The Magic of the Mouse: Unveiling the Fascinating World Behind our Clicks

By admin

When it comes to the world of technology, there is no denying the impact that the mouse has had. Considered one of the most indispensable devices of our time, the mouse has revolutionized the way we interact with computers and navigate through the digital realm. The magic of the mouse lies in its simplicity and effectiveness. With just a few clicks and scrolls, a whole new world opens up before us. Whether it is browsing the internet, editing documents, or playing games, the mouse is the conduit that allows us to effortlessly move from one task to another. What makes the mouse truly magical is its ability to translate our movements into actions on the screen.



Wild Magic Surge Generator

Generate random wild magic surges for a wild magic sorcerer or any time your players take a walk through a wild magic zone.

d20 surge roll (if casting 1st level spell or higher): 1. Wild Magic Surge!

Wild magic surge: You cast Fireball as a 3rd level spell (20 ft, 8d6, DEX) centered on yourself.

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You like wild surges? This has a lot of them. (1 Viewer)

It is a d10,000 chart of surge effects. You never have to worry about getting the same result twice with it. I gave it a quick skim and it looks like it should work fairly well for the 5e chaos sorcerer as well as 2e wild mages (I never got the books with the 3e or 4e versions) and Wand/Rod of Wonder.

Now if he would only write one for the Bag of Beans.

Zounds!

Frog of Paradise
Validated User

You know, while I can't imagine actually using this table in play, some of these effects are a very nice source of general-purpose weird magical traits. Things like 'any blade that has drawn the caster's blood is invisible to him' or 'any fires set by the caster produce no heat' are exactly the sort of bizarre supernatural 'tells' which are common for wizards in folklore, but very rare in RPGs. Well worth skimming through, I'd say.

Particle_Man

Semi-Retired
Validated User

Interesting. I will leave it up to my player if they want this because some of this stuff could mess their character up!

rumble

Better than Soylent Cola
Validated User 20 Year Hero! A number of these would also make excellent artifact side effects.

Castille

MetaTemporal Adventurer
Validated User

10,000 Random Magical Events are AWESOME. I've used these anytime a spellcaster botched a spell no matter the game. The most chilling words a DM can say is "No visible effect. " :
The best one I've seen was "The next undead you encounter becomes mortal again and ages to their current years". Which I said was that 'No Visible Effect'. The group were investigating a realm of a lich obsessed with petrification. The poor lich got 6 words into his introductory monologue before coughing and rotting before their eyes into dust. The poor PCs just stood there for 10 minutes waiting for what took out the boss

DMH

Master of Mutant Design
Validated User 20 Year Hero!

Heh, that is cool.

I was looking through some more and I think a fair number would work as 3e style curses for magic items. Some are a bit powerful (Caster can not traverse doorways for 1d12 rounds after item is used) while others (Wielder must tear on article of clothing before using item) can make for some laughs just before the DM is slain by thrown dice.

Endless Rain

Pathfinder 1e DM
Validated User

I'd like to warn you that a few of these could wreck your campaign, due to doing stuff like having the nearest city razed to the ground, or having it deserted or conquered by Orcs or Undead. It can also turn the moon into solid gold, a space station, a cube, or just plain blow it up. (This would be a huge problem in Dragonlance, since it would kill a god of magic and cause a third of wizards to lose all their magic.) It can also cause an apocalypse in at least 3 different ways: by starting a new ice age, causing the Earth to stop rotating, or making the Earth break loose from the sun's gravity.

erik42

0

I love this list. Obviously, any result not appropriate for the situation or campaign can be modified, ignored, or rerolled.

DMH

Master of Mutant Design
Validated User 20 Year Hero!

I'd like to warn you that a few of these could wreck your campaign, due to doing stuff like having the nearest city razed to the ground, or having it deserted or conquered by Orcs or Undead. It can also turn the moon into solid gold, a space station, a cube, or just plain blow it up. (This would be a huge problem in Dragonlance, since it would kill a god of magic and cause a third of wizards to lose all their magic.) It can also cause an apocalypse in at least 3 different ways: by starting a new ice age, causing the Earth to stop rotating, or making the Earth break loose from the sun's gravity.


That is what DM interpretation is for. Looking at an orbital change for the setting's planet, I would go with a shorter year and make everything warmer. Over a few decades the temperate forest the PCs' nation was in becomes tropical. Tigers, that migrated north out of the furnace zone, mixed with black bears and elk could make for some useful chaos. Not to mention weretigers and other tropical monsters.

Wild Surge Table

A sorcerer whose innate arcane ability comes from the wild forces of chaos can unleash surges of untamed magic. When a sorcerer casts a sorcerer spell, the DM can have the player roll a d20. If a 1 is rolled, the DM may have the player roll on the Wild Magic Surge table to create a random magical effect.

You are surrounded by faint, ethereal music for the next minute.

