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  1. - Top - End - #1
    Dwarf in the Playground
     
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    Default [D&D3.5] Mages gone wild [P.E.A.C.H]

    Being a great fan of the wild mage from 2ed tome of magic I were realy looking forvard to the PRC in Com. Arcane but alas... It was just not the same all to polished and no chance of going caboom with butterflies and stuff
    so what was I to do, well I made this to over write the PRC and even change the wildsurgetable

    Always remember there is a reason why wildmages expected lifespan is actualy shorter the paladins.

    Wild Mage Feat*
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    WILD MAGE [GENERAL]
    You have traded your control of magic for the gift of surprise and access to wonderus powers.
    Prerequisite: Arcane Caster level 3rd.
    Benefit: When you acquire this feat you reduce your Arcane Caster level with 3, but every time you cast a arcane spell or use a arcane spell-like ability, you get a 1D6 boost to your Arcane Caster level.
    In addition, you add the following spells to your Arcane Known spells as soon as you are able to cast them, if you prepair spells these counts as if you have learned them with the Spell Mastery Feat, if you are a spontainus caster you just add them to your spells known but don't count them ageinst your normal limmits.
    1st Nahalís Reckless Dweomer
    2nd Hornungís Chaos Shield
    3rd Foolís Speech
    4th Unluck
    5th Nahalís Vortex
    6th Nahalís Wildstrike
    7th Hornungís Surge Selector
    8th Nahalís Wildzone
    9th Nahalís Wildfire
    Special: Also you gain a wild dice, so every time you cast a arcane spell or use a arcane spell-like ability you roll a D20 and if you roll 13 you cause a wildsurge instead of casting your spell.

    Wild Mage Spells*
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    Type Descriptor [Wild]
    Means that its a spell which can only be learned throu the feat Wild Mage these spells can't be addet in any other way to a spell list or oddervise cast not even throu wish or the like, they can be scribted onto scrolls or put into wands but the DC for activating these with the skill use magic device is 1d10 higher then normal and any failed attemt to use a [wild] spell always results in a wild surge

    Nahalís Reckless Dweomer
    Invocation [Wild]
    Level: Wild 1
    Components: V
    Casting Time: 1 standard action
    Range: see text
    Target, Effect, or Area: see text
    Duration: see text
    Saving Throw: see text
    Spell Resistance: Yes

    The caster tries to form the raw chaotic wild magic into a form he knows. The caster can try to use Nahalís reckless dweomer to cast any other spell he knows, to successful cast the desired spell he just have to roll less then the surge border. Surge border is equal to 11 + level of spell slot used to cast Nahalís reckless dweomer Ė level of desired spell, if the roll is equal or higher than the surge border it results in a wild surge.
    Special: Nahalís reckless dweomer uses Range, Target, Effect, Area, duration and Saving Throw if any from the desired spell, if the desired spell costs XP then it also cost the same XP if succesful cast throu here.

    Hornungís Chaos Shield
    Abjuration [Wild]
    Level: Wild 2
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Personal
    Duration: 1 round/level

    The caster gains spell resistance equal to 15 + caster level to a maximum of SR 30 at 15th level, against wild surges only. Always when a wild surge would affect a creature protected by chaos shield the caster must first penetrate the SR even if the text of the surge tells otherwise.
    Material component: a loaded dice.

    Foolís Speech
    Illusion (Glamer) [Wild]
    Level: Wild 3
    Components: V, S, F
    Casting Time: 1 round
    Range: Close (25 ft. + 5 ft./2 levels.)
    Targets: One creature/level, no two of which can be more than 30 ft. apart.
    Duration: 1 hour/level (D)
    Saving Throw: Will negates (harmless)
    Spell Resistance: Yes (harmless)

    With this spell, the caster empowers the targets with the ability to speak a secret language incomprehensible to others. Once cast the targets can choose to speak normally or in their secret tongue. They can speak and understand this mysterious language fluently.
    Foolís speech is not recognizable as any known language, nor does it remotely sound like any language. No spell even spells like comprehend languages or tongues can translate it.
    Focus: A broken whistle

    Wild Fate
    Transmutation [Wild]
    Level: Wild 4
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Medium (100 ft. + 10 ft./level)
    Targets: One Humanoid
    Duration: 1 round/level
    Saving Throw: Will negates
    Spell Resistance: Yes

    The caster turns the wild of fate against the target, under the duration every action that requires a roll is affected by wild fate and requires the target to roll 2 dices and taking the worst result.
    Material component: piece of a broken mirror.

    Nahalís Vortex
    Invocation [Wild]
    Level: Wild 5
    Components: V, S, M
    Casting Time: 1 round
    Range: Close (25 ft. + 5 ft./2 levels.)
    Effect: 5-ft.-diameter sphere
    Duration: 1 round/level
    Saving Throw: None or Reflex half; see text
    Spell Resistance: Yes

    The caster unleashes a cyclone of uncontrolled wild magic. It spring into existence were the caster wills it within spell range, it moves up to 30 feet per round. If it enters a space with a creature, it stops moving for that round and deals 1D6/caster level (maximum 13D6) points of raw magic damage, , reflex save for half damage. There is a 5% chance on every hit that Nahalís vortex will explode in a wildsurge with the damaged creature counting as both caster and target and Nahalís vortex as the spell being cast, this will end your Nahalís vortex. The cyclone moves as you desire as long as you concentrate on it (move action), if you doesnít concentrate it moves a random direction at full speed, if the cyclone moves out of range from caster, the caster loses full control and have no way of controlling the spell for the rest of duration.
    Material component: a brass spinner.

    Nahalís Wildstrike
    Transmutation [Wild]
    Level: Wild 6
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./2 levels.)
    Target: One creature
    Duration: 1 round/2 level
    Saving Throw: Will partial
    Spell Resistance: Yes

    Caster surrounds the target with a aura of wild magic that lashes onto each spell the caster tries to cast. For the duration of Nahalís wildstrike the caster makes a wildsurge each time he cast a spell. If will save is a success it is only targetís first spell thatís a wildsurge.
    Material component: something from your pocket or pouch.

