Even Wilder Magic

Post/Author/DateTimePost
#1

Varden_Khol

Apr 08, 2015 19:16:25

How about we brainstorm some new crazy effects for wild magic?

 

One of the PCs in my home campaign is a Wild Magic Sorcerer.

In this setting, magic is very new so there are no wizards, magic schools, or even widely used techniques for controlling it.

For this reason I've been coming up with some new Wild Magic effects to demonstrate to my players how powerful and volatile magic is.

So far, I've been getting the player to roll for wild magic but I've been looking up and describing the effects. So it would be easy enough to sneakily trigger these new effects when the story calls for it.

 

Here is my list so far:

 

Vines - thorny vines burst from the ground and restrain/swipe at all creatures within 30 ft.

Stone - All inorganic and non-magic material within 30 ft turns to stone.

Shocking - For the next 24 hrs anything you touch takes 1D10 lightning damage and any creature that starts their turn within 5 ft of you takes 1 lightning damage.

Gravity - All objects and creatures within 30 ft are no longer effected by gravity and move/fight as if underwater.

Wings - fall prone when it is triggered, on next turn grow feathered wings that last for 1 minute and grant a flying speed of 60 ft.

Life Force - sense the souls of all nearby creatures and then manipulate them to deal damage / absorb health / weaken them / strengthen them.

Stop Time - grants three rounds of paused time in which to act.

Godlike - boost a single stat of a chosen creature to 20 for an hour.

The Future! - roll 3 D20 and record the results, can substitute these numbers once each for any later D20 roll. The ability disappears after a long rest.

 

Because I have control over when these happen I'm not too worried about balance.

I've also tried to keep some of the mechanical effects vague so that the sorcerer's 'Controlled Chaos' ability would still allow her to manipulate the spells a bit.

 

So, what would you add?
What do you think would make for a truly cinematic effect?

What's the most spectacular backfire you can come up with?

#2

Yumeii

Apr 10, 2015 16:47:19

Both cinematic and a spectacular backfire is easy. Just have a bunch of flashy lights go off and BOOM! a Tarrasque pops in out of nowhere, exploding out of any enclosed space you're currently in and shoving everything aside as it enters. 

 

But I'm actually a fan of having things that are less directly combat oriented, or things where the helpfulness is questionable.

  • A random creature within 120' teleports to a visible unoccupied space you choose within 60'. You decide on the location before knowing what creature is targetted.
  • You are compelled to make your inner feelings known loudly, at the most inopportune moments. Lasts 2d6 days.
  • You emit a sour stench, smellable within 30'. Lasts until you take a thorough bath. With soap. Maybe multiple baths. CON saves vs gagging optional.
  • When you speak, your words come out as different words but you don't realize it. This prevents successful casting of spells requiring verbal components. Lasts 1d10 minutes.
  • You are constantly assailed by Hero Wind for 1d6 days. Your cape flaps majestically, your hair gloriously whips through the air. Impresses the locals, potential advantage on Charisma checks, potential disadvantage on Dexterity, may cause loose clothing/items to get caught on stuff.
  • Something keeps whispering advice into your ear whenever a decision needs to be made. The advice sounds convincing but is questionable in usefulness. Lasts 2d4 days. (It could be an invisible creature, it could be a mental thing, whatever you feel like).
  • You gain the ability to walk up vertical surfaces or across ceilings and can remain there after the movement. However, it only works for your left foot. Lasts 1 day.
  • For the next 1d4 hours, whenever you are about to touch something, a loud voice screams, "IT'S A TRAP!"

 

#3

BRJN

Apr 10, 2015 18:33:09
  • You spontaneously cast a cantrip you know, centered on whatever your previous turn's target was.
  • A spell scroll appears in your hand.  It contains a Glyph of Warding.  If your character passes an INT check, or the player asks the DM what it is without opening it, you have the option of turning the written side towards your enemies before you open the scroll, thereby triggering it on them instead of on yourself.
  • You can cast Bestow Curse, using curses from IRL legend or religious texts - the Deuteronomic Wasteland is a sight to behold - instead of the given in-game mechanical effects.
      See for instance Testament (3ed Biblical background rules supplement) for examples.
  • A thundercloud forms out of nowhere then swirls down to just cover you.  Pouring down rain provides you with Concealment ... and provides the rest of the world with Concealment from you.  Nobody else gets wet.
  • The compleat series of Cormyrian chapbooks describing the Steel Regent's adventurous and mis-spent early adulthood, written to appeal to teenaged girls, appears on a table or bookshelf in the room.
  • "Herkimer diamonds" - actually quartz crystals - replace any unattended organic object (such as food or bodies) in the room.  The GP value of the "diamonds" equals the value of the food they replace.
  • A Cloudkill-like fog forms.  It doesn't actually do anything at all.  Treat as an illusion.

 

#4

BRJN

Apr 11, 2015 16:26:25
  • You spontaneously cast a cantrip you know, centered on whatever your previous turn's target was.
  • A spell scroll appears in your hand.  It contains a Glyph of Warding.  If your character passes an INT check, or the player asks the DM what it is without opening it, you have the option of turning the written side towards your enemies before you open the scroll, thereby triggering it on them instead of on yourself.
  • You can cast Bestow Curse, using curses from IRL legend or religious texts - the Deuteronomic Wasteland is a sight to behold - instead of the given in-game mechanical effects.  See for instance Testament (3ed Biblical background rules supplement) for examples.
  • A thundercloud forms out of nowhere then swirls down to just cover you.  Pouring down rain provides you with Concealment ... and provides the rest of the world with Concealment from you.  Nobody else gets wet.
  • The compleat series of Cormyrian chapbooks describing the Steel Regent's adventurous and mis-spent early adulthood, written to appeal to teenaged girls, appears on a table or bookshelf in the room.
  • "Herkimer diamonds" - actually quartz crystals - replace any unattended organic object (such as food or bodies) in the room.  The GP value of the "diamonds" equals the value of the food they replace.
  • A Cloudkill-like fog forms.  It doesn't actually do anything at all.  Treat as an illusion.
  • Everything in the room turns a vivid shade of yellow until the end of yur next turn.
  • Your enemies turn that ugly shade of yellow-green that looks like ... what infants fill their diapers with.
  • You cast Bless on a hostile spellcaster.  (Should be no help whatsoever to anybody, since spell DCs do not use d20 rolls).
  • You somehow reach back into time (both in the game world and in the real world) and locate a spell that existed in the 3.0 era, and cast it using your highest-available spell slot.
  • A sudden chill in the air announces a light dusting of frost on everything.
  • A sudden shimmer in the air announces a mini-heat wave that makes the room warm enough to accommodate T-shirts and shorts.
  • The entire battlezone is teleported to a wilderness area just outside town.  Everybody maintains their position relative to each other.

This was supposed to be an "Edit Post".  What button did I hit instead?

#5

Varden_Khol

Apr 12, 2015 14:26:27

BRJN wrote: