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Month Index: January, 2004
From: Danton May <coyotedkm@???????.com> Date: Sun, 11 Jan 2004 18:10:18 -0700 Subject: Re: Magical ecology?
Check out the description of wild magic in the Tome of Magic. There are some good wild surge charts there, too. I love the list below, very imaginative, and wild magic plays a huge role in my main campaign world, so I'm going to add the list below to the wild surge charts I already have (I roll once to see which chart to chose, then roll on that chart - the possible results are almost a thousand so far because I've added a few charts already to the ones from the Tome of Magic, this will make one more wild surge chart to choose from). - Coyote, the Desert Dog >From: "Nancy E (Lea) Hall" <kenalepha@?????.com> >Reply-To: Discussion list for the Spelljammer campaign setting ><SPELLJAMMER-L@??????.???????.com>>To: SPELLJAMMER-L@??????.???????.com >Subject: Re: [SPELLJAMMER] Magical ecology? >Date: Sat, 10 Jan 2004 18:21:08 -0800 > > > Question: What's is the ecological effect of a > > continious release of pure magical energy (not > > formed into spells) in really large amounts? > > Is it going to be felt in orbit? > > Will it affect spelljamming shipping? Will it > > affect tech ships (I have both IMC)? > >I would say in a word... Fun. >For you as a games master, anytime someone makes an >assumption that things are 'so'... they just ain't >quite 'so'. >Consider a random chart for most of this such as >1)One magical effect withing 50 yards of location of >party becomes 3x stronger. >2)one nearby inanimate object animates and begins >moving around, >3)Pets become intelligent and can speak. >4) Vegetation becomes sentient and antagonistic to the >party. >5) Microbes gain a hive mind and telepathy. The plaque >on your teeth starts to recommend sweeter food. >6) Intelligent plagues, some of which could attack >technological stuff, even in orbit. What happens if a >microbe starts eating plastics? >7> robots and servos become sentient and have to be >reasoned with to get them to work. >8) Ships weapons become peacekeepers and refuse to >operate except if a formal declaration of war is >drafted, signed and displayed to it so that it knows >the use of deadlyforce is truely authorised. >9) Rocks gain the ability to project illusions. The >bigger the rock, the bigger the area displacement >possible. "I know I saw a chasm here on the initial >surve.........ay!!!! >10) Temperatures fluctuate wildly, glaciers begin >forming in the center of any large body of water and >moving elsewhere, grinding the landscape beneath as >they search for more water, the polar Ice caps become >deserts and melt overnight... >11) PCs gain one new magical or Psionic Ability with a >control over same which will eventually be based on a >relevent ability. Menewhile it is random (Give Player >a folded 3x5 card stating "roll against your wisdom+2 >and if you roll above read that aloud" Each beneficial >use removes a +1 until they finally reach a goal >Wisdom -5 then the PC has control of the ability. >12)Storm clouds form high in the atmosphere and begin >moving into space, actively hunting anything with >iron/steel and attacking with lightning bolts >equivilent to a caster of 15th level. >13)Formerly Intelligent beings become will'o'wisps >spontaniously. >14) Metal randomly rusts at an alarming rate, and >forms puddles of red grainules within a few minutes, >metallic Magic Items get a save. >15) Fruits sprout wings and fly off to plant >themselves. >16) Written words become anagrams or change languages >spontaneously. >17) The planet stops rotating normally, large eyes >open on it's dark face and the planet goes exploring >it's sphere at tactical speed of SR 5, MC D. >18) Ships gain sentience and decide if they want to >mutiny by a random roll. >19) Empty buildings pop like popcorn and become 9x >their original size. Exploration should be done by >experienced adventurers only-Add traps and treasure as >needed. >20) One sense becomes much more sensitive, (sight >sound, taste, touch, smell, psionic awareness)and the >PC must react to the largesse. The sound of the >neighbor's armor as they move could cause migraines. >dim light could be too bright and they need a >blindfold to see.... >I'm sure you can see where this is going. Pure magical >energy can be dangerous as damaging effects but I >think it is better to just make a random chart and >have fun. It is up to you to decide how far the effect >goes, although I would limit it to the single crystal >sphere. >:> >Lea > >__________________________________ >Do you Yahoo!? >Yahoo! Hotjobs: Enter the "Signing Bonus" Sweepstakes >http://hotjobs.sweepstakes.yahoo.com/signingbonus > >******************************************************************** >The D&D; Homepage: http://www.wizards.com/dnd/Welcome.asp >The Spelljammer Homepage: http://www.darkwoodforest.com/rpg/compendium/ >To unsubscribe, send email to LISTSERV@??????.???????.com >with UNSUB SPELLJAMMER-L in the body of the message. _________________________________________________________________ Find high-speed net deals comparison-shop your local providers here. https://broadband.msn.com
Previous Message: Re: Small Ships
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Month Index: January, 2004
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| Magical ecology? | Boris Karpa | |||
| Re: Magical ecology? | George "Loki" Williams | |||
| Re: Magical ecology? | Nancy E (Lea) Hall | |||
| Re: Magical ecology? | Richard Gant | |||
| Re: Magical ecology? | Boris Karpa | |||
| Re: Magical ecology? | Boris Karpa | |||
| Re: Magical ecology? | Boris Karpa | |||
| Re: Magical ecology? | Danton May |