    Hornungís Surge Selector
    Alteration [Wild]
    Level: Wild 7
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Personal.
    Duration: 1 hour/level

    By shielding oneself in a cape of wild magic one can better control the surge when it goes wrong.
    If a wildsurge occurs under duration and before all uses 1 wildsurges/5 levels the caster (maximum 4) the caster can chose one of the three options below:
    1) Caster can reroll the roll that resulted in a wildsurge, but if it still results in a wild surge, then you gain a extra number on your wild dice that will cause wildsurges from now on, roll 1D20 to see which number you gain rerolling any number you have in advance.
    2) Caster can roll twice on basic table and chose which sub-table to continue on, if this wildsurge later requires rolls on the basic table again it is still two rolls and the caster choses.
    3) Caster can chose to hold the magic within no wildsurge occurs but caster receives 1D6/level of spell in raw magic damage no save resistance or immunityís apply.
    Material component: a loaded dice.

    Nahalís Wildzone
    Transmutation [Wild]
    Level: Wild 8
    Components: V, S, M
    Casting Time: 1 round
    Range: Touch
    Area: 150-ft.-radius emanation
    Duration: 1 round/3 levels
    Saving Throw: None
    Spell Resistance: no

    The caster lets raw magic lose, so the veil of magic breaks all rules.
    All spells cast within triggers a wild surge.
    Special: Nahalís Wildzone can be made permanent with the spell: Permanency and by paying 5000 XP.

    Nahalís Wildfire
    Universal [Wild]
    Level: Wild 9
    Components: V
    Casting Time: 1 standard action
    Range: see text
    Target, Effect, or Area: see text
    Duration: see text
    Saving Throw: see text
    Spell Resistance: Yes

    The caster tries to form the raw chaotic wild magic into a form he has heard of. The caster can try to use Nahalís Wildfire to cast any other spell on his class spell list, to successful cast the desired spell he just have to roll less then the surge border. Surge border is equal to 20 Ė level of desired spell, if the roll is equal or higher than the surge border it results in a wild surge.
    Special: Nahalís Wildfire uses Range, Target, Effect, Area, duration and Saving Throw if any from the desired spell, if the desired spell costs XP then it also cost the same XP if succesful cast throu here.



    *Both Feat and Spells assumes that you are using Da Great Wildsurge Table and if you are using Da Great Wildsurge Table the PRC Wild Mage from Com. Arcane is banned.
    Avartar by Ceika

  2. - Top - End - #2
    Dwarf in the Playground
     
    Blood_caller's Avatar

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    Default Re: [D&D3.5] Mages gone wild [P.E.A.C.H]

    first off Don't go any fyrther if you don't have a sense of humor or if you think D&D should be 100% serious... this is not clown silly but tendt to lighten the mood even if it is a fireball beeing cast in a tent instead of a light...

    Remember when you use this to use common sense when somthing seems a bit out of place or just plain weird, but in the end it the DM's call

    ohh yes by the way if you have 1+ wild mages and use the Da Great Wildsurge Table it is recomendet that you (the DM) before each session pre-rolls 10 wildsurges so that it's not gonna take all night when the mage goes wild...

