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Unread 04-25-2010, 11:14 PM   #31
Hanuman
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Those guys are TONS of fun
It's even better when you hang out with them IRL, which seems like it doesn't work, but it totally does.

You know when things just kind of all line up and work out for someone situation-wise? Some call that luck, but since luck doesn't exist it has to be coincidence... but on some level you subconsciously calculate at least a few variables... so is it possible to psychically "manifest" your fate? The answer is: Sorta.
If you have high enough int/wis/cha and assorted skills including Knowledge [Local] and any other ones that apply, its possible.
Think about it, you subconsciously use your perception (wis) to pick up on things, which fits them together (int) and then your sphere of influence (cha) to manipulate your social surroundings. It must be possible to improve this skill.
Flow vs. Conceptualizing, Vague vs. Determining, Subconscious vs. Conscious
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Unread 04-25-2010, 11:28 PM   #32
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Default In Which... I'm unlucky.

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If you have high enough int/wis/cha
Well, fooey, that counts me out. Three for three! ... Also, it explains SO MUCH in my life.
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Unread 04-26-2010, 12:04 AM   #33
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Default I never got to fight a gazebo.

@tacticslion Ha. Infiltration of organizations is funny. Does that happen often in games? I am pretty sure the party I joined in the below description had done a little bit of that [heck, we may have even done it during the part I was present for, I don't recall; I DO know there is a tale of going in this one place, more or less killing everyone, and being mistaken for them later].


I don't play tabletop, but I have been in a couple of games. It doesn't really interest me, though in fairness I do have a lot of fun sitting around with friends and cracking jokes. So, that and a couple other factors led me to participate in this game one semester in college. It was in Planescape, the one with the city that's at the center or whatnot of the planes with the Lady of Pain running it.

I came in late with a friend of mine, but all the players and the guy running it were also good friends. The latter helped us come up with characters -- my friend was some kind of large bug that spoke broken English, and I was a half-air elemental with about seventy miles of arrogance and an obsession with stabbing most people I met. I was also able to serve as translator for the bug.

That may be needless background. I don't know how common these kinds of things are, but here are some fond memories I have of the game:

-- in a "boss fight" of sorts, deciding it wasn't getting us anywhere as a decent number of the party had taken damage, I charged the guy and took him out the window, fought him a turn or two on the way down, and then floated myself while he splatted.

-- My character generally hating everyone who wasn't him (part of how we set him up and also to give me an excuse to be quiet in-character), so when people did stupid things it was often just assumed that those moments would be when I actually talked in character.

-- A halfling... tiefling? party member got in some kind of racism/millenia-of-hate fight with an NPC when we were walking around this one place that made me think of something like Mos Eisley; instead of helping him, I started taking bets (made a whole lot on that, and impressed a lich somehow by doing so; we later ripped one of the bug guy's arms off, his protests aside, to give to this same lich as part of a deal)

-- fought and defeated an enemy toward the end of the thing that was literally a tornado that wielded at least 4 blades

-- the same tiefling from above had wild surges, and the player had a 100-sided die (haha wtf) that he used for this. Needless to say, half the time or more when this happened there were pretty amusing results.

I don't remember all of it in much detail and am biased to what I did myself, but I did have some fun. When I think about that game, it almost makes me want to do that again. Of course the other good part was all of the out-of-character conversation and nonsense.

These kinds of things might be common occurrences in games, so sorry if this is a pretty boring addition to the thread.
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Unread 04-26-2010, 08:54 AM   #34
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Default In Which Penetra- ... Infiltration. Yes. That is what I meant. That is what occurs.

@synkr0nized: I've also yet to fight a gazebo.

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Originally Posted by synkr0nized View Post
@tacticslion Ha. Infiltration of organizations is funny. Does that happen often in games?
Honestly, I've no idea, but oddly I've just realized that most of the last SEVEN GAMES I'VE PLAYED IN I'VE (usually led) TAKEN PART IN THE INFILTRATION OF AN ORGANIZATION. THE HECK?

