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# Experimental Magic ## Introduction Magic has been a science being studied for thousands of years and different magical processes have been well studied. Through hundreds of experiments every spell and its effects has been meticulously analyzed. If a spellcaster wants to create a fireball that will travel 150 feet he has to tap into the weave and grasp the right strings and cause them to vibrate in a certain way by way of speaking the specific formula, providing the necessary signs and a tiny ball of bat guano and sulfur. The fireball will then be unleashed and travel 150 feet forward after which it fizzles out.
If the fireball should hit something along the way it will explode in a violent explosion that has the form of a sphere with a 20 feet radius.
Spells such as these do always function because they have been studied for such a long time and even newer spells have been around for decades.
But what happens if a wizard were to divert from this accustomed path and were to just change one small part of this exact science and add just a bit more vibration to the weave?
Or what if they were to try to create a completely new spell; something that has never seen the light of day before?
Such experiments are risky especially if they are taken without ample preparation, caution or under stress. The spells of old have been studied in safe environments that were shielded from the outside world by powerful abjuration magic warding out demons, devils and entities from the far realms that would use the disruption and singularities caused by the unstable magic to enter the prime material plane and wreak havoc amongst its inhabitants.
Multiple wizards would usually work together in a long and careful ritual in which they would ensure that they could stop the magic they were summoning any time they wished and even so many powerful and wise spellcasters were lost in these experiments when the unstable magic caused dimensional rifts to appear and suck them into other planes, the ones conducting the rituals were driven mad by visions of eldritch horrors or they simply disintegrated themselves.
To attempt - no to even think about attempting to create a new form of magic without the required rituals and wards is madness.
But sometimes an adventurer might stand at the precipice of universal annihilation and with his back against a wall decide to engage in this volatile form of magic. \columnbreak ### Engaging in experimental magic If you want to engage in experimental magic you have to declare this intentions to the game master. You have to describe what kind of effect he wants to conjure up and what additional offerings you will give to ease the flow of the Weave in your casting.
Engaging in experimental magic costs all your actions, bonus actions and free actions of this turn unless stated otherwise. The GM now determines the level of your experimental casting and the positive and negative modifiers of this casting.
If you are describing an effect similar to a normal spell or want to alter some attributes of a spell you can use the spell level of that spell as the level for the experimental casting.
You have to use a spell slot of that level for the casting. If you are unable to do so you have to spend the spell slot with the closest available value to the level of the experimental spell level. This can also mean that no spell slot is expended as the experimental spell is on a cantrip level.
The game master then determines the modifiers applied to the experimental spell casting roll. Below are a few modifiers that may apply to the casting but ultimately it falls to the game master to determine the modifier. | | Modifier | |:---:|:-----------:| | The level of spell slot used is lower than the spell level of the casting. | -1 per level missing | | One attribute of a spell is doubled. | -1 per attribute | | The spell challenges a god directly or indirectly | -5 | | The spell is to achieve the impossible | -10 | | The spell tries to achieve something that has never been attempted before | -1 | | The caster has already attempted this exact experimental spell under comparable circumstances | +1 per casting | | The caster casts the spell with a casting time of 10 minutes | +3 | | The Spell is a known spell by the caster but with changed components. | +1 | | Components of a worth of 100gp x the spell level assigned are sacrificed | +1 | > ##### Variant Rule: Raw Magic casting > A spellcaster might have no power left to tap into the weave to cast his spells but the world is always filled with raw magic that someone can tap into. But such things have never been attempted nor were they attempted before Mystra created the Weave because it is extremely dangerous. No positive modifiers may be applied when casting a spell with raw magic and you get a -4 penalty. \pagebreak ### Resolving Experimental Magic Finally after the modifier and the spell level of your magic have been determined make either an Intelligence (Arcana), a Wisdom (Nature) or a Charisma (Arcana) check depending on what your primary casting attribute is. Apply your normal modifiers plus the modifiers discussed earlier to your roll and refer to the experimental magic table for the consequences of your magic.
