Shade
Monster Junkie
That suggests to me we give the regular (9-tentacled) wonder a Mind Flayer's Mind Blast Death Throes and the lesser (8-tentacled) wonder a Force Blast Death Throes.
Yep, might as well.
That suggests to me we give the regular (9-tentacled) wonder a Mind Flayer's Mind Blast Death Throes and the lesser (8-tentacled) wonder a Force Blast Death Throes.
Yep, might as well.
Yup. So I guess that can get updated.
How do we want to do the wild magic and antimagic auras? Don't those kind of conflict with each other?
I'd interpret the "anti-magic" as just a very high Spell Resistance. If they actually had true anti-magic there'd be no point to the original version(s) having a Magic Resistance percentage, since no spell would affect them.
The wild magic is simply a 1/day roll on the rod of wonder table.
OK, I'll agree to all that.
Re-reading, the wild magic is just a 1/day Su or Sp, as Cleon says, a roll on the rod of wonder table.
Wild Magic (Su): Once per day, a wingless wonder can create a wild magic effect as a standard action. To determine the effect, roll d% on the following table. All save DCs are Charisma-based.
<insert rod of wonder table with modified DCs>
I agree with Cleon here. No need to reprint the table...just direct DMs to hit and note the save DCs are based on wonder's Charisma.