Kujaku ([info]kujakudm) wrote in [info]broken_gaming,
@ 2004-12-22 00:55:00
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Some New Things for Planescape:
Ok folks, as we all know, Wild Magic is a strange thing and is still trying to be balanced, so here is my be all end all ruling.

This is the final ruling for wild magic (for now)



Feat:

Wild Magic:
You become a wild mage, with a new skill and adding the following spells to your repitior immediatly. This feat represents your blood line holding some chaotic creature or outsider, such as most Fey and Tan'ari.

Pre Req:
Alignment: any non lawfull
Must be an Arcane Caster or a divine caster with acces to the chaos or insanity (or similar) domain.

Gain:

Use Magic Device Becomes a Class Skill for you.
You May Not Cast any spell with the Lawfull Descriptor.


You gain access to the following spells:

(Yes, NRD is now 1st level)

First-Level Spells

Nahal's Reckless Dweomer* (Invocation/Evocation)
Range: Special
Components: V, S
Duration: Special
Casting Time: Full Round Action
Area of Effect: Special
Saving Throw: Special
Spell Resist: Yes

This spell is the wild mage's ultimate last-resort spell. When cast, the mage releases a sudden flood of wild magical energy in the hope of seizing and shaping that energy into a desired spell effect. The attempt usually fails, but something almost always occurs in the process.
Before casting the spell, the mage announces the spell effect he is trying to create. The mage must be able to cast the spell (i.e., have it in his spell books), but need not have it memorized. After announcing the spell (along with the target and any other conditions required by the spell), the wild mage casts Nahal's reckless dweomer. A burst of magical energy is released, which the wild mage tries to manipulate into the desired form. The actual effect of the spell is rolled randomly on Table 2: Wild Surge Results.
Because the release of energy is planned by the mage, his level is added to the dice roll. If the result indicates success, the mage has shaped the magical energy into the desired effect. More often than not, the effect is completely unexpected. The result may be beneficial to the mage or it may be completely disastrous; this is the risk the mage takes in casting Nahal's reckless dweomer.

Second-Level Spells

Chaos Shield* (Abjuration)
Range: Touch
Components: V, S
Duration: 1d10 rounds+2 rounds/level
Casting Time: 1 Action
Area of Effect: The caster
Saving Throw: Special
Spell Resist: No

Following the discovery of wild magic came the discovery of wild surges and the personal danger such surges create. After several wild mages destroyed themselves by rather spectacular means (or suffered very odd side effects), the chaos shield was created as protection from these surges.
This spell imbues the wild mage with special protection against the effects of wild surges. It protects only against wild surges caused by the caster's own spells, not from the effects of another mage's wild surges.
When a wild surge affects a caster protected by chaos shield, he is allowed a Will Save (DC Equal to Spell Being Cast). If the saving throw is successful, the effect of the surge on the caster is negated. If the saving throw is failed, the caster is affected normally by the surge. The spell does not protect against wild surges that might be caused by its own casting.
The chaos shield protects only the caster and does not negate the effects of a wild surge for other characters that might be in the area of effect. The caster cannot voluntarily cancel the protection once he has learned the nature of a wild surge; the chaos shield protects from both good and harmful effects. Thus, if a wild surge resulted in a heal spell for all characters within 10 feet of the caster, the protected caster might not benefit, while all others in the radius would be healed.
The spell remains in effect until it negates a wild surge or the spell duration expires.

Nahal's Nonsensical Nullifier* (Abjuration)
Range: Touch
Components: V, S, M
Duration: 1d6 rounds+1 round/level
Casting Time: 1 action
Area of Effect: Creature touched
Saving Throw: None
Spell Resist: Yes (Harmless)

This spell scrambles the aura of the affected creature, giving random results to Detect Evil/Good/Law/Chaos, and detect lie spells cast on that creature.
When a protected creature is the focus of one of these divinations, the information gained is randomly determined. Thus, if know alignment is used against a chaotic evil creature protected by the nonsensical nullifier, the response could be any alignment combination. If two characters both use the same divination on the same target, two random results are generated.
A new random result is generated each round; thus, continued observation of a protected creature usually results in different answers. The table below should be used to determine the random alignment.

