Showing posts with label Random Tables. Show all posts
Showing posts with label Random Tables. Show all posts

Saturday, February 16, 2019

Random Advancement Magical Girl


DISCLAIMER: The concept of Random Advancement classes was made by one Zak Sabbath, and indeed his work is referenced below. However, I will not be linking to it. While I believe the work he started transcends him and can be used without being tainted, I will not  be linking to his blog or books so as not to give him views he does not deserve. I don't support rapists.

<Opening blurb about what a Magical Girl is, and also stuff about pronouns>
Magical Girls.  Pretty Guardians of Love and Justice. The term 'Guardian' is important as, while many Magical Girls are capable warriors, they are not soldiers. They are not, by nature, murderhobos. They are protectors of what's important to them. Fundamentally they are innocents who weaponize their femininity, cuteness, hope, and ideals to fight evil. Now, there are exceptions. Not all Magical Girls are girls. Not all of them are cute or feminine. But a Magical Girl is defined by fighting with their emotions, and of being sensitive to them. There are 'evil' or 'dark' Magical Girls, but they are often the products of hurt and trauma, cynics produced by broken and betrayed idealism. The 'evil' Magical Girl is, generally, a former idealist who now fights to protect themselves from harm and hurt others before they can hurt them. A Dark Magical Girl generally would love nothing more than to be like their brighter counterparts; they just believe it to be foolish or impossible.


For the sake of the below, I will use female-centric, heteronormative pronouns, but please adjust accordingly! Many Magical Girl protagonists are male, even moreso are homosexual, and even a few of them are gender-nonconforming or outright transgender.

Magical Girls, being spellcasters, roll once for each spell slot they gain at every level, including first level. Give them the spell slot progression of an Elf, and the Hit Dice and XP progression of a Cleric. Choose a spell list for your magical girl and stick with it.

Every Magical Girl has a Transformation Trinket, which can take the shame of a cosmetic, pen, jewelry, or plastic toy. it's mandatory in order to transform, and can be replaced with an hour-long ritual and level x 100 GP.

When a Magical Girl transforms, they transform into their ideal form, with the cute costume of their dreams, which is as durable and perfect as +1 Leather. Their AC score is replaced by their Charisma score, and a Magical Girl can maintain this form for (Level + 2x CHA modifier) minutes a day, though they can detransform and retransform as much as necessary and spend this time limit in chunks. When you transform, you also are able to add your Charisma bonus to your saving throws and physical abiltiy checks, and normal people cannot recognize that you and your mundane identity are the same person, unless you tell them or they see you transform. This is a magical prosopagnosia.
Finally, when you Transform, your Transformation Trinket becomes your Flashy Focus. A Flashy Focus can be a weapon, shield, or utility tool. This item is of masterwork quality and can be any shape you desire, but once chosen at character creation, this cannot be changed.

--

1-30. "Please... give me the power! The power to protect everyone!" Fill the spell slot as normal.

31-50. "I know it's dangerous, but I can handle this! Let me help!" +1 to Saves

51-55. "In in the name of the moon, I'll punish you!" +1 to Hit

56-65. "Form Change! ALA MODE!" Your Flashy Focus becomes even greater than before! Roll a d6:
1-2: Your Transformation Trinket can take another form! A different weapon/shield/tool/whatever!
3-4: Your Transformation Trinket gains a new magical spell or ability, as if it were some sort of equivalent magical item.
5-6: The Flashy Focus gains a +1 bonus. After reaching +5 overall enhancement, the die rolled for this result is lowered to a d4.

66. "I don't need this toy. My friends are my power!" You can teleport your Transformation Trinket back into your hand, no matter what. On a reroll, you can now recreate a destroyed Trinket for free, and no longer need it to transform. On yet another reroll, treat this as the 56-65 range.

67. "My work here is done!" "But you didn't do anything." You now have a mysterious guardian protector. He's hunky, dreamy, and his identity is hidden. Whoever they are, they are legitimately no-shit your actual destined True Love. Once a session, whenever you are in danger, they will save you, but they won't do much else. If you ever find out their true identity, they will become more reliable as a follower/guest party member but be less effective without their Deus Ex Machina plot magic. If they die, rerolling this result reveals a new protector love interest who is actually the SAME guy with a new disguise. This will shock you every single time, no matter how much it happens.
Rerolling this result while the boyfriend is alive causes them to get a new ability, or level, or whatever.
If your character is Aro-ace or a sufficiently young child, make this character a Fairy Godmother.

68. "Momoko, you have to become Peach Dream, it's your destiny!" "...you're a cat!" You gain a familiar, as if a wizard! it's some sort of cute animal, or perhaps a little fairy or colorful fantasy critter, and it can speak and cast Detect Evil at will. You gain all the normal benefits of a familiar, and on a reroll, roll on the following table:
1-2: Your familiar gains a single spell it can cast once a day. On a reroll, give it: A) A new spell, B) an extra use of its spell, or C) an improvement of its spell. Roll for it.
3-4: Your familiars gains the ability to transform into a badass fuckoff monster like a dragon or a griffon or some shit once a day in order to protect you, with an HD cap equal to twice your level. On a reroll, it gains A) an extra form, B) an improvement to its existing form, or C) an extra use per day of its shapechange.
5-6: You gain ANOTHER Familiar. Every time you roll this result, roll for an improvement of EACH familiar.

69. "If someone tells me it's wrong to hope, I'd tell them they're wrong every single time." Roll on Reynaldo's Paladin table. Unless you're evil, in which case roll on his Anti-Paladin table.

70. "U-uh...was that the right spell? Oh no, I can't fail Potions class!" Learn a spell as normal, but pick a spell from a different spell list! Oooooo!

71. "I mean yea, I'm a witch, but I'm also just a regular teenager!" Roll on the Magic-User table, rerolling if any of the results can't be justified as cute.

72. "Thank you everyone, please, listen to my song! I filled it with all my feelings!" Roll on Jeff's Bard table.

73. "Starlight Breaker! Friendship through Superior Firepower!" You are actually a cyborg or secret-robot, or your magic is atleast partially Sufficiently Advanced Technology. Roll on Ezra's Robot table.

74. "If I had a world of my own, everything would be nonsense. Nothing would be what it is, and everything would be what it isn't." Roll on the Alice/Fool table.

75. "We have to collect all the Rainbow Heart Crystals!" .... Or maybe you're looking for the Key of the Twilight, or the Sword of Dios, or the Warhammer of Zillyhoo, or the Harmony Gems of Equestria. Either way, it's there. Four sessions of adventure away! You just have to go get it! If after four sessions you still do not acquire the treasure, you may choose to reroll this benefit. However, if you do so and later acquire what you were questing for, you lose what you rerolled for.

76. "I am made of love, and we're stronger than you!" You are now capable of the powerful magical art of Fusion! With an evocative dance and an intimate emotional bond with your dance-partner, the both of you can fuse into something more than the sum of your parts (Upon both partners succeeding on a saving throw)! Use the superior score for each stat and saving throw, combine your HP, and combine your levels for the sake of calculating abilities! However, control of this entity is a shared gestalt, and any time the characters aren't in instantaneous, unanimous agreement, they must both succeed on their saving throws to maintain the Fusion. A Fusion can technically include as many people as the Magical Girl wishes, but this becomes increasingly unstable.
When fusing with your True Love, the both of you roll your saving throws with advantage and do not need to save to initiate the Fusion. Every time you reroll this result, you may select one other person to benefit from this perk when fusing with you, so long as they have a positive, intimate, healthy relationship with you.

77. "Why?! After everything I've done, everything I'm still doing, everything I plan to do... after everything I've TAKEN from you, how can you LOVE me?" "...Because you need it." You have mastered the Power of Friendship, or rather, it is something that flows freely to you, second nature to your soul. From now on, you have the opportunity to redeem any antagonist capable of communicating with you. Indicate to the GM that the antagonist is important to your character and you are attempting to redeem them. The GM will then decide on one or more virtues that the NPC values, and assign a Resolve Pool (RP) number representing how much effort it will take to redeem this NPC. The RP number will vary depending on how significant the NPC and their redemption is to the overall game. During play, if one of the PCs display a virtue that the NPC values in a manner that puts themselves at risk or costs them an opportunity, they will reduce the NPCs RP by Xd6 points (where X is your level). If that action directly assists the NPC in some way, double the amount of RP lost. Any PC directly attacking the  NPC replenish the NPCs RP by the amount of damage taken. Any actions taken by a PC or PCs ally that run counter to the virtues in question replenish the NPCs resolve pool by an appropriate amount based on the action decided by the GM. The virtues that an NPC values are not public information, and should be discovered by the PCs during play. The PCs may not share the same virtues or morality as the NPC in question. If a creature's pool of RP is ever reduced to  0, they see the light and become your friend. This has amazing effects, as even a demon or devil could be redeemed; they might remain a creature that uses the forces of Darkness for righteous causes, or they might unfurl revitalized wings of white and gold, and walk again in Heaven.