    Da Great Wildsurge Table
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    Basic Table roll 1D100{table=head]Result|Target of Effect|Sub-Table
    01-40|Spell|Table A1
    41-55|Caster|Table B1
    56-70|Target|Table C1
    71-80|Caster & Target|Table D1
    81-89|Environment|Table E1
    90-95|Special|Table F1
    96-98|Roll twice on this Table re-rolling results over 96|-
    99|Roll 2d4 times on this Table re-rolling results over 96|-
    100|DM Decides|- [/table]
    Table A1 roll 1D100
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    {table=head]Result|Effect
    01-12|Spell works as normal plus Thematic Effect Roll on Table A2
    13|Spell does opposite of purpose, if damage spell it heals target, if Bulls strength it gives -4 to strength for duration, etc.
    14-25|Thematic Effect Roll on Table A2 and on Basic Table
    26|Spell is affected as under the Metamagic feat: Empower Spell
    27|Spell is affected as under the Metamagic feat: Maximized Spell
    28|Spell is affected as under the Metamagic feat: Twin Spell
    29|Spell is affected as under the Metamagic feat: Delay Spell (Roll 1D4+1 for rounds)
    30|Spell affects Target normal then an exact copy of the spell originates from the target and affects the caster
    31|Spell doesnít take effect now but first next time the caster casts a spell, the target of the second spell is also the target of the first.
    32|As 31 but it affects the next 1d20 spells the caster casts, first spell no effect at casting but affect target of second spell, second spell affect target of third spell and so on.
    33|Spell becomes a maximized Fireball with CL of 10.
    34|Spell takes effect but CL is double normal.
    35|Spell takes effect but CL is half normal.
    36|Spell is change to the spell appearing above it in the source material, target doesnít change, if this would result in a spell with no effect, as for example charm person in an open space then no effect and roll on Table E1
    37|Spell affects nearest creature of the target instead.
    38|Spell affects nearest creature of the caster instead.
    39|Spell becomes the spell Timestop, were the target counts as the caster, and know this.
    40-49|Nothing happens, spell slot is still used and components still consumed.
    50-55|Nothing happens, really! spell slot is not used and components are not consumed.
    56-60|Every one within 5ft of a line between caster and target will be hit by a copy of the spell including caster.
    61|Spell is changed roll on Table A3 target doesnít change, if this would result in a spell with no effect, as for example Scare in an open space then re-roll on Table A3 becomes a "Living Spell" (See Monster Manual III or the Eberron Campaign Setting)
    62|Spells duration is 1d6 times normal, spells with duration of instantaneous instead take effect 1d6 times, once every round until all have taken effect.
    63-66|Besides the normal spell another spell accompanies it roll on Table A3 target doesnít change, if this would result in a spell with no effect, as for example Scare in an open space then re-roll on Table A3
    67-82|Spell takes effect but the caster retains the spell or spell slot and components arenít consumed.
    83-85|Spell is changed to another spell roll on Table A3 target doesnít change, if this would result in a spell with no effect, as for example Scare in an open space then no effect and roll on Table F1
    86-87|Spell have no-save and penetrates SR automatically.
    88-89|Saves Vs this spell are automatically a success and it canít penetrate creatures SR.
    90|Spell becomes a "Living Spell" (See Monster Manual III or the Eberron Campaign Setting)
    96-98|Roll twice on this Table re-rolling results over 96.
    99|Roll 2d4 times on this Table re-rolling results over 96.
    100|DM chooses an effect from this table under the result of 96.[/table]
    Table A2 roll 1D100
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    {table=head]Result|Effect
    01-05|Theme Electricity, the spell will look electrical in nature, there will be heard thunder and smell like in a thunder storm.
    06-10|Theme Fire, the spell will look like fire with flames, smoke and heat waves, it smells of burnt [insert target of spell].
    11-15|Theme Sonic, like 1-10 on this table just with the theme of Sonic.
    16-20|Theme Cold, like 1-10 on this table just with the theme of Cold.
    21-25|Theme Acid, like 1-10 on this table just with the theme of Acid.
    26-30|Theme Death, like 1-10 on this table just with the theme of Death.
    31-35|Theme Heaven, like 1-10 on this table just with the theme of Heaven.
    36-40|Theme Hell, like 1-10 on this table just with the theme of Hell.
    41-60|Appreciate Theme music will play for the duration of the spell, spells with duration of instantaneous instead have this the Appreciate Theme music play in CL rounds.
    61|as 01+41 but the music will match the theme instead of the spell.
    62|as 06+41 but the music will match the theme instead of the spell.
    63|as 11+41 but the music will match the theme instead of the spell.
    64|as 16+41 but the music will match the theme instead of the spell.
    65|as 21+41 but the music will match the theme instead of the spell.
    66|as 26+41 but the music will match the theme instead of the spell.
    67|as 31+41 but the music will match the theme instead of the spell.
    68|as 36+41 but the music will match the theme instead of the spell.
    69-74|Spell if accompanied with the sound of a 100 soft bells ringing and leaves a trail of flower pedestals in its wake.
    75-84|Spell effect is invisible and produces no sound, but else normal.
    85-90|Theme Slime, 1-10 on this table just with the theme of Slime.
    90-95|Spell display the effect looks like itís the work of 1000s of small and fluffy animals, if fly it look like lots of little songbirds come and lift the target, if a spell that damage it looks like a swarm of mouse running by nibbling all in the area of effect, etc.
    96-98|Roll twice on this Table re-rolling results over 96.
    99|Roll 2d4 times on this Table re-rolling results over 96.
    100|DM chooses an effect from this table under the result of 96.[/table]
    Table A3 roll 1D100
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    {table=head]Result|Spell
    01-05|0th Level arcane spell DMs choice
    06|1st Level arcane spell Hold Portal
    07|1st Level arcane spell Grease
    08|1st Level arcane spell True Strike
    09|1st Level arcane spell Sleep
    10|1st Level arcane spell Burning Hands
    11|1st Level arcane spell Color Spray
    12|1st Level arcane spell Cause Fear
    13|1st Level arcane spell Erase
    14|1st Level arcane spell Reduce Person
    15|2nd Level arcane spell Resist Energy
    16|2nd Level arcane spell Glitterdust
    17|2nd Level arcane spell See Invisibility
    18|2nd Level arcane spell Daze Monster
    19|2nd Level arcane spell Darkness
    20|2nd Level arcane spell Blur
    21|2nd Level arcane spell Scare
    22|2nd Level arcane spell Knock
    23|3rd Level arcane spell Dispel Magic
    24|3rd Level arcane spell Stinking Cloud
    25|3rd Level arcane spell Deep Slumber
    26|3rd Level arcane spell Wind Wall
    27|3rd Level arcane spell Invisibility Sphere
    28|3rd Level arcane spell Ray of Exhaustion
    29|3rd Level arcane spell Gaseous Form
    30|4th Level arcane spell Stoneskin
    31|4th Level arcane spell Solid Fog
    32|4th Level arcane spell Ice Storm
    33|4th Level arcane spell Illusory Wall
    34|4th Level arcane spell Contagion
    35|4th Level arcane spell Enlarge Person, Mass
    36|5th Level arcane spell Prying Eyes
    37|5th Level arcane spell Symbol of Sleep
    38|5th Level arcane spell Symbol of Pain
    39|5th Level arcane spell Baneful Polymorph
    40|5th Level arcane spell Cloudkill
    41|6th Level arcane spell Acid Fog
    42|6th Level arcane spell Tenserís Transformation
    43|6th Level arcane spell Symbol of Fear
    44|6th Level arcane spell Symbol of Persuasion
    45|7th Level arcane spell Reverse Gravity
    46|7th Level arcane spell Prismatic Spray
    47|7th Level arcane spell Forcecage
    48|8th Level arcane spell Symbol of Insanity
    49|8th Level arcane spell Sunburst
    50|9th Level arcane spell Gate
    51|9th Level divine spell Storm of Vengeance
    52|8th Level divine spell Fire Storm
    53|8th Level divine spell Earthquake
    54|7th Level divine spell Symbol of Weakness
    55|7th Level divine spell Word of Chaos
    56|7th Level divine spell Control Weather
    57|6th Level divine spell Heroes Feast
    58|6th Level divine spell Dispel Magic Greater
    59|6th Level divine spell Heal
    60|6th Level divine spell Harm
    61|5th Level divine spell Flamestrike
    62|5th Level divine spell Break Enchantment
    63|5th Level divine spell Insect Plague
    64|5th Level divine spell Righteous Might
    65|5th Level divine spell Wall of Stone
    66|4th Level divine spell Dimensional Anchor
    67|4th Level divine spell Repel Vermin
    68|4th Level divine spell Dismissal
    69|4th Level divine spell Poison
    70|4th Level divine spell Tongues
    71|4th Level divine spell Divine Power
    72|3rd Level divine spell Invincibility Purge
    73|3rd Level divine spell Animate Dead
    74|3rd Level divine spell Meld into Stone
    75|3rd Level divine spell Searing Light
    76|3rd Level divine spell Cure Serious
    77|3rd Level divine spell Cause Serious
    78|3rd Level divine spell Prayer
    79|2nd Level divine spell Shield Other
    80|2nd Level divine spell Zone of Truth
    81|2nd Level divine spell Enthrall
    82|2nd Level divine spell Spiritual Weapon
    83|2nd Level divine spell Status
    84|2nd Level divine spell Make Whole
    85|2nd Level divine spell Desecrate
    86|2nd Level divine spell Consecrate
    87|1st Level divine spell Obscuring Mist
    88|1st Level divine spell Sanctuary
    89|1st Level divine spell Bless Water
    90|1st Level divine spell Curse Water
    91|1st Level divine spell Bless
    92|1st Level divine spell Bane
    93|1st Level divine spell Divine Favor
    94|1st Level divine spell Deathwatch
    95|1st Level divine spell Shield of Faith
    96-100|0th Level divine spell DMís Decide [/table]
    Table B1 roll 1D100
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    {table=head]Result|Effect