D10
Roll Alignment
1 Lawful Good
2 Lawful Neutral
3 Lawful Evil
4 Neutral Good
5 Neutral
6 Neutral Evil
7 Chaotic Good
8 Chaotic Evil
9 Chaotic Neutral
10 No alignment

The material component is a small amount of egg yolk smeared into the hair of the recipient.

Third-Level Spells

Alternate Reality* (Transmutation)
Range: Touch
Components: V, S, M
Duration: Instantaneous
Casting Time: 1 Action
Area of Effect: Creature touched
Saving Throw: None
Spell Resist: Yes

With this spell, the caster creates a small variation in probabilities. This variation lasts only a moment, but creates alternate results for one recent event. When the spell is cast, any one event attempted by the recipient during the previous round is recalculated, essentially allowing (or forcing) the creature to make new die rolls.
Only events that begin and end in a single round can be affected. Only one die roll can be rerolled. If the creature touched is a willing recipient, the player can choose which roll (the original or the new roll) affects him, more than likely picking the most successful. If the creature is unwilling, he must redo the action. The second result, whatever its outcome, cannot be changed.
Typical uses of this spell include allowing a fighter to reroll an attack, forcing an opponent to reroll a saving throw, or allowing a wizard to reroll the damage caused by a fireball.
The material component is a small, unmarked die.

Fourth-Level Spells

There/Not There* (Evocation)
Range: Medium
Components: V, S, M
Duration: 1d6+1/2 caster level rounds
Casting Time: 1 round
Area of Effect: 10' cube
Saving Throw: None

This peculiar wild magic creates a random fluctuation in the probabilities of existence. The spell can be cast only upon nonliving and Unatended objects and can affect only materials within a 10'x10'x10' cube.
Objects in the area of effect either remain normal and visible or they disappear (50% chance). The state of existence for any object is determined randomly and changes with each viewing and viewer. Thus, a single object could appear and disappear several times during the course of the spell. Furthermore, it might be "there" for one onlooker, but "not there" for another.
For example, a wild mage casts this spell on a doorway. The DM rolls percentile dice and determines the door is "there" for the wizard. The wizard's companion also looks at the door. The DM rolls and determines that the door is "not there" for the companion. The pair studies the door for several minutes, during which time the door does not change (this counts as a single viewing for each character).
The wizard and his companion then close their eyes. When they look at the door again, new checks for each character reveal the door is "not there" for both characters. The pair steps through the open archway and turns around to look at the door once again. This time it is "not there" for the wizard, but "there" for his companion. This random changing continues throughout the duration of the spell.
Objects that are "there" are normal in all respects. Doors can be opened, chests can be picked up and carried, and rocks can be used as barricades. Objects that are "not there" are gone, although their absence does not cause ceilings to collapse or other damage. A wizard could walk through a "not there" wall without difficulty.
When two parties perceive a there/not there object differently, the object functions for each party according to its own perceptions. For example, a wizard hides behind a rock that he sees as "there." Her enemy, a fighter, perceives the rock as "not there" and fires arrows at the wizard. The wizard would perceive the arrows as bouncing off the rock, while the fighter would perceive the arrows as missing their target or falling short. The fighter would be subject to a check before firing each arrow to determine whether his perception changes (assume that the fighter must look away from the rock every time he nocks an arrow; each time he takes aim, this counts as a new viewing).
After the spell is cast, any objects removed from the area of effect retain their uncertain existence for the duration of the spell. Thus, a pair of heroes could pick up a treasure chest, carry it down the hall, set it down, and discover it had vanished while their backs were turned. Worse still, one might see the chest and the other not!
The material component is a small piece of cat fur sealed inside a small box.

Unluck* (Evocation)
Range: Close
Components: V, S, M
Duration: 2d10 rounds
Casting Time: 1 Action
Area of Effect: One creature
Saving Throw: Will Neg.
SR: Yes

With this spell, the wild mage creates a negative pattern in the random forces surrounding one creature. The creature is allowed a saving throw; if successful, the spell fails. If the saving throw is failed, random chance falls into an unlucky pattern. Any action involving random chance (i.e., any time a die roll affects the character) performed by the victim during the next 2-20 rounds requires two separate attempts; the worse result is always applied. (The victim rolls twice for attacks, damages, saving throws, etc., always using the worse die roll.)
A luckstone or similar magical device will negate unluck. Doing so, however, prevents the magical item from functioning for 2d10 rounds.
The material component is a piece of a broken mirror.