On a Reroll, your empathic perception becomes sharper. You may automatically divine one of the NPC's virtues and values while attempting to understand them.

78."Make, Up! Turn into... a sexy stewardess!" Your ability to transform has branched out, and now you can magically shift into any mundane disguise you desire. You can change your appearance, apparent age and gender, as well as species. However, you cannot gain new limb functionalities or physiological abilities; this transformation is purely a glamour. You also cannot impersonate specific, named individuals.
On a reroll, this disguise now smooths itself over in your mind; You will instinctively walk, talk, and convincingly act like the role you're adopting, but only for the sake of bullshit. For example, if you disguse yourself as a palace guard, you can convincingly sound like you work there and that it's not weird for you to be around the place, but you don't know the actual layout of the palace or details on its people, and pointed questions can blow your cover.

79. "Woah, there goes the Class Rep. I heard she had an IQ of 300." "Well, have you seen her test scores? I believe it." You now excel superhumanly at all mundane skills that are not of significant narrative consequence. You're a perfect athelete, you get the highest score in all games you play and all tests you take, and you can understand anything you put your mind to.  Also you look damn good at all times, doing it.
On a reroll, gain 2 skill points as a Specialist, or whatever the equivalent of your game is for advancing skills by one level.

80. "My parents, you see, are working overseas, so I'm living here by myself." Your parents are working overseas, or they died, or the whole thing's a lie and you're actually from the Magic Kingdom and blending into human society. Either way, you are arbitrarily wealthy to the point that all your daily living costs are trivialized and never need to be accounted for, and you have a monthly budget of 1d4 x 1000 Money as extra funds. You do not get XP for this, it's your inheritance or whatever.

81. "Woaaaah, you mean this is all ours?! We can do whatever want here!" You gain access to an extradimensional space only you can access. This is a place with a fixed entry, like a hidden extra door in your school or the inside of a television or book. This space conforms to it's surrounding area vaguely; the 'extra classroom' example will seem to be the interior of a school building, somewhere, though the dimensions won't match up and it can otherwise be fantastically filled with whatever the owner of this space wishes; it cannot produce anything dangerous, nor can it create living things or precious materials. Honestly, it's basically a Holo-Deck.
On a reroll, your Transformation Trinket can take the form of a 'Key', and open this space from any suitable 'door' that matches the original entry way (such as a remote for any TV or a pen for any book).
On a second reroll, this extradimensional space no longer has to follow the rules of the real world, and outright becomes the owner's mindscape. On a third reroll, it can function as a Hyperbolic time chamber and possess an alternate flow of time at the owner's leisure. However, the restrictions on creating resources and living creatures still exist; don't starve in there, stupid.

82. "Woah... I'm sensing a really bad aura, you guys!" You're now capable of sensing Detect Evil at-will (like your Familiar, if you have one) and can also Detect Magic at-will. Additionally, on a reroll, you gain Telepathy for the sake of communication. if you use psionics in your game, you should roll a test for Wild Talent status every time you roll this if you aren't already.

83. "Ehe... I'm not brave at all! I can only act like it because you're here with me. I depend on you."  Your light shines out best through the people in your life. You can spend your spell slots to give a friend of yours the ability to Smite Evil once, with slots of higher level giving extra dice of damage. If you somehow have no spell slots and roll this ability, you can give out this blessing 1/day.

84. "I can feel them. As long as they're in my heart, I can reach them!" Your dreams are meaningful. This world is governed not by processes, but by perceptions. In truth, reality and dream are not so different; the most real thing in either is the people in them. Every night, when you dream, you can speak to someone in your dreams. It doesn't even matter if they're alive, or not even born yet. Everywhere, everywhen, and everyone crossroads in Dream. The GM will determine the natureof this dream, but if your character goes to sleep with an intense emotional need to speak with someone in particular, chances are high they'll get what they want.
On a Reroll, you can control the dreamscape lucidly. On a second reroll, you can astral project in your dreams.

85. "The reincarnation of a priestess? You're wrong, I'm just an ordinary girl. Where Is this, anyway?" Look, there's no way you're from the typical RPG setting, you're some sorta fuckery. Roll on Jeff's Pansdimensional Vagabond table.

86. "Steven's not like anyone else. There's never been anything like him before. We don't know how he'll grow." Your setting probably doesn't have a whole lot of Magical Girls. Give them a roll on Jeff's Everybody Else table.

87. "I love everything, and everything loves me." You can talk to animals. On a reroll, you can talk to plants. on a reroll, you can talk to the wind and the rain, the sun and the moon, the stars and the black inbetween. On a reroll, you can speak to the gum under the table, the spool of thread, the broken glass, the rotting trash. On yet another reroll... these things all LIKE you.

88. "Your mother had a real love for all living things. So much, her tears could heal." And you are the same. You can Lay on Hands as a Paladin of your level, but with no regards for whether a subject is living or not. You are not channeling holy power, but merely your own compassion; so no only does this ability work on constructs and the undead, but it also cannot be stopped by anti-magic.
On a reroll, you can use this affection to cast Remove Curse 3/day. On another reroll, you can cast Greater Restoration 1/day. On yet another reroll, you can cast Resurrection once every 3 days.

89. "Princess Sakura is the beloved of the gods. Trust her luck." You are beloved by heaven and the world. If you are ever in a situation where there is no malicious intention against you, and chance could spare you harm, it will. Fire will never burn you, boulders will never run you over, you'll fall from heights as softly as possible. On a reroll, you gain luck points equal to your Charisma modifier, and can spend these points to reroll any dice you wish in a session, including those rolled by other people. These points refresh every day.

90. "Starlight Wedding Night Sugarplum Ferris Paris SHINING SPARK!" Finally, a goddamn laser. You can now fire a giant beam, more like a breath weapon really, that deals xd6 damage to everyone in the crossfire, where x is equal to your character level. This damage is 'love' damage type, whatever the hell that means, and this beam can only be used once a day. Every reroll adds another use per day.

91. "Won't you have this dance with me?" With a successful Charisma check, you can cause another figure, even a hostile one, to dance with you. So long as you are also focused completely on dancing, so too will your dance partner, to the exclusion of all else, as long as they feel safe to do so (so no attacking them, or looting their shit right infront of them). On a reroll, your dancing becomes a symbolic musical number. The longer you dance, the more you understand the subject, learning new facts about their mind, memories, feelings, and inner self with each round.

92. "I won't forgive anyone who toys with a maiden's heart! Your enemy is here, so come!" - You can taunt an enemy; without fail, you can always prompt an intelligent and evil creature into giving you their full attention and aggression, as long as no one else attacks them.

93. "This is the fate of all Magical Girls. Their hearts are consumed by curses...and they become a Witch." Roll on the Anti-Paladin table, unless you're evil, in which case roll on the Paladin table. Additionally, if you die, roll a saving throw. If you fail, your soul is damned, and you become a monsterous symbolic personification of your regrets and despair, with ironically inverted powers.

94. "In the beginning, I felt so alone, but everyone's come into their own, and we have so many friends! I never thought fighting could be this much fun!" You gain 1d4 first-level Magical Girl followers. They are your kouhais and will call you senpai. If any of them die, you will be very hurt by this, but no one would really blame you unless you honestly have no excuse for your negligence.

95. "You mean... I was the Moon Princess all along? ...Well alright that does make sense." You've recovered some of your past life memories, and with them some of your power and former shape. Select any random class table, including a racial class, and roll. If you roll any sort of physical change to your body, the effects of this only exist while you are transformed.

96. "Oh quit crying, she dies like every season." You gain an extra life; if you die, it will be very dramatic but you'll be fine through some sort of Deus Ex Machina, like your Sugar Daisy blooming after all this time to reveal how your heart was filled with the light of all the smiles you protected, and now that power is giving back in order to revive your own shining, cheerful face, or some shit.

97. "You're better than you think you are! You're smart, and funny, kind, atheletic, and you're brave and reliable!" Pick one stat, and add +1. On a Reroll, add a +1 to this same stat, until you hit your racial maximum. Then choose another stat.

