Your thoughts on my Wild Magic Table

Post/Author/DateTimePost
#1

Khelben7

May 24, 2009 14:36:25
Effects of Wild Magic
Any Spell / Prayer / ability whose caster is within a Wild Magic zone is vulnerable to the effects of Wild Magic. The caster must roll a caster level check (DC 15 + spell level. Caster adds Arcana / Religion plus level to the roll). If the casters level check fails, roll on the following table:

01-03 Spell rebounds on caster, with full effects (if impossible due to nature of spell, re- roll).
04-05 Caster shoots forth eight non-poisonous snakes from fingertips. Snakes do not attack.
06-07 Wall of Force surrounds caster for d4 rounds.
08-09 Deafening bang affects everyone within 10 squares.
10-11 Casters hair grows one foot in length.
12-13 Spell affects a random target or area.
14-15 Target and caster exchange places.
16-17 Caster is Dazed for a round.
18-19 Caster levitates 20 feet for d4 rounds.
20-21 Doors (from secret to portcullis) within 10 squares swings open.
22-23 Normal fires within 20 squares of the caster are extinguished.
24-25 Caster changes language with target for d4 rounds.
26-27 Caster and target is knocked prone by invisible force.
28-29 Casters face is blackened by small explosion.
30-31 Summons a monster of casters level. It disappears in d4 rounds.
32-33 Everyone within 5 squares are healed by free Healing Surge.
34-35 Target turns ethereal for d4 turns and can only be harmed by magical attacks.
36-40 Nothing Happens. Material components are used. The Spell slot is used up.
41-47 Nothing Happens. The spell does not function but Spell slot is still retained.
48-49 Bubbles comes out of casters mouth. Effect takes place next round, when they burst.
50-51 Spell functions, but range, duration, AoE, damage etc. decreases 50%.
52-55 Spell functions but shimmering globes of light swirls around the caster for 1d4 rounds.
56-85 Spell functions normally.
86-95 Spell functions normally but is not expended from the Spell slot.
96-00 The Spell functions at increased strength. Target has a -2 to their saves and the die roll goes one up (d6 becomes d8). If no harmful effect, the range or duration doubles.

I'm starting a Campaign in the Year of Shadows and for a couple of months while the Gods walk Toril, these are the effects on magic and Payers. The party will be app. lvl 3 to 5 by that time.
What are your thoughts?


-Khelben
#2

The_Simbul_of_Aglarond

May 25, 2009 0:10:43
What edition of the game are you playing? You make reference to caster level checks--which are largely a 3E era concept--however Arcana and Religion are names of 4E skills. I am not nitpicking the terminology, I am just trying to determine which rules edition you are using.

In the 3E era a character's ability to overcome Wild Magic was based on a caster level check, although personally I like the idea of using a Spellcraft check instead because with a skill you can have other characters use the Aid Another action (+2 circumstance bonus to the check for each ally who aids the acting character) in order to ensure success on a critical spell..like say teleporting the party to safety when you have only one teleport spell left. In addition, having it rely on a caster levels check puts multiclassed characters like a fighter/wizard or a cleric/bard at a disadvantage. It also clears up some confusion regarding planar magic traits and worldly magic anomalies. Planes with Impeded Magic used a spellcraft check to determine success, but Planes with Wild Magic used caster level...I never understood the need for separate systems.

In 4E Wild Magic and Dead Magic do not really have a place in the rules so far, given that the various power sources are fairly balanced against each other. Dead Magic and Wild Magic existed in 2E/3E to counterbalance the "overwhelming" power of mages, specifically with regard to mages in the Forgotten Realms given the high levels of NPCs and the sometimes "overpowered" pre 3.5 FR spells available to the players. If such things are to be used in 4E I would say it is better to chalk it up to an area that imposes a +2 or -2 to all attack rolls for powers of a given source, or in the case of Wild Magic a random shift between the two.