    01-05|All hair fall of caster.
    06-09|Caster grows 1d10 inches permanent.
    10-12|Caster Shrinks 1d10 inches permanent.
    13|Caster is affected by Feeblemind until Remove curse.
    14-20|Caster develops a phobia related to the spell or target of spell.
    21-22|Caster is infected with a disease of DM`s choise.
    23-24|Caster is target of random spell Roll on Table A3
    25|Caster Mutates roll on Table B3 to see what mutation caster gets.
    26|Caster believes he/she is a animal for 3D6 Rounds and act accordingly roll 1D10 to see which animal the caster believes he/she is: [1-2= Gorilla, 3-4=Deer, 5-6=Bear, 7=Mouse, 8=Eagle, 9=Fish, 10=Chicken]
    27-28|Caster Loses all remaining spells and/or spell slots for the day.
    29-30|Caster Regains all used spells and/or spell slots.
    31-35|Caster ages Spell level years.
    36-40|Caster Levitates full speed up for the next 1D10 Rounds and then falls (caster can take actions during these rounds but will continue to levitate up unless dispelled.
    41|Caster canít Lie the first 10 minutes after having cast a spell this effect remains for 1 year.
    42|Caster canít speak the truth the first 10 minutes after having cast a spell this effect remains for 1 year.
    43-46|Caster is permanently invisibly to target until remove enchantment (If caster is also target this is extra funny)
    47-49|Caster will cause a wildsurge with every spell cast until remove curse is cast on him/her.
    50-55|Caster gain a enchantment bonus of +4 to all stats until he/she walk on holy or unholy ground.
    56-65|Casterís diet change to minerals were the expensive crystals taste the best, last until next full moon.
    66-68|Caster is instantly transported to other plane or prime roll on Table B2
    69|Caster changes sex, every day the caster can make a fortitude save and on the DC of the original spell to changes back.
    70-75|Caster believes target to be a long lost sibling.
    76-80|Caster believes target to be a Daemon in disguise out to kill him/her.
    81-84|Casterís languages all change to other languages but caster doesnít hear it him/herself, this effect last until caster washes hair.
    85-89|Next non-living item Caster touches will turn into gold.
    90-95|Casters skin take on another color roll 1D10 to see which [1-2= Brown, 3-4=Pale, 5=Blue, 6=Yellow, 7=Albino, 8=Gold, 9=Silver, 10=Red]
    96-98|Roll twice on this Table re-rolling results over 96.
    99|Roll 2d4 times on this Table re-rolling results over 96.
    100|DM chooses an effect from this table under the result of 96. [/table]
    Table B2 roll 1D100
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    {table=head]Result|Plane
    01-04|[Prime] Athas (Dark Sun)
    05-08|[Prime] Aebrynis (Birthright)
    09-12|[Prime] Eberron (Eberron)
    13-16|[Prime] Toril (Forgotten Realms, Kara-Tur, Al-Qadim and Maztica)
    17-20|[Prime] Krynn (Dragonlance)
    21-24|[Prime] Oerth (Grayhawk)
    25-28|[Prime] Rokugan (Oriental adventures)
    29-32|[Prime] Earth (D20 Modern)
    33|[Prime] Other Prime of Dmís choice or creation
    34-35|[Transitive plane] Astral plane
    36-37|[Transitive plane] Ethereal plane
    38-39|[Transitive plane] Plane of shadow
    40-41|[Outer plane] Abyss
    42-43|[Outer plane] Acheron
    44-45|[Outer plane] Arborea
    46-47|[Outer plane] Arcadia
    48-49|[Outer plane] Beastlands
    50-51|[Outer plane] Bytopia
    52-53|[Outer plane] Baator
    54-55|[Outer plane] Carceri
    56-57|[Outer plane] Celestia
    58-59|[Outer plane] Elysium
    60-61|[Outer plane] Gehenna
    62-63|[Outer plane] Hades
    64-65|[Outer plane] Limbo
    66-67|[Outer plane] Mechanus
    68-69|[Outer plane] Outlands
    70-71|[Outer plane] Pandemonium
    72-73|[Outer plane] Ysgard
    74|[Inner Plane] Fire
    75|[Inner Plane] Earth
    76|[Inner Plane] Water
    77|[Inner Plane] Air
    78|[Inner Plane] Positive
    79|[Inner Plane] Negative
    80|[Inner Plane] Paraelemental plane of Dmís choice
    81|[Demiplane] Ravenloft
    82|[Demiplane] Sigil
    83|[Demiplane] Neth
    84|[Demiplane] The Observatorium
    85|[Demiplane] Dark sphere (See Table D1 roll 31)
    86|[Demiplane] Epic city form Epic handbook
    87-99|[Demiplane] Other Demiplane of Dmís choice or creation
    100|Dmís choice[/table]
    Table B2 roll 1D100
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    {table=head]Result|Mutation
    01-05|1D6 fingers evenly on both hands.
    06-10|1D6 toes evenly on both feetís.
    11-14|Extra set of eyes on forehead [+4 spot and search]
    15|Third eye on forehead [gains the spell-like ability to detect magic and invisibility at will]
    16-20|Extra set of eyes in neck [gains uncanny dodge as a 10 level rouge]
    21-23|Hard leathery skin [natural armor 1]
    24-25|Thick fur [natural armor 1D4]
    26|Hard reptilian scales [natural armor 5]
    27-29|Random hand becomes a claw (like the one from a lobster) for medium creature it deals 1D6 Bludgeoning damage, but canít be used to manipulate objects.
    30|Strange colorations begin to surface on skin even sometimes move
    31-32|Develops gills, [can now breathe under water]
    33-34|Gains a swimming membrane between finger and toes [gains a swim speed of 30 ft]
    35|Develops gills and a swimming membrane between finger and toes [can now breathe under water and gains a swim speed of 30 ft]
    36-40|Skin changes color at every full moon
    41-44|Becomes a were-creature (as the disease not natural)
    45|Becomes a were-creature (as natural not the disease)
    46-49|Eyes become glossy white and you lose sight and becomes blind, but gains [Blindsense 20 ft]
    50-52|Hands mutates into claws that for a medium creature deals 1D6 slashing damage.
    53-55|Grow fangs that for a medium creature can be used for bite attack that deals 1D4 piercing damage.
    56-59|Grows a set of bullís horns which can be used on a charge to deals 1D8 piercing damage for a medium creature.
    60|Grows a single horn in forehead like the horn on a unicorn, which can be used on a charge to deals 1D10 piercing damage for a medium creature. Special it is enchanted +3 to hit and damage and counts as magical.
    61-65|Grows an acid gland, Gains a breath weapon which is a Super-natural ability to spit acid as a standard action, that doesnít provoke attack of opportunity. It deals 2D6 acid damage on a ranged touch attack, and when used the mutant must wait 1D4 rounds before it can be used again, it can be used a number of times each day equal to the mutants Constitution modifier to a minimum of one.
    66-70|Develops two small antennas on top of head [gains Tremorsense 60 ft.]
    71-75|Strange rune on body (could be holy or unholy symbol, arcane rune, wizards personal mage rune, strange cult rune, etc.) its up to the DM what the rune looks like but it is recommended that itís something that will bring the mutant great trouble one way or the other.
    76-79|Extra set of arms, (small and useless)
    80|Extra set of arms, (Normal size and usable)
    81-85|Extra set of legs [+ 5 bonus to balance]
    86-90|Large Tail [+ 5 bonus to resist being tripped]
    91-94|Tentacle on back [+ 4 bonus to grabble]
    95|1D4+1 Tentacle on back [+ 4 bonus to grabble from each]
    96-100|Evil mutant twin grows out of stomach falls of in 1d6 days and grows to maturity in 1D8+4 Months, the twin hates the caster [Precise copy of Caster except for alignment which is opposite of casters] [/table]
    Table C1 roll 1D100
    Spoiler
    Show
    {table=head]Result|Effect
    01-05|All targets hair grows 1D20 inches instantaneous.
