Wild Magic


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Wow, interesting. I like the long "wild surges" list. I just glanced over most of the spells, but I like quite a few of them - babble is a great idea, and so's role reversal (though I might be interested in a lower-level spell with a more limited duration - lesser role reversal?). My only question is regarding the new "wild" descriptor you came up with... why come up with a new descriptor, instead of just using the already-existing "chaotic" descriptor? Aren't they more or less the same thing?
 

I thought that using the [Chaotic] descriptor would - technically - lead to alignment issues, since it's a chaotic act, plus I tried not to restrict the classes to having to be chaotic. Also it might make some planar travel rather interesting. I also wanted the spells to work with the feats relying on the [Wild] descriptor I made up.

My personal favourite spell is Keys of Chaos, because originally I had it give you a percentage chance equal to your caster level of working, lasting a round a level - so you'd get a bunch of keys and spend aaaaaages trying to get it to work. I changed it to be a little more effective at low levels, unless of course your caster level drops horribly..
 


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