 Caster falls asleep whenever he casts a spell 0867 Caster falls in love with d4 people of same race/opposite sex 0868 Caster falls in love with his own reflection 0869 Caster falls in love with someone entirely inappropriate 0870 Caster falls into a heap of unconnected cells 0871 Caster falls madly in love with the nearest statue Treat all as curses 0872 Caster falls over Um, goes prone, that is it um (only 125 ish to go...) 0873 Caster fears clothing except when naked, when he fears nudity 0874 Caster fears communists are after his precious bodily fluids 0875 Caster fears he is a vampire and will be injured by sunlight 0876 Caster fears he is a werewolf temporarily in human form 0877 Caster fears he’ll turn to stone if he sees his reflection 0878 Caster fears his body does strange things when he’s asleep 0879 Caster fears lightning but is drawn to trees during storms 0880 Caster fears rainfall 0881 Caster fears sentient weapons, thinking they’re out to get him 0882 Caster fears small woodland creatures 0883 Caster fears that the moment of reckoning is close at hand Treat as compultion (fear) 0884 Caster feels a burst of confidence after casting a spell 0885 Caster feels a mild ache between his eyes when facing north 0886 Caster feels a need to explain himself when casting a spell Treat as compultion 0887 Caster feels a sense of real urgency in his bladder Treat as compultion (once) 0888 Caster feels an intense desire to stare at the sun 0889 Caster feels an intense urge to drop his weapons 0890 Caster feels an intense urge to hide 0891 Caster feels an intense urge to reveal any secret he knows 0892 Caster feels an intense urge to run to the nearest well 0893 Caster feels an intense urge to sing at the top of his lungs 0894 Caster feels an urge to mark trees in the manner of a wolf 0895 Caster feels crampy and bloated 0896 Caster feels deja vu whenever he hears his name 0897 Caster feels euphoric; +2 to ability checks for 2d4 turns 0898 Caster feels giddy and energized whenever he casts a spell 0899 Caster feels hopeless; -2 to ability checks for 2d4 turns 0900 Caster feels horrible embarrassment whenever he casts a spell 0901 Caster feels hunger pangs after casting a spell 0902 Caster feels intense ecstasy whenever he’s wounded 0903 Caster feels intensely guilty whenever he eats meat 0904 Caster feels intensely hung-over 0905 Caster feels like gravity has shifted by 45º 0906 Caster feels like he has been spinning in a circle for hours 0907 Caster feels like he just bearhugged a cactus 0908 Caster feels like he’s been folded, spindled, and mutilated 0909 Caster feels like he’s been manipulated all this time 0910 Caster feels like he’s just come off a huge drinking binge 0911 Caster feels like he’s in freefall whenever he casts a spell 0912 Caster feels naked unless wearing a tiara 0913 Caster feels out of breath after casting a spell 0914 Caster feels phantom itch in his “third” and “fourth” arms 0915 Caster feels uncomfortably cold for the next 2d12 hours 0916 Caster feels wholly alone in the universe 0917 Caster Feigns Death whenever he’s out of spells 0918 Caster finds clothing uncomfortable in the presence of royalty (:king:-> :censored: ) 0919 Caster finds himself insufferably pretentious Treat as compultion 0920 Caster finds his own head at the bottom of a nearby hole Figment effect. 0921 Caster finds some mundane food irresistible 0922 Caster finds the taste of cooked meat offensive Treat as compultion 0923 Caster flares like burning magnesium for one round Glamer 0924 Caster flatly refuses to believe that he’s alive 0925 Caster flies into a rage after dinner 0926 Caster flies into hysterics whenever he is wounded 0927 Caster forgets a random language 0928 Caster forgets all spells he currently has memorized 0929 Caster forgets everything since yesterday morning 0930 Caster forgets his name in the presence of royalty 0931 Caster forgets how to walk 0932 Caster forgets one language but learns two others 0933 Caster forgets the Common Tongue 0934 Caster forgets the location of everything he currently carries 0935 Caster forgives his current worst enemy Treat as compultion 0936 Caster freezes at room temperature 0937 Caster freezes solid for d8 rounds; thaws unharmed Treat as curse 0938 Caster gains (at will) use of one spell of level 4d3-3 Last one year 0939 Caster gains 1 HP/round until exploding as on Positive Material 0940 Caster gains 1 point of Wisdom but forfeits 5 hit points 0941 Caster gains 2 points of INT but his CON is halved Treat as curses 0942 Caster gains a 10% Magic Resistance SR HD+1 0943 Caster gains a large Keep, but it is made of cardboard Conjuration, calling 0944 Caster gains amazing ability with an unusual musical instrument 0945 Caster gains an experience level but ages 10 years Treat as compultion 0946 Caster gains Animal Control as potion 0947 Caster gains Clairaudience as potion 0948 Caster gains d10 followers who believe him to be a deity 0949 Caster gains danger sense; -2 to surprise rolls 0950 Caster gains Flight as potion 0951 Caster gains Madness as Elixir Conjration, creation 0952 Caster gains no bonuses from magical weapons Treat as curse 0953 Caster gains one Wish, which must be used within 3 rounds Nothing else needed 0954 Caster gains physical repulsiveness equal to that of a medusa Glamer 0955 Caster gains proficiency in the next weapon type he touches 0956 Caster gains proficiency in the use of the Mancatcher Enchantment 0957 Caster gains quadrophonic hearing: +2 bonus on Surprise rolls 0958 Caster gains Red Dragon’s (Juvinile) breath weapon & suffers equal damage Transmutation 0959 Caster gains the ability to read any language Divination 0960 Caster gains the ability to see at will into the Ethereal Plane Loses ability to see into material for same time. 0961 Caster gains the friendship of a legendary arch-mage 0962 Caster gains the friendship of a legendary warrior 0963 Caster gains the friendship of a prominent merchant 0964 Caster gains the friendship of a thieves’ guildmaster 0965 Caster gains the friendship of a well-respected mercenary 0966 Caster gains the friendship of the owner of a major brothel 0967 Caster gains the friendship of the ruler of a major country 0968 Caster gains the lasting enmity of a legendary arch-mage 0969 Caster gains the lasting enmity of a legendary warrior 0970 Caster gains the lasting enmity of a prominent merchant 0971 Caster gains the lasting enmity of a thieves’ guildmaster 0972 Caster gains the lasting enmity of a well-respected mercenary 0973 Caster gains the lasting enmity of the owner of a major brothel 0974 Caster gains the lasting enmity of the ruler of a major country All as curses. 