98. "We fight so that girls the world over can look cute, and pig out on crepes!" You gain +1 to Charisma, ignoring racial maximums.

99. "This...is my true power! Eternal Rainbow Starlight Angel Cure Super White Extra Hyper Rose Blossom PEACH!" You gain a SUPER Mode! An even more extravagant form which is even more stupendously amazing! You're prettier, and your Charisma bonus is doubled for the sake of all rolls, and you gain an extra spell slot of every spell level can cast! Additionally, you are capable of all modes of movement and can survive in all environments, including teleporting into the vacuum of space! And during this form, you may also wield a special Final Ability entirely unique to you, of your own custom design, so long as it doe snot exceed the level of being an 8th level spell, usable once a day!
The catch, however, is that your time in this form cannot exceed one minute per two levels, and it cannot be broken into chunks. Once you de-transform, any left-over time is wasted. Additionally, if you use your Final Ability, you will immediately detransform after your (regular) Charisma bonus in rounds. Please don't actually be in the vacuum of space when this goes off.

100. "Are you trying to become a god?!" "I don't care what I become. I just want all those girls to stop crying. I don't want their hopes to turn to nothing. No matter what rule or law stands in my way, I'll rewrite them. I'll change all these stories, past, present, and future... with my own hands. That's my wish... so grant it!" You are entitled to a Wish. A BIG Wish. An EARNEST Wish. A wish that comes from the depths of your soul, untwisted and untainted by anyone. A wish that shines brighter and truer the more selfless and good and whole and wide and beyond you it is. A Wish that, when granted, is the sort of thing that can get you canonized as a saint or a god. A wish that leaves a permanent mark on the world. A wish worth giving your soul for.

However it manifests, it will be satisfying to your intent. Whatever fate befalls you, you will find worth accepting. Fate, destiny, and the gods themselves cannot deter your will. The universe's cause and effect cannot help but bend, lest it break.

You're a Magical Girl. This is what you do.

Sunday, December 23, 2018

Santicore 2018: 1d10 Useful, Cool, Magical, Cursed Swords!

 For Save VS. Hollowing. Happy Holidays, Anton.

1. The Chicken Knife

What appears to be a simple dagger, and about as effective. However, every time the wielder of this blade runs from a combat instead of engaging with it, the dagger gains a +1 bonus to attack and damage rolls, with no upper limit. However, as soon as it's used for even a single attack, the bonuses are all spent, and disappear afterwards, resetting to zero. This is situational enough, and certainly useful, but there is an additional curse. You see, the higher the bonus the knife has, the more the wielder smells and tastes like delicious chicken, making it harder to actually escape from hungry foes.

2. The Sword of the Swan Prince

This elegant longsword appears to be optimized for honorable dueling and heroic action; its hilt stylized to resemble two intersecting swans. In truth, this blade is a Holy Avenger, save that it will work in the hands of anyone who is pure of heart, fair of soul, and loves the world and is loved by the world. Additionally, at any time, the sword can be willed into the form of two swans that will serve as the familiars of the wielder, and this will happen automatically if the blade is sundered, able to repair itself simply by the mental command given to the swans.
The sword has a power that is both its greatest miracle and its most legendary curse. At any time, the wielder of this sword may, as a prince once did, turn the blade unto themselves and sunder their own heart, sacrificing their will, emotions, memory, and personality. Their spirit will be fragmented and cast to the winds, leaving them a shell that can still walk, speak, and act, but lacks all passion and determination. in exchange for this horrid price, the wielder can perform a miracle, and achieve any Wish, with the caveats that this wish must be noble and selfless in intent, and must not destroy anything. A great evil can be sealed, but not slain, etc. Finally, if the sacrifice's heart is ever restored or replaced, the wish will be rendered null and void.
There is one more curse; a deeper curse. The wielder of this blade is a hero, a prince, a child of wyrd. No matter what happens to them, they will face adventure, calls to heroism, and peril only they can quell. This isn't much different from most fantasy adventurers, so this quest isn't immediately apparent, but there's one bitter catch. The 'prince' of the story spun by wielding this blade... will never live Happily Ever After, so long as the sword exists.

3. The Thousand Knights Fang

Forged from the fang of a great demon lord, this sword was created in order to bring peace and protection to those caught in-between, and those dear to them. This sword can only be attuned by someone of mixed blood, such as half-elves or half-orcs, otherwise it functions as a mere cold iron longsword. In the hands of a proper wielder, it becomes a +1 blade of any shape desired or preferred by the master, and it possesses a unique ability. Firstly, it can cast Identify 1/hour, and secondly, it can sunder and destroy magical weapons and permanently absorb their enchantments. New enchantments overlap instead of stacking, so if the sword has been improved to a +4 blade, and you destroy a +5 weapon, it becomes a +5 sword, not a +9. If two qualities contradict each other, the new one overwrites the former. Curses are also absorbed and become part of the blade.
Additionally, if a magical beast is slain with the blade, their qualities, if applicable, can be absorbed as well. A drider's venom might lace the blade, or it might wreathe itself in the flames of a dragon, as appropriate. However, absorbing the qualities of a monster is especially dangerous. As discussed, the blade absorbs curses, and no curse is greater than the grudge of a dying creature. If a creature is killed for its abilities, it may spend its last breath to prompt a saving throw against its curse, and may add a cursed quality to the blade of their design, as long as it doesn't overstep the bounds of a Bestow Curse spell, and it's thematically appropriate to the creature, the circumstances of its death, or the ironic folly of its murderer.
If two curses conflict, they have a 50% chance of cancelling each other out, incentivizing cursed psychopaths to go get cursed more. They murderfucked their way into this mess, they'll murderfuck their way out.

4. The Thousand Heavens Fang

The twin of the Thousand Knights Fang, born to give mortals salvation from the sorrow of parting. This blade can only be used by 'monsters', such as demons, full-blooded orcs and other monstrous races, vampires, and the like, or mortals who have killed at least a thousand of their own race. However, it only have value to those with compassion in their hearts. This sword is inarguably, unambiguously unable to harm mortals and the living. Against psychopomps, angels and devils (and other extraplanar beings related to the next world), and the undead, this functions as a +4 greatsword despite its slender, lightweight shape. It offers its wielder perfect Truesight in regards to seeing souls, spirits, and any otherworldly phenomena, seeing them and for what they truly are. However, its true value is when it is drawn through a body. it passes like mist through a mortal, but can fully heal those it passes through, once a day per person it passes over. In fact, as long as the body is less than four hours old, it can even revive the dead, flawlessly with perfect healing. However, the soul must be intact and able to return, and a person can only be raised once ever by the mercy of the sword.
The sword shines with boundless compassion, and that is its curse. Useless as a weapon, it attracts the attention of undead and fiends, who will always prioritize the wielder as a target. The final curse, however, is also its greatest gift. The wielder of the blade can revive someone who is otherwise impossible to see again, either because their soul is destroyed, or they were already revived by the sword once before, or whatever. The only exception is a natural death to old age. This special resurrection also blesses the person with permanent safety to whatever killed them the first time; a child raised from a plague will never know illness again. A hero beheaded will let no blade break their skin. In exchange for this miracle, the Fang's master pays everything. They are erased, vanished, and gone. No afterlife awaits them, and none remember them. Those who loved them most in life will grieve them, feel their absence, but never understand why. This is the worst curse under all the heavens, and yet, if only all curses could be so.