No seriously:
- my paladin half-elf talked his way into joining an organization trying to waken a stoned (ha) avatar of Hextor;
- my Ranger (the half-giant/drow) talked his way (or rather let someone else talk their way) into being the (false) "ally" of a tiefling who wanted to kill a bunch of people (later she became a party member);
- my red wizard infiltrated a corrupt red wizard tharch's place to replace him (corrupt meaning against Thay itself);
- my sorcerer talked his way into becoming chief advisor for a lizardfolk tribe (hypnotism is your friend; it was run by a black dragon, I'm still waiting to see what happens the first time they meet);
- my wife's shapeshifting telepath telepath has in turns (with a different identity each time) a) taken over a ruthless band of racist half-elves, b) taken over some slave-trading pirates d) made herself into a prominant member of two (very different enemy) houses in the city e) made herself an important member in an enclave of racist elves and f) taken over more than one tribe of orcs and ogres.

Including the 4E campaigns (one of which I described above), that's almost a quarter of my gaming experience - more. I'm pretty sure that's not normal. Honestly, before you asked, I was thinking maybe it wasn't that common, but there you go.

Quote:
Originally Posted by synkr0nized View Post
I DO know there is a tale of going in this one place, more or less killing everyone, and being mistaken for them later.
I kind of figured most gaming groups would get to this kind of thing eventually, but apparently we do this more than most? I have also realized it might be even more often, but my wife and I generally roll up characters with mad persuasive skills (and/or magical/psionic compulsion skills) and usually go to town with those - effectively we convert our enemies without having to "infiltrate" as such. Being confused for the very people you slaughtered, though? Nice touch.

Quote:
Originally Posted by synkr0nized View Post
though in fairness I do have a lot of fun sitting around with friends and cracking jokes.
Really that's one of the selling points compared to MMORPGS or other distant 'relationships' - you get to sit around and enjoy people's company (though too much of that can drive a DM to supreme aggrivation, let me tell you from personal experience... not that it caused me to repeatedly kill off most of my players or anything... more than twelve times in that game*.

Quote:
Originally Posted by synkr0nized View Post
That may be needless background. I don't know how common these kinds of things are
Actually you're right on target. That kind of background info on the characters is good because it sets the stage for us to know what's going on, and presents things clearly to us. Welcome to the thread!

Quote:
Originally Posted by synkr0nized View Post

-- in a "boss fight" of sorts, deciding it wasn't getting us anywhere as a decent number of the party had taken damage, I charged the guy and took him out the window, fought him a turn or two on the way down, and then floated myself while he splatted.
Ariel battles (and defenstration) are some of the best. One of my players' characters one time teleported an enemy the party had talked to (temporary) non-hostility to the upper edge of a ten-mile high no-teleport zone, proceeded to have a magical duel with her as they plummited, and counterspelled the freak out of her every attempt to get out of there alive, ultimately using flesh-to-stone on her and gust of wind the round before she hit the ground. It was awesome.

Quote:
Originally Posted by synkr0nized View Post

-- My character generally hating everyone who wasn't him (part of how we set him up and also to give me an excuse to be quiet in-character), so when people did stupid things it was often just assumed that those moments would be when I actually talked in character.
I had a player once, who hated everyone who wasn't him. Does that count as similar?

Quote:
Originally Posted by synkr0nized View Post

-- A halfling... tiefling? party member got in some kind of racism/millenia-of-hate fight with an NPC when we were walking around this one place that made me think of something like Mos Eisley; instead of helping him, I started taking bets (made a whole lot on that, and impressed a lich somehow by doing so; we later ripped one of the bug guy's arms off, his protests aside, to give to this same lich as part of a deal)
Yeah, there's basically a "halfling-tiefling" race, though I forget what they're called (in the Fiend Folio, I beleive). Basically - hey look, it's an evil halfling race, why not, we've got it for all the others (Dwarves [duergar AND durzagon], elves and half~ [fey'ri, drow {and draegoliths} and half-drow], humans [tieflings], half-orcs [simply full blood], and half-fiends for everything else)!
Also: liches can be fun. One character in a game I was in actually bound a lich to their service forever. Of course, that was annulled shortly thereafter when the lich was raised from the dead, but there you go.