    06-10|Target polymorph into a animal for 3D6 Rounds roll 1D10 to see which animal the target becomes: [1-2=Gorilla, 3-4=Deer, 5-6=Bear, 7=Mouse, 8=Eagle, 9=Fish, 10=Chicken] Fortitude save to resist being polymorph DC the spell original intended to be cast
    11-12|Targetís languages all change to other languages but target doesnít hear it him/herself, this effect last until target washes hands.
    13|Target get the attention of a greater (Creatures CR is equal to Targets ECL+1D20) creature from another plane, the creature is annoyed and angry on the target, to see which plane the creature is from roll on Table B2
    14-17|Target get the attention of a lesser creature (Creatures CR is equal to Targets ECL-1D6) from another plane, the creature is interested in testing the target before recruiting him/her, to see which plane the creature is from roll on Table B2
    18-19|Target gains a spell that can be used as a spell like ability 1D4/times, to se which spell roll on Table A3
    20|Target is totally immune to all spells for the next 24 hours both positive and negative, all spell effect already on target are suppressed for the duration, target canít use spell like or supernatural abilityís those 24 hours.
    21-23|Target is hit by a flesh to stone with no save, and a duration of Targets constitution in days.
    24-26|A statue looking exact like the target in the moment of the spell being cast appears were the target stood, the target is moved 5ft north and affected by a Improved invisibility with a duration of 3D10 rounds. (The statue is permanent)
    27|All targetís cloth and worn equipment Burst into flames and is incinerated leaving target unharmed but naked. Magic items gets a Fortitude save DC the spell original intended to be cast.
    28-29|Target is permanently invisibly to caster until remove enchantment (If target is also caster this is extra funny)
    30-34|Target polymorph into its cute baby self for 1D12 Hours (Size: Tiny, STR: 01 CON: 01 DEX: 01) no change in targets mental abilities. Fortitude save to resist being polymorph DC the spell original intended to be cast.
    35|Target polymorph into its cute baby self for 1D12 Hours (Size: Tiny, STR: 01 CON: 01 DEX: 01 INT: 02 WIS: 02 CHA: 15) mental abilities, knowledge and all changes to helpless baby. Fortitude save to resist being polymorph DC the spell original intended to be cast.
    36-39|Target changes size for the next 1D20 Hours, new size is roll 1D10: [1=2 sizes smaller, 3-5=1 size smaller, 6-8=1 size larger, 9=2 sizes larger, 10=3 sizes larger] Adjust AC and stats following standard guidelines. Fortitude save to resist size change DC the original spell DC +5.
    40-44|Every time Target wants to speaks it comes out as song, permanent until remove curse is cast.
    45-49|Nearest creature to the target with 2 or less in INT becomes enraged and will attack the target to the death.
    50-54|Nearest creature to the target with 2 or less in INT becomes completely loyal to target, until the target does something to hurt the creature, the bond of loyalty is permanent.
    55-65|Target gains the spell-like ability to use the spell just tried to affect him/her 1 time.
    66-68|Target is instantly transported to other plane or prime roll on Table B2 Will save DC as original spell to resist.
    69|Target falls deeply in love with caster and will forsake all other loyalties Will save DC as spell but if casterís alignment is radical different there is a +10 to save, duration ((Casterís Charisma X original spell level)/weeks).
    70-74|Target get hit by a Mordekains disjunction CL 20.
    75-79|Target will forget all names including targets own name. Will save DC as original spell to resist. Duration until a person call targets name or a remove enchantment is cast.
    80-83|Next time target tryís to talk, instead target will spit out 1D100 gold pieces.
    84|Target gains a + 6 epic bonus to AC until next full moon.
    85-95|Target gains a compulsive need to posse one item that mean a lot to casters. Remove enchantment will end this compulsion.
    96-98|Roll twice on this Table re-rolling results over 96.
    99|Roll 2d4 times on this Table re-rolling results over 96.
    100|DM chooses an effect from this table under the result of 96. [/table]
    Table D1 roll 1D100
    Spoiler
    Show
    {table=head]Result|Effect
    01-05|Target and caster changes places.
    06-10|Target and caster changes Body, change there physical stats (STR, DEX, CON) duration until one of them eats raw meat or both bodies is target by a dispel magic while touching each other.
    11-15|Caster is hit by a effect from Table C1 and Target hit by a effect from Table B1.
    16-20|Both target and caster are hit by the same effect from Table B1.
    21-25|Both target and caster are hit by the same effect from Table C1.
    26-30|Target and caster are instantly transported to other plane or prime roll on Table B2 no save.
    31|Target and caster are instantly transported to newly created Demiplane called Dark sphere, the inside of a dark metal sphere with a diameter of 300 ft. with small platforms connected by bridges this Demiplane canít be reach or exited before one of caster or target is dead, upon the first death within the Demiplane it collapses and all bodies death or alive are transported back to were the came from.
    32-36|Both target and caster are hit by the same spell from Table A3.
    37-41|Both target and caster are hit by a different spell from Table A3.
    42|Both target and caster are hit by a Heal spell CL 25
    43-48|Both target and caster disappear and are cast 1D10 rounds into the future reappearing with no knowledge of anything have happened.
    49-53|Target and caster changes all cloth and equipment
    54-57|Target and caster both make a CHA check the one rolling highest are hit by an Enlarge person spell CL 20, and the other are hit by an Reduce person spell CL 20.
    58|Caster and target both gain the same mutation roll on Table B3 to see which.
    59-63|Target and caster are drawn towards each other, each round magic force will move each 20 ft. closer to each other until the collide (this does not grant them any kind of movement they do not have, like fly but the spell will still move them out over a chasm if that is the straight line).
    64-68|Both target and caster are hit by an Reduce person spell CL 20.
    69|Caster and target falls deeply in love with each other and will forsake all other loyalties Will save only if casterís alignment and targetís is radical different and then its DC 28.
    70-75|Both target and caster are hit by the same effect from Table B1.
    76-80|Both target and caster are hit by the same effect from Table C1.
    81-87|Both target and caster are hit by an Enlarge person spell CL 20.
    88|Both target and caster are hit by the same effect from Table B1 and the same effect from Table C1.
    89-95|Both target and caster disgorges 1D100 creatures and is stunned while doing this 1D6 rounds, roll 1D10 to see which creatures: [1=Maggots, 2=Rats, 3=Bats, 4=Fire ants, 5=Frogs, 6=Tiny illusionary fairyís, 7=Spiders, 8=Locusts, 9=Canaries, 10=Tiny non-poisonous snakes]
    96-98|Roll twice on this Table re-rolling results over 96.
    99|Roll 2d4 times on this Table re-rolling results over 96.
    100|DM chooses an effect from this table under the result of 96. [/table]
    Table E1 roll 1D100
    Spoiler
    Show
    {table=head]Result|Effect