Fifth-Level Spells

Vortex* (Evocation)
Range: Meduim
Components: V, S, M
Duration: 1d4 rounds+1 round/level
Casting Time: Full round
Area of effect: 5-foot-diameter circle
Saving Throw: Reflex ½
SR: yes

A vortex is a swirling mass of magical energy, barely controllable by the caster. On the round of casting, a small sparkle of lights fills the air at the desired position. On the second round, a 7'-tall, multicolored tornado appears. From this moment on, the caster must maintain concentration in order for the vortex to remain.
Each round, the caster can move the vortex 60 feet. However, control of direction is not perfect. The caster has complete control over distance, but can only suggest the desired direction. The caster has a 50% chance of moving the vortex in the direction he desires; if the die roll indicates failure, the vortex moves according to the scatter diagram for grenade-like missiles. Thus, the vortex usually moves in the general direction desired, but on occasion, it may move to either side or directly toward the caster.
The vortex cannot pass through objects larger than its area of effect (it could move through a sapling but not an ancient oak tree) and will be redirected by these, rebounding along the general line of movement. For example, if cast in a narrow hallway, the vortex might ricochet down the hall, bouncing from side to side.
The vortex is composed of raw magical energy. Nonmagical creatures struck by the vortex suffer 1d4 points of damage per level of the caster (Max 15). Magical creatures and spellcasters suffer 1d6 points of damage per level of the caster (Max 15). Creatures struck are allowed a reflex saving to suffer only half damage.
Each time a creature is struck, there is a 5% chance that the vortex will explode in a wild surge. Use Table 2 to determine the results of any wild surge. If the vortex causes a wild surge, the spell ends immediately.
The material components are a silk streamer and a handful of straw.

Sixth-Level Spells

Wildshield* (Alteration)
Range: Self
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None
SR: No

This spell cloaks the caster in a whirling band of scintillating colors, completely concealing him. The caster is able to see normally within and outside the shield.
The wildshield protects the caster from the effects of spells and magical items. The shield can completely absorb 2d6 spell levels (i.e., if the roll of 2d6 results in 10, the shield could absorb ten 1st-level spells, two 5th-level spells, or any similar combination), thereby negating their effects on the caster. Both area effect spells and those individually targeted at the wild mage can be absorbed. In the case of area spells, the wildshield protects only the mage. All others in the area of effect suffer normal effects from the spell.
Wildshield also protects against wild surges, whether caused by the caster's magic or by an outside source. Each wild surge is considered equal to 1d6 spell levels.
The spell remains in effect until it is either canceled by the caster or it reaches its spell level capacity. If the capacity is met exactly, the wildshield simply ceases to function. However, if the wildshield is struck by more spell levels than it can absorb, it explodes in a wild surge. The spell that triggered the surge is completely negated, its energy instead transformed into a wild surge (see Table 2). Since the shield no longer functions, the formerly protected wizard is subject to full effects of this wild surge.
The material component is a small sponge.

Wildstrike* (Conjuration/Summoning)
Range: Medium
Components: V, S, M
Duration: 2d4 rounds
Casting Time: 6
Area of Effect: One creature
Saving Throw: Will Neg.
SR: yes

This spell is used primarily against hostile spellcasters. It distorts all attempts at spellcasting, converting spell energy into wild surges.
The victim of a wildstrike is allowed a saving throw; if successful, the spell has no effect. If the saving throw is failed, the target is enclosed within a field of wild magic. If the victim casts spells or uses a charge from a magical item, a wild surge is automatically created (refer to Table 2). When determining the effects of this surge, the Caster level of the wild mage who cast the wildstrike is subtracted from the die roll, making the effects of the wild surge more likely to affect the victim.
The material component is a small glass tube that is shattered in the casting.

