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  1. - Top - End - #1
    Ogre in the Playground
     
    NecromancerGuy

    Join Date
    Aug 2008

    Default Alternative Wild Magic Zones

    Does anyone have a list for alternative wild magic zone effects? I want to really surprise my group with even more unusual effects. Unfortunatly I am running my WMZ after my friends one from fairly recent ago. I don't really feel like redoing the encounter so this feels like an easier way to switch things up.
    Quote Originally Posted by Alabenson
    Evil Intelligence is knowing the precise ritual that will allow you to destroy the peaceful kingdom that banished you.

    Evil Wisdom is understanding that you probably shouldn’t perform said ritual while you’re standing in the estimated blast radius.

  2. - Top - End - #2
    Ogre in the Playground
     
    NecromancerGuy

    Join Date
    Aug 2008

    Default Re: Alternative Wild Magic Zones

    Hmm...None?
    How about we make this a bit more fun then.

    Name 1-5 effects that could occur in a WMZ. I'll name the 3 major boring ones, then 2 fun ones.
    1. Spell casts as normal.
    2. Spell is half as effective (half all applicable numbers)
    3. Spell is twice as effective (double all applicable numbers)
    4. Spell casts as normal, target gains invisibility for X rounds, equal to the spell level. If AoE all targets within gain it.
    5. Spell fails. You and all targets randomly switch locations. Take shunting damage if applicable.
    Quote Originally Posted by Alabenson
    Evil Intelligence is knowing the precise ritual that will allow you to destroy the peaceful kingdom that banished you.

    Evil Wisdom is understanding that you probably shouldn’t perform said ritual while you’re standing in the estimated blast radius.

  3. - Top - End - #3
    Dwarf in the Playground
     
    MonkGuy

    Join Date
    Sep 2008

    Default Re: Alternative Wild Magic Zones

    1. Spell effects different target
    2. Spell is replaced by a different spell but still effects same target(s), even if it it normally would not be able to.
    3. Spell has a chance of summoning a creature. Equal chance that it's helpful or not.

  4. - Top - End - #4
    Dwarf in the Playground
     
    Imp

    Join Date
    Jan 2009

    Default Re: Alternative Wild Magic Zones

    Did that a while ago. Each cast had 20% chance of being replaced by an effect of rods of wonder

    Fun stuff we had :

    cure moderate turned into a fireball, almost killed the initial target.
    magic missile turned into flesh to stone, ending outright a medusa encounter.
    The party paladin turned blue.

    And last but not least, party mage activate sudden empower, sudden maximize on a fireburst (if I recall corretly) only to summon an elephant right in the last fight.

  5. - Top - End - #5
    Colossus in the Playground
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    Jun 2006
    Location
    Dinosaur Museum aw yisss.
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    Female

    Default Re: Alternative Wild Magic Zones

    Uh... I guess I could give you a copy of mine? It's... big.

  6. - Top - End - #6
    Titan in the Playground
     
    PairO'Dice Lost's Avatar

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    Dec 2008
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    Malsheem, Nessus
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    Default Re: Alternative Wild Magic Zones

    Quote Originally Posted by Serpentine View Post
    Uh... I guess I could give you a copy of mine? It's... big.
    Is it small enough to post here? Sounds like it would be a fun list.
    Better to DM in Baator than play in Celestia
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  7. - Top - End - #7
    Halfling in the Playground
     
    mjames's Avatar

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    May 2010
    Location
    Springfield, Mo
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    Male

    Default Re: Alternative Wild Magic Zones

    I always imagine an AWMZ to be kinda like Red Kryptonite on superman. He'll do something really wierd, awesome, or funny.

    In fact, I propose using effects that have happened to Superman... will edit with list.
    Thanks to Qwernt for the awesome Chibithulhu Avatar!


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  8. - Top - End - #8
    Ogre in the Playground
     
    NecromancerGuy

    Join Date
    Aug 2008

    Default Re: Alternative Wild Magic Zones

    Problem with superman is half of them will make clones of the characters :P

    Serpentine: If you could post it, I would love to see it. Use spoiler tags if it is truly that long. :D
    Quote Originally Posted by Alabenson
    Evil Intelligence is knowing the precise ritual that will allow you to destroy the peaceful kingdom that banished you.

    Evil Wisdom is understanding that you probably shouldn’t perform said ritual while you’re standing in the estimated blast radius.

  9. - Top - End - #9
    Colossus in the Playground
    Join Date
    Jun 2006
    Location
    Dinosaur Museum aw yisss.
    Gender
    Female

    Default Re: Alternative Wild Magic Zones

    I'll try to scan it sometime soon. It's a little world-specific, though - it is literally a band of uncontrolled magic that is being sucked up from a landmass and spewed out between two continents by an epic magic item.
    Last edited by Serpentine; 2010-08-16 at 01:08 PM.

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