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General Tabletop Discussion
*Dungeons & Dragons
Interesting germ of an idea for a campaign
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<blockquote data-quote="Imaculata" data-source="post: 7225985" data-attributes="member: 6801286"><p>I think it is an interesting idea, but I think you can come up with better ideas for effects. I like the first one, but the others seem a bit lack luster. </p><p></p><p>For example:</p><p></p><p>* Wild magic - Any spell that directly targets you, has a random effect instead. Any spell that you cast is random as well.</p><p>* Empowered - Your spell casting abilities are increased, but so is the effect of spells used against you.</p><p>* Empath - You can naturally detect magic, detect individuals with magical powers, and their power level.</p><p>* Linked - Your spells are extra powerful when you are directly in contact with a particular element/material.</p><p>* Uncontrolled - Whenever someone is struck by your spells, there is a 25% chance the spell also hits another target within 10 ft. of the original target.</p><p>* Pulse - Whenever you cast a spell, all creatures adjacent to you take half the damage of the spell as well.</p><p>* Blast - Whenever you cast a spell, the struck creature(s) are knocked prone, unless they save.</p><p>* Draw - You can only cast spells by drawing energy from a nearby source, but spells of that energy type are extra potent. (fire spells from nearby fire, water spells from a river)</p><p>* Marked - Magical energy has left a permanent magical mark on you, that causes a specific type of creatures/monsters to avoid you, unless specifically attacked by you.</p><p>* Wellspring - You can sense a very powerful source of magic from miles away, and pinpoint its location. This includes natural magic fissures. You can tap into such fissures to completely heal your wounds.</p><p>* Steal - You can also cast the spells of any creature you are currently touching, provided they are of a spell level you can cast, regardless of what class the spells belong to.</p><p>* Necrotic - Whenever you slay a living opponent with one of your spells, it rises as a zombie and attacks your enemies. This zombie dies after 3 rounds.</p><p>* Drain - Any offensive spell you cast and that deals damage, heals you for 1 hp.</p><p>* Suffering - Casting spells or using magical items causes you physical pain.</p><p>* Transformation - Whenever you come in contact with magic, cast a spell, or use a magical item, it causes a minor transformation in your own appearance.</p><p>* Growth - Flowers bloom and butterflies are attracted to you whenever you invoke magic.</p><p>* Resistance - You are immune to one particular school of magic.</p><p>* Link - You can cast the same spell that an ally casts during the same round, provided you can cast spells of that level.</p><p>* Blessed - You have the ability to transform any of your spells into an equivalent cure wounds spell of the same level.</p><p>* Fury - Whenever you recast the same offensive spell during the same battle, you may add an extra damage die each time.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7225985, member: 6801286"] I think it is an interesting idea, but I think you can come up with better ideas for effects. I like the first one, but the others seem a bit lack luster. For example: * Wild magic - Any spell that directly targets you, has a random effect instead. Any spell that you cast is random as well. * Empowered - Your spell casting abilities are increased, but so is the effect of spells used against you. * Empath - You can naturally detect magic, detect individuals with magical powers, and their power level. * Linked - Your spells are extra powerful when you are directly in contact with a particular element/material. * Uncontrolled - Whenever someone is struck by your spells, there is a 25% chance the spell also hits another target within 10 ft. of the original target. * Pulse - Whenever you cast a spell, all creatures adjacent to you take half the damage of the spell as well. * Blast - Whenever you cast a spell, the struck creature(s) are knocked prone, unless they save. * Draw - You can only cast spells by drawing energy from a nearby source, but spells of that energy type are extra potent. (fire spells from nearby fire, water spells from a river) * Marked - Magical energy has left a permanent magical mark on you, that causes a specific type of creatures/monsters to avoid you, unless specifically attacked by you. * Wellspring - You can sense a very powerful source of magic from miles away, and pinpoint its location. This includes natural magic fissures. You can tap into such fissures to completely heal your wounds. * Steal - You can also cast the spells of any creature you are currently touching, provided they are of a spell level you can cast, regardless of what class the spells belong to. * Necrotic - Whenever you slay a living opponent with one of your spells, it rises as a zombie and attacks your enemies. This zombie dies after 3 rounds. * Drain - Any offensive spell you cast and that deals damage, heals you for 1 hp. * Suffering - Casting spells or using magical items causes you physical pain. * Transformation - Whenever you come in contact with magic, cast a spell, or use a magical item, it causes a minor transformation in your own appearance. * Growth - Flowers bloom and butterflies are attracted to you whenever you invoke magic. * Resistance - You are immune to one particular school of magic. * Link - You can cast the same spell that an ally casts during the same round, provided you can cast spells of that level. * Blessed - You have the ability to transform any of your spells into an equivalent cure wounds spell of the same level. * Fury - Whenever you recast the same offensive spell during the same battle, you may add an extra damage die each time. [/QUOTE]
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