### Top or Flop? Experimental magic can apart from backfiring sometimes just not work as all the energy is consumed by the side-effects and leave the spellcaster completely defenseless while the remaining energies are tearing at the very fabric of reality.
If you roll a number below 21 on experimental magic table add all the numbers of the rolls on the different consequence and calamity tables together. Multiply the numbers of the major consequence table by 2 and the calamity numbers by 4. Add up all results, then roll 1d100. If you rolled higher than the added numbers the spell works if you rolled lower the spell fails.
##### Experimental magic table | DC | Proficiency Bonus | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 20+ | Through either intelligence, sheer force of will or luck you have pulled of this experimental spell with no adverse consequences. | | 20 | Roll 1 time on the minor magical consequence table. | | 19 | Roll 1 time on the minor magical consequence table. | | 17 | Roll 1 time on the minor magical consequence table.| | 16 | Roll 2 times on the minor magical consequence table.| | 15 | Roll 2 times on the minor magical consequence table.| | 14 | Roll 2 times on the minor magical consequence table. | | 13 | Roll 3 times on the minor magical consequence table.| | 12 | Roll 3 times on the minor magical consequence table.| | 11 | Roll 3 times on the minor magical consequence table.| | 10 | Roll 1 time on the major magical consequence table.| | 9 | Roll 1 time on the major magical consequence table and 1 time on the minor magical consequence table.| | 8 | Roll 1 time on the major magical consequence table and 2 times on the minor magical consequence table. | | 7 | Roll 1 time on the major magical consequence table and 3 times on the minor magical consequence table. | | 6 | Roll 2 times on the major magical consequence table and 1 times on the minor magical consequence table. | | 5 | Roll 2 times on the major magical consequence table and 2 times on the minor magical consequence table. | | 4 | Roll 2 times on the major magical consequence table and 3 times on the minor magical consequence table. | | 3 | Roll 3 times on the major magical consequence table and 2 times on the minor magical consequence table. | | 2 | Roll 3 times on the major magical consequence table and 3 times on the minor magical consequence table. | | 1 | Roll 4 times on the major magical consequence table and 3 times on the minor magical consequence table.| | 0 | Roll 1 time on the calamity table. | | -1 | Roll 1 time on the calamity table and 1 time on the major magical consequence table. | | -2 |Roll 1 time on the calamity table and 2 times on the major magical consequence table. | | -3 | Roll 2 times on the calamity table and 2 times on the major magical consequence table. | | -4 |Roll 2 times on the calamity table and 2 times on the major magical consequence table. | | -5 | Roll 2 times on the calamity table and 3 times on the major magical consequence table. | | <-5 |Roll 3 times on the calamity table and 3 times on the major magical consequence table.|
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### Minor consequence | d12 | consequence | |:---:|:-----------:| | 1 | The magic used causes time to slow down around you. The spell takes twice the normal time to cast. | | 2 | You have used up all of your luck for the day. You suffer a -2 penalty to all rolls for the rest of the day. | | 3 | The power of the spell is greatly weakened by your lack of power. Reduce every dice rolled as a result of this spell apart from saving throws by two steps. If there are no dice rolled as a result of this spell reduce the next dice rolled as a result of magic by this character by two steps apart from saving throws. | | 4 | A trickster demon curses you and you are forced to walk on only one leg for the rest of the day. Your movement speed is halved (unless you are mounted or flying) and you have disadvantage on dexterity saving throws. | | 5 | The wild energies cause you to access the memories of a dying god. Make a dc 13 wisdom saving throw on a failure you are overcome by hallucinations of a bloody god-war that last 1d4 rounds. During this time you are under the effect of the confusion spell.