5. The Dead Shriver

This flamberge is as beautiful as it is ghastly, bone-white and stainlessly alabaster. The sword is simple at first blush. Having an ethereal and material nature, it can harm incorporeal beings as easily as physical ones. Additionally, it drinks the blood of its enemies, and heals the wielder. The blade is, however, cursed. These hit points are actually Spectral Hit Points (SHit Points, if you will), and they otherwise function normally, but even one SHit Point keeps the wielder from healing naturally, and any magical healing overwrites the SHit before recovering any actual damage loss. If the sword's master ever fully replaces their hit point total completely with these spectral hit points, these downsides are lost... because he is now genuinely, and truly, transformed into a vampire, and all that implies.
But this is not the true Dead Shriver. If the vampire wielder is destroyed at the same time as the sword, or is staked through the heart with the blade (which will magically shatter it), then both etheric essence become one. The sword's master rises as a unique sort of ghost, wielding the ghost of the blade, which is permanently fused to theirs. The sword has a soul, and now it is thee. You are the Dead Shriver.
The Dead Shriver is immune to Turning or Rebuking, answering to a higher purpose. In 3e terms, it's a "Deathless", not an Undead. You are a ghostly creature that can freely materialize between the Material and Ethereal (and Shadow, etc. whatever other 'spirit mirror worlds' your setting has) Planes, can always perceive spiritual/incorporeal beings, and can now devour souls. When the Dead Shriver kills something, or finds something that's been slain/destroyed for less than five minutes, it can devour its soul, which recovers 5 HP per Hit Die.
This is important, as every minute spent in the Material Plane causes the Dead Shriver to lose 1 hit point, and it is unable to heal through anything except its soul-devouring, or magic meant to heal undead, specifically. When the Dead Shriver is reduced to a third of its hit point total or less, it is unable to materialize, and is restricted to the spirit world until it can devour itself back up to maximum hit points again.
Souls devoured by the Dead Shriver are not destroyed; they are saved. Souls that are damned, damaged, corrupted, enchanted, doomed, or broken are saved, healed, purified, redeemed, renewed, and mended before being sent to their rightful place. The Dead Shriver is, literally, the Spirit of Hope to those who have lost it. The final curse is the Dead Shriver Wraith's alone, then. When it is destroyed, it is consumed by the spirit-blade, becoming part of its consciousness. The wraith then possesses the nearest non-magical sword, becoming the new Dead Shriver, to begin anew.
Because the spirit-blade is a spirit, the Dead Shriver Wraith rolls with Advantage on all mental checks, and can Commune once a day, privy to the collected knowledge of countless vampiric martyrs.

6. The Hands of Time

This greatsword is made of clockwork, and it indeed turns to accurately keep time, by manner of the blade functioning as the minute hand, and the handle as the hour hand, both of them slowly turning around the hilt of the blade to form clockfaces. This means that at some times of the day, the sword will overlap in such a way that you cannot grasp the sword's handle without cutting yourself, or swing it without aiming its blade at yourself.
However, the clock is always accurate. This is its power; for if you turn the Hands of Time, you can literally rewind and fast forward through time apppropriately, though you cannot go more than 24 hours in either direction without burning it out for a full day. Finally, the sword can be broken apart, separating the Hands. In the case of this, time is broken, and the wielder benefits from 24 hours of Time Stop. Use this wisely, for afterwards, the sword will repair itself, and the Time Stopper will be gone, vanished into thin air. It's what they get, for they literally broke their own time. They destroyed their future by their own hands.

7. The Monado

A +2 Greatsword of destiny, the sword that governs and guarantees the future. This blade gives the wielder visions of the future, offering Augury at the DM's discretion; the sword has the strange quirk that it will not harm any members of the wielder's race, and deals double damage to any creature that attempts to suppress the future of the wielder's kind. The wielder of the Monado can, at-will, grant its bane ability to all enemies within 100 feet for 1d6 rounds, but each time they do so, or invoke the Augury ability deliberately, they take 1d4 damage, and must save VS permanently losing a point of STR, DEX, or CON (rolled randomly). This is the sword of gods, and is not to be wielded lightly.

If the sword's master is someone who has a limitless lifespan, its nature releases some shackles. It becomes a +3 sword, and no longer causes the ability score burn. The Augury ability becomes Foresight, usable by the wielder 1/minute. Essentially, he can play a round of combat and rewind it in order to change the immediate future. The Monado also gains the ability to cast Dispel Magic, as a Holy Avenger. Using these abilities continues to cause the backlash damage, which is raised to 2d4.

If the sword's master is someone of a mythic nature (such as a demigod or prophecized king), it becomes a +4 sword. It no longer has its restriction against harming the wielder's own kind, nor does it offer backlash damage. However, fate is now trying to correct the Monado-master's existence. Every time they try to change the future, the world attempts to fight back aggressively. Final Destination, straight up.

If and when the sword's Master overcomes 108 unique circumstances of the world's karma trying to counter them as above, they have proven that they are essentially a god. The Monado now bears a +5 bonus, and the wielder can cast Wish 1/day; the sword is also now capable of killing anything. However, the destiny of the wielder is assured; they are now one with the Monado, and they must declare their final quest, their remaining dharma. All the power they now wield must be directed to this final task, and when they accomplish it, they shall vanish from this world, along with the Monado, ascending to a higher plane of existence.

8. The Sword of Dios

The most interesting thing about this sword at first glance is that its sheath is a girl. A maiden named the Rose Bride, whom is engaged to and owned by her current champion, their Engaged, and serves them like a robot, their personality being whatever is desired of them. To such a person, they may mystically draw the beautiful longsword from her body, serving as a Holy Avenger in the hands of the Engaged. This is by default, but the sword actually grows more powerful the more the Rose Bride comes to care for them genuinely. Awaken a true personality within them, and the sword will develop new powers, custom to the context of their relationship. However, the Engaged must always observe the rules of chivalry, and accept any duel made to them. If they lose an honorable duel, the Rose Bride is transferred to the victor, and all that implies, even if it means her personality totally resets. The sword is an unhealthy dating sim with super fucked up inherently abusive power dynamics.
However... if you can fully win the Rose Bride, become irreplaceable in her heart, and truly become her Prince (gender does not matter), then you achieve her power to Revolutionize the World. Whatever you desire, whatever you treasure, whatever you quested for, it is now yours. The world changes to become exactly how you wanted it to be, and the Rose Bride is free to be a normal girl.
Later, however, a new game will begin. And people will fight over a new Rose Bride. He or she will share your face and your name, but... can they be said to share your soul?

9. Ea, the Sword of Rupture

The ultimate sword, the first sword. The divine urmetal that knows the memory of the truth of the world. This is the sword used by the gods to divide Heaven and Earth, and churned the world when it was magma and flame. To cut with this blade is to restore that memory. Anything cut by this sword is reminded of the truth, and reverted to its origin. Whatever you first were, you return to being. For mortals, this generally means 'oblivion'. And if this sword is aimed at the world and swung, then Creation will be unmade, in its totality.
This sword is not even a sword. It predates the concept of swords, and so mortals cannot behold it. Perceiving or observing it in any way overloads the mind, such that it cannot think so long as it is perceiving Ea. This makes putting it away, much less using it, pretty difficult.

10. Cane of the High North

A giant candy cane; though it tastes like peppermint, it is hard as steel and not for eating. In it's natural form, it's a +1 mace that makes its attuned wielder immune to cold. This weapon increases its power with deeper attunement to its master.

If the Cane's owner saves seven people from a life-threaten situation without killing anbody in the process, the Cane becomes mystically merciful, able to convert its damage dealt into harmless, nonlethal fainting 'damage', and can also let the wielder Detect Good and Evil at will.

If the Cane's owner defeats a evil extradimensional being with equivalent Hit Dice to itself or greater, the Cane is now capable of smiting with holy power as if it were a Paladin's Divine Smite. Additionally, the wielder grows a jelly-belly that gives them 5 temporary hit points every round, and allows them to cast a modified Phantom Steed 2/day (and increasing with each tier of the Cane's power, to a max of 5 times) to conjure a mystical Reindeer, with a glowing nose that allows for perfect vision in darkness and fog.

If the Cane's owner ever successfully breaks into a secured space by sneaking through a space too small for them to move, and then out again without detection, they unlock the third tier of the Cane's magic. The wielder can now cast Prayer at-will, always benefits from Freedom of Movement, and counts as insect-sized for the sake of slipping through spaces.

The 4th tier is unlocked if the Cane's master gives 4,000 GP as gifts to the needy within the span of a week. This gives them the "A Few of My Favorite Things" ability as a Fairy Godmother, and they begin every encounter with Sanctuary freshly cast on them. Even when Sanctuary breaks, the Cane's master retains a benevolent aura that gives them a +4 AC bonus against evil creatures, their attacks, and evil spells, and evil summoned/extradimensional creatures cannot touch them at all. Additionally, the Cane's owner can now turn invisible at will.

The 5th and final tier is unlocked if the Cane's master goes on a perilous quest to help a needy child that has already claimed a life, and must do so without any reward. At this tier, the Cane's master gains a limitless lifespan, and any healing they gain over their maximum hit points is reflected outo all allies within 30 feet. Finally, they can cast Limited Wish once a week.

While the powers of the Cane are truly awesome, it is on this list of cursed swords, and while it is not a sword, and it is not cursed, it does bear an obligation. Being bound to the Cane gives the Cane's master a fey aura, making them vulnerable to anything harmful to the fey and the elven. They must also forego all other weapons, and forsake violence and malice whenever possible, as well as any material goods that are not directly in service of bringing smiles to the needy, the good, and the innocent. You're Santa now, act like it.