Quote:
Originally Posted by synkr0nized View Post

-- fought and defeated an enemy toward the end of the thing that was literally a tornado that wielded at least 4 blades
Awesome! I might've seen a similar monster in the MM2 (3rd Edition), but I'm not sure**.

Quote:
Originally Posted by synkr0nized View Post

-- the same tiefling from above had wild surges, and the player had a 100-sided die (haha wtf) that he used for this. Needless to say, half the time or more when this happened there were pretty amusing results.
I'm afraid I'm not sure what "wild surges" are in your campaign. In mine they're a Wilder class feature that makes such a character limitedly more powerful. Oh! I'm presuming it's something either like a rod of wonder (very random and whimsical crap happens when you push this button) or a wild magic zone (very random and bizzare crap happens when you cast a spell). Yes? That sounds fun. Also: d100? Seriously? Wut. Sounds fun, if aggrevating.

Quote:
Originally Posted by synkr0nized View Post
I don't remember all of it in much detail and am biased to what I did myself, but I did have some fun. When I think about that game, it almost makes me want to do that again. Of course the other good part was all of the out-of-character conversation and nonsense.
We encourage this sort of behaviour around these parts. And we're all biased to what we did ourselves. You're cool.

Quote:
Originally Posted by synkr0nized View Post
These kinds of things might be common occurrences in games, so sorry if this is a pretty boring addition to the thread.
Regardless of how "common" such occurences are or aren't, each one is still unique and thus interesting - and yours are certainly both unique and interesting! I, for one, have never traded my bug-ally's arm to a lich (or any of the other things you mentioned)!

ADDENDUM: I spent the last two and a half hours, plus most of an all-nighter on the computer working on a finals project (this post was worked on around the project this morning). So, when I was about to submit reply, imagine my horror when the power went out, crashing the computer. I was ready to SCREAM. I prayed, ate some breakfast, calmed down, and turned the computer back on and: it was saved. ALL of it. Even the stuff on websites that can't be saved (my school website). Even this post. So, yeah. Just thought I'd fyi.

EDIT:
*this campaign was (more than) kind of crazy: I had a 120 year old human sorcerer with a yak familiar, a svirfneblin psion (telepath), a half-giant barbarian, a human swashbuckler, and a very fat human shadow-weave wizard (with a fire genasi phobia and an orgy fetish who was a fanatic of Mystra). Plus there was the guy who showed up as a) a dwarven cleric, b) a human Red Wizard, and c) a human druid, before letting me 'borrow' the Worlds Largest Dungeon and completely dissappearing from the earth. Then there was the guy who was an egomaniac and kept trying to get a TPK when he wasn't the center of attention. This party died more times and effectively were BEST FRIENDS FOREVER with the local druids (in spite of my best efforts to the contrary) so they kept paying for re-incarnations or raise dead spells. More or less a typical session would go:
Me: Hey, everyone, I'm glad you're here, so this is what happened last time we actually played...
Player 1: Oh, hey, did you see that show last night...
Me: Guys, we can talk about that later.
Player 2: Yeah, and what about this movie...
Me: Uh, guys? Can we focus? Hello? Can anyone hear me?
Player 3: Uh-huh, oh such and such gossip...
Me: Guys, I'd like to actually play our game this time!
Player 4: well in my opinion, she suffers from...
{THREE HOURS OF TALKING LATER},
Player 1: Well, I've gotta get back to work. It was fun talking to you guys! Geez, DM, you kind of suck! We never actually play anything in this game.
Me: Three hellfire dragons with max HD spring forth from the Gate that has take THREE FREAKIN' HOURS TO FINISH!
Them: But wait, that doesn't make any sense! We wouldn't just stand there and let them!
Me: Tough! You've been less than 50 yards away for FOUR gaming sessions! None of you have listened to me this entire time. Your entire point of being here, need I remind you, was to stop the cultist who - less than 50 yards away - have been opening this gate this entire time. You sat around and let them. Now deal with it.

