Limbo: Difference between revisions
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| '''Wild''' | | '''Wild''' | ||
| Wild mages roll twice for level variation on a successful spell in Limbo, taking the better of the two results. If either indicated a wild surge, however, it occurs. In addition | | Wild mages roll twice for level variation on a successful spell in Limbo, taking the better of the two results. If either indicated a wild surge, however, it occurs. In addition, see below. | ||
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| '''Elemental''' | | '''Elemental''' |
Revision as of 22:45, 24 May 2007
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Alignment | Chaotic Neutral | ||||
Number of layers | 1 | ||||
Associated Faction | Xaositects | ||||
Inhabitants of Limbo | |||||
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Physical Conditions
Magical Conditions
Abjuration | No change |
Alteration | See below |
Conjuration/Summoning | Find familiar is especially effective on Limbo, giving the caster a choice between 1d4 potential familiars. |
Divination | A saving throw vs. paralyzation is required to gain any useful information from any divinations cast on Limbo; if failed, the divination result is too chaotic and jumbled to gain any useful information from it. |
Enchantment/Charm | No change |
Illusion/Phantasm | Thanks to the churning chaos matter of Limbo, every illusionary creation brought about from a spell cast on Limbo has a 10% chance of becoming real. |
Invocation/Evocation | No change |
Necromancy | No change |
Wild | Wild mages roll twice for level variation on a successful spell in Limbo, taking the better of the two results. If either indicated a wild surge, however, it occurs. In addition, see below. |
Elemental | Elemental spells have double the normal duration and area of effect on Limbo; instantaneous spells have a duration of 1d6 rounds and one target spells have an area of effect of a 1d10 foot radius. |
As strange as Limbo is on the whole, it has an even greater effect on the arts of spellcasting. Any attempts at casting an arcane spell in Limbo require an Intelligence check; on a failure, the spell fizzles, lost from the caster's memory. Further, if the check is failed with a 20, or the caster is in the chaos matter of Limbo rather than stable terrain, the spell causes a wild surge to erupt. Wild magic is especially affected by Limbo; even on stable terrain, all intelligence failures trigger a wild surge. Even worse, in the soup, all castings of wild magic, failed or successful, trigger a wild surge in addition to (not instead of) the normal chance for a surge that all wild magic has.
≤20 | No special effect |
21-40 | Slightly modified appearance |
41-60 | Slightly modified appearance and properties |
61-80 | Moderately modified appearance and properties |
81≥ | Highly modified appearance and properties |
Besides wild magic, alteration spells are also especially dangerous on Limbo, with the effects of such a spell under much less control here than on other planes. If an alteration spell is cast successfully, a percentile check is made, with the spell being modified as the following table.
Slightly modified appearance means that the end result of the spell is unchanged, but the effect is tweaked in a manner that doesn't interfere with its functioning; a magic mouth having fangs, for example. Slightly modified appearance and properties means that the spell's functioning is shifted to a small degree as well, though still not so far as to interfere with it; the same magic mouth possessing a lisp.
Moderately modified appearance and properties provides a great difference in functioning, but still essentially under the control of the spellcaster; infravision granting scentvision rather than heatvision.
Highly modified appearance and properties means the spell is entirely out of control, ofttimes manifesting as the caster's greatest fears (though of course, nothing is guaranteed in Limbo); stoneskin transmuting the caster into a living yet immobile glass sculpture.
Spell Keys
Spell keys on Limbo, if found, allow the prevention of spell failure and wild surge possibilities in addition to the normal protection from local effects. They are most commonly one of two types; those representing change and those representing balance.
Keys that represent change take the form of some malleable and temporary construct. A smoke ring slowly drifting away from the caster as it expands, a few grains of salt dissolved in a bit of water, a smoldering ember only minutes from dying to a cinder. These keys are most often those for the schools of Alteration, Enchantment, and Illusion.
Those that represent balance, however, take the form of some object close to losing its stability. A spinning coin, a vase of water balanced on the head, a dagger kept upright on a fingertip; those with some element of potential destruction are the most effective. These keys are most often those needed for the schools of Abjuration, Conjuration, and Evocation.
Because of the nature of Limbo, spell keys here are by their very nature transient. What works once is by no means guaranteed to work again. They're most often qualities of some insight by the spellcaster at the time of casting, realizing what could work at the time to protect his spells; a Spellcraft check is necessary to identify the key at a given time, while a Wisdom/Willpower check is necessary to manifest it.
Power Keys
Power keys are far more common on Limbo than any other plane, as rather than test a follower for the right to possess one, a power key is itself used as the test; when given one, how will they use its power? Those who prove faithful are allowed to keep it, while those that do not have them taken back by their god. Power keys are most often given out for the spheres of Charm, Creation, and Elemental.