In any event, if you plan on running an adventure with an excessive amount of Wild Magic or Dead Magic you will need to carefully pick the combat encounters and challenges you present to your players. Because they are at a disadvantage you will need to ensure they are not unduly overwhelmed. In addition, if the adventure does not give enough opportunity for a spellcasting PC to shine then you run the risk of everyone choosing to play a fighter or a rogue instead, or rolling up those characters if their wizard or cleric meets an untimely or unfair demise

Example: In 3E era adventures like Shadowdale: the Scouring of the Land or Anauroch: the Empire of Shade the Players do travel through areas where magic is dimished or entirely negated, however the combat encounters are fairly balanced despite the diminished abilities of the PCs. In some cases the monsters/NPCs have dimished powers as well, or the PCs have advantages to overcome the dead magic effects (Sylune's silver fire, artifacts, shadow weave magic items, etc). In other cases the diminished or dead magic is only present in transitional areas in between major encounters, or the effects are only present for a small portion of the overall adventure.
#3

Khelben7

May 25, 2009 1:35:19
Hi Simbul.
First of all thx for your thoughts to my post. We're playing 4th edition (haven't played 3.5 in some 7 years I think). The Caster Level name I borrowed from the Campaign Setting 3rd edition.

We're going to live in The Realms in 1358 DR Year of Shadows. Somewhere during the lvls 3rd to 5th the Gods will fall from the Sky. This is where the Wild Magic table will come to play - for the next couple of months in The Realms. I plan to have the spellcasters and Men of Faith take a save of some sort or fall prone when it happens. When Mystra dies the Priests of Mystra and Wizards must take another save or fall unconscious.

You're absolutely right that the Wild Magic must not be too powerful so that the spell/Prayer casters are at a huge disadvantage. Maybe I'll lower the DC. Most have a hight plus on this roll - Trained skill and high Wis or Int (plus 7 at an average). What's your thoughts?

I'm aware that the Times of Trouble will take a long time to get through as it's some 4 and a half month in The Realms. I just think that this is the single most important event The Realms has ever seen and would love to play/DM it..



-Khelben
#4

lord_karsus

May 26, 2009 10:25:54
-You should probably raise the DC up. I mean, if it's DC + Spell level, and the player adds his/her knowledge of their relevant spellcasting knowledge...If a 1st Level character is casting a 1st level spell, that's a DC 11. If they have a +4 to their relevant magical knowledge skills, they need to roll a 7 or higher to succeed. To me, that just seems a bit too easy. Going up in levels, with more skill points and stuff, it'll be even easier.
#5

Khelben7

May 26, 2009 14:55:31
A seven or higher is alright as I shouldn't dominate the game. It'll be a fluff piece. If it's too hard It'll be a bit of a pain in the butt to be a cleric/wizard etc as The Simbul also pointed out. How do you like the table above?

Also - One player in the party is a Shaman. So I guess he wont be affected by the ToT.....?



-Khelben
#6

lord_karsus

May 26, 2009 15:03:49
A seven or higher is alright as I shouldn't dominate the game. It'll be a fluff piece. If it's too hard It'll be a bit of a pain in the butt to be a cleric/wizard etc as The Simbul also pointed out.

-That's the point. If magic worked more or less as normal in Wild Magic areas most of the time, it wouldn't be such a problem. If anything, in those areas, magic shouldn't work more or less as normal most of the time- that's why Wild Magic has notoriety.

-The effects, I like. It's varied, some good, some bad, some nothing, some stuff that ultimately doesn't do much. As it should be, chaotic.
#7

rauric

May 26, 2009 15:25:12
A seven or higher is alright as I shouldn't dominate the game. It'll be a fluff piece. If it's too hard It'll be a bit of a pain in the butt to be a cleric/wizard etc as The Simbul also pointed out. How do you like the table above?

Also - One player in the party is a Shaman. So I guess he wont be affected by the ToT.....?



-Khelben

That is smart, if you make the DCs too difficult you will have the group rerolling martial only pcs. Perhaps the wild zones do not effect certain spells such as at-wills or encounters?
#8

Khelben7

May 26, 2009 15:42:41
-That's the point. If magic worked more or less as normal in Wild Magic areas most of the time, it wouldn't be such a problem. If anything, in those areas, magic shouldn't work more or less as normal most of the time- that's why Wild Magic has notoriety.

I know that it would fit the fluff, but still it has to be playable and not ruin a players fun. If a Wizards powers are unpredictable 50% of the times, maybe the player will loose interest in the character. The Wild Magic lasts for 3 months of realtime in The Realms and that is a lot of sessions where the spellcasters could be the 'underdog' of the party.

-The effects, I like. It's varied, some good, some bad, some nothing, some stuff that ultimately doesn't do much. As it should be, chaotic.