They would and would usually proceed to bravely run away, while a few of them die (the living grabbing ashes as they run), blame the problem on someone else in the universe, do a few hit-and-run and get just enough XP to gain the levels they lost plus one.

**Correction: I was thinking of a "RageWind" - a kind of undead made up of a funnel cloud shrapnel/sharp pointy weapons - mixed with a Shrapnyl - a type of Raggamoffyn which is a kind of spontaneous magical "construct" also made of sharp and pointy weapons. Both are in the 3rd Edition MM2. It could have been a multi-limbed invisible stalker, or more likley an ad-hoc rule for a djinn in whirl-wind form, an air elemental, or the DM could have made it up completely. Still, it sounds like a cool idea!
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Last edited by tacticslion; 04-26-2010 at 09:20 AM. Reason: I forgot to note
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Unread 04-26-2010, 09:05 AM   #35
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Originally Posted by tacticslion View Post
I'm afraid I'm not sure what "wild surges" are in your campaign. In mine they're a Wilder class feature that makes such a character limitedly more powerful. Oh! I'm presuming it's something either like a rod of wonder (very random and whimsical crap happens when you push this button) or a wild magic zone (very random and bizzare crap happens when you cast a spell). Yes? That sounds fun. Also: d100? Seriously? Wut.
Actual Wild Surge Rules.

You're only using half the wild magic rules if wild surges are just power boosts, and a D100 is a necessary component.
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Unread 04-26-2010, 09:28 AM   #36
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Originally Posted by Krylo View Post
Actual Wild Surge Rules.

You're only using half the wild magic rules if wild surges are just power boosts, and a D100 is a necessary component.
I understand what you're saying, but "Wild Surge" is a class feature in 3.5 Expanded Psionics that is fundamentally different from the Wild Surge you've presented here. It is simply "more power now, also I'll be dazed and lose power points when I'm through with this" - similar to how a barbarian rages for physical strength and is fatigued afterwords. This is the one I'm used to for that term. In the FRCS, I think (though I could be wrong, I don't have it on me right now) it refers to them constantly as Wild Magic Surges, so I just shorten it to "Wild Magic" rather than "Wild Surge", which, to me, represents a different mechanic. Also, the EXP is rather clear - it provides the full rules for a "wild surge" created by a Wilder within the book, and it has nothing to do with the "Wild Magic Surges" (or even the similarly themed "Wild Psionic Surges"). But thanks for the explanation... which is different than even the one in Faerun. Huh.
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Unread 04-26-2010, 09:40 AM   #37
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I've seen a few different wild magic tables that I like better than that one.

edit: Like this oneTable 2: Wild Surge Results(H3)

d100
Roll Results
01 Wall of force appears in front of caster
02 Caster smells like a skunk for spell duration
03 Caster shoots forth eight nonpoisonous snakes from fingertips; snakes do not attack
04 Caster’s clothes itch (+2 penalty to initiative)
05 Caster glows as per a light spell
06 Spell effect has 60(FM) radius centered on caster
07 Next phrase spoken by caster becomes true, lasting for 1 turn
08 Caster’s hair grows on foot in length
09 Caster pivots 180 degrees
10 Caster’s face is blackened by a small explosion
11 Caster develops allergy to his magical items; cannot control sneezing until all magical items are removed (allergy lasts 1d6 turns)
12 Caster’s head enlarges for 1d3 turns
13 Caster reduces (reversed enlarge) for 1d3 turns
14 Caster falls madly in love with target until a remove curse is cast
15 Spell cannot be canceled at will by the caster
16 Caster polymorphs randomly

