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<blockquote data-quote="DalkonCledwin" data-source="post: 5958633" data-attributes="member: 6680145"><p>Tonris stops to think for a moment and then shouts over the cacophony <span style="color: RoyalBlue">"Did we ever stop to think that our employer's might actually want to study these orbs?"</span></p><p></p><p>[sblock=OOC]Sorry Sunshadow, but you and I have very different definitions of wild magic...</p><p></p><p>My understanding of the term wild magic is drawn primarily from the old-school D&D Wild Magic Tables where you would roll a percentile dice after casting a wild magic spell and depending on the result you would get a random effect based on that roll that either replaces the spells effect, adds itself onto the spells effect, amplifies the spells effect, or weakens the spells effect. Some of these additional effects could be quite hilarious and chaotic.</p><p></p><p>Some sample effects include:</p><p></p><p>"Casters Clothes Itch"</p><p>"Caster Glows as per a Light Spell"</p><p>"Next phrase spoken by the caster becomes true"</p><p>"Caster pivots 180 degree's"</p><p>"Caster develops an allergy to all magical items"</p><p></p><p>and so on so forth. There are a few effects that are beneficial, but the ones that have funny or useless effects far out number the beneficial ones in Typical Wild Magic.</p><p></p><p>Which is why I find your trite, boring, flashy and predictable theatric orbs to be not very convincing in the wild magic department.</p><p></p><p>No offense intended.</p><p></p><p>EDIT: Oh yeah and my personal favorite effect when it happens to an attractive female character: "1,000 lbs. of nonliving matter within 10 feet of target vanishes" sorry to any actual females that are reading this XD[/sblock][sblock=Actions]Talking, Free Action[/sblock]</p><p>[sblock=Tonris, Mini Stats]<p style="text-align: center"><strong><a href="http://livingpf.wikia.com/wiki/Tonris_the_Vengeful_%28DalkonCledwin%29" target="_blank">Tonris the Vengeful (DalkonCledwin)</a></strong></p><p><span style="color: RoyalBlue"><strong>Initiative:</strong></span> +9</p><p><span style="color: RoyalBlue"><strong>Perception:</strong></span> -1 (it is +1 if within arm’s reach of Familiar)</p><p><span style="color: RoyalBlue"><strong>Armor Class:</strong></span> 13 (Flat-Footed: 12 // Touch: 12)</p><p><span style="color: RoyalBlue"><strong>Mage Armor Class:</strong></span> 17 (Flat-Footed: 15 // Touch: 12)</p><p><span style="color: RoyalBlue"><strong>Hit Points:</strong></span> 30 Current // 30 Total</p><p><span style="color: RoyalBlue"><strong>BAB:</strong></span> +2 <span style="color: RoyalBlue"><strong>CMB:</strong></span> +3 <span style="color: RoyalBlue"><strong>CMD:</strong></span> 14</p><p><span style="color: RoyalBlue"><strong>Fort:</strong></span> +3 <span style="color: RoyalBlue"><strong>Ref:</strong></span> +2 <span style="color: RoyalBlue"><strong>Will:</strong></span> +4</p><p><span style="color: RoyalBlue"><strong>Special Resistances:</strong></span> +2 Trait Bonus to Saving Throws against Divination Effects, and a +1 Trait Bonus to Saving Throws against Divine Spells.</p><p><span style="color: RoyalBlue"><strong>Concentration Check:</strong></span> 1d20 +8 (plus an additional 4 if casting defensively)</p><p><span style="color: RoyalBlue"><strong>Caster Level Check:</strong></span> 1d20 +4</p><p> </p><p><span style="color: RoyalBlue"><strong>Primary Weapon:</strong></span> M.W. Quarterstaff (Attack Bonus: +4 // Damage: 1d6+1 // Critical: 20/x2 // Double Weapon // Masterwork)</p><p><span style="color: RoyalBlue"><strong>Secondary Natural Weapon:</strong></span> Prehensile Hair (Attack Bonus: +1 // Damage: 1d3+2 // Critical: 20/x2 // 10 foot reach)</p><p><span style="color: RoyalBlue"><strong>Wands:</strong></span> Wand of Mage Armor (42 Charges remaining)</p><p> </p><p style="text-align: center"><span style="color: RoyalBlue"><strong><u>Class Abilities & Spells</u></strong></span></p><p><span style="color: RoyalBlue"><strong>Hexes:</strong></span> <strong></strong></p><p><strong>Evil Eye:</strong> can be used on any one target within 30 feet whom Tonris can see. This ability gives a -2 penalty to one of the following: AC, Ability Checks, Attack Rolls, Saving Throws, or Skill Checks for 7 rounds. Will save DC 16 reduces effect to just 1 round.