| | 6 | Roll on the Wild Magic surge table. | | 7 | The spell consumes a component determined by the DM. This can range from the eye of a frog to the armor your paladin is wearing. | | 8 | Your mind is flooded with the memories of old as you take on a primitive demeanor for 1d4 rounds. During this time you cannot speak intelligently, cannot cast spells, cannot use complex devices, cannot read or write, etc. | | 9 | Casting the spell causes all plant life to wither and die within a 20 ft. radius. All plant beings take 1d4 x the spell level of necrotic damage. | | 10 | The sheer power of the spell overwhelms you. Make a dc 15 constitution check. On a failure you are paralysed until the end of your next turn. Repeat this saving throw at the end of every turn. | | 11 | Casting the spell steals energy from a dying world killing thousands in the process. During the next 1d6 days of sleep you are contacted by an ancient sorcerer desperate to save his world via dream-communication. | | 12 |The spell attracts a swarm of bothersome insects to your location that arrive 1d4 after the spell is completed These insects mill about you, biting for 1 point of damage and causing you to suffer a -1 penalty to all saving throws, initiative rolls, and spell checks for 1d10 rounds or until you take adequate measures to disperse or escape the swarm. |
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### Major consequence | d12 | Consequence | |:---:|:-----------:| | 1 | Mortals cannot gain anything without first giving something in return. To obtain, something of equal value must be lost. Someone you know dies as a consequence of your spell (Dm's choice).| | 2 |In order to cast the spell, the wizard must either dedicate the soul of the target to his patron (or his god) or the soul of a creature with hit dice equal to that of the target. If the caster fails to claim the soul for his patron, no spells can be cast until the patron is appeased. | | 3 | Your mind is assaulted with visions of the underworld and unknown places. You are possessed by someone whose life you ended for 2d6+1 minutes. | | 4 | The chaotic energies rip away your knowledge of one spell. You forget a spell of equal level as this spell. If you do not have a spell of equal level you loose two of a lower level. You can never relearn these spells short of a Wish spell as your brain is permanently damaged from the magic. | | 5 | The leftover energies of the spell cause an eldritch duplicate of you to appear. The duplicate looks exactly like you and will try to get away as fast possible. It's alignment is the opposite of yours (chaotic becomes lawful, good becomes evil). It's future actions regarding you and the world depend on its alignment. | | 6 | The spell uses the energy of the living around it to fuel itself. Every creature in a 20 ft. radius except for the caster take 3d6 necrotic damage per spell level. | | 7 | You have drawn upon energies of hell! Roll one time on the long-term madness table as you are overcome with visions of endless torment. Also the archdevil of the specific layer you stole the energy from will start looking for the thief who stole his power as he is due some repayment for that theft. | 8 | Your body is filled to the brim with energy. Your body is ablaze with astral charge! You need to unleash it or you will surely explode!
Use 1d4 randomly selected spells with randomly selected targets. | 9 | Modrons with a cumulative CR of each party member's level times their number arrives from Mechanus and demand the "Ceasing of improper use of the weave and its magic properties pursuant to §433(3) sentence 322 of the law pertaining the orderly usage of the Weave of the multiverse.". If multiple violations of this law are recorded the Modrons will demand the party to travel to Mechanus to give their testimony within one month. If this is ignored the party will be hunted by Modrons for security custody. | 10 | A demon / devil has lent you the power necessary for this spell. He now demands something in return. |11 | Through primordial magic your connection to the weave is severed. The weave in the area is torn. A spherical dead magic zone with a radius of 60 ft centered on you is created (no one can access the weave in this area). Every turn roll on the Wild Magic Surge table centered on you as the Weave is trying to restore itself. | 12| You have incurred the wrath of the gods. The spell fails and a document befitting the gods of this world that were angered appears within 5ft of you. The gods summon you to their court. This court is held either by the gods themselves or their servants (eg. celestials). You will be transported by means befitting the concerning gods in 1d6 days to your destination as the accused, your defendant and any witnesses you want to bring.