17 Colorful bubbles come out of caster’s mouth instead of words (words are released when bubbles pop); spells with verbal components cannot be cast for 1 turn
18 Reversed tongues affects all within 60 feet of caster
19 Wall of fire encircles the caster
20 Caster’s feet enlarge, reducing movement to half and adding +4 penalty to initiative rolls for 1d3 turns
21 Caster suffers same spell effect as target
22 Caster levitates 20 feet for 1d4 turns
23 Cause fear within a 60(FM) radius centered on the caster; all in radius except caster must make saving throw
24 Caster speaks in a squeaky voice for 1d6 days
25 Caster gains X-ray vision for 1d6 rounds
26 Caster ages 10 years
27 Silence, 15(FM) radius centers on caster 10(FM) (TS) 10(FM) pit appears immediately in front of the caster, 5 feet deep per level of the caster
29 Reverse gravity beneath caster’s feet for 1 round
30 Colored streamers pour from caster’s fingertips
31 Spell effect rebounds on caster
32 Caster becomes invisible
33 Color spray from caster’s fingertips
34 Stream of butterflies pours from caster’s mouth
35 Caster leaves monster-shaped footprints instead of his own until a dispel magic is cast
36 3–30 gems shoot from the caster’s fingertips; each is worth 1d6 (TS) 10 gp
37 Music fills the air
38 Create food and water
39 All normal fires within 60 feet of caster are extinguished
40 One magical item within 30 feet of caster (randomly chosen) is permanently drained
41 One normal item within 30 feet of caster (randomly chosen) becomes permanently magical
42 All magical weapons within 30 feet of caster are increased by +2 for 1 turn
43 Smoke trickles from the ears of all creatures within 60 feet of the caster for 1 turn
44 Dancing lights
45 All creatures within 30 feet of the caster begin to hiccup (+1 to casting times, –1 to THAC0)
46 All normal doors, secret doors, portcullises, etc. (including those locked or barred) within 60 feet of the caster swing open
47 Caster and target exchange places
48 Spell affects random target within 60 feet of caster
49 Spell fails but is not wiped from caster’s mind
50 Monster summoning II
51 Sudden change in weather (temperature rise, snow, rain, etc.) lasting 1d6 turns
52 Deafening bang affects everyone within 60 feet; those who can hear must save vs. Spell or be stunned 1d3 rounds
53 Caster and target exchange voices until a remove curse is cast
54 Gate opens to a randomly chosen Outer Plane; 50% chance for extraplanar creature to appear
55 Spell functions, but shrieks like a shrieker
56 Spell effectiveness (range, duration, area of effect, damage, etc.) decreases by 50%
57 Spell reversed, if reverse is possible
58 Spell takes physical form as free-willed elemental and cannot be controlled by caster; elemental remains for the duration of the spell and its touch causes the spell effect (THAC0 equal to caster’s)
59 All weapons within 60 feet of the caster glow for 1d4 round
60 Spell functions; any applicable saving throw is not allowed
61 Spell appears to fail when cast, but occurs 1–4 rounds later
62 All magical items within 60 feet of caster glow for 2d8 days
63 Caster and target switch personalities for 2d10 rounds
66 Slow spell centered on target
65 Target deluded
66 Lightning bolt shoots toward target
67 Target enlarged
68 Darkness centered on target
69 Plant growth centered on target
70 1,000 lbs. of nonliving matter within 10 feet of target vanishes
71 Fireball centers on target
72 Target turns to stone
73 Spell is cast; material components and memory of spell are retained
74 Every within 10 feet of caster receives the benefit of a heal
75 Target becomes dizzy for 2d4 rounds (–4 AC and THAC0, cannot cast spells)
76 Wall of fire encircles target
77 Target levitates 20 feet for 1d3 turns
78 Target suffers blindness
79 Target is charmed as per charm monster
80 Target forgets
81 Target’s feet enlarge, reducing movement to half normal and adding +4 penalty to all initiative rolls for 1d3 turns
82 Rust monster appears in front of target
83 Target polymorphs randomly
84 Target falls madly in love with caster until a remove curse is cast
85 Target changes sex
86 Small, black raincloud forms over target
87 Stinking cloud centers on target
88 Heavy object (boulder, anvil, safe, etc.) appears over target and falls for 2d20 points of damage
89 Target begins sneezing and is unable to cast spells for 1d6 rounds
90 Spell effect has 60(FM) radius centered on target (all within suffer the effect)
91 Target’s clothes itch (+2 penalty to initiative for 1d10 rounds)
92 Target’s race randomly changes until canceled by a dispel magic
93 Target turns ethereal of 2d4 rounds
94 Target hastened
95 All cloth on target crumbles to dust
96 Target sprouts leaves (no damage caused, can be pruned without harm)
97 Target sprouts new useless appendage (wings, arm, ear, etc.) which remains until dispel magic is cast
98 Target changes color (canceled by dispel magic)
99 Spell has minimum duration of 1 turn (e.g.: a fireball creates a ball of flame that remains for 1 turn, a lightning bolt bounces and continues, possibly rebounding, for 1 turn, etc.)
100 Spell effectiveness (range, duration, area of effect, damage, etc.) increase 200%


