| Post/Author/DateTime | Post |
|---|---|
| dragonman40707-30-05, 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. |
| Fargren07-30-05, 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 |
| dragonman40707-31-05, 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? |
| dragonman40708-23-05, 08:28 PM | :bump: |
| Fargren08-23-05, 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. |
| ticattack08-24-05, 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_Inverse08-24-05, 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? |