Monday, October 22, 2018

Magical Girls, Transform! Now a Spell


So, Magical Girls. I've written several classes for them, but what if that's not what you want? You just want like, a taste? Well, one of my players unlocked it, you see.

There is a notable NPC in my setting that honestly deserves his own post at some point, probably; he's one of the Celestial Lords, presiding over the Neutral Plane of Elysium, Paimon is the name he wears, stolen from a devil prince. Paimon is the highest-level Princess in the planes, and possesses divinity. While he does not keep a religion or have a church in his name, it is inevitable that people will worship him whether or wants it or not. In his case, one must merely hold his spiritual and moral values, which are idealistic, innocent, and arguably naive and childish to an extreme. But... if you have the power to make that sort of world, why not reach for it?

Any Cleric, or Magic-User in a pact with Paimon, may cast the following spell: due to his greaser/rock n' roll tastes, its aesthetic is according, but just relabel shit to suit your campaign.

Custom Spell: Rock n' Roll REVOLUTION!
Cleric 1
Duration: Special
Range: Touch

This spell channels the spirit of Paimon, Sorcerer of Smiles, right into a willing vessel touched by the caster. If the subject wants power for the sake of spreading Hope, protecting Love, ending Suffering, and giving evil Salvation, then they can mantle the radiant soul of the Sorcerer of Smiles, becoming one of his angelic Gangsters of Love. This is literal; the transformation is coupled with a special determination or emotional impetus, so if you have a goal in mind, or a strong emotion, the transformation lasts until it is resolved. For instance, if you transform out of worry for someone's life, you change back as soon as you feel relieved for their safety. On the other hand, if you're transforming for the sake of hurrying to acquire a cure for a friend's disease from a horrid tomb, you can probably maintain it for a whole dungeon delve, even if a puzzle requires you wait for hours. In any case, you never un-transform when it'd be dangerously inconvenient to do so, such as if you're maintaining a power keeping you safe.

This spell has many effects, as the Gangster of Love transforms, becoming a prettier, sexier, cooler version of themselves; details are variable but a pompadour (often with streaks of their Kokoro color) and a higher level of glam is constant. This form allows the subject to add their Charisma modifer to AC, Saving Throws, and Attack Rolls. If they lack a positive Charisma modifier, they still gain a +1 benefit. In this form, the Gangster radiates a Goodliness that puts even the brightest Paladins to a pale, dim shame. They are simply the brightest this world has to offer.

Secondly, the Gangster of Love gains an indestructible focus tentatively called a Lucky Strike, though they usually have their own form and names. A Lucky Strike can be used as a melee weapon that deals 1d6-1 damage. However, while this damage is fully effective on fiends and undead and creatures of pure evil (ignoring resistances and immunities), it only deals non-lethal damage on anyone else, and any such people defeated by it instead rolls a Morale check against the Power of Friendship. The Lucky Strike is also a necessary focus for using Pomp Powers; without it, they cost twice as many Pomp Points.

A Gangster of Love has Pomp Points equal to their Level+1, and each Pomp Power costs 1 point to use. The spell and transformation typically ends when you run out of Pomp Points, though your Determination might manage to make it persist a bit longer. Every Gangster has the Shining Smile Beam, a magical laser that deals 1d6+Level damage and follows the same rules as melee with the Lucky Strike. At higher spell levels, add +1d6 to the damage die. Each Gangster also rolls 2d6 to determine a theme color and power, which is set for that person forever. See "Colored Kokoro."

Finally, if the Gangster has an animal companion or familiar they're emotionally connected to, they can elevate it into a Greaser Mascot. Their form is augmented to a specific form based on the Gangster's Level, and gains a power based on a d6 table (See "Mascot Mutations"). The Gangster cannot select a different companion as long as their current one is alive.

If this spell is cast at higher levels, the benefits are all magnified, changing the Pomp Points to Character Level+Spell Level, and allowing a Gangster to roll a new color to have simultaneously with their original, so that a 7th level casting makes you a literal Rainbow of seven-colored powers (though these are also set and consistent even on additional castings).

There is a danger to this spell, however. Every time it is cast, there's a 1-in-6 chance that 1d3 Heartaches are born from the Darkness to oppose the brightest of Lights.

Colored Kokoro (2d6)
2. Pink: Rose Healing Serenade!
3. Red: Crimson Magma Escalation!
4. Orange: Citrus Shielding Sphere!
5. Yellow: Luminous Valor Sunshine!
6. Green:Verdant Vine Binding!
7. Teal: Seafoam Pearl Tsunami!
8. Blue: Eternal Blue Ascent!
9: Purple: Royal Passion Illusion!
10. Black: Dark Matter Transmutation!
11. White:White Angel Honeymoon Kiss!
12. Prismatic: Roll a different color every time you transform!

Pink Healing Serenade: This Pomp Power wraps the subject touched in a rose-shaped bubble of pink light, and heals them 2d6+Gangster's Level in Hit Points. This Power also cures all diseases, normal or magical, though magical diseases gain a saving throw to resist.
At Higher spell levels, add another die of healing to this powers, and give an increasing penalty to the saving throws of magical plagues.

Crimson Magma Escalation: The Gangster creates an explosion of lava streams, ash clouds and debris made entirely of Love energy. This impressive display levels an area around the character (60 ft radius) and inflicts 1d6-1 damage (save for half damage) in the affected area for 1d3 rounds.
At Higher spell levels, add another dice of damage to this power, increase the range by ten feet, and the duration by another 1d3.

Citrus Shielding Sphere: This Power creates an orange bubble big enough to hold the Gangster and up to four friends; the bubble can be maintained for an hour, and protects against all conditions, including the vacuum of space, and also blocks all attacks. Roll a number of d3s equal to 1/2 the Gangster's HD, minimum 1; that's how much punishment a Sphere can take.
At Higher spell levels, add another level to the bubble's duration, another friend the bubble can hold, and increase the bubble's Hit Dice by a step, accordingly: 1d3>1d4>1d6>1d8>1d10>1d12>1d20

Luminous Valor Sunshine: The Gangster can surround a touched ally in a yellow aura, that gives them a quasi-Gangster state. Though they don't get any Pomp Points or Pomp Powers or even a transformation, they are able to add your Charisma modifier to their attack rolls, AC, and Saves. This automatically expires at the end of an encounter/scene, if the Gangster's transformation is cancelled, or if the subject takes enough damage to incapacitate them.
At Higher Spell Levels, increase the duration of this Power by an additional encounter/scene, and add a +1 bonus to all the above things modified.

Verdant Vine Binding: Glowing green energy vines grow from the ground and coil around existing terrain such as wires and bridges, and snag a target. A successful saving throw avoids the trap, otherwise the person bound by this Pomp Power is restrained for 2d6 turns.
At Higher Spell Levels, you may target an additional target and add a die to the turns restrained.

Eternal Blue Ascent: This Power allows the Gangster to grow glowing white energy wings, and fly at three times their normal movement speed. They can carry up to four people with this power with tactile telekinesis, and this power lasts three minutes per level.
At Higher Spell Levels, you may carry an additional person and last an additional minute per level.

Seafoam Pearl Tsunami: The Gangster transforms a landscape into rubble with a tsunami wave of teal-colored energy that tears down all structures in an area around the character (60 ft radius) and hits with a 1d6 + Level damage (save for half damage). This power also allows the Gangster and four people to breathe underwater for three minutes per level.
At Higher spell Levels, you may grant an additional person waterbreathing an add an extra die of damage.

Royal Passion Illusion: A purple haze is released in a hundred foot fog around the Gangster, who may choose to target as many targets as equals his level, or focus on one target who takes the Gangster's Charisma modifier as a penalty to the Saving throw; a target cannot have more HD than the level of the Gangster. On a failed Save, subjects are subjected to a mesmerized state where they are shown whatever false reality the Gangster desires. This lasts for 2d6 rounds, and they immediately snap out of it if they take any damage.
At Higher Spell Levels, add another die to the rounds duration,and add an extra target you can effect with this power (and can effect targets of +1 HD to the caster for each spell level).