    01-07|A permanent wild magic zone is created with center were the intended spell should have take effect. The radius of the zone is casterís CL X100 ft.
    08-09|A permanent death magic zone is created with center were the intended spell should have take effect. The radius of the zone is casterís CL X10 ft.
    10|A permanent death magic zone is created with center were the intended spell should have take effect. The radius of the zone is casterís CL X100 ft.
    11-15|Centered on the caster, a area of casterís CL X10 ft. permanently shifts place with a equal size area from a random plane roll on Table B2 only environment shifts no sentient creatures are shifted..
    16-20|Centered on the caster, a area of casterís CL X10 ft. and all creature in the area shifts place with a equal size area from a random plane roll on Table B2 to see which plane, the areas will remain there for the duration of the intended spell before returning home, special if the creatures leave the area under the duration and donít make it back into the area before durations end they must find another way home.
    21-25|A Permanent Wall of force springs into existence right between caster and target the wall is as large as environment allows up to a maximum of casterís CL. If Caster is also the target the wall starts in front of the caster and goes in a straight line the way caster is looking.
    26-29|Surge kill all non-sentient plant life in a radius of casterís CL X10 ft
    30|Surge kill all non-sentient plant life in a radius of casterís CL X100 ft
    31-35|In a Radius of casterís CL X1D10 ft there will suddenly and magically begin to grow flowers that will open up 24 hours after the surge and reveal a gem inside of each flower, there will grow a number of gem flower equal to the radius of the flower zone X10, each gem if plucked is worth 1D100 Gold but turns to dust one week after being plucked.
    36-40|Weather changes drastically, (hail, sleet, thunderstorm, heatwave, etc.)
    41-45|Weather changes drastically to magical nature, (raining frogs, lightning elementals playing a game in the skies, a fog that counts a stinking cloud falls, etc.)
    46-50|Nearest death sentient being return as a ghost to hunt the location of itís death.
    51-55|The nearest 2D6 Animals and 2D6 Trees are Awakened as spell of same name except they doesnít change attitude towards caster and will begin a intern battle between the plant kingdom VS. the animal kingdom to the death.
    56-60|A pit 10 ft. X 10 ft. X 10 ft. appears right between caster and target, if caster is also target it appears right under caster.
    61-65|Plant growth speeds up in a area of 30 ft. X casterís CL around caster, and until next full moon each hour plants will growth as much as they would have done on a normal year.
    66-70|In a sphere with a radius of 1D100 ft. from the target of the intended spell times stops for 1D100 years, every one within or who enter under the duration is caught by the time stop and frozen in time until time starts again. This effect counts as being cast by a level 30 caster for purpose of trying to dispel. No save and No SR.
    71-75|Earthquakes hits the region (nearest 100 miles) for the next 1D6 hours.
    76-80|A permanent magical effect occurs, at a range of 250 ft. away from caster circling him/her a barrier springs into existent, every one who looks thru this barrier from the outside can only see the natural environment on the other side (no buildings, creatures, fields or the like it have all become invisible) while there are no effect from the ones looking out.
    81-85|Rips a hole in reality and opens a one-way portal to a random plane, roll on Table B2 to see were the portal leads to.
    86-90|Rips a hole in reality and opens a one-way portal from a random plane, roll on Table B2 to see were the portal comes from. (DM discretion at some planes permanent portals cant exist)
    91-95|Rips a hole in reality and opens a two-way portal to a random plane, roll on Table B2 to see were the portal leads to. (DM discretion at some planes permanent portals cant exist)
    96-98|Roll twice on this Table re-rolling results over 96.
    99|Roll 2d4 times on this Table re-rolling results over 96.
    100|DM chooses an effect from this table under the result of 96. [/table]
    Table F1 roll 1D100
    Spoiler
    Show
    {table=head]Result|Effect
    01-03|A random effect from Table A1 is made permanent to the spell which the caster tried to cast, other canít learn the changed version of the spell itís unique to the caster, the caster can later learn the normal version of the spell again.
    04-06|The caster gains a random effect from Table A2 that always are added to all spells the caster casts.
    07-09|One of the targets stats gains a permanent enchantment bonus to see which stat roll a D6 and afterward roll a D10 to se the size of the bonus [1-4=+1, 5-6=+2, 7-8=+3, 9=+4, 10=+5]
    10-12|Randomize another wild surge this surge and the next 1D20 wild surges will be that one.
    13|Caster Permanently gains a wild dice (D20) when casting spells and if the wild dice rolls 13 itís a wild surge instead of the spell, if caster already have a wild dice instead, roll a D20 and the result is now added to the wild dice and will result in a wild surge when casting spells.
    14-15|A random effect from Table B1 is permanently and no-save or SR, even if it could be removed by a spell before it canít now.
    16-18|A random effect from Table C1 is permanently and no-save or SR, even if it could be removed by a spell before it canít now.
    19-21|Curse of the Phoenix. The caster bursts into flames and are consumed along with all equipment, magic items gets a Fortitude save DC the spell original intended to be cast. Next dawn the caster will reincarnate in nearest flame that are as large or larger then the caster (note that the curse doesnít give any resistance or immunity to fire). If ever killed by fire damage, this will happen again. Precise one year after the casterís last bursts and consummation by flames it repeats. Can only ever be removed, by eating the heart of a Phoenix, while being cast Remove curse on.
    22-24|A random monster appears from the summon monster spell list of the same spell level as spell tried to cast, only it is free willed and permanent (off course it is confused as to what just happened, and yes it does come somewhere from.)
    25-27|A 1 inch/spell level portal appear right behind the caster is connect to the Far realms, right behind it a creature lives that want to enter our existent, every time the caster cast a spell it opens 1 inch/spell level and every day at sunset it closes 1 inch, if ever it reaches 100 inches the creature will enter and try to eat the caster if successful it will take his/hers body and have free access to our world (if creatures pass thru the portal from our side the creatures are gone forever and the portal it will grow by 1 inch/HD if dead and double if alive).
    28-32|A Random minor magic item appears were spell should have take effect.
    33-35|A Random medium magic item appears were spell should have take effect.
    36|A Random greater magic item appears were spell should have take effect.
    37-39|A artifact appears were spell should have take effect, but it is only a shadow image of the item and every time it is used roll a D20 if you roll 13 a wild surge will occur and the item will disappear, if it is not 13 you roll the item works as expected.