Glad to hear it.


-Khelben
#9

Khelben7

May 26, 2009 15:44:19
That is smart, if you make the DCs too difficult you will have the group rerolling martial only pcs. Perhaps the wild zones do not effect certain spells such as at-wills or encounters?

Not a bad idea to make at-wills a +1/+2 or something like that.



-Khelben
#10

Khelben7

May 29, 2009 7:20:57
Also - One player in the party is a Shaman. So I guess he wont be affected by the ToT.....? What are your thoughts?
#11

lord_karsus

May 29, 2009 11:12:56
Also - One player in the party is a Shaman. So I guess he wont be affected by the ToT.....? What are your thoughts?

-All magic, Arcane and Divine, draws from the Weave. I don't like that concept, but it is what it is. So, the Shaman would have his/her spells affected as well. In the case of Divine magic, you can make "aggregating factors" that influence the difficulty of Divine magic working. During the Time of Troubles, the magic of priests and priestesses was able to function more reliably when they were near their deities. So, in a similar vein, you may want to arbitrarily hand out bonuses for that Shaman, depending on how close he/she to his/her deity.
#12

suin_bahhar_02

May 29, 2009 12:53:18
For the Shaman his spirit companion based powers would be unaffected. The rest would be more tricky to reliably perform and would be affected just as LK stated. Is there a way to enhance the powers of divine, arcane or primal classes when they get closer to their respective diety?

Some sort of ability to recharge encounter powers more often or enhance at wills perhaps?
#13

lord_karsus

May 29, 2009 13:41:59
Is there a way to enhance the powers of divine, arcane or primal classes when they get closer to their respective diety?

-Being as that this is a Wild Magic Zone, they don't necessarily have to be enhanced, but rather, just work more reliably.
#14

Khelben7

Jun 07, 2009 17:28:03
What God would a Dwarven Shaman in FR worship?
My player is in serious doubt and I would prefer that he chooses one..
#15

lord_karsus

Jun 07, 2009 18:14:03
What God would a Dwarven Shaman in FR worship?

-The Dwarven Pantheon*. Not knowing anything else about the individual, that's the most likely place to go.

*Note that the information on the page is incorrect. While it says that Deep Duerra and Laduguer are not part of the Mordinsamman, this is factually untrue. Both Deep Duerra and Laduguer are not on speaking terms most of the other Dwarven deities in the pantheon, neither was ever formally exiled or cast out by Moradin, and are indeed members of the pantheon. Contrast this to say, Lolth, who was formally cast out of the Seldarine.
#16

Khelben7

Jun 07, 2009 23:55:27
-The Dwarven Pantheon*. Not knowing anything else about the individual, that's the most likely place to go.

I know of these and have them in several books, but neither appeals straight up to the Shaman. Maybe the 'normal' Gods have better options.
#17

lord_karsus

Jun 08, 2009 10:33:39
I know of these and have them in several books, but neither appeals straight up to the Shaman. Maybe the 'normal' Gods have better options.

-Why are the Mordinsamman not "normal deities"? They seem pretty normal to me. Of the group, Thard Harr certainly appeals to a Shaman, in being so close to nature. He has plenty of Druid followers.
#18

Khelben7

Apr 17, 2010 11:16:11
Hi again

The players are only 3 days away from the start of the Tomes of Trouble. I contemplating ideas of how will priests and spellcasters 'feel' that their powers or connedtion to their Deity is shaken when they fall to the ground on Toril and what happens to spellcasters when they 'feel' Mystra die?
Maybe they wake up in the middle of the night and feel disconnected and confused. Like something is very very wrong. When a diety is killed, their priests (Wizards in the case of Mystra) will have to make a saving throw or be unconscious and be dazed if they make the save.

Any ideas?




 -Khelben
#19

The_Silversword

Apr 18, 2010 12:21:36
Sounds pretty cool, I wish I could be in that game, doin the Time of Troubles is an awesome idea! Making them feel disconnected and confused is a good idea, they might have werid dreams too, or perhaps a vision from their god calling for help. They should probably feel something if the god dies, but i dont know about falling unconscious or being stunned, Elminster was definitely stunned when Mystra was killed but he had a much stronger tie to her than most other worshipers. They would probably feel something though im sure, Are you using the old school set up were you need your god to cast spells, or the 4e way were you dont really need youre god for such things? If youre going old school beig cut off from their god and their spells would have a negative effect, maybe even driving some one insane. Save vs Depression? 
#20

dndweert

Apr 18, 2010 18:31:33
Khelben7, are you using the AD&D Shadowdale-Tantras-Waterdeep modules? I'd love to run those.

