Magic Evolution [Archive] - Wizards Community

Post/Author/DateTimePost
dragonman407

07-30-05, 06:14 PM
This is a system that is based off the fact that magic is not just a tool. Magic is a living thing that can grow, evolve, and adapt as we do. Sometimes, when you cast a spell, the spell doesn't do what it should or somehow gets more powerfull. This happens rarley, but it does happen.

For every 10 uses of a spell (this is cumulative over time, not just one battle) roll 1d10. On a roll of 10, the spell evolves. For example, Tim the Enchanter has used the fireball spell 9 times over the course of the campaign. He uses it again on the killer rabit. Since he has now cast the spell a total of ten times, he rolls 1d10.

after determining if the spell evolves, roll on the following table to see how it evolves:

d% effect
1-10 The spell aquires the living spell template (Eberron campaign setting) and attacks the nearest character or monster.
11-30 The spell is enhanced with a random metamagic feat.
31-50 Spell targets a different monster or character (enemy or ally)within range(selected at random)
51-70 spell backfires and hits the caster instead of the intended target.
71-90 Spell is cast at +5 caster level.
91-95 Roll again twice (if one roll is living spell, reroll just that die).
96-100 DM chooses. :mage:

That's it! any ideas, questions, and comments are apreciated.
Fargren

07-30-05, 09:47 PM
This is a system that is based off the fact that magic is not just a tool. Magic is a living thing that can grow, evolve, and adapt as we do. Sometimes, when you cast a spell, the spell doesn't do what it should or somehow gets more powerfull. This happens rarley, but it does happen.

For every 10 uses of a spell (this is cumulative over time, not just one battle) roll 1d10. On a roll of 10, the spell evolves. For example, Tim the Enchanter has used the fireball spell 9 times over the course of the campaign. He uses it again on the killer rabit. Since he has now cast the spell a total of ten times, he rolls 1d10.

after determining if the spell evolves, roll on the following table to see how it evolves:

d% effect
1-10 The spell aquires the living spell template (Eberron campaign setting) and attacks the nearest character or monster.
11-30 The spell is enhanced with a random metamagic feat.
31-50 Spell targets a different monster or character (enemy or ally)within range(selected at random)
51-70 spell backfires and hits the caster instead of the intended target.
71-90 Spell is cast at +5 caster level.
91-95 Roll again twice (if one roll is living spell, reroll just that die).
96-100 DM chooses. :mage:

That's it! any ideas, questions, and comments are apreciated.

It's nice, but it requires a lot of book keeping. Does it also aply to the eleventh time you cast it? Or the twentieth?
Also, this would be so funny in a wildmagic area:D
dragonman407

07-31-05, 01:52 AM
It's nice, but it requires a lot of book keeping.
That it does, but you could keep pre-made versions of living spells available for quik reference while playing. Also, the other evolution types do not require much work to apply to a spell. (at least I don't think they do...)
Does it also aply to the eleventh time you cast it? Or the twentieth?

I think it says every 10 uses (1st chance at 10, 2nd at 20, ect.), but I'll change it to make it clearer.

Also, this would be so funny in a wildmagic area
I should probably know this, but what is a wildmagic area?

thanks for your input. do you have any ideas on other ways a apell could evolve?
dragonman407

08-23-05, 08:28 PM
:bump:
Fargren

08-23-05, 10:28 PM
I should probably know this, but what is a wildmagic area?

In the Faerun campaign setting there are certain areas where amgic is twusted, for different reasons. In this area, whoever casts a spell must roll a d% and, acording to the result, the spell efect changes. And they REALLY change. This can be very dangerous or very good to the character.
ticattack

08-24-05, 01:14 AM
I would have thought more slight evolutions.

d%
00-09 = Any dice rolled increase by one category (ie, d4 = d6)
10-19 = Any dice rolled decreade by one category (ie, d8 = d6)
20-29 = The spells duration increases by 1 unit (round/minute/hour/day)
30-39 = "" "" decreases " "
40-41 = The energy type of the spell changes to fire.
42-43 = " " cold.
44-45 = " " electricity
46-47 = " " acid
48-49 = " " holy
50-59 = The spell is cast at +1 caster level.
60-69 = " " -1 caster level.
70-79 = The spell's range/area of effect is doubled.
80-89 = The spell's range/area of effect is halved.
90-91 = The spell no longer requires a somantic component, or if it already didn't, it now does.
92-93 = As above, but for verbal components.
94 = If you have lost at least one spell by rolling a 97, one of those, chosen at random, is available again. Otherwise, choose a spell of the third highest level you could cast (Minimum of level 0). Choose a spell you don't know of that level. That spell is now available. If you have a free spell slot of that level, it is memorised in one slot.
95 = The spell can no longer be cast by you.
96 = If the spells target/centre was not you, it becomes you. If it was you, it becomes the nearest living being, regardless of it's normal range/target.
97 = The spell becomes a living spell.
98 = The spell backfires. Every creature within 5 ft x the spell's level takes 1d6 magic damage /spell level.
99 = Roll again twice.

What does everyone think?

And yes, I'm aware it's more bookkeeping, but you could keep an actual "Spellbook". A bit of paper, with the stats for each spell, and the number of times it's been cast.
Lina_Inverse

08-24-05, 01:21 AM
I would have thought more slight evolutions.

d%
00-09 = Any dice rolled increase by one category (ie, d4 = d6)
10-19 = Any dice rolled decreade by one category (ie, d8 = d6)
20-29 = The spells duration increases by 1 unit (round/minute/hour/day)
30-39 = "" "" decreases " "
40-41 = The energy type of the spell changes to fire.
42-43 = " " cold.
44-45 = " " electricity
46-47 = " " acid
48-49 = " " holy
50-59 = The spell is cast at +1 caster level.
60-69 = " " -1 caster level.
70-79 = The spell's range/area of effect is doubled.
80-89 = The spell's range/area of effect is halved.
90-91 = The spell no longer requires a somantic component, or if it already didn't, it now does.
92-93 = As above, but for verbal components.
94 = If you have lost at least one spell by rolling a 97, one of those, chosen at random, is available again. Otherwise, choose a spell of the third highest level you could cast (Minimum of level 0). Choose a spell you don't know of that level. That spell is now available. If you have a free spell slot of that level, it is memorised in one slot.
95 = The spell can no longer be cast by you.
96 = If the spells target/centre was not you, it becomes you. If it was you, it becomes the nearest living being, regardless of it's normal range/target.
97 = The spell becomes a living spell.
98 = The spell backfires. Every creature within 5 ft x the spell's level takes 1d6 magic damage /spell level.
99 = Roll again twice.

What does everyone think?

And yes, I'm aware it's more bookkeeping, but you could keep an actual "Spellbook". A bit of paper, with the stats for each spell, and the number of times it's been cast.

you hate sorcerers huh?