0975 Caster gains the power of clairaudience to a range of five feet Divination 0976 Caster gains the power to grant one Wish to someone else No extra needed, xp cost above 5000 applies 0977 Caster gains troglodyte’s breath weapon but also falls asleep UNUSABLE!!!!! (trgos hav no breath weapon :weep: ) 0978 Caster gains Water Breathing as potion Conjuration (creation) 0979 Caster gains weight every time he says his name 0980 Caster gets a strong urge to cast spells whenever he is angered Curses 0981 Caster gets a Wish, (50% likely to grant the opposite) NO extra stuff needed 0982 Caster giggles for d10 rounds, spellcasting impossible 0983 Caster giggles in the presence of royalty 0984 Caster giggles whenever he hears a lie, but doesn’t know why 0985 Caster giggles whenever he tries to tell a lie Treat as compultion 0986 Caster glimpses Paradise and is forever changed 0987 Caster glimpses The Pit and is forever changed DMs discrestion 0988 Caster glows as though on fire internally 0989 Caster glows for 1d10 rounds after casting a spell 0990 Caster glows like a campfire when he tries to hide in shadow 0991 Caster glows like a firefly but can stop while he concentrates 0992 Caster glows like a firefly in moonlight Glamer 0993 Caster goes mad for 1 hour whenever he tries to cast this spell As insanity 0994 Caster grabs his ankles and can’t let go until tomorrow 0995 Caster greatly desires to cross the nearest stream or river Treat as compultion 0996 Caster growls like a lion whenever he is upset 0997 Caster grows ½ inch each day 0998 Caster grows a finger on each foot 0999 Caster grows a third eye in the center of his forehead 1000 Caster grows a third eye that can see the Ethereal Plane 1001 Caster grows a toe on each hand CURSES!!!!! 1000, DC 25 wisdom cheack requred or become nausiated. :cheer: :w00t: :dancin: OK so it is not great but no they work. 5 lost due to unusabiluty. Some may cause balance problems. |
| Adrez Nesnsid06-14-05, 03:38 PM | Ok that's MUCH better! Thank you Venom of the Yuan Ti! However, it still needs some major re-tooling. I have posted a partial list below of a few of the most major remaining problems Numbers 806-827 (and the other strings of extremely similar consecutive effects) should be condensed down to one or two results with multiple possible outcomes each. number 745 should be combined with number six-hundred. #962-974 (and similar results) aren't really thematically appropriate as wild-surge effects as currently written, and, also, #962-067 and #968-974 should each be codensed into one single effect. I'll compile a list of the strings/sequences of effects that need condensing later today. |
| Adrez Nesnsid06-14-05, 07:01 PM | OK, the following groups of effects need to be condensed into single effects: #678-679 #681-683 #687-690 #691-694 #695-697 #690 & 707 (which are the same thing) #708-722 I'll complete this listing later; Looking through those effects is a really arduous task. |
| Adrez Nesnsid06-14-05, 07:07 PM | By the way, for future reference, Let me state this thread's new guidelines: ] First, However, Let Me Lay Down A Few Ground Rules: 1.) Please only post effects that make some sort of sense in game terms. 2.) Please try to make the effects, if not necessarily balanced, at least posessing of some semblance of balance. 3.) Please post mechanical stats for the effects if you have the time, and can think of some, and they make sense for the effect. 4.) Please try not post any effects that are either too vague to easily implement, or so specific that if the effect is rolled more than once it will have to be implemented in EXACTLY the same way; try to strike a proper balance between the two extremes. 5.) Do not post lists of ridiculously repetitive and/or similar effects. If you wish to post such a sequence of results, condense them into one or two results each of which having multiple possible outcomes. If this is not done, it will skew the possibilities for certain types of outcomes when the wild surge table is actually used 6.) Preferably there should be very few permanent effects that do not cause either gross physical changes or some sort of obvious magical display. 7.) Effects should preferably be written and designed in such a way that the effects of the surge will be felt within no more than an hour of the wild surge. Lastly, and possibly most importantly of all: 8.) DO NOT POST LISTS OF EFFECTS COPIED FROM "THE NET LIBRAM OF RANDOM MAGICAL EFFECTS"!!!!!!! [/size] THAT IS BY FAR THE SINGLE WORST WILD SURGE TABLE THAT IT HAS EVER BEEN MY MISFORTUNE TO COME INTO CON TACT WITH AND ALMOST EVERY SINGLE EFFECT IN IT VIOLATES ALL OF THE RULES LISTED ABOVE!!!!!!!!!!!!!!!!!!!!!!! Let it be known that I have started this thread [b]for the expressed purpose of having access to a the wild surge table of over 1000 effects that IS NOT the Net Libram of Random Magical Effects. |
| Adrez Nesnsid06-18-05, 09:44 AM | I guess I must've come on a bit too strongly on that last post. Sorry. :bump: |