As for the Wild Magic table, I believe there is already something like that in the 3e FRCS and it would be hard to adjust it for 4e because the mechanics. I'd say all powers are uneffected by wild magic but rituals would be effected to maintain balance.
#21

Khelben7

Apr 19, 2010 3:12:37

Effects of Wild Magic


Any Spell / Prayer / ability whose caster is within a Wild Magic zone is vulnerable to the effects of Wild Magic. The caster must roll a caster level check (DC 15 + spell level. Caster adds Arcana / Religion). +1 for At-Wills. If the casters level check fails, roll on the following table:


 


01-03 Spell rebounds on caster, with full effects (if impossible due to nature of spell, re- roll).


04-05 Caster shoots forth eight non-poisonous snakes from fingertips. Snakes do not attack.


06-07 Wall of Force surrounds caster for d4 rounds.


08-09 Deafening bang affects everyone within 10 squares.


10-11 Casters hair grows one foot in length.


12-13 Spell affects a random target or area.


14-15 Target and caster exchange places.


16-17 Caster is Dazed, save ends.


18-19 Caster is Blinded, save ends.


19-20 Caster is Deafened, save ends.


20-21 Caster is Immobilized, save end.


22-23 Caster is Slowed, save ends.


24-25 Caster is Weakened, save ends.


26-27 Caster levitates 20 feet for d4 rounds.


28-29 Doors (from secret to portcullis) within 10 squares swings open.


30-31 Normal fires within 20 squares of the caster are extinguished.


32-33 Caster changes language with target for d4 rounds.


34-35 Caster and target is knocked prone by invisible force.


36-37 Casters face is blackened by small explosion.


38-39 Summons a monster of casters level. It disappears in d4 rounds.


40-41 Everyone within 5 squares are healed by free Healing Surge.


42-43 Target turns ethereal for d4 turns and can only be harmed by magical attacks.


44-45 Nothing Happens. Material components are used. The Spell slot is used up.


46-47 Nothing Happens. The spell does not function but Spell slot is still retained.


48-49 Bubbles comes out of casters mouth. Effect takes place next round, when they burst.


50-60 Spell functions, but range, duration, AoE, damage etc. decreases 50%.


61-65 Spell functions but shimmering globes of light swirls around the caster for 1d4 rounds.


66-85 Spell functions normally.


86-95 Spell functions normally but is not expended from the Spell slot.


96-00 The Spell functions at increased strength. Target has a -2 to their saves and the damage die goes one up (d6 becomes d8). If no harmful effect, the range or duration doubles.

#22

The_Silversword

Apr 19, 2010 17:27:27
Looks cool, Im planning on sending my players into the Plaguelands of Halruaa, so i will probably end up using this. Thanks for sharing man!
#23

Mr_Miscellany

May 01, 2010 19:08:03
Looks good. If it were up to me, I'd add a secondary effect to each of the conditions imposed.

For example, say a caster becomes dazed or blinded. If dazed, maybe the caster gains a +4 to their Will defense for the length of the condition. If blinded, maybe the caster gains a +4 to Reflex?

More random that way and less, "Oh, here's another condition to suffer through for my character" sort of thing.

Thanks for sharing!
#24

Khelben7

Aug 15, 2010 15:47:58
Looks good. If it were up to me, I'd add a secondary effect to each of the conditions imposed.

For example, say a caster becomes dazed or blinded. If dazed, maybe the caster gains a +4 to their Will defense for the length of the condition. If blinded, maybe the caster gains a +4 to Reflex?

More random that way and less, "Oh, here's another condition to suffer through for my character" sort of thing.

Thanks for sharing!



Very good ideas! I've just read a fair bit of the first book in the Avatar Trilogy (almost twenty years since I read it) and Wizards and Priests are a menace to society when they try casting. This list is a very mild edition compared to the novel. I know that this is a game and I shouldn't newter (sp?) the characters but maybe the roll to see if the spell succeeds should be harder?