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Thread: Wild Magic

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    Titan in the Playground
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    Default Wild Magic

    Does anyone have the 2e Wild Magic table?

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    Bugbear in the Playground
     
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    Default Re: Wild Magic

    This is the Wild Surge table, which is probably what you're looking for. There was another table that wild mages rolled on that would modify their caster level, and determine whether or not they'd have to roll for a Wild Surge.

    I've added a few notes, which I put in brackets.

    The table mentions turns, which were 10 rounds in 2nd ed. I can't remember whether 2nd ed considered a combat round to be 6 seconds or 1 minute.

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    01 Wall of force appears in front of caster
    02 Caster smells like skunk for spell duration
    03 Caster shoots forth eight non-poisonous snakes from fingertips. Snakes do not attack
    04 Caster's clothes itch (+2 to initiative) [Note: +2 to initiative is a penalty to initiative in 2nd ed rules]
    05 Caster glows as per a light spell
    06 Spell effect has a 60 ft. radius centered on caster
    07 Next phrase spoken by caster becomes true, lasting for 1 turn
    08 Caster's hair grows one foot in length
    09 Caster pivots 180 degrees
    10 Caster's face is blackened by small explosion
    11 Caster develops allergy to his magical items. Character cannot control sneezing until all magical items are removed. Allergy lasts 1d6 turns.
    12 Caster's head enlarges for 1d3 turns
    13 Caster reduces (reversed enlarge) for 1d3 turns
    14 Caster falls madly in love with target until a remove curse is cast
    15 Spell cannot be canceled at will by caster
    16 Caster polymorphs randomly
    17 Colorful bubbles come out of caster's mouth instead of words. Words are released when bubbles pop. Spells with verbal components cannot be cast for 1 turn.
    18 Reversed tongues affects all within 60 ft. of caster [in 2nd ed. reversing tongues either cancels existing tongues effects, or confuses verbal communication in the area of effect]
    19 Wall of fire encircles caster
    20 Caster's feet enlarge, reducing movement to half normal and adding +4 to initiative rolls for 1d3 turns
    21 Caster suffers same spell effect as target
    22 Caster levitates 20 ft. for 1d4 turns
    23 Cause fear with 60 ft. radius centered on caster. All within radius except caster must make a saving throw
    24 Caster speaks in a sqeaky voice for 1d6 days
    25 Caster gains X-ray vision for 1d6 rounds
    26 Caster ages 10 years
    27 Silence, 15 ft. radius centers on caster
    28 10 ft. x 10 ft. pit appears immediately in front of caster, 5 ft. deep per level of the caster
    29 Reverse gravity beneath caster's feat for 1 round
    30 Colored streamers pour from caster's fingertips
    31 Spell effect rebounds on caster
    32 Caster becomes invisible
    33 Color spray from caster's fingertips
    34 Stream of butterflies pours from caster's mouth
    35 Caster leaves monster-shaped footprints instead of his own until a dispel magic is cast
    36 3-30 gems shoot from caster's fingertips. Each gem is 1d6 x 10 gp
    37 Music fills the air
    38 Create food and water
    39 All normal fires within 60 ft. of cater are extinguished
    40 One magical item within 30 ft. of caster (randomly chosen) is permanently drained
    41 One normal item within 30 ft. of caster (randomly chosen) becomes permanently magical
    42 All magical weapons within 30 ft. of caster are increased by +2 for 1 turn
    43 Smoke trickles from the ears of all creatures within 60 ft. of caster for 1 turn
    44 Dancing lights
    45 All creatures within 30 ft. of caster begin to hiccup (+1 to casting times, -1 to THAC0)
    46 All normal doors, secret doors, portcullises, etc. (including those locked or barred) within 60 ft. of caster swing open
    47 Caster and target exchange places
    48 Spell affects random target within 60 ft. of the caster
    49 Spell fails but is not wiped from the caster's mind
    50 Monster summoning II [Monster summoning spells work a bit differently in 2nd ed, and Monster Summoning II is a 4th level spell]
    51 Sudden change in weather (temperature rise, snow, rain, etc.) lasting 1d6 turns
    52 Deafening bang affects everyone within 60 ft. All those who hear must save vs. spell or be stunned for 1d3 rounds
    53 Caster and target exchange voices until a remove curse is cast
    54 Gate opens to randomly chosen outer plane; 50% chance for extra-planar creature to appear.
    55 Spell functions but shrieks like a shrieker
    56 Spell effectiveness (range, duration, area of effect, damage, etc.) decreases 50%
    57 Spell reversed, if reverse is possible
    58 Spell takes physical form of free-willed elemental and cannot be controlled by caster. Elemental remains for duration of spell. Touch of the elemental causes spell effect (THAC0 equal to caster's)
    59 All weapons within 60 ft of caster glow for 1d4 rounds
    60 Spell functions: any applicable saving throw is not allowed
    61 Spell appears to fail when cast, but occurs 1-4 rounds later
    62 All magical items within 60 ft. of caster glow for 2d8 days
    63 Caster and target switch personalities for 2d10 rounds
    64 Slow spell centered on target
    65 Target deluded
    66 Lightning bolt shoots toward target
    67 Target enlarged
    68 Darkness centered on target
    69 Plant growth centered on target
    70 1,000 lbs. of non-living matter within 10 ft. of target vanishes
    71 Fireball centers on target
    72 Target turns to stone
    73 Spell is cast; material components and memory of spell are retained
    74 Everyone within 10 ft. of caster receives teh benefit of a heal
    75 Target becomes dizzy (-4 AC and THAC0, cannot cast spells) for 2d4 rounds
    76 Wall of fire encircles target
    77 Target levitates 20 ft. for 1d3 turns
    78 Target suffers from blindness
    79 Target is charmed as per charm monster
    80 Target forgets
    81 Target's feet enlarge, reducing movement to half normal and adding +4 to all initiative rolls for 1-3 turns
    82 Rust monster appears in front of target
    83 Target polymorphs randomly
    84 Target falls madly in love with caster until a dispel magic is cast
    85 Target changes sex
    86 Small, black raincloud forms over target
    87 Stinking cloud centers on target
    88 Heavy object (boulder, anvil, safe, etc.) appears over target and falls for 2d20 points of damage
    89 Target begins sneezing. No spells can be cast until fit passes (1d6 rounds)
    90 Spell effect has 60 ft. radius centered on target (all within radius suffer the effect)
    91 Target's clothes itch (+2 to initiative for 1d10 rounds)
    92 Target's race randomly changes until canceled by dispel magic
    93 Target turns ethereal for 2d4 rounds
    94 Target hastened
    95 All cloth on target crumbles to dust
    96 Target sprouts leaves (no damage caused, can be pruned without harm)
    97 Target sprouts new useless appendage (wings, arm, ear, etc.) which remains until dispel magic is cast
    98 Target changes color (canceled by dispel magic)
    99 Spell has a minimum duration of 1 turn (i.e., a fireball creates a ball of flame that remains for 1 turn, a lighting bolt bounces and continues, possibly rebounding for 1 turn, etc.)
    100 Spell effectiveness (range, duration, area of effect, damage, etc.) increases 200%