| Mr.Atheist06-20-05, 10:02 PM | I have no idea what number we are on... ???: Caster aquires Teurettes Syndrome. Roll a new word from a dictionary for every day. He must use this word in at least every other sentence, or suffer from being shaken. ???+1: An extradimensional portal is formed between the subject's left and right brain lobes, and something starts to slighty push through their forehead. Upon the next emotionally stressing activity, the forehead bump grows into the shape of a construct as it bursts from the sunjects head. Roll construct randomly, it has the intent of destroying all. Subject takes no damage from the construct leaving their head, and no marks. FLCL anyone? |
| Illithid Tentacles06-21-05, 12:04 AM | 669: 2d3 highly flawed gems (worth no more than 5 GP each) appear out of nowhere and strike the target, dealing 1 point of bludgeoning damage each. The gems are permanent. 670: All of the hair on the caster's body grows one foot. 671: The spell acts normally, but all parameters are halved (range, duration, damage, area of effect). If the duration is permanent, it instead becomes one year. 672: Caster grows thick scales all over his body, providing a +2 natural armor bonus. The scales crack, flake, and fall off after 1d8 days. 673: Caster's nostrils double in size for 1d4 days. +2 bonus to Wilderness Lore checks when tracking if the caster has the Scent ability and the Track feat. 674: One of the casters stats (determined randomly) increases by 2d3 points for one hour. 675: Target morphs into a random domestic animal for one round, as per the Polymorph spell. 676: All living things within 10' of the target either become filthy or spotlessly clean (50% of either). 677: Target grows gorilla arms just under his normal arms (or at a random spot on the body if it doesn't normally have arms, such as a beholder). The arms are under the creature's control as if he'd always had them, and have a Strength score equal to the target's +6. Weilding weapons with these arms incur the normal penalties for multiweapon fighting. The target gets a +4 competence bonus to all Climb, Use Rope, and Grapple checks for as long as he has the arms. The arms disappear after 1d12 rounds. |
| gerbilattack06-29-05, 01:00 PM | 678: Revenge o the body snatchers! (10mi.) (caster) you switch bodies but keep memories, mental stats and skills. 679:revenge of the body snatchers! (10mi.) (Target) 680: More Evil Revenge of the Body Snatchers! (10mi. caster) you only keep myour memories and personality! 681: (as above exept target) Muhahahahaha :devil: |
| RaspK FOG07-02-05, 07:50 PM | (Sorry for using the male articles, but that's what I am used to [and what is correct according to grammar].) 0682: Your character will always rise from rest in the hygiene/styling condition he was in when the surge took place; proper grooming may or may no longer be needed thereof. 0683: Your character becomes decidedly unattractive (in fact, even unappealing, uncharismatic, and a little annoying) to those who would be attracted by him otherwise, getting a -4 penalty on Charisma in regard to those who find people of his race and gender sexually acceptable, even if the effect does not have to do with any level of intimacy. 0684: Your character has his Wisdom lowered, but also has his Intelligence or Charisma (1-to-1 chance) increased, by two (±2); these adjustments are permanent, and the character should be roleplayed in a way that shows a bit of lunatic lucidity. 0685: Your character's hair (any and all kinds) vanishes irrevocably; roleplaying effects only, unless the creature clearly has its natural armour derived from the presence of fur (in which case, that creature's natural armour bonus to Armour Class derived from fur [not bonuses to it] drops to +0). 0686: You lose the ability to speak the name of any outsider unless you receive an atonement; no qualms for any side. |
| 6FootGnome08-10-05, 06:19 PM | 687: You summon...... a gazebo! It appears in random spot (empty or otherwise) 20ft away from the caster 688: Rocks fall and everyone dies 689: Caster changes gender 690: Target changes gender 691: Everyone within 500ft of the caser our polymorphed into chiwuawas for 10 rounds 692: The earth shakes and lights flash out of the grounds. You feel tremendous magical energy energy swirling all around you. The ground shakes violenly at your feet, then.... nothing happens and everything dies down :D 693: A Gazebo catchs and eats you 694: TIME OUT! The area becomes a dead magic zone for 10 rounds 695: All of the below |
| Adrez Nesnsid08-19-05, 03:58 PM | I just found a great potential source of random silly effects. Check out any of the tables in "Toon" RPG by Steve Jackson Games; most of them could be converted handily into parts of a wild surge table. |
| Thomar_of_Uointer08-19-05, 06:29 PM | 696: Caster gains a +1d4 intristic bonus to AC for the duration of the spell, minimum of 1 round. 697: Target gains a +1d4 intristic bonus to AC for the duration of the spell, minimum of 1 round. |
| Adrez Nesnsid09-27-05, 09:46 AM | BUMP!!!! :bump: |
| tragedy10-04-05, 07:37 PM | BUMP :evillaugh |
| Thomar_of_Uointer10-04-05, 09:47 PM | 698) Every character within Long range (400' + 40'/caster level) becomes blind, with normal sight being replaced by Darkvision 60' (Fort negates, same DC as spell). |
| Necro King10-05-05, 11:57 AM | 699) Target/Casters' toes grow longer and are now opposable, just like hands. +2 bonus for climb, ride, and balance 700) Caster/Target gain the trait OCD. The DM chooses the number of times the person repeats things. ie: If the number is 2, the character has to do everything twice. |
| Adrez Nesnsid10-22-05, 03:25 PM | BUMP!!!! :bump: |
| bomaz11-21-05, 03:01 PM | should be rare, all memorised spells, use per day item, and charged item is triggered. The owner-caster of the triggered spells-items may direct this flow of energies as he wish with a successful dc 20 concentration check. |