Dark Matter Transmutation: The Gangster must declare how the power is being used:
1. The Gangster may take the shape of any object or creature and acquires abilities of the new creature (flight, bite, claws, etc.), but retains the character’s Hit Points, intelligence and combat skill. Powers or special abilities are lost while transformed, but not Gangster abilities. The Referee may allow a better armor class due to small size, or armored hide. Other details must be decided by the Referee as the character transforms. This form lasts one hour per level of the Gangster.
2. Alternately, the Gangster may transform another creature into a different creature. This creature gains the abilities of the new form, but keeps the intelligence and Hit Points of the original form. Powers or special abilities are lost while transformed. The spell’s range is 60 feet. The power lasts for 24 hours per level of the Gangster.
This power does not improve with Higher Spell Levels.

White Angel Honeymoon Kiss: The Gangster channels Paimon's celestial essence without any color-filter; while there is flashing lights and effects and messianic imagery, there is no beam to dodge or make contact with. A subject is merely selected; a friendly target is healed 2d6+Gangster's Level in HP and cured of diseases as with Pink Healing Serenade, or they may be healed of a drained level, a curse, or some other malady that normally requires a saving throw. A hostile target can be given an equivalent amount of damage, or purified of curses, possession, or whatever else, though on all cases they are entitled to a Save.
At Higher Spell Levels, this power adds another dice to related factors, and also allows for greater miracles. At 2nd level, hostilities take your Charisma modifier as a penalty to the saving throw. At 3rd level, you are able to to purify mutations and regenerate permanent injuries and disfigurements. At 4th level, you are not only able to drive out possessing forces but Banish them. At 5th level, you are able to purify magical effects as if you Dispelled them. At 6th level, you can revive the dead, and at 7th level, you can purify atoning evil creatures, turning fiends into celestial beings, undead into benevolent guardian forces, and aberrations into entirely unique otherworldly beings of Goodliness.

In Addition to all of the above, when cast as a 7th level spell (or whatever is your maximum for Clerics), a Gangster of Love is capable of a genuine miracle. A Gangster can cast Wish, and it will come true without fail, as long as the Wish is genuinely selfless, purehearted, and aimed toward making the world a better place in some way or done for someone's benefit. However, not only does this cancel the transformation, but it also makes the caster of this spell unable to cast it again, at any spell-level, for a full week.

 MASCOTS
An ordinary animal, augmented by the power of magic. Whatever the creature is, the Gangster must have a meaningful emotional attachment to it. While transformed, the animal gains some sort of obviously unnatural feature. Antennae or butterfly wings on a cat, a pastel fur pattern, whatever. Given the aesthetic of the Sorcerer of Smiles, it's also possible to give this bond (as well as temporary intelligence) to a favored vehicle, especially motorcycles and personal cars. Things like large ships are usually too big for the enchantment to take root. As a reminder, a bond with a Mascot is permanent even when the spell is over. When the spell is recast, the Gangster must share his power with the same Mascot unless it is dead or destroyed.

Mascots improve at a rate equal to the Gangster's level.
1-4: Kawaii
5-8: Evolved
9+: Mythic

Use these stats unless the creature innately has better:

KAWAII:
AC: 14
HD: 2
Attacks: 1d6
Saves: As Master's
Special: Roll once on the Mascot Mutation table.

EVOLVED:
AC: 15
HD: 5
Attacks: 2d6, x2 attacks
Saves: As Master's
Special: Roll twice on the Mascot Mutation table.

MYTHIC:
AC: 17
HD: 8
Attacks: 4d6, x3 Attacks
Saves: As Master's
Special: Roll thrice on the Mascot Mutations table.

MASCOT MUTATIONS
1. Flight
2. Tough Skin (+4 AC)
3. Ranged Attack (As Shining Smile Beam, but 1d6+2 damage, usable as many times as the creature's HD per transformation)
4. Three times as fast
5. +2d6 damage to attacks
6. Magical! (Roll a random spell it can use; Kawaiis get a 1st level spell they can use 1x a transformation; Evolved can use their 1st level spell 3x now, and gain a 3rd level spell they can use 1x. Mythics can use their 1st-level at-will, their 3rd-level 3x, and now gain a 5th level spell they can use 1x.)

And finally...Heartaches are shadowy monsters that come out of the Darkness to target these beacons of Light. 1d3 of them are summoned on every 1-in-6 chance of the Gangster of Love transformation as well as every hour the transformation is maintained and whenever the Gangster fails a Save VS Magic, with the number of Heartaches increasing at every spell level, as follows: 1d3>1d4>1d6>1d8>1d10>1d12>1d20

HEARTACHE
AC: 15
HD: 5
Attacks: Enervation

Heartaches are shadow beings that are immune to any mental effects such as Sleep, or Charm, or anything else. They don't even have intelligence for a Gangster of Love to redeem; they're just pure badness. They take half damage from anything except the attacks and powers of a Gangster of Love, but their own attacks don't do damage. Those hit by a Heartache must make a Save VS Death (or CON, or Doom, or whatever) or lose a level. This level always heals back after 24 hours of rest, and multiple levels will still all heal at once, but you lose all the benefits of the level until then. If a target is fully drained of all levels, they can be struck once more only, and then are drained into a husk, which dissipates like pillar of salt.

Heartaches take -2 to AC and all their rolls in full sunlight or in happy environments. Cheerful music, happy crowds of people, all of these things damper their essence.

If a Heartache drains a Gangster of Love's levels, there's a reality-warping paradox effect. Everyone in the area, friend and foe, is now subject to Wild Magic rolls for their supernatural abilities. This aura lasts for as long as the Heartache menace is present, and the range is as far as the Heartache and/or the Gangster can be observed. Wild Magic is rolled with Disadvantage during this event; meaning roll two results on the table and take whichever one is worse for the Gangster, in particular. The more likely it is to make their heart ache, the better.

Thursday, September 7, 2017

d30 Things in the Wizard's Chamberpot

So your party finds a chamberpot under the wizard's bed in his secret laboratory and look in it. For...some reason. What could be inside this Magical Realm?

1. Piss and shit. What did you expect?
2. Chocolate and lemonade. No really! The fuck?
3. Fungi of Wonder, eat it and get fuckin' high!
4. Fungi of Wonder, eat it and fuckin' die!
5. Fungi of Wonder, eat it for a Rod of Wonder (or some other random effects table you love) effect.
6. Fucking Goblins. Right where you would expect them to be, playing around in the shot like its snow.
7. Some dude named Jack.
8. A fucking devil. It'll pull your soul out your was ass and go back in.
9. All kinds of bullshit. Its a Chamberpot of Holding!
10. All kinds of bullshit. There's a Minotaur nearby...
11. His soul. He's a lich and he never thought anyone would plunder a fucking chamberpot. You fucking nutcase.
12. A portal to Hell. Demons give him power in exchange for shitting on the damned.
13. Its a portal to Heaven. Holy Shit!
14. Yourself, looking into a chamberpot. Woaaaah.
15. A random potion.
16. Holy water. Well...at least it used to be. Undead will still recoil from it because. Fucking E.W.
17. Gold!
18. A Piss Elemental, and its pissed!
19. Yo Momma! No seriously. You've finally found her after all these years.
20. A princess. Someone will pay a huge reward for her...if you restore her to expected finery. She won't go home smelling like this.
21. An entire city of halflings, or drow, or whatever race you want to imply is worthless shit.
22. Its his homebrew! Add A link to someone's blog you wanna throw shade at! Ohhhhh snap, you just implied it's shit! Be nice though and put like a magic item or something from their page in here.
23. Its his homebrew! There's some potent booze here. Save against blindness and memory loss, but get xp as if from carousing.
24. Your waifu. Roll up a random anime girl to be your follower. See "Your Waifu is Shit" sub-table.
25. Your husbando. As above but a dude.
26. Its a Warp Pipe! Jump in and come out somewhere else.
27. Its a Warp Pipe...and a Piranha Plant jumps out!
28. A beanstock grows out into the sky as soon as you look. You can climb it to some mystical cloud world.
29. It turns out the power was inside him all along. And then he shat it out. Eat his excrement and gain a spell slot.
30. A fairy. It'll grant you a wish for freeing it!

 "Your Waifu is Shit" d12 Table:

Waifus (and Husbandos) are shit. Anime is shit, and it was a mistake, just like looking in the wizard's chamberpot. Your character now has a new love-interest whether you want to or not, and you can't get rid of them conveniently or easily due to comedic shenanigans. They're a free follower who you never need to check Morale or Loyalty for; they are your soulmate. You poor bastard.