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    Barbarian in the Playground
     
    Chimera

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    Default Re: Wild Magic

    2nd ed considered a combat round to be 6 seconds, for the record.



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    Bugbear in the Playground
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    Default Re: Wild Magic

    99 is awesome. What would happen to a lightning bolt exactly? Just keep going? Hang there in midair?

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    Default Re: Wild Magic

    Quote Originally Posted by Dragonmuncher View Post
    2nd ed considered a combat round to be 6 seconds, for the record.



    Baldur's Gate- answering your basic 2nd edition questions for a decade!

    Also it taught me who Elminster was.
    Actually, Baldur's Gate changed certain things about the game to make it more suitable for real-time computer play, so it's not always the most reliable resource. I think the combat round was one of those things changed.

    I've played with people who insisted the round was 6 seconds, but my 2nd ed. Player's Handbook says that a round equals a minute worth of time. Hence the confusion.

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    Default Re: Wild Magic

    while never playing 2e wildmage I find the mechanics of wild mage lacking. Modiying caster level isn't that big of deal, it can be important but it isn't random enough if you get what I mean.

    So how about modifying caster level and save dcs? All dcs are -3 and you then role a 1d6 and add that to the spell?
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    Barbarian in the Playground
     
    Chimera

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    Default Re: Wild Magic

    Quote Originally Posted by Lemur View Post
    Actually, Baldur's Gate changed certain things about the game to make it more suitable for real-time computer play, so it's not always the most reliable resource. I think the combat round was one of those things changed.

    I've played with people who insisted the round was 6 seconds, but my 2nd ed. Player's Handbook says that a round equals a minute worth of time. Hence the confusion.

    I figured it did, but I could have sworn that, even so, a round in normal 2nd ed was 6 seconds.

    I mean, one minute each round is radically different than the current model. A low level fighter attacks once a minute, a wizard just sort of stands there chanting for an entire minute...
    it wouldn't actually affect gameplay, and in some ways it actually seems more realistic, but it still feels... odd.
    Quote Originally Posted by Randel View Post
    How about the fact that humans can apparently breed with anything on two legs (or even four legs if you count dragons)?