| Farbautisonn12-30-05, 04:52 PM | 701: For 1d4 weeks every spoken word or sentence of the caster is followed by laughs and a short punchline chembalo/drumroll. Everyone in earshot of this must make a will save or feel compelled to kill the caster. Can be dispelled by a remove curse spell cast at the casters level. 702: Pikachuu (the pokemon) appears and wants to battle the mages familiar for the right to follow the Caster around. 703: 5d20 rustmonsters are summoned and attack everyone with metal. 704: Nothing happens but caster can cannot ride a mount for 2d6 weeks withoug being followed by a leprecaun who bangs two coconut shells together mimicking the horses sound. 705: Caster is cursed with an intense fobia for rain. 706: Caster gains a polar bear pet by the name of Fifi. Pet is extremely vicious, protective and has bad gas. 707: Target is polymorphed into a harlot from the seediest part of the docks in Waterdeep. She has a massive craving for firewine too... and you are the center of attention. Lasts 2d4 rounds. No save. 708: Nothing happens apparently but when the party next time enters a taveren the caster gets an irrististable urge to play the accordion. 709: Target is haunted by the worst pains of everyone he ever killed for 1d3 rounds incapacitating him completely and leaving him dazed (as per the cantrip) for 1d3 rounds. 710: Target and his party is instantly teleported without error into the Harem quarters of an efreeti lord. 711: Same as above ony the caster and his party is teleported to the same location. |
| Adrez Nesnsid02-16-06, 08:58 AM | BUMP!!!! :bump: |
| Slightly_Unscrewed04-28-06, 08:39 PM | 712: Everyone within 30' of the caster does the chicken dance compulsively for 1d6 rounds. Characters cannot take any other actions other than dancing, and are considered flat-footed. 713: Same as above, but centered on target. |
| Slightly_Unscrewed06-16-06, 09:54 PM | :bump: This thread is to funny to die! |
| Adrez Nesnsid06-27-06, 08:20 PM | 714.) The length, width, and height of all coins, bars and ingots of precious metals etc within 30 feet of the caster triple. The coins (etc), still contain the same amount of gold, silver, etc, the difference in interior volume being filled with chocolate 715.) The character nearest to the caster falls madly in love with the target, even if the target is an object. Will save DC 14+spell level negates. 716.) caster catches on fire 717.) caster gets takes 1d3 cold damage and gets frostbite (fort DC 12+spell level halves the damage and negates the frostbite) 718.) A loud BOOM!!! sound occurs. Caster takes 1d3 points of sonic damage an d is deafened for 1d6 rounds (Fortitude DC 12+spell level negates the deafness and halves the damage) 719.) The caster is suddenly soaked with water 720.) The caster loudly breaks wind 721.) A large joint appears in the caster's hands. Caster may elect to get really stoned. 722.) A vaguely translucent Major Image of a random moderately popular entertainer appears between the caster and the target and starts trying to entertain people for 2d6 rounds |
| Slightly_Unscrewed06-27-06, 08:55 PM | 723: All of the casters levels are converted to monk levels for one minute, regardless of alingment. 724: Same as 723, but target 725: All of the casters levels are converted to barbarian levels for one minute. Alingment doesn't matter. 726: Same as 725, but target. 727: Target suddenly makes a jump check with a +120 surge bonus to check. For this check only, the target's maximun jump hight is infinite, and takes no falling damage from landing from this jump. Target also must say "Huston, we have liftoff!" right before the jump. |
| Adrez Nesnsid06-28-06, 05:42 PM | 728.) All creatures within 45 feet of the caster gain spell resistence 4d4+spell level+1d2-1 for 1d6 minutes 729.) caster is exhausted for 3d6 rounds, a successful fortitude save (DC 10+spell level) halves the duration and reduces the condition to fatigued. 730.) Re-roll on this table and take the result. However, in this case, the result is illusory (DC 1d3+8+spell level to disbelieve). |
| Adrez Nesnsid06-30-06, 05:33 PM | 731.) Caster's type changes to Undead for 3d6+spell level rounds, then changes back. (If the caster is already undead, their type changes to Deathless.) Upon changing back, the caster suffers 2d3 points of negative energy damage (or positive energy damage if their normal type is undead), is fatigued, and also the caster Subsequently suffers a negative level for the next 3d8 minutes afterward. The negative level cannot become permanent. A fortitude save (DC 13+spell level) halves the damage and removes the fatigue. 732.) Caster passes out as per the Overwhealm spell from Player's handbook II, Fort DC 11+spell level resists. |
| Adrez Nesnsid07-01-06, 10:22 AM | 733.) Caster turns into a balloon for 3d3 rounds and floats away. |
| Slightly_Unscrewed07-01-06, 11:46 AM | 734: A random druid spell of the same level is cast. 735: All creatures within 30ft gain the half-dragon template for 1d6 hours 736: The 5 power rangers appear. Treat as monks with a monk level equal to the casters caster level. The power ranger theme also plays in the background. 737: A bombing raid is made on the 6d20 ft area around the caster by WWII style airplanes. Any 5ft square has a 5% chance of being hit. Treat any space bombed as being the center of a fireball spell, with a caster level of 10. |
| Horseshoe_Hermit07-01-06, 05:02 PM | 738: If you used a somatic component, the spell you just tried to cast, as well as the next spell with a somatic component any creature within 60ft (including you) will try to cast within 10 minutes, is replaced with a puff of smoke emanating from the tips of the digits used to provide the somatic component, accompanied by a high-pitched squeal as though gas were being forced through a small opening. The area, and the creatures affected, are determined at the time of the surge. The squeal is audible within 30' clearly and 60' with a listen check DC 10. Focus components used in such spells become cloth-like for a day and unusable (unless the material was already cloth-like). If you didn't use a somatic component, you are paralyzed for 1 round. |
