Standard practice in our home rpg game session: Druid convert whole party to plants, implant they into his live staff and use ring with single daily charge Fly for very fast very distant travel... ?CAN we have it possibly turn people into a potted plant?
Wild Magic Surge Rules: General design rules all surges follow....
- You will get a VFX/Sound warning a few seconds before you character becomes "hot" with a wild surge on your next cast, that will indicate if it's good or bad surge. (red means bad. vfx need some additional work for color blind people, we are working on this.)
Neutral:
Squirrel! - You conjure a pack of chittering squirrels! These can confuse nearby enemies (50% chance, no save) but they also really annoy the caster making it difficulty to cast spells for 4 seconds (50% spell failure chance)
I would likely never play one of your campaigns then...To each his own.Deaths in my PnP campaigns come from player mistakes or not planning ahead correctly. It does not happen because of some random uncontrollable effect forced upon you by the little guy in red robes.
There is a reason why I never use things like the Rod of Wonder, or the Deck of Many Things. Uncontrolled randomness sucks.
Heals for a moderate amount and adds a stack of "Drunk"Free Beer - You conjure a free beer on the ground. Effects of drinking the free beer TBD. Using some tavern food atm.
Just to clarify, while Myth Drannor is still in development, most wild magic zones you should encounter will be visible, and avoidable or manageable through some mechanic.
A RANDOM 4 SECONDS is NOTHING. For 'Very Good' make this last longer, 20+ seconds, even if you have to nerf the reduction %.Force Bubbles - You and all nearby allies gain a Force shield reducing damage by 95% for 4 seconds.
Summons are bad. They scew up monster AI and are unable to move correctly, use abilities, do any damage, or survive generally. I'd prefer no summon and a heal over time/buff aura on the caster instead. You could turn the caster into the Unicorn like the snowman cookie.Unicorn! - You summon a powerful unicorn ally who will fight by your side for 30 seconds. This creature has an aura that heals and buffs.
Randomly killing some trash with reaper ward blocking any rezz and once a quest makes this another nothing. It's already a random chance on a "very rare" effect pool, bypass reaper ward and lose the once a quest restriction.Who's Dead? - Dead allies in the general area are true resurrected and living enemies near you die no save (up to 6 targets, boss immunities apply, as does reaper ward for the rezz). This can only occur once a quest.
This could be 'Very Good' depending on the 'short period of time' and knockdown durations.Hammer Time - A floating hammer appears next to you for a short period of time. As long as it's hammer time your offensive spells will knock down targets briefly. No save. Immunities apply.
There are many sources of True Seeing so that's just flavor but the dodge bypass for 60 seconds is 'Good'.Truest Sight - You and all allies in the general area gain true sight and 10% dodge bypass for 60 seconds.
1d6 damage "scales with spell power and can crit" is nothing. Make it a single 'Chaos Charge' with 1d6 chaos damage per character level for the next offensive spell cast.Touch of Chaos - for 60 seconds all your offensive magic applies a 1d6 in chaos damage. in addition to their normal effects. This scales with spell power and can crit.
This is neutral.Butterflies - Butterflies appear around you. Enjoy!
This is 'Bad'. Spell failure is bad or worse depending on duration. Enemy confusion for 4 seconds is nothing, raise the duration to 12+ seconds and lose the spell failure. If you must have a negative make it concentration.Squirrel! - You conjure a pack of chittering squirrels! These can confuse nearby enemies (50% chance, no save) but they also really annoy the caster making it difficulty to cast spells for 4 seconds (50% spell failure chance)
It should be the effects of Enchanted Ghallanda Rations (Well Fed X: 500 hit points over one minute) and Ghallanda Distillate (Quenched IX: 1600 spell points over one minute) combined with no tavern restriction.Free Beer - You conjure a free beer on the ground. Effects of drinking the free beer TBD. Using some tavern food atm.
This is appropriately 'Bad'.Shrinkage: Suddenly you are quite small. Your damage is reduced by 20% and you gain 10% dodge and +5 to reflex saves.
This is 'Bad' or 'Very Bad' depending on the blindness duration. +AC is flavor.Iron Pot Head: An Iron cauldron appears on your head blinding you for a moment until you adjust it. (this is not considered a blindness effect). Grants you +5 Armor class until it goes poof in a bit.
Fatigued is appropriately 'Bad'.So tired: You become fatigued.
This is appropriately 'Very Bad'.Rats - You turn into a rodent! You can move but not use abilities or items. You gain 50% uncapped dodge and +25 reflex saves. Last for 8 seconds.
This is appropriately 'Very Bad'.Dance Party - You are afflicted with an irresistible dance for 6 seconds. Anyone who hits you will also start to dance. (bosses and enchantment immunities apply)
This is 'Bad' or 'Very Bad' depending on the Call Lightning spell damage.Personal Bad Weather - A Stormy cloud appears over your head. It drenches you in rain increasing your vulnerability to electric damage by 25% for 10 seconds and then strikes you once with lightning (Call Lightning spell) before disappearing
Free Beer - You conjure a free beer on the ground. Effects of drinking the free beer TBD. Using some tavern food atm.
Giant Venus Flytrap?Yesssss we can....
Is the 50% asf countered by having excess spell failure reduction, so you can avoid it entirely - OR - is the 50% asf a flat penalty that cannot be avoided?from my testing, the bad/very bad things massively outweighed the "fun" of the good/very good. the very bad/bad need to be toned down and the 50% ASF needs to be removed or moved to a very bad effect
Where's my Potted Plant transformation?