Losing Control of Magic, Need Some Suggestions [Archive] - Wizards Community

Post/Author/DateTimePost
pres_man

06-24-07, 07:46 AM
Ok, I was reading a comic series that came out in my youth, and in it there is the idea that some magic was lost control of. This magic occasionally caused the creation of monsters and other effects (I know this idea is not unique, it just got me thinking). So I was thinking about working this into my game in the future in some fashion.

My idea right now is that whenever a spell is lost (most commonly due to a failed concentration check or arcane spell failure), that spell energy goes somewhere and does something. Due to this some monsters have been created (mostly magical beasts and/or abberations) as well as other types of effects. Due to this type of thing happening, there is alot of mistrust of spellcasters, also other mages do not take kindly to inexperienced spellcasters being "sloppy" with their magic.

Now I don't want screw the players over with this idea (having a spell blow up in their face for example), instead I am thinking of using this more for a roleplaying issue. For example, one suggestion from my wife was that an abberation might be created by some magic, and the abberation has a feel for the magic user that accidentally created it. It might come looking for the magic user for one reason or another.

So I am looking for some ideas that I can make into a random table to generate an effect for the loss of a spell. Some effects could be on the spellcaster as long as they are more about fun then screwing over the player (another suggestion from my wife was that the caster's hair starts turning white, so all those white haired wizards might not be trusted too much ;) ).
PandaDragon

06-24-07, 09:00 AM
Look in the Forgotten Relms setting or magic of books there is a thing called "wild magic zones." All magic works chaoticly in these areas but otherwise, when not in one of these zones, is unchanged.
shout27

06-24-07, 09:03 AM
First of all, created beings should "scale" with the spell level that made them, after that it should simply be a roleplay issue depending upon both the caster's alignment and the spell that was to be cast. moreover, the point that a Wizard gains his/her 4th spell of that level should be the point where the caster is capable of not failing on the roll. (2nd level wizard can cast cantrips without failure or can fail on purpose)


I'd think of each abberation as a "child" for lack of a better term, with the starting mental age dependant upon the level that created it.

Those created by Evil characters tend to avoid their creator unless they feel powerful enough to take them on, instead seeking their own goals and doing as they wish.

Those created by neutral characters do as they wish when the mood strikes them, sometimes helping other times hindering.

Those created by Good characters have it the worst off depending upon how your world works (Think Edward Scissorhands), after their creator is dead assuming they traveled with him/her for every 10 years spent in the world minus the Spell-level that created them they must make a Will Save or start to despise humans eventually becoming an evil creature.(this would come from their treatment at the hands of humans, if they live around someone that accepts them they don't need to make this save)

Level-0 = creatures made here could be passed off as Familiars if the creator wished to do so, intelligence 3-5, usually an odd form of an existing Small creature or being (a raven whose body looks and feels like metal, a Small elemental that appears to be made of wood yet careful study reveals that it's something else)

Level-1 = intelligence 5-6

Level-2 = intelligence 7-8

Level-3 = intelligence 9-10

Level-4 = intelligence 11-12

Level-5 = intelligence 13-14


is this closer to what you're looking for?