| Slightly_Unscrewed07-04-06, 08:20 PM | 739: Caster compusivly yells "KRAKA-TOWA!" once, then explodes violently, dealing 15d6 damage to all within a 25ft radius, reflex half. Caster reforms 1d6 rounds later with no memory of the incident. 740: The square that the caster is standing on beocmes lava. 741: Same as 740, but target. 742: The caster's skin, hair, clothes, and possesions become bright purple permenatly. 743: A time stop goes into effect for all creatures within 400ft of the caster. In that time stop, a strangly dressed gnome offers a draw from the deck of many things to all creatures in the time stop. The time stop ends once all creatures have either chosen to draw or decline, and no other actions may be taken during that time. 744: Target gains the Gelatinous creature template for 1d6 minutes. |
| Slightly_Unscrewed07-06-06, 07:51 PM | 745: Caster gains a spell slot of the attempted spells level, and does not lose the one that he/she was trying to cast. 746: Target's land speed doubles. 747: A large gnominsh contraption called an airplane crashes into the area, dealing 10d6 points of damage in a 50 ft radius, centered on the target. Reflex half. |
| Omnirahk, half-Rahkshi08-14-06, 03:27 PM | 748: The spell is accompanied by a shower of flower petals. Now that's a funny fireball! 749: The spell is accompanied by a strange sound, such as squeaking or farting. 750: The caster turns inside out. This has no adverse effects, and goes away after one hour per spell level. |
| Horseshoe_Hermit08-14-06, 07:10 PM | 751: The target of the spell has a Permanent Ghost Sound follow his presence wherever he goes until that magic is dispelled. The nature of the sound is a quiet arrangement of all kinds of musical instruments, which provide thematic accompaniment to the creature's actions and movements. Every step is accompanied by the strumming of a stoccatta violin, plotting is accompanied by some low notes of the brass section, and good acts have a complete fanfare. In general, the mood of the music sympathizes with the mood of the creature and his actions. The orchestra makes secrecy impossible and often betrays motivation with the mood of the music. It has driven some bearers, who have never dispelled the magic, completely mad. If there was not exactly one target of the spell, then the orchestra is created for the caster instead. The orchestra is an Evocation effect, not an Illusion, and all who hear it know the sound does not come from natural or physical sources, though they don't necessarily know it is magic (it may be interpreted as a supernatural or deific force). |
| Adrez Nesnsid11-08-06, 09:18 AM | BUMP! :bump: |
| Slightly_Unscrewed11-08-06, 02:34 PM | 752: A illusion of a powerful artifact appears 500 ft from the casters location. |
| Slightly_Unscrewed11-23-06, 07:52 PM | :bump: |
| Larz_Fang11-27-06, 12:26 PM | 753: The spell's energy turns into a magical foot similar to Bigby's hands, but the foot kicks the caster to the groin. To males, this deals 4d12 points of damage and fortitude save of DC 25 is required not to get sickened by the kick. To females, this deals only 1d8 points of damage. 754: Same as the above, but affects the spell's target instead. |
| Adrez Nesnsid11-29-06, 07:48 PM | 755. 1d3 random creatures or objects close to the target are teleported to a random plane |
| geinsei12-04-06, 11:07 PM | 756. All creatures within 10 miles fall asleep for 2d6 days. When they awake, it appears as if no time has passed. This effect is not subject to SR or a save. 757. Caster's race changes to dwarf for 2d6 days. 758. Target's race changes to dwarf for 2d6 days. 759. Caster gains 15 ranks in Perform(Flute). This effect has an instantaneous duration. 760. The spell takes place normally, but is repeated 2d10 rounds later. 761. Caster must answer any question asked truthfully and honestly for the next 1d4 weeks. He may make a will save against DC 12+spell level to avoid individual instances of this effect. 762. Same as 761, but for all creatures within 120 feet. 763. A major magical item appears at the caster's current location in 2d6 hours. 764. Caster gains plane shift as a spell like ability useable once per day. This effect has an instantaneous duration. 765. Caster adds 5 to his caster level and 5 to any save DC's whenever he casts the spell that caused the wild surge. 766. Caster exchanges all class levels with target. 767. Caster becomes a random dragon of his alignment and CR equal to his ECL for the next 1d6 hours. |
| Slightly_Unscrewed01-19-07, 09:07 PM | This is too funny to die! 768: The caster burps very loudly. All withing 10ft are deafened 769: The caster gives a very bad fart. Treat as stinking cloud centred on caster. 770: A loud, motherly voice yells "Drop that!" large hands made of force make disarm attempts on all people holding anything in their hands within 20ft. Treat the hands as having an BAB of 15 |
