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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
>
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Previous Message: Re: Small Ships
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Month Index: January, 2004

SubjectFromDate (UTC)
Magical ecology?    Boris Karpa    07 Jan 2004 23:43:46
Re: Magical ecology?    George "Loki" Williams    08 Jan 2004 23:11:42
Re: Magical ecology?    Nancy E (Lea) Hall    11 Jan 2004 02:21:08
Re: Magical ecology?    Richard Gant    11 Jan 2004 14:38:34
Re: Magical ecology?    Boris Karpa    11 Jan 2004 19:12:13
Re: Magical ecology?    Boris Karpa    11 Jan 2004 19:14:28
Re: Magical ecology?    Boris Karpa    11 Jan 2004 19:15:11
Re: Magical ecology?    Danton May    12 Jan 2004 01:10:18

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