Seventh-Level Spells

Hornung's Surge Selector* (Alteration)
Range: Self
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: None
SR: No

The great Hornung, having been blasted more than once by his own wild surges, devised a method of improving the results of wild magic and, not incidentally, his own chances of survival. The result was Hornung's surge selector.
By casting this spell, the wild mage gains greater control over wild surges. When the caster's spell creates a wild surge, two separate results are determined from Table 2. The caster can then choose which of the two results will take effect. This spell can be used in conjunction with Nahal's reckless dweomer.
The spell's duration is a fixed number of surges or 12 hours, whichever comes first. The wild mage is able to shape one wild surge per five levels of his experience; thus, a 15th-level caster could shape three wild surges within a 12-hour period. At the end of 12 hours, the spell expires, regardless of the number of surges remaining.
The material component is a brass spinner.

Spell Shape* (Alteration)
Range: Self
Components: V, S, M
Duration: 1d4+1 rounds
Casting Time: 1 round
Area of Effect: The caster
Saving Throw: Special
SR: No

This spell gives the wild mage the ability to seize magical energy directed at him and reshape it as he desires. While it is in effect, the spell gives no visible sign of its existence. It offers no protection against area effect spells.
If a wild mage is the target of a spell or magical item, this spell automatically allows him a saving throw. If the saving throw is failed, the opponent's spell has normal effects. If the saving throw is successful, the spell shape absorbs the magical energy of the opponent's spell. The wild mage can then choose to let the energy dissipate or he can instantly use it to cast a spell back at the opposing mage. The return spell must be of an equal or lesser spell level than the original one and must be currently memorized by the mage. The act of returning the spell does not cost the wild mage any of his memorized spells. Spell energy cannot be saved; if not used immediately, it dissipates.
For example, Hamos, a wild mage, is protected by a spell shape and is struck by a finger of death (a 7th-level spell). He succeeds at his saving throw and is now able to cast a spell of 7th level or lower. Hamos currently has feeblemind memorized. Since it is only a 5th-level spell, he chooses to cast it back at his enemy. He makes his level variation check and the feeblemind is sent hurtling back at his foe. Hamos still has his original feeblemind memorized. The remaining two spell levels are lost, since they were not used in the same round.
If a wild mage is struck by two spells at once, he may choose which spell to shape. He suffers all effects of the remaining spell.
The material component is a diamond worth no less than 2,000 gp. When the spell is cast, the diamond is transformed into a lump of coal.

Eighth-Level Spells

Wildzone* (Conjuration/Summoning)
Range: Self
Components: V, S, M
Duration: 2d6 rounds
Casting Time: 1d6 Min
Area of Effect: 300'x300' square
Saving Throw: None
SR: No

This powerful spell creates a disruption in magical forces similar to the conditions found in wild magic regions (areas where the effects of magic have been permanently altered). This spell has only a temporary effect, although the effects of wildzone could possibly be rendered permanent.
The spell creates a wild magic region centered on the caster. The area of effect cannot be shaped in any way; it is always a square 300 feet long on each side (90,000 square feet).
Within the wildzone, wild magic reigns. Any spell cast in the area of effect is automatically treated as a wild surge (see Table 2). Effects from magical items that expend charges are also treated as wild surges when used in the area. Other magical items function normally. The Wild Mage may roll his surges twice and use the more favorable of the two.
Spells cast into the wildzone from outside the area of effect function normally, but spells cannot be cast out of the area of effect without triggering a wild surge.
The material components are several pots of paint which must be spilled across a sheet of hammered silver worth no less than 2,000 gp.

Ninth-Level Spells

Stabilize* (Abjuration)
Range: 0
Components: V, S
Duration: 1d4+1 Hours
Casting Time: 1 Hour
Area of Effect: 30-foot-radius circle
Saving Throw: None
SR: No


This spell requires immense magical effort to cast, relegating it to the highest spell level. Stabilize negates the effects of wild magic regions, allowing the caster and all creatures in a 30-foot radius to cast spells and use magical items normally. The spell is centered on the caster and follows his movements.
The caster's own spells never cause wild surges when cast within the duration of a stabilize spell, nor do the effects of wild surges extend into the protected area. Furthermore, the wild mage's spells function at his true level; Table 2 is not used to determine level variation. The spell affects wildstrike, wildzone, and wildwind.