| Orrex01-29-07, 12:51 AM | Sorry for resurrecting an ancient topic, but I received an email that mentioned this thread, and I thought it might be worthwhile to address a critic's comments. First, However, Let Me Lay Down A Few Ground Rules: 1.) Please only post effects that make some sort of sense in game terms. With due respect, I think that "sense in game terms" is really a matter of opinion. You understand, I trust, that The Net Libam of Random Magical Effects was initiated during the run of 2nd ed? When a game system incorporates Giant Space Hamsters and Decks of Many Things, then it can safely be said that pretty much anything goes. 2.) Please try to make the effects, if not necessarily balanced, at least posessing of some semblance of balance. A fair requirement, I admit, but game balance wasn't my intent. The very existence of Nahal's Reckless Dweomer pretty much shatters game balance unless you have a really draconian DM who accepts only the most bland of Wild Surges. YMMV, of course. 3.) Please post mechanical stats for the effects if you have the time, and can think of some, and they make sense for the effect. See, here's where I think we reach our most fundamental disagreement. As stated in the intro to the NLRME, I wasn't interested in producing an exhaustive list telling the player and DM exactly how to apply every last Surge. I mean, where's the fun in that? It's more interesting and entertaining to me to give a brief description of the Surge and let the DM figure out what to do with it. In my experience, this philosophy leads to more enjoyable roleplaying, but I accept that others may feel differently. 4.) Please try not post any effects that are either too vague to easily implement, or so specific that if the effect is rolled more than once it will have to be implemented in EXACTLY the same way; try to strike a proper balance between the two extremes. As above, "too vague to easily implement" is a matter of opinion, and it seems to me that the odds of rolling the same effect twice are, well, one in 10,000 (or 20,000, depending on which list you're using (or not using, in your case!)). If you're running into too much repetition of individual Surges, may I suggest that you check your dice? 5.) Do not post lists of ridiculously repetitive and/or similar effects. If you wish to post such a sequence of results, condense them into one or two results each of which having multiple possible outcomes. If this is not done, it will skew the possibilities for certain types of outcomes when the wild surge table is actually used This, too, is a question of opinion. You're free to disagree, but I see value in having 100 different results that start as "caster disgorges such and such." Sure, the odds of hitting one from that category are greater than hitting any single unique surge, but so what? They're not so much alike as to be indistinguishable, and the odds of hitting any one of them are still one in 10,000 (20,000). And if you want a handy list of 100 broadly similar results, you've got it. 6.) Preferably there should be very few permanent effects that do not cause either gross physical changes or some sort of obvious magical display. I'm afraid I disagree with this part entirely. Wild Magic is too potent a resource to allow the players to use it without risking some permanent detriment (or benefit). 7.) Effects should preferably be written and designed in such a way that the effects of the surge will be felt within no more than an hour of the wild surge. Again, I disagree entirely. Haven't you ever had a character bitten by a lycanthrope? Did he/she know immediately whether she'd been infected? Where's the fun in that? IMO the fact that a Surge's effect is unclear means that the players need to be careful and pay more attention, because who knows what nasty surprise might be awaiting them! Lastly, and possibly most importantly of all: 8.) DO NOT POST LISTS OF EFFECTS COPIED FROM "THE NET LIBRAM OF RANDOM MAGICAL EFFECTS"!!!!!!! [/size] THAT IS BY FAR THE SINGLE WORST WILD SURGE TABLE THAT IT HAS EVER BEEN MY MISFORTUNE TO COME INTO CON TACT WITH AND ALMOST EVERY SINGLE EFFECT IN IT VIOLATES ALL OF THE RULES LISTED ABOVE!!!!!!!!!!!!!!!!!!!!!!![/b] Come on--tell us how you really feel! Hey, if you don't like the list, don't use it. Heck, go ahead and castigate it on every forum between here and Toril, for all I care. But I think that it would be useful for you to bear in mind that my intent in creating my list was very different from your intent in creating yours. If you find satisfaction in an airtight list that leaves no ambiguity in any result, then naturally you won't like the NLRME. But if someone finds such ambiguity and randomness to be more in keeping with the spirit of Wild Magic, then perhaps that person will find my list useful. Let it be known that I have started this thread [b]for the expressed purpose of having access to a the wild surge table of over 1000 effects that IS NOT the Net Libram of Random Magical Effects. There. Feel better now? Thanks for your thoughts in any case--when I post the 30K version, perhaps I'll bear some of your suggestions in mind. |
| Adrez Nesnsid02-04-07, 08:47 PM | :hides: Ok, let me explain :gah: ... ...I think that I added a lot of those stipulations on a day when I was irritable from not getting enough sleep, combined with stresses induced by the classes that I was taking in college at the time. Additionally, at the time when I added most of the extra rules, somebody had just posted a giant list of effects that were all not only very poorly defined (which would be acceptable if any of the effects were particularly interesting, although, alas, most of them weren't), but, more importantly, they were more often than not, in clusters of a dozen or so nearly identical effects. It defeats the entire point of a large wild surge table if half of the effects are pretty much the same! Plus, being second edition is no excuse, as the wild surge table from the end of The Netbook of Wild Magic is also second edition and its list of effects is absolutely great! |
