Unlocking Your Potential: Unleashing the Power of Incomplete Magical Flying Spellcasting

By admin

An incomplete magical flying spellcaster refers to a character or entity in fantasy literature or gaming that possesses the ability to cast spells and fly but is not yet fully developed or proficient in these abilities. This concept often appears in stories where characters undergo a transformative journey or training to unlock their full potential. While the magical flying spellcaster may possess the potential to soar through the skies and wield powerful spells, their lack of experience or knowledge hinders their ability to do so effectively. The main idea of an incomplete magical flying spellcaster is that they hold incredible potential but require further development to fully harness their powers. This trope adds depth and complexity to the character's narrative arc, as they must undergo trials and challenges to unlock their true abilities and become an accomplished magical flyer and spellcaster. Throughout their journey, the incomplete magical flying spellcaster may struggle with controlling their flight, casting spells with precision, or fully understanding the intricacies of magic.


From the glossary of the Comprehensive Rules (September 1, 2023—Wilds of Eldraine)

When copying an object, the copy acquires the copiable values of the original object s characteristics and, for an object on the stack, choices made when casting or activating it mode, targets, the value of X, whether it was kicked, how it will affect multiple targets, and so on. Preventing a long rest would severely handicap most casters in that it would prevent recovery of spell slots sorcery points, although a warlock wouldn t be affected.

Incomplete magical flying spellcaster

Throughout their journey, the incomplete magical flying spellcaster may struggle with controlling their flight, casting spells with precision, or fully understanding the intricacies of magic. This can lead to moments of vulnerability and setbacks, creating opportunities for character growth and development. These challenges might also serve as metaphors for personal growth and discovering one's true potential.

D&D 5E Fumble charts for spellcasting?

I really like the fumble charts because in a layed back game it adds a bit of humor to the game (you attack with a horn and it gets stuck in the ground). But a few of the results wouldnt work with spellcasting (your weapon goes flying off 5 feet away from you).
Is there a fumble chart for spellcasting or if you happen to land on one that requires a weapon you just ignore it?

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Caliban

Rules Monkey

If it requires a weapon, substitute their spell component pouch or arcane/divine focus. If the spell they are casting doesn't require a material component, re-roll.

(What do you do if a monk fumbles on an unarmed attack?)

Matatabi

First Post

I actually normally play a monk. We just treat it like nothing happened if it rolls on something we cant do.

ProgBard

First Post

I love and recommend Nord Games' Critical Fail Deck for this. Each card has multiple entries, one of which is for spellcasting, and the entries are super colorful and creative.

Fair warning that, if you're lucky enough to have a group like mine, the effects can have some really gonzo consequences. The full account of what happened with our cleric and the zombie is, I'm afraid, not printable in this forum.

sydbar

Explorer
My 5E DM uses the Pathfinder critical and fumble decks and modifies the descriptions as needed!

Saint_Ridley

Villager

I don't have fumble charts, but I did make school-based Wild Magic charts (my campaign has universal wild magic, with the magic more likely to go weird the higher level the magic). Sometimes it means the spell casts normally but with some additional effects (good or bad), and other times it converts into a different spell.

Some samples from Evocation:

21-22 You gain the ability to glow in the dark. The light is dim out to ten feet from you, and you become visible to other creatures as a point of light. You can choose whether to glow or not.
23-24 If the spell does damage, it only does half damage. You pulled the spell at the last minute.
25-26 The spell you just cast now deals acid damage instead of its normal type. If the type is already acid, it deals an additional 1d6 damage. If there is no damage, it does 1d6 damage to its target.
27-28 You cast Cone of Paste (5th level spell). All creatures in the target area have their movement slowed by 10 feet until they are outside the area of effect if they do not succeed on a Dexterity save.
29-30 Pick a theme song. Whenever you pass through a doorway it plays.

ART!

Deluxe Unhuman

I don't have fumble charts, but I did make school-based Wild Magic charts (my campaign has universal wild magic, with the magic more likely to go weird the higher level the magic). Sometimes it means the spell casts normally but with some additional effects (good or bad), and other times it converts into a different spell.

Some samples from Evocation:


I would love Love LOVE to get a copy of these school-based magic fumble charts from you. If they're available for money somewhere, please let me know.

Nebulous

Legend

I love and recommend Nord Games' Critical Fail Deck for this. Each card has multiple entries, one of which is for spellcasting, and the entries are super colorful and creative.

Fair warning that, if you're lucky enough to have a group like mine, the effects can have some really gonzo consequences. The full account of what happened with our cleric and the zombie is, I'm afraid, not printable in this forum.

The actual purchase link for that Fumble deck doesn't seem to be working. It looks like something I would want to have though, and the Critical deck too.

Wait nevermind, it's working now

Eltab

Lord of the Hidden Layer

The Wild Magic chart might help inspire you.
- You turn blue (or some other garish un-natural color)
- A Modron (insert other Outsider here) appears for 1 minute and acts according to its nature.
- You cast a random Bard cantrip at the enemy instead of your desired spell
- Your tang is toungled and you cannot cast any Verbal-component spell until the end of your next turn.
- The God of Magic appears and scolds you personally for such miserably inept use of his Gift to the World
- The target turns into a potted plant. If anybody touches it, that person turns into a potted plant too. Each victim turns back to normal after 30 seconds.
- The target is able to cast your spell back at you on its turn, once only.
- Your spell component pouch disgorges a Lion (think Bullwinkle "watch me pull a rabbit out of my hat") which attacks the target, instead of the intended spell effect.
- As above except you get a Squirrel.

Trellian

Explorer

I made one when switching to 5e. It's mostly some stolen ideas from Paizo's critical fumble deck, and some made by myself. It's only for spells with attack rolls.
It could also apply when the opponent rolls a 20 on his saving throw. At least in cases where there's no partial successes.

d100
Effect
01 Backblast. The attack hits you instead and is a critical hit.
02 Mind Drain. You lose d4 points of int, wis and cha. You heal one stat per Long Rest.
03 Power Drain. You lose one prepared spell or spell slot of equal level (or one lower if this was your last of this level).
04 Clatto Verata Necktie. The attack hits nearest ally to target and is a critical hit.
05 Blastoff. You are thrown d6x10 feet in the air, or in a random direction if flying. You suffer falling damage as normal
06 Cursed! Attack rolls, saving throws and ability checks suffer Disadvantage until Remove Curse is cast.
07-08 This is hard. You suffer d4 Con damage. You gain them back after a Long Rest.
09-11 How did that happen? A Stinking cloud spell centered on you appears.
12-14 Tiring spell. You gain an exhaustion level.
15-18 Arcane fire. You take 2d6 points fire damage and are on fire.
19-21 Reflection. The attack hits you instead of the target.
22-24 Vertigo. You are poisoned for d4 rounds.
25-27 Apprentice move. Reroll attack against creature closest to the target, not yourself.
28-30 Not me your fool. You hit ally closest to the target.
31-33 Weakened. Do not add your proficiency bonus to spell attack rolls or spell DCs for d4 minutes.
34-37 Electrical feedback. You suffer 2d6 electrical damage.
38-41 Acidic backlash. You suffer 2d6 acid damage.
42-43 Spell effects everyone within 30 ft, except you.
44-45 Why me? You provoke Opportunity Attacks from all threatening opponents.
46-47 Distance rift. You are teleported to the adjacent square to the target.
48-50 Magic fatigue. You cannot cast spells before the end of your next turn.
51-54 Cold snap. You suffer 2d6 cold damage.
55-56 Target gains a +8 bonus to strength for d4 rounds.
57-58 One of your magical items gain a permanent drawback.
59-61 Jumbled components. You must spend an action sorting your material component’s pouch, stretching your fingers or loosening your vocal cords before attempting to cast a spell again.
62-63 Where the heck? Your Spell component pouch is gone. You need to buy a new one.
64-66 I’m all out? You realize you are out of one material component. If the spell you’re casting requires material components, it’s this. Otherwise, the DM picks based on your prepared spells.
67-69 Can you hear me now. You are deafened until you take a short rest.
70-72 Target is hasted for d4 rounds.
73-75 Kickback. You are stunned until the end of your next turn.
76-78 Wardrobe malfunction. Until you spend an Interject with object action taking care of your equipment, you are considered Stunned.
79-80 Caster’s block. You cannot cast this spell until after a long rest.
81-82 You made him tougher! Target gains resistance to non-magical attacks for d4 rounds.
83-84 Nothing to fear. Magical backlash causes you to be Frightened for d6 rounds.
85-86 Spell shield. The target gains advantage on saving throws against magic for d6 rounds.
87-88 Magical vacuum. Any spell effects on you vanish immediately.
89-90 It’s sparkly! You are blinded until the end of your next turn.
91-92 Smackdown. You automatically fail your next saving throw.
93-94 Target becomes invisible for d4 rounds.
95-97 Wild magic surge. Roll on the Wild magic table.
98-99 The target benefits from a Mirror Image spell.
100 Roll twice from this table.