    40-42|Spellstorm, all casterís remaining spells are instantaneous cast on target. If the caster is a spontaneous caster a random spell is generated on each spell level and all spell slots are used for that spell. Even spells that normal would be personal or touch is cast on target and all attack rolls required by the spells are successful, if the caster doesnít have the component, focus or it just doesnít make any sense (such as Summon monster II on a elf) the spell fizzles.
    43-45|One of the casters stats gains a permanent enchantment bonus to see which stat roll a D6 and afterward roll a D10 to se the size of the bonus [1-4=+1, 5-6=+2, 7-8=+3, 9=+4, 10=+5]
    46-48|Caster ages up until first year in next age category.
    49-51|Casterís become 1D20 years younger (if this will result in a age of 0 or less the caster disappear and everybody forget all about him/her, even in written materials the caster and his/her deeds will disappear)
    52-54|Target are transported to random plane roll on Table B2 and a Doubleganger looking precise like the target are transported to were the target stood.
    55-57|The creature standing closes to caster gains Detect thought as a spell-like ability 3/day CL 13
    58-60|Re-roll wild surge were the creature standing closes to caster are counted as both target and caster of spell.
    61-63|Re-roll wild surge were the creature standing closes to caster are counted as caster of spell, and the creature standing closes to target are counted as target of spell. (if touch spell the caster becomes target and the target becomes the caster)
    64-65|A noble Djinn appears and offers all to participate in a tournament were the winner are granted a wish like the spell, roll 1D6 to see which kind of tournament it is[1)=Chess (Djinn supplies the boards and pieces), 2)=Gladiator tournament to surrender or death, 3)=Jousting (Djinn supplies horses and lances), 4)=wrestling, 5)=Spell duel to surrender or death, 6)=swimming competition (in nearest large body of liquid)]
    66|A wish (or 3) is granted to the caster roll 1D10 to see the source:
    [1-5)=Noble Djinn, Wish is granted as the spell, 6)=Evil God, grants 3 Wishes but it is in return for the casters soul, until second wish is granted the soul can be saved by a Atonement spell cast by a cleric of a good or neutral deity, after the second wish the soul is tainted beyond mortal intervention, 7-10)=Noble Efreet, Wish is granted as the spell but the Efreet tries to corrupt it, if the wording can be understood in some other way it will.
    67-68|Curse of Bureaucracy, each time the caster tryís to cast a spell a large form will appear along with a quill, this form is about weather or not the spell is for pleasure or business, who the intended target is, why the caster is using this exact spell and a lot other questions in that stile. It takes 1 round per spell level to fill out the form and if correctly filled (INT check DC 15) the spell will be cast then, if the INT check fails a new form will appear and until correct filled the caster canít cast other spells. When Remove curse is cast on the unlucky individual a new and extreme large form will appear along with a quill this form takes CL in hours to fill out (INT check 20) if correctly filled the curse is lifted if failed there is a waiting period of one month per 1 the check failed with until the curse is lifted if failed by 10 or more the Remove curse just doesnít work. Special, Lawful characters gets +2 to these INT checks and Chaotic characters gets -2 to these INT checks.
    69|A succubus takes special interest in the casterís soul
    70-72|A celestial takes special interest in the casterís soul and well being (will help, mentor and protect good aligned characters while trying to save the souls of neutral and evil aligned characters by showing them the flaw of their ways and stopping them from doing evil).
    73-75|Caster gains a new spell, if the caster memorizes the spell appears in the casters spell book and if the caster is a spontaneous caster he/she adds the spell to known spells the spell is of the same level as the original intended spell and is the one appearing just under the original intended spell on the caster list in the official source material, if no spell of same level appears in the official source material nothing happens instead. Special, also the new gained spell takes place of the spell that caused the wild surge with same target.
    76-77|Nearest creature to target gains a Template (if touch spell its caster) roll D10 to see which template. [1)=Half-Dragon (MM I), 2)=Celestial (MM I), 3)=Fiendish (MM I), 4)=Half-Golem (MM II), 5)=Tauric creature (MM II) nearest four legged creature inspires the torso, 6)=Captured One (MM II), 7)=Half-Elemental (MotP), 8)=Wood Elemental (MotP), 9)=Spellwarped Creature (MM III), 10)=Winged creature (Savage species)]
    78|All magical bonds (paladinís mount, druid or rangerís companion and the like) within 100 ft. are shattered, the animal are set free but keeps the bonuses from the former bond forever while the owner suffers as if the animal was killed. Special now that the animals arenít normal of there kind anymore they cant be part of such a bond ever again.
    79-81|Knowledge of the location and legends of a artifact of wild or chaotic nature is imprinted in casters mind.
    82-84|Nothing happens just smile and make the wild mage paranoid maybe hint that he/she have a strange feeling in the stomach.
    85-87|A entity from the Far-Realm uses the wild surge to lay one of its eggs in the casters stomach, over the next week the caster will begin to have stomach pains that tops 9 days after the egg was laid, then on the 10th day a dire rat with the pseudo-creature template will burst out of casterís stomach dealing 4D6 CON damage. If the caster is subject to a Heal or Remove disease after the surge but before the 10th day the creature is killed and the character newer knows how close he/she was. If the caster is immune to diseases, he is immune to all of this, just treat the roll as a roll of 82-84 on this table.
    88|Cosmic Knowledge comes with a price, wild mage gains INT +4 WIS -2 CHA -2, permanent.
    89|Cosmic Wisdom comes with a price, wild mage gains INT -2 WIS +4 CHA -2, permanent.
    90|Cosmic Shine comes with a price, wild mage gains INT -2 WIS -2 CHA +4, permanent.
    91-92|Reincarnated soul, the wild mages soul is taken over by one of its previous selfís, remove all class levels and feat and rebuild it as a radical different class up to same level (the previous selfís might have been other gender and or race and find it a little strange suddenly being in this time in this strange body), DM and player makes a agreement as to what this former selfís was.
    93-96|wild mage changes type to Aberration, and every time wild mage causes a wild surge from now on, he/she also gains a mutation Roll on Table B3
    97-98|Death appears wanting to claim the mage, if the mage argues Death agrees to a game of Chess (INT DC 25 to win, Death have played it like a million times before). If the character wins Death says ďsee you soonĒ if not the character dies. Special Death can only be seen by the character and people who can see ethereal, Death canít be killed.
    99|wild mage gets to chose a effect from any surge table CHA X5% that the effect will happen, if not then the DM may chose a effect from same table.
    100|A flux is created and the caster is permanently immune to all magic both beneficial and negative, but canít ever use spells, magic effects (portals, heroes feast and the like) or spell-like abilityís, he/she can even walk thru magic effect such as wall of force or the like. [/table]