| Orrex02-05-07, 02:08 PM | Ok, let me explain. I think that I added a lot of those stipulations on a day when I was irritable from not getting enough sleep, combined with stresses induced by the classes that I was taking in college at the time. Well, no sweat, really. After I replied I read through the rest of the thread and saw your "I may have come on a bit strong" post, and I pulled the needles back out of the voodoo doll I'd prepared for you. I hope that the stabbing pain in your spleen has abated. Additionally, at the time when I added most of the extra rules, somebody had just posted a giant list of effects that were all not only very poorly defined (which would be acceptable if any of the effects were particularly interesting, although, alas, most of them weren't), but, more importantly, they were more often than not, in clusters of a dozen or so nearly identical effects. It defeats the entire point of a large wild surge table if half of the effects are pretty much the same! If we're talking about the same post, then I saw it too, and you correctly identified that it had been lifted from (some version of) my list. I'm not sure which edition of the NLRME you've seen most recently, but here's part of the intro to v3.00 (released some time in summer of '05): Some will object that the current list still has a lot of thematic repetition; many Surges involve the target disgorging some unlikely item or the caster befalling an awkward fate the next time he opens a door. Sure, these are broadly repetitive, but each result is sufficiently distinct, in my view, to count as a separate effect. In contrast, I know of at least one gaming system that touts its rulebook to contain over two thousand spells, but upon inspection one finds twenty variations of fireball, of lightning bolt, of polymorph, etc., until the list dwindles to around forty or fifty truly distinct spell effects. With this list, I think the variance is much greater. In other words, I'm satisfied that the list contains distinct effects even if many of them are broadly similar. And, really, the effect of disgorging 1d1000 locusts is pretty different from disgorging 10d10 feet of rubber tubing, especially in an enclosed space! So even though they have a similar basic structure, the impact of each is reasonably distinct. Some may also object that there are many Surges that appear twice, once affecting the caster and once affecting the target. I share this criticism, and beginning with version 1.20, I've no longer been adding paired Surges in this manner. It's not a fatal flaw, and even some contributors to this thread have done the same thing, but I found it mildly unsatisfying to have so much near-repetition on my list, so now I add Surges individually. Close similarities may still pop up, but these are much fewer now and farther between. Plus, being second edition is no excuse, as the wild surge table from the end of The Netbook of Wild Magic is also second edition and its list of effects is absolutely great! I wasn't offering it as an "excuse" so much as I was pointing out the quirkiness already present in the version that was canonical at the time that the NLRME was created. With that in mind, I make no apologies for silly or nonsensical or useless Wild Surges in my list. And anyway, cut me some slack! The list in The Netbook of Wild Magic is about 3.5% the length of mine, and a quick glance reveals that it includes many effects similar to those found in the NLRME! Additionally, as I mentioned above, my intent in creating the NLRME was not to spell out exactly what should happen in the case of every Wild Surge. Rather, I hoped to give a quickly summarized result that would have an amusing, interesting, or exciting effect upon play. For that reason I didn't produce a long, detailed (and, ultimately, constraining) breakdown of the game mechanics of each Surge because too often it wouldn't be worth it IMO. The NLRME appeals to people for whom that open-ended uncertainty is preferable. Others prefer to have a more specific explanation for their Surge. That's entirely up to the individual user, of course! Thanks again for your thoughts. It's clear that you and I have different expectations of what a list of Surges should be, but what's wrong with that? |
| Adrez Nesnsid03-14-07, 04:23 PM | Anyway... 771.) Caster becomes morbidly obese 772.) Spell does not take effect, instead there is just a puff of smoke that dirties the caster's face woth soot. 773.) Same as before, but the spell does take effect, and the target is made sooty too 774.) caster's feet (or similar appendages) become negatively gravitationally charged, so that the caster winds up being suspended upside down, by their feet, 1-3 feet above the ground. 775.) As 774 but affecting both the caster and the target. 776.) Everybody in the immediate vicinity is trampled by a herd of stampeding animals which suddenly appears. 777.) :w00t: JACKPOT!!! 7d20+10 gold coins rain down on the caster's head, causing 1d4 points of damage for every 30 coins that fall (minimum 1d4) (reflex DC 16 halves damage and makes first 5 points of remaining damage non-lethal) |
| kshade03-15-07, 11:17 AM | 778.) A Janitor only the caster can see appears out of nowhere, insults her, then vanishes. Even if the insult isn't very strong it nags on the casters self-confidence for 1d4 days, lowering his wisdom score by 2. 779.) Same, but on the spells target. |
| Adrez Nesnsid05-26-07, 08:56 AM | BUMP!!!!:bump: |
| Slightly_Unscrewed05-30-07, 02:32 PM | 780: Target's pants catch on fire. If the target isn't wearing pants, roll again. 781: A giant dodecahedron falls on the caster. |
| Undrhil06-04-07, 01:10 AM | 782: The caster's skin is changed to a random color. If the caster doesn't have skin (a skeleton, for example), then re-roll on the surge table for a new result. The color can be *any* color imaginable and the DM would need to figure out the best way to determine the color. This change is permanent until changed again through a wild surge. 783: Same as above but it affects the spell's target. If the spell's target doesn't have skin (a skeleton, for example) then re-roll on the surge tables for a new result. 784: The caster's backpack is changed into a Bag of Devouring. 785: All of the group's backpacks are changed into Bags of Devouring. 786: If the target of the spell is a spell caster, they randomly swap memorized spells with the caster of this spell. Both the caster and the target know which spell is lost and gained. 787: If the target of the spell is a monstrous humanoid, the spell caster is cloacked with an illusion of a creature of the same type as the target for 4d4 + 1/2 Caster Level hours. |