Wildfire* (Invocation/Evocation)
Range: Self
Component: V
Duration: Variable
Casting Time: Full Round Action
Area of Effect: Variable
Saving Throw: Variable
SR: Yes

By means of this spell, the wild mage is able to channel raw magical energy through himself, shaping it into any form or effect he desires. The energy is similar in many ways to a wish spell, but has unique differences.
Wildfire allows the caster to create the effect of any wizard spell of 8th level or lower. He need only have general knowledge of the spell and its effects; the spell does not need to be in his own spellbooks.
Any normal saving throws vs. the spell effects are made at a +2 DC.
Wildfire can also be used in the creation of magical items. The energy created by the spell may be used to generate effects that are not created by known spells.
Wildfire can also be used to create items out of nothing. The magical energy can be shaped and hardened to form solid objects. These objects have a greenish, glowing tinge and radiate magic. These objects are stronger than steel yet possess almost no weight. They are immune to fire, cold, electricity, and all forms of magical attack except dispel magic and wish spells.
When creating objects, the caster is limited only by his own skill and the dimensions of the object. Items larger than a 10-foot-radius sphere cannot be fashioned. Creating the object requires only one round, regardless of size. Thus, a wizard could make an impenetrable dome or a small boat with this spell.
Objects made of wildfire are neither stable nor permanent. Since the object is made of magic separated from the magical continuum, the material gradually deteriorates until the magical bonds become too weak to hold the wildfire in the chosen form. This decay takes 1d6+4 hours.

Wildwind* (Conjuration/Summoning)
Range: Long
Components: V, S
Duration: 1d3 Min
Casting Time: Full round
Area of Effect: Special
Saving Throw: None
SR: NO

This spell is similar in effect to wildstrike and wildzone. When cast, a wall of faint, multi-colored lights springs into existence at the point indicated by the caster. These lights form a line 150 feet long. After the first round of the spell, the wizard can move the wall of lights. Each round, the caster can move the wall in the same direction or as much as 45 degrees to either side. Once the wall is set in motion, it cannot be stopped unless the spell is cancelled or dispelled. The lights can move 60 feet per round.
The wildwind has two significant effects. First, all creatures struck by the magical lights suffer 2d6 +1/Caster Level points of damage (+25 max). Second, any spellcaster struck while attempting to cast a spell automatically triggers a wild surge (use Table 2). Magical items that expend charges that touch the wall of lights automatically release one charge, also resulting in a wild surge.



(Post a new comment)


[info]kujakudm
2004-12-22 07:49 am UTC (link)
Oh, one last thing.

You may not take these spells as a sorcerer with out the feat, and bards may not take this feat.

However they may go into the PRC.

Pre Req for the PRC:
Feats: Magical Aptitude, and Wild Magic OR any 1 metamagic feat

(Reply to this) (Thread)


[info]kujakudm
2004-12-22 07:50 am UTC (link)
And a wizard may not begin with any of these spell in spell book unless they have the feat.

(Reply to this) (Parent)(Thread)


[info]kujakudm
2004-12-22 07:54 am UTC (link)
Also:

This is the wild mage rules for my games from hence forth.

Till i change them. lol

(Reply to this) (Parent)

Question
[info]sircooler
2004-12-22 06:10 pm UTC (link)
Chaos Shield

Says that it gives you a will save, but also says you can negate it protection at will. So can or can you not choose to loose your will save?

(Reply to this) (Thread)

Re: Question
[info]kujakudm
2004-12-22 06:14 pm UTC (link)
When a wild surge affects a caster protected by chaos shield, he is allowed a Will Save (DC Equal to Spell Being Cast). If the saving throw is successful, the effect of the surge on the caster is negated.

Thats the way it works, you make a will save no matter what.

(Reply to this) (Parent)

Re: Question
[info]kujakudm
2004-12-22 06:15 pm UTC (link)
Normally you wouldn't be allowed a save.

(Reply to this) (Parent)


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