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[Aquerra Player's Guide Preview] I Just rolled a d20!
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<blockquote data-quote="el-remmen" data-source="post: 2615" data-attributes="member: 11"><p>The Aquerra Player' Guide has the rules for the Aquerra version of the Wild Mage - and includes a number of wild magic spells which are learnable only by that class. These spells almost always involve an adjustable die roll for a variety of effects with varying levels of success.</p><p></p><p>------------------------------------------------------------------</p><p></p><p></p><p><strong>Lur-Esseb’s Call to the Crackling Flame</strong> By: Eric Minton</p><p>Conjuration (Summoning) [Fire, Wild]</p><p>Level: Wild 4</p><p>Components: V, S, F</p><p>Casting Time: 1 action</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Target: A fire source</p><p>Duration: Instantaneous</p><p>Saving Throw: Fortitude negates (object)</p><p>Spell Resistance: Yes (object)</p><p></p><p>When cast upon a flame, this spell opens an unstable connection to the Elemental Plane of Fire. If the fire is larger than 20 feet square, treat a 20-foot square section of it as the target of the spell. Fire-based creatures gain a Fortitude save against the spell. </p><p></p><p>To determine the effect of the spell, roll a d20 on the following table. If you are at least 10th level, you may add or subtract 1 from your roll.</p><p></p><p>Up to 4: You reverse the flow of energies. The target flame goes out, as do all other flames within 50 feet of it. Everyone within 10 feet of the target takes 2d4 cold damage. If the target of the spell is a fire creature, it takes an additional 2 damage per caster level.</p><p>5-8: You fumble the magic. The target flame goes out, with no other effect. If the target of the spell is a fire creature, it takes 1 damage per caster level.</p><p>9-11: A column of brilliant sparks leaps out of the fire. This has the same effects as the fireworks from of a pyrotechnics spell.</p><p>12-14: The flames explode outward, with the effect of a fireball spell appropriate to your caster level</p><p>15-18: You summon a small fire elemental.</p><p>19-20: You summon a salamander.</p><p>21+: You summon a medium-sized fire elemental.</p><p></p><p>If you summon an elemental, the DM secretly rolls a d10 on the following chart to determine its reaction, adding your Charisma modifier to the roll. If you summoned a salamander, the roll is at –2.</p><p></p><p>2 or less: Hostile</p><p>3-5: Unfriendly</p><p>6-8: Indifferent</p><p>9-10: Friendly</p><p>11+: Helpful</p><p></p><p>Focus: A fire.</p></blockquote><p></p>
[QUOTE="el-remmen, post: 2615, member: 11"] The Aquerra Player' Guide has the rules for the Aquerra version of the Wild Mage - and includes a number of wild magic spells which are learnable only by that class. These spells almost always involve an adjustable die roll for a variety of effects with varying levels of success. ------------------------------------------------------------------ [b]Lur-Esseb’s Call to the Crackling Flame[/b] By: Eric Minton Conjuration (Summoning) [Fire, Wild] Level: Wild 4 Components: V, S, F Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: A fire source Duration: Instantaneous Saving Throw: Fortitude negates (object) Spell Resistance: Yes (object) When cast upon a flame, this spell opens an unstable connection to the Elemental Plane of Fire. If the fire is larger than 20 feet square, treat a 20-foot square section of it as the target of the spell. Fire-based creatures gain a Fortitude save against the spell. To determine the effect of the spell, roll a d20 on the following table. If you are at least 10th level, you may add or subtract 1 from your roll. Up to 4: You reverse the flow of energies. The target flame goes out, as do all other flames within 50 feet of it. Everyone within 10 feet of the target takes 2d4 cold damage. If the target of the spell is a fire creature, it takes an additional 2 damage per caster level. 5-8: You fumble the magic. The target flame goes out, with no other effect. If the target of the spell is a fire creature, it takes 1 damage per caster level. 9-11: A column of brilliant sparks leaps out of the fire. This has the same effects as the fireworks from of a pyrotechnics spell. 12-14: The flames explode outward, with the effect of a fireball spell appropriate to your caster level 15-18: You summon a small fire elemental. 19-20: You summon a salamander. 21+: You summon a medium-sized fire elemental. If you summon an elemental, the DM secretly rolls a d10 on the following chart to determine its reaction, adding your Charisma modifier to the roll. If you summoned a salamander, the roll is at –2. 2 or less: Hostile 3-5: Unfriendly 6-8: Indifferent 9-10: Friendly 11+: Helpful Focus: A fire. [/QUOTE]
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