| Adrez Nesnsid07-03-07, 09:55 PM | :bump: |
| Thomar_of_Uointer07-04-07, 01:13 AM | Wow, it looks like my little undead thread is going to actually make it! 788: Two of the target's senses (determined randomly, 1-sight 2-hearing 3-touch 4-taste 5-smell) are swapped, thus a target might taste light, or feel smells. This imposes a -2 penalty to all skill checks with the affected senses, but the target should otherwise be able to adapt with a little practice. |
| Elgeis08-04-07, 09:45 PM | 789: Target's leg cramps up for 1d6 rounds reducing its speed by one half. 790: Every Human within 10' swap classes (not levels) randomly and permanently. 791: Every Elf or Half-Elf within 10' swap classes (not levels) randomly and permanently. 792: Every Gnome or Halfling within 10' swap classes (not levels) randomly and permanently. 793: Every Orc or Half-Orc within 10' swap classes (not levels) randomly and permanently. 794: Every race not noted under 790-794 within 10' swap classes randomly and permanently. 795: Caster and his or her allies fall fast alseep and are woken up chained in a bathroom to the sound of "Would you like to play a game?" 796: Random allignment changes for everyone in a 10' radius of the caster excluding the caster himself. 797: Target bleeds from a spot of the caster's choice for 1d10 rounds. 798: Caster is forced to smile and cheer whenever something dies in the next 1d10 encounters. 799: Target becomes overly drunk for 5 rounds, -10 to dex checks, +5 to con checks. 800: Re-roll 8 times and activate those effects. 801: Loud music starts playing for 1d10 rounds, if the encounter doesnt end by the time the music ends then one half of the people who are in the fight are picked at random and must make a will save of DC 30 to resist the grove. 802: A penguin wielding a scyth walks in front of the party and challanges one of them to a dual at random, if refused then X amount of penguins are summoned by the first penguin (X = # of party members) and attack the party. Leader (first penguin) is treated like a level 10 npc fighter. Additional penguins are treated like level 8 (classes of DM's choice) npcs. 803: Caster goes blind for 1d6 rounds. 804: Target goes blind for 1d6 rounds. 805: Caster AND Target go blind for 1d20 rounds but have a 1% chance increasing at 1% per round of becoming like daredevil for the remainder of being blind. 806: Target forgets what is he doing and desides to lie down for a nap. 807: Horse appears in front of caster, if caster mounts horse then horse takes him straight into the heart of the battle or a general "danger zone". 808: Level 6 Gnome Bard somwhere in the world devotes his life to telling people about the pc's adventures. 809: Caster becomes overly drunk for 5 rounds, -10 to dex checks, +5 to con checks. 810: Target's future self appears and fights along side target for 2d6 rounds. 811: Caster's future self appears and fights along side caster for 2d6 rounds. 812: Caster's future self appears and fights along side target for 2d6 rounds. 813: Target's future self appears and fights along side caster for 2d6 rounds. |
| Horseshoe_Hermit08-04-07, 10:31 PM | 814. Caster becomes a stone. Not stone. *A* stone. About the size of a frog. Petrification effect is permanent and cannot be reversed except by means that reverse petrification like Stone to Flesh. Subject to being damaged in all the same ways. 815. A cow falls in the AoE. Specifically, a cow is transported to your location, somewhere in the air. It deals 2d4 crushing damage to any creature of medium size or smaller in the area, unless they make a Reflex save DC 16 and dodge aside. The cow acts naturally, oblivious to whatever rages around it, for 1 minute, then is transported from whence it came. 816. As 815, except only one side of the cow is visible (viewed from the other side, it is as though it were invisible). The cow is brown. All who gaze on the cow's visible side must make a DC 25 Will save, or be compelled to do nothing but stare at the cow, and ponder absently what colour the other side is. Multiple subjects might voice their opinions aloud. This effect lasts for 1d10 rounds per victim. A gazer who makes the save need not save again. Man I love that joke. |
| Adrez Nesnsid08-05-07, 07:11 AM | Speaking of which: Nobody Wants to Be Lectured Ba An Invisible Cow! (http://www.angryflower.com/nobody.gif) |
| Elgeis08-07-07, 12:37 PM | 817: See effects #'s 1, 6, 7, 8, 9, 15, 16 and 56. 818: An undead horse apears before the party, if a member mounts it the horse takes him/her to the nearest lich. 819: All beer turns to water and vice versa within a 10' radius of caster, however all will taste like urine. 820: Every begger the caster comes across will attack him/her for their spare change for 1d4 months of game time. 821: Every begger the target comes across will attack him/her for their spare change for 1d4 months of game time. 822: Caster has nightmares of everyone he has killed for 1d6 nights. 823: Target has nightmares of everyone he has killed for 1d6 nights. |
| Elgeis08-09-07, 03:43 PM | 824: Everyone with in a 50' radius of the caster turns into a pally, keeping same number of levels they previously had. 825: Guy apears out of no where talking into a shell saying "Can you hear me now? Good" 826: Target gains two temporary points in chr, int, and wis for 1d10 rounds but loses two temporary points in str, dex, and con. 827: Everyone within 20' of caster gets transported 1d20 years into the past. 828: Target polymorphs into a large crab for 1d8 turns. 829: Caster polymorphs into a large crab for 1d8 turns. 830: Caster becomes color blind. 831: Target becomes color blind. 832: Caster and target swap bodies. |
| Elgeis08-12-07, 08:25 PM | :help: |