1. Tsundere - "It's not like I like you or anything..." This type of character loves you, and hates showing it. As jealous, possessive, sweet, or head over heels for you they might be, they present a sour, abrasive face. They'll insult you, deny liking you, and keep griping about how much of a pain you are, but suspiciously refuse to disengage. Rather, they'll berate you for neglecting them, if anything. But once you crack their shell, they're more of a classical love interest.

2. Yandere - "Tell me you love me too...or else." You ever read Misery? Yeaaaaa. This character is, on the surface, the perfect lover. You're their highest priority. You're their only priority. You're their only...anything. They need you more than you've ever need anything, and nothing will stop them from having you. Not other girls. Not your parents. Not the law. Not even your own consent. And they tend to solve their problems bloodily. Being theirs isn't optional, but if you go along with it, you can't ask for a more devoted slave and bodyguard.

3. Dandere - "Y-you...like that book, too? I've never...met someone else who..." While wearing glasses and being into books isn't necessary for this archetype, it's quite common. Danderes are your typical shy, quiet girl who doesn't speak much on their own, and has to come out of their shell. They'll never make the first move, and generally think they don't have a chance with the person they like. In 80's high school movies, this is the 'ugly and unpopular' girl who always gets the make-over for the finale. Except we all know they were hotter before. We all liked Velma more than Daphne, don't even lie.

4. Kuudere - "..." These characters are like emotionless robots. Either they're emotionally stunted and never show emotion and/or don't understand it, or perhaps they literally have no emotions. Usually they get written off as having no personality, as opposed to just a shy one. They tend not to know about this thing you call Love, but when they start feeling it, tend to take a purely servile role. They're perfect slaves.

5. Deredere - "AHH~! You make me the happiest person in the world!" The more classical love interest archetype. This type of person is cheerful, kind, energetic, and affectionate. They'll almost always make the first move, and pretty much are total Pollyanna types; they bounce back from everything, don't hold grudges, and always see the bright side. They'll be your biggest advocate.

6. Himedere/Oujidere - "Ohohoho~! So this is how commoners eat. How quaint." The Princess or Prince type; whether or not they're actually royalty, or affluent, they have magnificent taste and decorum, excellent manners, and a powerful charisma. They're often haughty and elegant, and treat dating you as a favor toward you. They'll pretty much never take a submissive role, and are always highly ambitious. They wear the pants, and they're gonna be ten-thousand dollar designer pants imported from Paris or some bullshit.

7. Utsudere - "I don't want to die without being loved... please don't leave." This character is just sad. They have trouble trusting their current happiness. Maybe their last lover raped them, or they have a terminal illness and will be dead within the year or whatever. They're desperate and self-defeating. They crave hope desperately, but they're too conditioned to despair to hold onto it.

8. Undere - "Me too, I also think that!" These are yesmen. They think the best tactic to hold onto their loved one is to say yes as much as possible; they'll agree with anything. You know the type, 'wow what a coincidence we have the same favorites and all your ideas are good!"

9. Bakadere - "U-uwah! Sorry...sorry! Sorry...oops... sorry..." The cute, clumsy idiot. As sweet and innocent as they are, they're so dumb and useless it overshadows all their good points. Anything they try to do, even as simple as holding a tray of drinks, is doomed to go disastrously. If possible, it will wound up in an erotically charged manner, like stumbling over in such a way that you get a panty shot or get a face full of boob-smush.

10. Hajidere - "U-u-u-we...u-um...I-I...I l-l-li...lik-AH!" This is the shy, embarassed, flummoxed archetype. They can never just spit out what they feel, and even the slightest sign of affection makes them too red in the face to function. If you don't push them, they probably won't so much as hold your hand until your honeymoon. They have some sort of anxiety disorder or something.

11. Kanedere - "You're my little golden boy, $weetie." The gold-digger. They love you, they'll shower you in all the love and affection you could ever want. As long as the money flows. They'll always sweeten the relationship if you give them gifts or keep them financially secure. They might not immediately leave you if the coppers run dry, but...

12. Nyandere - "You're the purrfect boy, the cat's meow~" This character acts like a cat. They might be part cat. This is the anime catgirl, either literally or figuratively. If you're not making obnoxious puns what are you even doing, kill yourself. If furries aren't allowed in your world, you get a reroll because you made God proud and you don't deserve this.

Friday, August 25, 2017

The Horrible Truth Behind Magical Girls!!!!!

So a question I received on my previous article is, well, aside from the implication that Youma are produced by Magical Bursts, what are the other horrible twists of the setting? Not all Magical Bursters will become Youma in their lifetimes, and Puella Magi have to deal with learning the secret that they're basically liches.

Magical Burst literally had a random table for it, which is awesome, and I'm going to convert it.

HORRIBLE TWEEESTS THAT REVEAL THAT BEING MEGUCA IS SUFFERING table
1                  A Magical Girl made the world better at a great cost, and there are those who would turn it back.
2                  A Tsukaima who collects 169 Grief Seeds will become a god, and some of them are not as benevolent as they pretend to be.
3                 All Youma were once Magical Girls who fell into despair oh my gaaaaa
4                 Certain ordinary people contain Grief Seeds, and these can be detected and removed, and used. Doing so will kill the person.
5                 Every Magical Burster contains a Linker Core, which can be used as equivalent to 12 Grief Seeds. However, to do this you must KILL THEM.
6                 Magical Girls are actually a tool to create the next stage of human evolution. Their true mission is to kill all HOMO INFERIORS.
7                Mankind is beyond redemption and will inevitably destroy itself. Magic cannot change this.
8                Some Magical Girls are actually sentient Youma who have forgotten what they truly are. And if they remember...
9                The world you live in, and everyone you love, is just a simulation or dream. Only Magical Girls are real people.
10              Once all Youma are defeated, all Magical Girls will be forced to kill each other like in Hunger Games or some shit. The survivor will become God of the next universe.
11              The Tsukaima serve a particular goddess, and if the other gods find out what she's done, they will destroy all Magical Girls and everything they've wrought.
12              The Youma actually only target truly evil people, and Magical Girls are being exploited by forces trying to keep the world a terrible place.
13              There have been Magical Girls throughout human history, fighting and dying. Without their sacrifices, mankind would still be living in caves.
14              There is a being called God, and it did not intend for mankind to exist. If the human race is to have a future, all Magical Girls will have to work together to kill it.
15              The entire world is a goddamn Labyrinth, dreamed up by a single Youma masquerading as a person. But, who is dreaming?
16               The wishes the Tsukaima promise are a total sham, and they arrange for their Magical Girls to be killed before they can make a wish.
17              Youma are actually the souls of the restless dead, and by killing them you're consigning them to total oblivion.
18              Youma are not beyond redemption
19              Tsukaima are actually working for a Magical Kingdom, the Dream City, the Realm of Faerie, or some other such place, and plan to use all their collected Grief Seeds to eventually supplant the real world and totally replace Earth and the people in it.
20              Despite everything, your Tsukaima is totally on your side and is genuinely trying his best. Things are just that shitty.

Thursday, August 24, 2017

Magical Girls: The Variant Burst






So, Magical Girls. I'm gonna write a bunch of different types, because the genre has lots of subgenres and someone made a joke about playing a campaign of all-mahou shoujo. So challenge accepted. For the record, if these all exist in one setting, they're not called, in universe, by their different types. Puella Magi don't call themselves such; Magical Girls tend to call themselves such, and differentiate by team names.

There's a lovely Madoka Magica-inspired game called Magical Burst about cute Magical Girls suffering dark fates, and I find it conceptually interesting enough to adapt it into its own spinoff variant. Mechanically, I'm going to call them Magical Bursters.

A Magical Burster is just like a Puella Magi in all respects, except they don't have Soul Gems, Telepathy, nor can they regrow their body from nothing, due to their soul not being in an external item. That said, a Magical Burster that would be 'killed' while in Henshin state effectively ignores any damage, instead returning to mundane form and losing their ability to transform and do magic for 24 hours.

Additionally, there's the matter of the Wish. They don't get one. We need to go a bit into lore for a second.



Kyubey isn't the only one recruiting Magical Girls (assuming these co-exist in the same setting); there are also the Tsukaima. They can look like anything, but are generally some kind of obnoxiously cute and colorful magical creature. They claim to be made of positive emotions and magic, as the antithesis of the Youma.

They do not offer a wish at the outset (their spell lists should thus be defined around a concept or the Magical Burster's personality; think elemental/conceptual affinities), but their deal is perhaps sweeter. A Magical Burster otherwise has no use for Grief Seeds, but if they give a Tsukaima thirteen of them, they can grant you a wish. You're not limited to doing this once, though you can't use a Grief Seed for this purpose once it's been used to cleanse a Puella Magi, so there's some tension.