    -to make this I have scoured alot of the old 2ed lets make a 1d1000 wildsurge list and taken what I liked the most so I don't feel that this is mine alone but cant eighter mention all the other contributers but a thx to all for ideas and inspiration, hope I can inspire sombody like you inspired me...

    Edit: finist at last with putting it into boxes...
    So what do you think let me have it...
    Last edited by Blood_caller; 2010-10-18 at 07:48 PM.
    Avartar by Ceika

  3. - Top - End - #3
    Dwarf in the Playground
     
    Blood_caller's Avatar

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    Default Re: [D&D3.5] Mages gone wild [P.E.A.C.H]

    *BUMP* could realy use som PEACH on this
    Avartar by Ceika

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    Barbarian in the Playground
     
    firemagehao's Avatar

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    Default Re: [D&D3.5] Mages gone wild [P.E.A.C.H]

    You could possibly add an alignment restriction to this. The wild surge table is absolutely amazing. I might have to use it for arcane spell failure or something of the like.
    Fighter: "I can kill someone in a turn."
    Cleric: "I can kill someone in half a turn."
    Wizard: "I can kill someone before my turn."
    Bard: "I can make three idiots kill people for me."

    Avatar by MethosH

    Be the Ultimate Ninja! Play Billy Vs. SNAKEMAN today!

    Quote Originally Posted by Tsumeken View Post
    (*starts laughing* Oh my god.... you do not know what fresh Hell you've suddenly introduced do you? Oh well... here we go...)

  5. - Top - End - #5
    Dwarf in the Playground
     
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    Default Re: [D&D3.5] Mages gone wild [P.E.A.C.H]

    further development of wild magic have been moved to This wiki
    Avartar by Ceika

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