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### Calamity | d12 | Calamity| |:---:|:-----------:| | 1 | A demon horde (of a combined CR of the player level x 20) appears to kill, maim and burn. | | 2 | You vaporize yourself. Nothing but a *Shadow* remains. | | 3 | A tidal wave of lava that is 600 feet long, 2000 feet high, and 50 ft thick appears 100 ft away in a random location and travels towards you. It travels 50 ft. on initiative count 20 (loosing initiative ties) every six seconds and destroys, melts and obliterates everything in its wake. A creature inside the wall or whose space the walls enters takes 40d6 fire damage, 20d6 bludgeoning damage. It decreases in size by 50 ft every round. It stops moving when it reaches a height of 0. | | 4 | A dark presence from the depths of the abyss reaches out to you. Every creature within a 120 ft. radius must make a dc 25 Charisma saving throw. On a fail they are enslaved and forced to enact a blood ritual, sacrificing their own souls to tear a dimensional rift into the multiverse. While you draw the ancient runes of blood upon the ground. Soon the gateway will open and the elder god Korviliath of the 18th Blood Dimension will be unleashed. THE COUNTDOWN TO UNIVERSAL ANIHILATION HAS BEGUN! | | 5 | You open a portal to the Old Ones. The world wreathes in agony as one of them enters into this world. Hopefully just temporarily. Not that this matters to you anymore. | | 6 | You explode in a radioactive explosion causing 40d6 fire, 40d6 necrotic and 40d6 force damage. Everyone must make a dc20 dex saving throw. They take half damage on a success. The damage is reduced by 1d6 of every type every 100ft.| | 7 | Your spell drains all the energy of the surrounding area. The temperature falls by 100 degrees in a radius of 9000 ft. centered on you. If the temperatures fall below -20 degrees every creature has to make a dc 17 constitution saving throw every turn. On a failure they get 1 point of exhaustion. | 8 | An earthquake is started with a 900 ft. radius centered on you. The earthquake works like the *Earthquake* spell with 2 changes: A total of 1d6 such fissures open **every** round in locations chosen by the GM. Each is 1d10 × 100 feet deep, 100 feet wide. The fissures close after 1d6 turns, killing everyone that is buried inside them. | 9 | Your magic has granted Yeenoghu, Lord of Savagery and Beast of Butchery, access to your feeble minds! Every creature within a 800 feet radius centered on yourself must make a dc 25 Charisma saving throw or fall into a bestial rage. Attacking everything around them until everyone and everything around them is destroyed. After everyone affected but one has been killed this last survivor will be granted the blessing of Yeenoghu and turned into a FLind. All other killed creatures killed as a result of this madness will rise in 1d6 days as Gnoll Witherlings serving the Flind as a Warband. | 10 | You are instantly teleported into Avernus, the first layer of hell before Zariel, the Archdevil of Avernus. You only have one chance of surviving: Prove your martial prowess and your zeal and you can be conscripted for eternity into her army. Who knows? Maybe you'll survive and become a high ranking devil? | 11 | Jubilex, the Faceless Lord of the Slime Pits, blesses everyone within a 200 ft. cube around you with eternal hunger. Over the next few days, months or years your hunger to devour will slowly but ceaselessly grow until you will eventually be nothing more than a monster trying to devour the world(s). Your size will grow with whatever you are devouring. | 12 | You are turned into a Vampire Lord. Every creature within a 60 ft. radius centered on you must make a dc 17 Wisdom saving throw or be charmed for 1 minute. You will use this time to feed on as many charmed persons as possible during this time and turn them into your loyal vampire court. The world will soon start to fear you.
\pagebreak > ### Variant Rule: Life force sacrifice >You may elect to sacrifice you very own life force to aid to control the flow of magic. This however may come at a great price however as one can never be sure how much energy the weave will exactly drain. If you make the decision to sacrifice your life force you roll 1d4 until level 5, 2d4 until level 10, 3d4 until level 15 and 4d4 until level 20.
You then take 1d8 force damage x the result of all the d4 rolled combined.
The bonus to the experimental magic casting is equal to the amount of d4 rolled. > ### Variant Rule: New creations > Through continued and persistent experimentation a magic user might create a new stable spell to use. If you cast a single experimental spell so often that the bonus of casting a spell under the same circumstances + your Intelligence (Arcana), Wisdom (Nature) or Charisma (Arcana) bonus is higher than 10 then you permanently add this newly created spell to your spell list. It will cost a spell slot just like a normal spell would unless cast as an experimental spell. It has the spell level the DM determined for this spell.