Also, psionics are dumb.
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Unread 04-26-2010, 10:49 AM   #38
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Quote:
Originally Posted by Krylo View Post
I've seen a few different wild magic tables that I like better than that one.

edit: Like this oneTable 2: Wild Surge Results(H3)

d100
Roll Results
01 Wall of force appears in front of caster
02 Caster smells like a skunk for spell duration
03 Caster shoots forth eight nonpoisonous snakes from fingertips; snakes do not attack
04 Caster?s clothes itch (+2 penalty to initiative)
05 Caster glows as per a light spell
06 Spell effect has 60(FM) radius centered on caster
07 Next phrase spoken by caster becomes true, lasting for 1 turn
08 Caster?s hair grows on foot in length
09 Caster pivots 180 degrees
10 Caster?s face is blackened by a small explosion
11 Caster develops allergy to his magical items; cannot control sneezing until all magical items are removed (allergy lasts 1d6 turns)
12 Caster?s head enlarges for 1d3 turns
13 Caster reduces (reversed enlarge) for 1d3 turns
14 Caster falls madly in love with target until a remove curse is cast
15 Spell cannot be canceled at will by the caster
16 Caster polymorphs randomly

17 Colorful bubbles come out of caster?s mouth instead of words (words are released when bubbles pop); spells with verbal components cannot be cast for 1 turn
18 Reversed tongues affects all within 60 feet of caster
19 Wall of fire encircles the caster
20 Caster?s feet enlarge, reducing movement to half and adding +4 penalty to initiative rolls for 1d3 turns
21 Caster suffers same spell effect as target
22 Caster levitates 20 feet for 1d4 turns
23 Cause fear within a 60(FM) radius centered on the caster; all in radius except caster must make saving throw
24 Caster speaks in a squeaky voice for 1d6 days
25 Caster gains X-ray vision for 1d6 rounds
26 Caster ages 10 years
27 Silence, 15(FM) radius centers on caster 10(FM) (TS) 10(FM) pit appears immediately in front of the caster, 5 feet deep per level of the caster
29 Reverse gravity beneath caster?s feet for 1 round
30 Colored streamers pour from caster?s fingertips
31 Spell effect rebounds on caster
32 Caster becomes invisible
33 Color spray from caster?s fingertips
34 Stream of butterflies pours from caster?s mouth
35 Caster leaves monster-shaped footprints instead of his own until a dispel magic is cast
36 3?30 gems shoot from the caster?s fingertips; each is worth 1d6 (TS) 10 gp
37 Music fills the air
38 Create food and water
39 All normal fires within 60 feet of caster are extinguished
40 One magical item within 30 feet of caster (randomly chosen) is permanently drained
41 One normal item within 30 feet of caster (randomly chosen) becomes permanently magical
42 All magical weapons within 30 feet of caster are increased by +2 for 1 turn
43 Smoke trickles from the ears of all creatures within 60 feet of the caster for 1 turn
44 Dancing lights
45 All creatures within 30 feet of the caster begin to hiccup (+1 to casting times, ?1 to THAC0)
46 All normal doors, secret doors, portcullises, etc. (including those locked or barred) within 60 feet of the caster swing open
47 Caster and target exchange places
48 Spell affects random target within 60 feet of caster
49 Spell fails but is not wiped from caster?s mind
50 Monster summoning II
51 Sudden change in weather (temperature rise, snow, rain, etc.) lasting 1d6 turns
52 Deafening bang affects everyone within 60 feet; those who can hear must save vs. Spell or be stunned 1d3 rounds
53 Caster and target exchange voices until a remove curse is cast
54 Gate opens to a randomly chosen Outer Plane; 50% chance for extraplanar creature to appear
55 Spell functions, but shrieks like a shrieker
56 Spell effectiveness (range, duration, area of effect, damage, etc.) decreases by 50%
