When Overburn occurs, the Wizard must make a Will Save equal to twice the number of spell levels below 0 they are going + 10. For example, if Roc'theron the Wizard casts a stilled and silenced Time Stop (level 9 spell + Stilled (+2 SL) + Silenced (+2 SL)), he must make a Will Save DC 23 or suffer Overburn penalties as he was already at 0 SL/Day.
If a Wizard fails their save by 5 points or less, their spell is cast as if they were 2 levels lower. Not all Overburn effects are harmful, yet most are debilitating or otherwise unpleasant.
When Overburn occurs, i.e. the Wizard fails their Will Save, roll a d% and consult the following table:
01-05- The Wizard screams in pain as uncontrolled energy surges through his unprotected mind. Will Save DC 20 or be drained of 1d4 Wisdom.
06-09- A violent burst of energy from the Aether smashes into the Wizards mind, sending him reeling. Stunned for 1d6 rounds.
10-13- With a crack of energy the Wizard is knocked unconscious for 1d4 rounds and everyone within 15 feet must make a DC 15 Will Save or be stunned for a round.
14-18- There is an explosion of power and the Wizard is thrown 2d10 feet into the air in a random direction.
19-24- Pure Aether courses through the Wizard's body, scorching his very soul. The Wizard cannot cast any spells or activate any magical items for 1 hour. The Wizard also takes 2d6 electrical damage.
25-30- The power of the spell cages the Wizard's mind in an ethereal prison. The Wizard falls to the ground in a catatonic state. Each round afterwards, he must make a DC 20 Will Save. On success, his mind is freed and restored to his body. After 10 rounds the prison is shattered and the Wizard is freed if he has met with failure thus far.
31-38- Time warps around the Wizard. The character winks out of existence and reappears one minute later.
39-46- The Wizard's power is turned upon him. The spells casts normally, but the caster becomes the target instead. Should it be a beneficial spell, it instead does 1d12 electrical damage to the Wizard as their hair stands on end and they rise a few feet into the air.
47-55- A blast of supersonic magical energy emanates outwards from the Wizard. The energy creates a temporary vacuum around the Wizard, and his eardrums explode messily from the pressure. Permanent Deafness is the result.
56-61- The Wizard's mind is thrown out of his body and into another nearby creature or person. The Wizard and the closest being within 50 feet swap minds for 1d10 rounds. Each mind retains their INT, WIS and CHA scores, but uses the STR, DEX and CON scores of their new body. Should either body be slain, the effect immediately ends. If there are no creatures within 50 feet, the Wizard goes catatonic for 1d4 rounds.
62-67- A Lesser Aether Shade pops into existence within 3d10 feet of the Wizard for 1d10 rounds or until it is slain. It detests the Wizard and trains its attacks on the fool who accidentally summoned it, although it will defend itself viciously against others.
68-72- All sentient creatures including the Wizard within 1d100 feet take 3d10 electrical damage as a shockwave of Aether emanates outward.
73-78- A magical storm is created. Centered on the caster and extending outwards 5d10 feet in all directions, the whipping winds and freezing rain cause all spells cast within it to count as Overburn, with the casters required to make Will saves and suffer the consequences normally. The storm lasts for 1d4 rounds.
79-82- The Wizard's mind overloads, arcing out in great bolts of energy. Anyone within 2d10 feet of him (including the caster) takes 2d10+5 electrical damage and all of the caster's clothing and gear are destroyed, leaving him naked and smoking on the ground.
83-86- The Wizard accidentally opens a conduit to the Nether, the opposite of the reality spanning Aether. Pure oblivion attacks all biological matter within 5d10 feet, ravaging the mind and requiring a DC 24 Will Save to avoid being drained of 2 CON.
87-90- Reality buckles and all gravity within 1d100 feet reverses for 1d10 rounds. All creatures and unattended objects begin to lift off the ground at a rate of three feet per round. At the end of this time, reality asserts itself and everything comes crashing down, dealing falling damage normally. The Wizard loses the ability to cast spells for 24 hours.
91-99- The Wizard must immediately pass a DC 30 Will Save or become permanentely welded to the Aether. The Wizard's body drops lifeless to the floor, and their mind is flung across time and space to become one with the energies of magic itself. Only extremely poweful magic such as Wish, Miracle or divine intervention can bring their mind and soul back to the mortal realm. The character may linger above their body for a single round if they failed the save by 5 points or less. During this time they may cast a single spell "free of charge" before passing on.
100- The spell fizzles as it is cast and the Wizard is momentarily stunned by a sudden supersonic feedback. The next moment they are engulfed in a terrific explosion of magical energy, radiating outwards and dealing 5d10+10 electrical damage to all within 30 feet. The Wizard himself is no more, and all that is left of his passing is a smoking crater and stardust that blows away on the wind. Unfortunately, the explosion shreds the Wizard's mind and soul in the process, barring any form of ressurection. Wish, Miracle and even divine intervention has no effect. The Wizard is gone. Forever.
"Every Wizard has a limit, from the lowliest apprentice to the greatest Archmage. Our pathetic mortal coils cannot long stand the surge of that purest substance known as Aether, and even Giants must rest." -Anonymous
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Do what thou wilt shall be the whole of the law.