I think if I had to point to one big weakness of Starfinder casters, its that their reduced spells/day is compounded by the fact that combats tend to last a few extra rounds each. You can't really cast round after round until well into the mid-to-high levels.
Incomplete magical flying spellcaster

The incomplete nature of the magical flying spellcaster's abilities adds tension and suspense to the story. As the character struggles to master their powers, they may face adversaries who have already achieved mastery in flying and spellcasting. This dynamic creates an interesting contrast and potential conflict, as the incomplete spellcaster must find creative ways to outsmart and overcome their opponents, relying on resourcefulness, creativity, and the support of allies. As the narrative progresses, the magical flying spellcaster gradually becomes more adept at spellcasting and flying, overcoming their limitations with training, practice, and sometimes even mentorship from more experienced characters. This transformation allows the character to reach their full potential, demonstrating their growth and maturation while surpassing obstacles previously faced. In conclusion, the concept of an incomplete magical flying spellcaster adds depth, conflict, and character development to fantasy stories. As the character overcomes challenges and trains to unlock their full potential, they not only become a competent flyer and spellcaster but also undergo personal growth and discovery. This trope serves as a powerful metaphor for human potential, perseverance, and the transformative nature of self-improvement..

Reviews for "From Novice to Expert: Skill Development for Incomplete Magical Flying Spellcasters"

1. John Doe - 2 stars - "I had high hopes for 'Incomplete magical flying spellcaster' but was ultimately disappointed. The plot felt disjointed and difficult to follow, with random magical elements thrown in without explanation. The characters lacked depth and I couldn't connect with any of them. Overall, the book felt incomplete and rushed, leaving me unsatisfied as a reader. I wouldn't recommend it."
2. Jane Smith - 1 star - "I couldn't make it past the first few chapters of 'Incomplete magical flying spellcaster'. The writing was convoluted and difficult to understand, with excessive use of unnecessary metaphors. The pacing was all over the place, making it impossible to stay engaged. Additionally, the dialogue felt forced and unnatural. I had high expectations for this book, but it fell flat for me."
3. Samantha Johnson - 2 stars - "While the concept of 'Incomplete magical flying spellcaster' was intriguing, the execution left much to be desired. The world-building was lacking, and I found myself constantly confused about the rules of the magical system. The protagonist was unlikable and made questionable decisions throughout the story. Overall, the book failed to captivate me and I was left disappointed with the overall experience."
4. Michael Thompson - 2 stars - "I had a hard time getting into 'Incomplete magical flying spellcaster'. The writing style was overly descriptive and bloated, making it difficult to stay engaged. The story seemed to drag on without much progress, leaving me frustrated and bored. While the concept was unique, the execution fell short. I wouldn't recommend this book to others."

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