57 Spell reversed, if reverse is possible
58 Spell takes physical form as free-willed elemental and cannot be controlled by caster; elemental remains for the duration of the spell and its touch causes the spell effect (THAC0 equal to caster?s)
59 All weapons within 60 feet of the caster glow for 1d4 round
60 Spell functions; any applicable saving throw is not allowed
61 Spell appears to fail when cast, but occurs 1?4 rounds later
62 All magical items within 60 feet of caster glow for 2d8 days
63 Caster and target switch personalities for 2d10 rounds
66 Slow spell centered on target
65 Target deluded
66 Lightning bolt shoots toward target
67 Target enlarged
68 Darkness centered on target
69 Plant growth centered on target
70 1,000 lbs. of nonliving matter within 10 feet of target vanishes
71 Fireball centers on target
72 Target turns to stone
73 Spell is cast; material components and memory of spell are retained
74 Every within 10 feet of caster receives the benefit of a heal
75 Target becomes dizzy for 2d4 rounds (?4 AC and THAC0, cannot cast spells)
76 Wall of fire encircles target
77 Target levitates 20 feet for 1d3 turns
78 Target suffers blindness
79 Target is charmed as per charm monster
80 Target forgets
81 Target?s feet enlarge, reducing movement to half normal and adding +4 penalty to all initiative rolls for 1d3 turns
82 Rust monster appears in front of target
83 Target polymorphs randomly
84 Target falls madly in love with caster until a remove curse is cast
85 Target changes sex
86 Small, black raincloud forms over target
87 Stinking cloud centers on target
88 Heavy object (boulder, anvil, safe, etc.) appears over target and falls for 2d20 points of damage
89 Target begins sneezing and is unable to cast spells for 1d6 rounds
90 Spell effect has 60(FM) radius centered on target (all within suffer the effect)
91 Target?s clothes itch (+2 penalty to initiative for 1d10 rounds)
92 Target?s race randomly changes until canceled by a dispel magic
93 Target turns ethereal of 2d4 rounds
94 Target hastened
95 All cloth on target crumbles to dust
96 Target sprouts leaves (no damage caused, can be pruned without harm)
97 Target sprouts new useless appendage (wings, arm, ear, etc.) which remains until dispel magic is cast
98 Target changes color (canceled by dispel magic)
99 Spell has minimum duration of 1 turn (e.g.: a fireball creates a ball of flame that remains for 1 turn, a lightning bolt bounces and continues, possibly rebounding, for 1 turn, etc.)
100 Spell effectiveness (range, duration, area of effect, damage, etc.) increase 200%
Agreed, that one is better. I generally find that the more odd things are the better they turn out for "Wild Magic" effects. Generally, when I construct my tables, however, I try to reduce it to specific traits (like cone of ~, roll for "~") or such things, though really there's only so much of that you can do. The one you provided is complex and nice.
Quote:
Originally Posted by Krylo View Post
Also, psionics are dumb.
Oh yeah, well your face is dumb!
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Unread 04-26-2010, 10:54 AM   #39
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Just wrote up a big long post to have my iPod eat it D:

Suffice to say that we have the Wonderbow! A crossbow known to reload itself, shoot twice, shoot after a 1-round delay, shoot around corners, shoot lightning bolts, rays of disintegration, rays of petrification, and last but not least, Huge sharks.

I don't dare to guess what will be shot next. We've yet to see a repeat.
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Unread 04-26-2010, 11:06 AM   #40
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Psionic users always seem to be useless or die in the games I've been involved in with them.

That Wild Table is freakin sweet though!
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