Random Roll: d50 = 49

d50 d100 Effect
1 d100: 01-02 Effect: Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
2 d100: 03-04 Effect: For the next minute, you can see any invisible creature if you have line of sight to it.
3 d100: 05-06 Effect: A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears I minute later.
4 d100: 07-08 Effect: You cast Fireball as a 3rd-level spell centered on yourself.
5 d100: 09-10 Effect: You cast Magic Missile as a 5th-level spell.
6 d100: 11-12 Effect: Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
7 d100: 13-14 Effect: You cast Confusion centered on yourself.
8 d100: 15-16 Effect: For the next minute, you regain 5 hit points at the start of each of your turns.
9 d100: 17-18 Effect: You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
10 d100: 19-20 Effect: You cast Grease centered on yourself.
11 d100: 21-22 Effect: Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
12 d100: 23-24 Effect: Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect.
13 d100: 25-26 Effect: An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.
14 d100: 27-28 Effect: For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
15 d100: 29-30 Effect: You teleport up to 60 feet to an unoccupied space of your choice that you can see.
16 d100: 31-32 Effect: You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
17 d100: 33-34 Effect: Maximize the damage of the next damaging spell you cast within the next minute.
18 d100: 35-36 Effect: Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.
19 d100: 37-38 Effect: 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.
20 d100: 39-40 Effect: You regain 2d10 hit points.
21 d100: 41-42 Effect: You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.
22 d100: 43-44 Effect: For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
23 d100: 45-46 Effect: You cast Levitate on yourself.
24 d100: 47-48 Effect: A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
25 d100: 49-50 Effect: You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
26 d100: 51-52 Effect: A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
27 d100: 53-54 Effect: You are immune to being intoxicated by alcohol for the next 5d6 days.
28 d100: 55-56 Effect: Your hair falls out but grows back within 24 hours.
29 d100: 57-58 Effect: For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
30 d100: 59-60 Effect: You regain your lowest-level expended spell slot.
31 d100: 61-62 Effect: For the next minute, you must shout when you speak.
32 d100: 63-64 Effect: You cast Fog Cloud centered on yourself.
33 d100: 65-66 Effect: Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
34 d100: 67-68 Effect: You are frightened by the nearest creature until the end of your next turn.
35 d100: 69-70 Effect: Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
36 d100: 71-72 Effect: You gain resistance to all damage for the next minute.
37 d100: 73-74 Effect: A random creature within 60 feet of you becomes poisoned for 1d4 hours.
38 d100: 75-76 Effect: You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
39 d100: 77-78 Effect: You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.
40 d100: 79-80 Effect: Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
41 d100: 81-82 Effect: You can take one additional action immediately.
42 d100: 83-84 Effect: Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
43 d100: 85-86 Effect: You cast Mirror Image.
44 d100: 87-88 Effect: You cast Fly on a random creature within 60 feet of you.
45 d100: 89-90 Effect: You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.
46 d100: 91-92 Effect: If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
47 d100: 93-94 Effect: Your size increases by one size category for the next minute.
48 d100: 95-96 Effect: You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
49 d100: 97-98 Effect: You are surrounded by faint, ethereal music for the next minute.
50 d100: 99-00 Effect: You regain all expended sorcery points.

What makes the mouse truly magical is its ability to translate our movements into actions on the screen. With a mere flick of the hand, we can select, drag, and drop files, move objects, and perform a myriad of tasks with ease. It is this seamless connection between the physical and digital worlds that makes the mouse an invaluable tool for productivity and creativity.

Unavoidable magic of the mouse

In addition to its practical uses, the mouse has also become a symbol of connectivity and exploration. It has democratized technology, making it more accessible to individuals of all ages and backgrounds. From young children learning to navigate their first computer to the elderly discovering new hobbies online, the mouse has become a gateway to endless possibilities. Furthermore, the mouse has also become an iconic symbol in the world of gaming. With precision and speed, gamers can control their characters and execute complex actions, immersing themselves in virtual worlds. The mouse has become an extension of the player's hand, allowing them to conquer challenges and unlock new levels of enjoyment. In conclusion, the mouse is undeniably a magical device. Its simplicity and effectiveness have transformed the way we interact with technology, bridging the gap between the physical and digital worlds. Whether it is for work, play, or exploration, the mouse is an indispensable tool that has become an integral part of our everyday lives..

Reviews for "Mouse Magic for All: How it Empowers Users with Disabilities"

1. Jane Smith - 2 stars - I was really disappointed with "Unavoidable Magic of the Mouse". The main characters felt one-dimensional and the plot was predictable. I was hoping for a charming and magical story about the power of imagination, but instead, I got a cliché and uninspiring tale. The writing style also lacked depth and failed to transport me to the magical world of the story. Overall, I found it to be a letdown.
2. John Doe - 1 star - I couldn't finish reading "Unavoidable Magic of the Mouse" as it was simply too boring. The pacing was slow, and the story failed to capture my interest. The characters were unengaging, and the dialogue felt unnatural. The book lacked the charm and excitement that I was expecting from a magical adventure. I would not recommend this book to anyone looking for an enjoyable and captivating read.
3. Lisa Thompson - 2 stars - "Unavoidable Magic of the Mouse" was a disappointment for me. The plot was poorly developed, and the story lacked a clear direction. The writing style was unremarkable and failed to create a sense of wonder or enchantment. I found it difficult to connect with the characters, and their actions often felt forced and unrealistic. Overall, I felt bored and let down by this book.
4. Mark Anderson - 1 star - I regret wasting my time on "Unavoidable Magic of the Mouse". The story was predictable, and the magical elements felt contrived and unoriginal. The characters were forgettable, and their motivations were unclear. The writing style was flat and lacked any excitement or creativity. I would not recommend this book to anyone looking for a captivating and imaginative read.
5. Rachel Hernandez - 2 stars - "Unavoidable Magic of the Mouse" failed to live up to its potential. The concept was interesting, but the execution fell flat. The pacing was slow, and the story lacked any real tension or excitement. The characters were underdeveloped, making it difficult to empathize with their struggles. The overall writing style was lackluster and failed to capture the magic and wonder that I was hoping for. I was left feeling disappointed and unengaged by this book.

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