</p><p><strong>Flight:</strong> grants a +4 racial bonus on swim checks, allows the use of feather fall at will, and allows Tonris to cast Levitate once per day <strong>(0 / 1 per day)</strong>.</p><p><strong>Prehensile Hair:</strong> Grants Tonris the ability to manipulate his hair for a total of 4 minutes per day. These minutes need not be consecutive, but they must be spent in 1 minute intervals <strong>(1 / 4 minutes per day)</strong>.</p><p></p><p><span style="color: RoyalBlue"><strong>Prepared Spells</strong></span></p><p><strong>Cantrips (DC – 14):</strong> Guidance; Resistance; Detect Magic; Stabilize</p><p><strong>First Level (DC – 15):</strong> Cure Light Wounds; <s>Burning Hands</s>; <s>Ear Piercing Scream</s>; Ray of Enfeeblement</p><p><strong>Second Level (DC – 16):</strong> <s>Cure Moderate Wounds</s>; <s>Touch of Idiocy</s>, <s>Enthrall</s>[/sblock]</p><p>[sblock=Rex, Mini Stats]</p><p><u><strong>Dinosaur, Compsognathus</strong></u></p><p><em></em></p><p><em>Neutral, Tiny Animal</em></p><p><strong>Init:</strong> +6; <strong>Senses:</strong> Lowlight Vision, Scent; Perception +4</p><p><strong>AC:</strong> 17, <em>Touch</em> 14, <em>Flat-Footed</em> 15 (+2 Dex, +3 Nat, +2 Size)</p><p><strong>HP:</strong> 13 (1d8+2 treated as if it had 4d8+2)</p><p><strong>Saves:</strong> Fort +4; Ref +4; Will +4</p><p><strong>Speed:</strong> 40 ft, Swim 20 ft.</p><p><strong>Melee:</strong> Bite +3, (1d3-1 + poison)</p><p><strong>Space:</strong> 2.5 feet // <strong>Reach:</strong> 0 feet</p><p><strong>Ability Scores:</strong> STR 8, DEX 15, CON 14, INT 6, WIS 11, CHA 5</p><p><strong>Base Attack:</strong> +2; <strong>CMB</strong> +2; <strong>CMD</strong> 11</p><p><strong>Feats:</strong> Improved Initiative</p><p><strong>Skills:</strong> Perception +4, Swim +7, plus all skills that Tonris has ranks in</p><p><strong>Poison (Bite - Injury)</strong> Save Fort DC 12: Frequency 1/round for 4 rounds; 1d2 STR; Cure = 1 save.</p><p><strong>Special Abilities</strong> Alertness, Empathic Link, Improved Evasion, Share Spells, Store Spells, Deliver Touch Spells[/sblock]</p></blockquote><p></p>
[QUOTE="DalkonCledwin, post: 5958633, member: 6680145"] Tonris stops to think for a moment and then shouts over the cacophony [COLOR="RoyalBlue"]"Did we ever stop to think that our employer's might actually want to study these orbs?"[/COLOR] [sblock=OOC]Sorry Sunshadow, but you and I have very different definitions of wild magic... My understanding of the term wild magic is drawn primarily from the old-school D&D Wild Magic Tables where you would roll a percentile dice after casting a wild magic spell and depending on the result you would get a random effect based on that roll that either replaces the spells effect, adds itself onto the spells effect, amplifies the spells effect, or weakens the spells effect. Some of these additional effects could be quite hilarious and chaotic. Some sample effects include: "Casters Clothes Itch" "Caster Glows as per a Light Spell" "Next phrase spoken by the caster becomes true" "Caster pivots 180 degree's" "Caster develops an allergy to all magical items" and so on so forth. There are a few effects that are beneficial, but the ones that have funny or useless effects far out number the beneficial ones in Typical Wild Magic. Which is why I find your trite, boring, flashy and predictable theatric orbs to be not very convincing in the wild magic department. No