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Elements of...Wild Spellcraft?
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<blockquote data-quote="RangerWickett" data-source="post: 1609978" data-attributes="member: 63"><p>Don't you doubt that I want to bring back some wild magic goodness in Lyceian Arcana. I've been pondering a couple of different ways to work it, but if you have any other ideas, I'll gladly work them in.</p><p></p><p>1. Random Spell feat. This lets you cast a spell and get a random element. Useful when your own personal spell lists aren't effective against your foes.</p><p></p><p>2. Optional rules for skill checks to cast spells. Most people will max out their 'spellcasting' skill, but some won't, and so you'll have a chance of spells going awry.</p><p></p><p>I hadn't thought of updating the actual spells from the book, though. Time and Void sound good for entropy, though. I suppose you could create a new element, like Randomness, but I'm not sure what it would do.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 1609978, member: 63"] Don't you doubt that I want to bring back some wild magic goodness in Lyceian Arcana. I've been pondering a couple of different ways to work it, but if you have any other ideas, I'll gladly work them in. 1. Random Spell feat. This lets you cast a spell and get a random element. Useful when your own personal spell lists aren't effective against your foes. 2. Optional rules for skill checks to cast spells. Most people will max out their 'spellcasting' skill, but some won't, and so you'll have a chance of spells going awry. I hadn't thought of updating the actual spells from the book, though. Time and Void sound good for entropy, though. I suppose you could create a new element, like Randomness, but I'm not sure what it would do. [/QUOTE]
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