So I’m a first-time dm making a game set in 40k-verse for a level 12 party and wanted some of that wild warp trickery seen when the warp is used a little too freely
whenever casting a non-ritual spell 1st level or higher a creature thins the veil between the planes. The level the spell is cast at adds that many warp charges.
once there are +20 warp charges the dm rolls a d20. On a 20 the spell cast fizzles and a brief rift to the warp is caused and the caster must roll on the Perils of the Warp table. Otherwise, the warp charges reset and the warp level goes up to level 2.
at level 2 when there are +12 charges the dm rolls a d12. On a 12 the spell cast fizzles and a brief rift to the warp is caused and the caster must roll on the Perils of the Warp table. Otherwise, the warp charges reset and the warp level goes to level 3
at level 3 when there are +8 charges the dm rolls a d8. On an 8 the spell cast fizzles and a brief rift to the warp is caused and the caster must roll on the Perils of the Warp table. Otherwise, the warp charges reset and the warp level goes to level 4
at level 4 when there are +4 charges the dm rolls a d4. On a 4 the spell cast fizzles and a brief rift to the warp is caused and the caster must roll on the Perils of the Warp table. Otherwise, the warp charges reset and the warp level goes to level 5
at level 5 the next spell cast immediately fizzles a massive rift to the warp is caused and the caster must roll on the Perils of the Warp table twice.
Rolling on the Perils of the Warp table resets the warp level to 1
the warp level lowers by one after a long rest as long as no 1st level or above non-ritual spells were cast by the party
I still have to set up the table but its going to be kinda like wild magic surge but with some twists I do have a couple of concepts made
Blood Rain: from the warp rift a rain of blood falls on all creatures within a radius of 60 ft. of the creature who triggered the rift to open. creatures hit by the rain must succeed a DC 15 wisdom saving throw or become Frenzied for the next 3 rounds and see all other creatures as enemies. Creatures Frenzied in this way may attempt to end the condition again at the end of their turn or use their action to attempt with advantage.
Trickster’s Fireball: from the warp rift a blue fireball is cast at the feet of the creature who opened the rift. the fireball is cast at level 3+ the level of the spell the opened the rift
Im also thinking of having some boons in there to be like boons from the Big-E so its not always bad stuff
submitted by /u/RustyAxel
[link] [comments]
r/DnD So I’m a first-time dm making a game set in 40k-verse for a level 12 party and wanted some of that wild warp trickery seen when the warp is used a little too freely whenever casting a non-ritual spell 1st level or higher a creature thins the veil between the planes. The level the spell is cast at adds that many warp charges. once there are +20 warp charges the dm rolls a d20. On a 20 the spell cast fizzles and a brief rift to the warp is caused and the caster must roll on the Perils of the Warp table. Otherwise, the warp charges reset and the warp level goes up to level 2. at level 2 when there are +12 charges the dm rolls a d12. On a 12 the spell cast fizzles and a brief rift to the warp is caused and the caster must roll on the Perils of the Warp table. Otherwise, the warp charges reset and the warp level goes to level 3 at level 3 when there are +8 charges the dm rolls a d8. On an 8 the spell cast fizzles and a brief rift to the warp is caused and the caster must roll on the Perils of the Warp table. Otherwise, the warp charges reset and the warp level goes to level 4 at level 4 when there are +4 charges the dm rolls a d4. On a 4 the spell cast fizzles and a brief rift to the warp is caused and the caster must roll on the Perils of the Warp table. Otherwise, the warp charges reset and the warp level goes to level 5 at level 5 the next spell cast immediately fizzles a massive rift to the warp is caused and the caster must roll on the Perils of the Warp table twice. Rolling on the Perils of the Warp table resets the warp level to 1 the warp level lowers by one after a long rest as long as no 1st level or above non-ritual spells were cast by the party I still have to set up the table but its going to be kinda like wild magic surge but with some twists I do have a couple of concepts made Blood Rain: from the warp rift a rain of blood falls on all creatures within a radius of 60 ft. of the creature who triggered the rift to open. creatures hit by the rain must succeed a DC 15 wisdom saving throw or become Frenzied for the next 3 rounds and see all other creatures as enemies. Creatures Frenzied in this way may attempt to end the condition again at the end of their turn or use their action to attempt with advantage. Trickster’s Fireball: from the warp rift a blue fireball is cast at the feet of the creature who opened the rift. the fireball is cast at level 3+ the level of the spell the opened the rift Im also thinking of having some boons in there to be like boons from the Big-E so its not always bad stuff submitted by /u/RustyAxel [link] [comments]
So I’m a first-time dm making a game set in 40k-verse for a level 12 party and wanted some of that wild warp trickery seen when the warp is used a little too freely
whenever casting a non-ritual spell 1st level or higher a creature thins the veil between the planes. The level the spell is cast at adds that many warp charges.
once there are +20 warp charges the dm rolls a d20. On a 20 the spell cast fizzles and a brief rift to the warp is caused and the caster must roll on the Perils of the Warp table. Otherwise, the warp charges reset and the warp level goes up to level 2.
at level 2 when there are +12 charges the dm rolls a d12. On a 12 the spell cast fizzles and a brief rift to the warp is caused and the caster must roll on the Perils of the Warp table. Otherwise, the warp charges reset and the warp level goes to level 3
at level 3 when there are +8 charges the dm rolls a d8. On an 8 the spell cast fizzles and a brief rift to the warp is caused and the caster must roll on the Perils of the Warp table. Otherwise, the warp charges reset and the warp level goes to level 4
at level 4 when there are +4 charges the dm rolls a d4. On a 4 the spell cast fizzles and a brief rift to the warp is caused and the caster must roll on the Perils of the Warp table. Otherwise, the warp charges reset and the warp level goes to level 5
at level 5 the next spell cast immediately fizzles a massive rift to the warp is caused and the caster must roll on the Perils of the Warp table twice.
Rolling on the Perils of the Warp table resets the warp level to 1
the warp level lowers by one after a long rest as long as no 1st level or above non-ritual spells were cast by the party
I still have to set up the table but its going to be kinda like wild magic surge but with some twists I do have a couple of concepts made
Blood Rain: from the warp rift a rain of blood falls on all creatures within a radius of 60 ft. of the creature who triggered the rift to open. creatures hit by the rain must succeed a DC 15 wisdom saving throw or become Frenzied for the next 3 rounds and see all other creatures as enemies. Creatures Frenzied in this way may attempt to end the condition again at the end of their turn or use their action to attempt with advantage.
Trickster’s Fireball: from the warp rift a blue fireball is cast at the feet of the creature who opened the rift. the fireball is cast at level 3+ the level of the spell the opened the rift
Im also thinking of having some boons in there to be like boons from the Big-E so its not always bad stuff
submitted by /u/RustyAxel
[link] [comments]