Mind if I go "WHEE!!" from the news?
Incidentally, I miss the orb spells in that list. Must've read it wrong or something though.
It might have been an oversight. If they're not there, just add them in. I
think they're ok at the levels listed for the official warmage, but I might listen to arguments otherwise.
Those spells are generally regarded as being pretty decent for their levels, right?
And.... I realized last night that I totally forgot about this:
I'll have you roll on a Wild Surge table every time you cast a "traditional" spell. I'm not sure exactly how it will work, but I'd say you'll probably only have a 50% chance of them working correctly, but I'm open to discussing this. Maybe 50% chance to work normally, 25% chance to just fail outright, 20% chance of doubling their power, and 5% chance of something else entirely happening.
Since it was my fault, and we've already described the destruction, we'll say that this time it can't fail. But I still want to roll just to see if it does increased damage, or something.
So we'll say that a roll of 1-50 means it works normally, 51-75 fails entirely, 76-95 doubles in strength, and 96-100 something weird happens (DMs choice
).
1d100=94So... lucky you! Your Fireball did double damage! That means that the worgs that failed their saves are dead.