    Human: Hey elf, you look like a girl.
    Elf: To a human, everything must look like a girl.
    Human: What?
    Elf: Half-orcs, half-ogres...
    Human: ... shut up.
    Dwarf: Half-dragons, half-kobolds.
    Human: I said shut up!
    Elf: ...
    Dwarf: ...
    Human: ...
    Elf: Centaurs.

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    Ogre in the Playground
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    Default Re: Wild Magic

    A turn equaled one minute in 2e, or 10 rounds, which is likely the source of your confusion.
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    Surgebinder in the Playground Moderator
     
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    Default Re: Wild Magic

    Number 07 on the table seems way too abusable. Unless there's some caveat not included in the table itself, the caster could simply say "I am omnipotent and omniscient" and proceed to instantly accomplish every goal the party has while making his new power permanent.
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    Ogre in the Playground
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    Quote Originally Posted by douglas View Post
    Number 07 on the table seems way too abusable. Unless there's some caveat not included in the table itself, the caster could simply say "I am omnipotent and omniscient" and proceed to instantly accomplish every goal the party has while making his new power permanent.
    in 2nd edition that would probably require a system shock roll though.

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    Default Re: Wild Magic

    Number 7 has a duration of 1 minute, it's not that powerful. A bunch of those are fairly suicidal, so it balances out.

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    Default Re: Wild Magic

    Plus, its not like the caster knows the effect he just rolled. He just knows his spell basically failed.

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    Default Re: Wild Magic

    Quote Originally Posted by TheOOB View Post
    A turn equaled one minute in 2e, or 10 rounds, which is likely the source of your confusion.
    Um, no. From my 2nd Ed. Player's Handbook:

    Round--in combat, a segment of time approximately 1 minute long, during which a character can accomplish one basic action. Ten combat rounds equal one turn.
    Alignments are objective. Right and wrong are not.
    Good: Will act to prevent harm to others even at personal cost.
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    Law: General, universal, and consistent trump specific, local, and inconsistent.
    Chaos: Specific, local, and inconsistent trump general, universal, and consistent.

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    Default Re: Wild Magic

    Quote Originally Posted by Dragonmuncher View Post
    I figured it did, but I could have sworn that, even so, a round in normal 2nd ed was 6 seconds.

    I mean, one minute each round is radically different than the current model. A low level fighter attacks once a minute, a wizard just sort of stands there chanting for an entire minute...
    it wouldn't actually affect gameplay, and in some ways it actually seems more realistic, but it still feels... odd.
    Indeed. In (A)D&D there were 10 Minute Game Turns, 1 Minute Combat Rounds and 10 Second Combat Segments. However, by the time of Baldur's Gate, the Combat Round had been revised so that it took 10-15 Seconds, via Combat and Tactics. Most of the people I gamed with considered it to be 6-10 Seconds.

    Fax, is this information not in the 2.x Tome of Magic?
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    Titan in the Playground
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    Default Re: Wild Magic

    Quote Originally Posted by Matthew View Post
    Indeed. In (A)D&D there were 10 Minute Game Turns, 1 Minute Combat Rounds and 10 Second Combat Segments. However, by the time of Baldur's Gate, the Combat Round had been revised so that it took 10-15 Seconds, via Combat and Tactics. Most of the people I gamed with considered it to be 6-10 Seconds.

    Fax, is this information not in the 2.x Tome of Magic?
    My selection of 2e books is mostly limited to a variety of monster manuals.

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    Barbarian in the Playground
     
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    Default Re: Wild Magic

    You can find electronic uploads of the 2E DM's Guide and PHB. A combat round is one minute. Most people played it differently.
    Alignments are objective. Right and wrong are not.
    Good: Will act to prevent harm to others even at personal cost.
    Evil: Will seek personal benefit even if it causes harm to others.
    Law: General, universal, and consistent trump specific, local, and inconsistent.
    Chaos: Specific, local, and inconsistent trump general, universal, and consistent.

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    Default Re: Wild Magic

    Holy crap, Fax, you got through avatars like I go through signatures.
    Thank you, Devil's Advocate for sending me this link so I can finally erase my old signature!

    https://forums.giantitp.com/profile....=editsignature

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    Quote Originally Posted by Thoughtbot360 View Post
    Holy crap, Fax, you got through avatars like I go through signatures.
    Every time I start playing a new character, I get a new avvie.

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    Quote Originally Posted by Fax_Celestis View Post
    Every time I start playing a new character, I get a new avvie.
    I see. I don't have much of an explanation for my signatures. But they seemed to keep on coming sinceI killed my first one

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    hey, I didn't mean to kill the thread... Come back! Don't leave me....

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