offense intended. EDIT: Oh yeah and my personal favorite effect when it happens to an attractive female character: "1,000 lbs. of nonliving matter within 10 feet of target vanishes" sorry to any actual females that are reading this XD[/sblock][sblock=Actions]Talking, Free Action[/sblock] [sblock=Tonris, Mini Stats][CENTER][B][URL="http://livingpf.wikia.com/wiki/Tonris_the_Vengeful_%28DalkonCledwin%29"]Tonris the Vengeful (DalkonCledwin)[/URL][/B][/CENTER] [COLOR=RoyalBlue][B]Initiative:[/B][/COLOR] +9 [COLOR=RoyalBlue][B]Perception:[/B][/COLOR] -1 (it is +1 if within arm’s reach of Familiar) [COLOR=RoyalBlue][B]Armor Class:[/B][/COLOR] 13 (Flat-Footed: 12 // Touch: 12) [COLOR=RoyalBlue][B]Mage Armor Class:[/B][/COLOR] 17 (Flat-Footed: 15 // Touch: 12) [COLOR=RoyalBlue][B]Hit Points:[/B][/COLOR] 30 Current // 30 Total [COLOR=RoyalBlue][B]BAB:[/B][/COLOR] +2 [COLOR=RoyalBlue][B]CMB:[/B][/COLOR] +3 [COLOR=RoyalBlue][B]CMD:[/B][/COLOR] 14 [COLOR=RoyalBlue][B]Fort:[/B][/COLOR] +3 [COLOR=RoyalBlue][B]Ref:[/B][/COLOR] +2 [COLOR=RoyalBlue][B]Will:[/B][/COLOR] +4 [COLOR=RoyalBlue][B]Special Resistances:[/B][/COLOR] +2 Trait Bonus to Saving Throws against Divination Effects, and a +1 Trait Bonus to Saving Throws against Divine Spells. [COLOR=RoyalBlue][B]Concentration Check:[/B][/COLOR] 1d20 +8 (plus an additional 4 if casting defensively) [COLOR=RoyalBlue][B]Caster Level Check:[/B][/COLOR] 1d20 +4 [COLOR=RoyalBlue][B]Primary Weapon:[/B][/COLOR] M.W. Quarterstaff (Attack Bonus: +4 // Damage: 1d6+1 // Critical: 20/x2 // Double Weapon // Masterwork) [COLOR=RoyalBlue][B]Secondary Natural Weapon:[/B][/COLOR] Prehensile Hair (Attack Bonus: +1 // Damage: 1d3+2 // Critical: 20/x2 // 10 foot reach) [COLOR=RoyalBlue][B]Wands:[/B][/COLOR] Wand of Mage Armor (42 Charges remaining) [CENTER][COLOR=RoyalBlue][B][U]Class Abilities & Spells[/U][/B][/COLOR][/CENTER] [COLOR=RoyalBlue][B]Hexes:[/B][/COLOR] [B] Evil Eye:[/B] can be used on any one target within 30 feet whom Tonris can see. This ability gives a -2 penalty to one of the following: AC, Ability Checks, Attack Rolls, Saving Throws, or Skill Checks for 7 rounds. Will save DC 16 reduces effect to just 1 round. [B]Flight:[/B] grants a +4 racial bonus on swim checks, allows the use of feather fall at will, and allows Tonris to cast Levitate once per day [B](0 / 1 per day)[/B]. [B]Prehensile Hair:[/B] Grants Tonris the ability to manipulate his hair for a total of 4 minutes per day. These minutes need not be consecutive, but they must be spent in 1 minute intervals [B](1 / 4 minutes per day)[/B]. [COLOR=RoyalBlue][B]Prepared Spells[/B][/COLOR] [B]Cantrips (DC – 14):[/B] Guidance; Resistance; Detect Magic; Stabilize [B]First Level (DC – 15):[/B] Cure Light Wounds; [S]Burning Hands[/S]; [S]Ear Piercing Scream[/S]; Ray of Enfeeblement [B]Second Level (DC – 16):[/B] [S]Cure Moderate Wounds[/S]; [S]Touch of Idiocy[/S], [S]Enthrall[/S][/sblock] [sblock=Rex, Mini Stats] [U][B]Dinosaur, Compsognathus[/B][/U] [I] Neutral, Tiny Animal[/I] [B]Init:[/B] +6; [B]Senses:[/B] Lowlight Vision, Scent; Perception +4 [B]AC:[/B] 17, [I]Touch[/I] 14, [I]Flat-Footed[/I] 15 (+2 Dex, +3 Nat, +2 Size) [B]HP:[/B] 13 (1d8+2 treated as if it had 4d8+2) [B]Saves:[/B] Fort +4; Ref +4; Will +4 [B]Speed:[/B] 40 ft, Swim 20 ft. [B]Melee:[/B] Bite +3, (1d3-1 + poison) [B]Space:[/B] 2.5 feet // [B]Reach:[/B] 0 feet [B]Ability Scores:[/B] STR 8, DEX 15, CON 14, INT 6, WIS 11, CHA 5 [B]Base Attack:[/B] +2; [B]CMB[/B] +2; [B]CMD[/B] 11 [B]Feats:[/B] Improved Initiative [B]Skills:[/B] Perception +4, Swim +7, plus all skills that Tonris has ranks in [B]Poison (Bite - Injury)[/B] Save Fort DC 12: Frequency 1/round for 4 rounds; 1d2 STR; Cure = 1 save. [B]Special Abilities[/B] Alertness, Empathic Link, Improved Evasion, Share Spells, Store Spells, Deliver Touch Spells[/sblock] [/QUOTE]
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