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 Wild Magic Skill Trick Idea
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KnightErrantJR
Great Reader

USA
5402 Posts

Posted - 14 Feb 2007 :  18:08:08  Show Profile  Visit KnightErrantJR's Homepage Send KnightErrantJR a Private Message  Reply with Quote  Delete Topic
In thinking about my potential future Featherdale campaign (if I find another set of players . . . ), I thought about the timeframe that I was planning on using, which would start about a year before the Time of Troubles.

In thinking about this, I remember some of the concepts that came up in the Shadows of the Avatar books, and I thought of a skill trick that I could see potentially introducing. (I have thought of having any arcane spellcaster PCs running into the Magister before the Time of Troubles, as a cameo, and having this being one of the things that might be taught)

In exchange for the usual 2 skill points, the spellcaster would get the ability to make a Spellcraft check at DC 15 + spell level. If the PC makes the check, they can choose to spend 1 point of constitution plus one point per level of the spell to "stabilize" their magic in a wild magic area.

I don't think this would be too unbalancing, and probably wouldn't be used too much, but it might give the PCs a few options when dealing with situations usually not under their control. The CON damage should be a limiting factor, because not too many arcane casters are going to want to burn that many points of constitution just for a stable spell.

Any thoughts on this? Potential issues with balance that I haven't thought of?

Dhomal
Senior Scribe

USA
565 Posts

Posted - 15 Feb 2007 :  04:23:20  Show Profile Send Dhomal a Private Message  Reply with Quote
Hello-

I am not 100% familiar with the effects of a wild magic area, but i assume that there is a possibility of 'something' going wrong during casting.

I would say that the effect you are thinking of is not too unballancing - but I would probably put a cap on how often it can be used, though the Con expenditure pretty much does that for spells that will likely make a difference.

Optionally - you could require - on a seccessful check - annd the use of the Con points to stabilize a spell - a Con check at the reduced con to remain 'active'. You could say that the caster becomes too exhausted if this Con check is failed, which would simulate their exertion at stabilizing the spell.

Dont know - it may be a bit over-thinking - and not necessary. Just an idea. :)

Dhomal

I am collecting the D&D Minis. I would be more than willing to trade with people. You can send me a PM here with your email listed - and I can send you my minis list. Thanks!

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ShadezofDis
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402 Posts

Posted - 15 Feb 2007 :  15:12:18  Show Profile  Visit ShadezofDis's Homepage Send ShadezofDis a Private Message  Reply with Quote
I think it sounds pretty durn good :)

Though I'd actually make it harder at first (unless they get the opportunity to play in a wild magic zone first) because of the unfamiliarity of the process (ie. First time or two make it a Spellcraft DC of 20 + spell level until they get familiar with the process, maybe make it 5 "tries" with any successes countin as two "tries", ie. the first time they fail, one try, second time they fail, second try, third time success, third and fourth "try", last one they fail, fifth try, and at that point lower the DC because they've become more familiar with the "feel" of a wild magic zone)

Phew, anyhow, I can't imagine it being unbalanced as . . . at best they'd be able to cast two or three spells if they want to drop their Con down to just about nothing (I mean, two con points for a first level spell, that's a lot but I think it's proper for "fighting" through the wild magic)

You might even want to take a look at doing a Fort check to reduce the Con cost by half, min 1 (especially if you think there's a chance of them spending a long time in a wild magic area, it'd kind of suck for the mage to run around with 5 Con for several days *g*)

Now that I'm thinking about it though. . . seems like a difficult change to track. I mean, in just one game it's no problem but in order to make it a workable mechanic I'd change it into a feat (rather than a "Spellcraft w/ Tame Magic" or whatever *g*). The cost of changing it to a feat would likely be a lack of desire to take the feat without knowing for sure that you'll be dealing with wild magic zones, however, after the ToT a lot of Mystra and Azuth worshipers would grab it up in order to try and tame the wild magic area's (perhaps it could work out in a sort of "use a wish spell that you tame into completion in order to 'clear' a wild magic area", which would be a Con cost of 10 and a DC of 24 and having the ability to cast 9th level magic, not to mention that the wild magic area might react to thwart the mage casting the spell. . . but now I'm getting into some crazy speculation! *g*)

I'm gonna let this percilate for a bit and see what else I can think up in a bit, obviously I don't have anything concrete ;D

Edit addition: Great idea though :) forgot to add that part, but I'm thinkin you should just think that whenever I post a reply to your thoughts Knight ;D

Edited by - ShadezofDis on 15 Feb 2007 15:13:33
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KnightErrantJR
Great Reader

USA
5402 Posts

Posted - 15 Feb 2007 :  16:39:51  Show Profile  Visit KnightErrantJR's Homepage Send KnightErrantJR a Private Message  Reply with Quote
Hey, the original idea was Ed's given that I just tried to quantify the idea in the Shadows of the Avatar books that an arcane spellcaster could "give of themselves" to stablize magic in a circumstance of wild magic.

I kind of wanted to avoid it as a feat, because in most cases, I don't know that wild magic areas will be such a pervasive campaign element that it would derail the campaign, and the con penalty is a good deterant in and of itself. Plus it just kind of felt like a spellcraft "trick" to me.

I don't imagine that many outside of Mystra or Azuth's faith would commonly know about being able to do this, though perhaps a few savy "villain" types would pick up on it (the Zulkirs, Manshoon).

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