In addition, a Magical Burster does not collect Corruption, but Overcharge (using all the same methods), and their Overcharge has no limit; they can collect as much as they want. Pretty cool deal!

Hahahaha yea go ahead and cast all the spells you want, you fucking idiot.

Magical girls shed Overcharge through Fallout. Fallout is the unwanted side-effects of using magic and fighting Youma. Such side-effects can warp reality, affect a magical girl’s behavior, induce magical mutations, and in extreme cases unleash raw destructive power. These things catch inexperienced magical girls off guard, leaving them wondering where a strange impulse to break something or hug someone came from, wondering what’s going on around them, or wondering what’s happening to their bodies. Those who last long enough will learn that this is because of their magic, that it is part of the price they pay for the power they’ve gained. They aren’t aware of Overcharge as “points,” but they do feel a growing sense of unease, and quickly learn to be careful.

Fallout can be deliberately induced once a day, and can otherwise be released involuntarily at the GM's discretion. Additionally, if a Magical Burster has 10+ Overcharge, it is automatically released after the end of the most recent combat, when they make camp/take a rest, die, or have an emotional meltdown.

Magical Burst as a game system tracked three or four different kinds of Overcharge in different meters, but honestly fuck the shit out of that. I'm using one pool and you can just roll randomly, or have the context of the most recent point gained color the nature of the Fallout. I also added a couple more types to bring things up to a d6.


Overcharge Fallout
2 Minor Distortion
4 Major Distortion
6 Temporary Change
8 Permanent Change
10+ Burst

Magical girls always suffer the highest type of fallout for the amount of Overcharge they have on a given attribute, and cannot lessen the effect of it by taking multiple instances of less powerful fallout. If you have 6 Overcharge, you will take a Temporary Change, and cannot take a Major Distortion and a Minor Distortion instead. If a magical girl has only 1 Overcharge, the player can ask for a Minor Distortion to remove the single point if they want.

Minor Distortions represent low-level twists based on the 'color' of the Overcharge and the Magical Burster's specific magical affinity. The six types of Overcharge are Magic, Heart, Fury, Madness, Despair, and Hope.

If a Minor Distortion is Magical, then the environment is warped in some plausibly deniable, but still strange way. The weather changes very abruptly, all the cats in the area converge in one spot, objects keep falling in unlikely ways, birds’ magnetic sense is thrown off in the area, etc. The kind if shit that gets people suspecting witches in their communities even if everybody's on the level.

Heart distortions result in the stress of what you’ve experienced causing you latch onto people around you in a way that’s a bit unsettling. A minor Heart distortion results in a moderate display of intimacy to someone, such as a lingering hug, blurting out personal stuff about yourself, abruptly inviting someone on a date, etc.

Fury distortions result in sudden, violent outbursts that you can’t really explain. A minor Fury distortion results in doing some property damage or having a minor violent outburst against someone. I know most players are murderhobos so make this meaningfully disruptive like mouthing off to the king or something.

Madness distortions result in temporary bouts of insanity. Amnesia for an hour or switching your personality and identity for a day or something, or even just being in shock. Basically, the Confusion spell.

Despair distortions are similat to the above three, but in a self-destructive, depressed way. Destroying things you care about, or making casual suicide scares like self-harming.

Hope distortions are your lucky break. Any other minor distortions are cancelled, a little bit of luck goes your way, your mood improves, and you probably get some bullshit platitude that gives a hint towards something like a puzzle solution or some bullshit.

Major Distortions, as the name suggests, is a more severe version of the Minor Distortion fallout effect.

A major Magic distortion causes something impossible to happen, but something that people can dismiss as imagined. Falling objects can hover or change direction, a door doesn’t quite deliver you to the right place, unnatural weather, an animal starts walking through walls, a person flickers in an out of existence for a little while, etc. This should be tied into the Magical Burster's affinity if at all possible.

A major Heart distortion results in a more extreme display of intimacy to someone, such as kissing someone out of nowhere... and stalking them obsessively for like a week. Usually culminates in a major invasion of privacy

A major Fury distortion results in a major violent outburst that could legitimately hurt someone. Usually culminates in a serious assault.

A major Madness distortion results in a permanent insanity. Multiple personalities, ongoing amnesia, major, persistent delusions and hallucinations, crippling phobias, etc.

A major Despair distortion results in a Magical Burster incidentally or deliberately trying to cut off their social ties and isolate themselves, and can often culminate in a significant crippling of self-sabotage of their major goals or a serious suicide attempt.

Major Hope distortions are the bottom of Pandora's Box. This ends all temporary mental penalties on a person, invigorates them with a temporary Hit Die until the end of the next combat, and gives them 5e-style Advantage on their next Saving Throw. Also, they're just really cheery for a bit.

Temporary Changes are mutations that last an hour or two to a full day, as dramatically appropriate/interesting. Again, stylized to their Overcharge type.

 Magical changes should be blatantly supernatural, as opposed to body horror. Things like your elemental affinity/spell list changing every day randomly, or having technicolor anime hair or neko kitty ears, spawning a non-Magical Girl clone of your self that wants to take over your life, an Evil Eye, being immune to gravity to such an extent that you can't safely be outdoors without flinging into the sky, things like that. Basically, it's maximum Wild Magic.

Heart changes generally make you a stupid moe archetype waifu character. You look like someone  you have a crush on, you can't touch anything like a ghost, you turn into a cute, Tsukaima-like creature except when you Henshin, you become the opposite sex, you get a single, useless angel wing on the side, a high pitched anime voice that breaks into random cutesy noises or untranslated Japanese, things like that.

Fury changes are corruptions from the mind of a 14 year old edgelord who's trying too hard. An aura that makes animals hate you, hulk outs, a constant hunger, your clothes turning into spiked rocker leathers, your eyes crying blood, a loss of ability to sleep, light sources going out in your presence, poltergeist activity... you're basically slowly turning into a japanese horror movie villain.

Madness changes are where you bust out your typical lovecraftian body horror mutation tables. You have one, right?

Despair changes have some overlap with Fury and Madness, but generally the theme is sadness. Necrosis, becoming a vector for horrible diseases, an unholy aura that makes you treated as undead to your detriment, typical vampire weaknesses, an anti-Charm Person aura that makes people refuse to be your friend, etcetera.

Hope changes tend to turn you into your idealized form. Ability score buffs, new abilities with no downsides, or the removal of negative changes tends to go here. You want to roll this result.

Permanent Changes are just like Temporary Changes, but last forever.

Bursts are the moneyshot of this mechanic. The fuck you, everything goes to shit button every GM wants to smash like a new lover in the sack.

Magical Bursts are the excess magical power you’ve accumulated turned into an explosion of raw power that annihilates anything and anyone nearby, excepting beings of considerable magical power. The blast covers 1dX x 1000 yards, where X = The Overcharge points, and everything caught in the blast takes Xd20 damage. Unattended non-magical objects, as well as anyone brought to -10 HP (or 0 HP or whenever people die in your game), is disintegrated. Saving throws are not permitted, though spellcasters and similar are able to expend Spell Slots to shield themselves, on a 1:1 basis. For example, a 5th level spell slot sacrificed will absorb 5 points of Overcharge in regards to the spellcaster specifically; protecting someone else means expending even more spell slots to shield them magically. If the Magical Burster has no relationships or positive ties to the world (such as if she accidentally just killed everyone she loves), she turns into an Youma from despair and regret.

Heartspawn are the intense magical power within you, although derived from warm human emotions, becoming dangerously twisted, and breaking off into a new being. This spawns a Shadow, a Youma with HD equal to the Overcharge vented into it. It is formed from your feelings towards the person you love the most, and will attempt to find and kill them. The Youma does not drop a Grief Seed until it has succeeded in killing this person.  If you do not have any meaningful (as in more heartfelt than 'dead parents' and 'these guys I kill orcs with') positive relationships when you get this kind of Fallout, your loneliness combined with the excessive magical power will turn you into a Youma, made of hate and resentment at the world and those who abandoned you.

Berserker Rage is the Burst-level manifestation of Fury, which causes the magical girl to become consumed by rage. She glows a baleful red, and lashes out indiscriminately with a deadly strength, attempting to kill as many people as possible. Every action must be homicidal in nature if possible, and they always aim for overkill. They do not separate friend and foe, and will not be satisfied as long as anyone is alive. The Magus Child gains Rage Points equal to the Overcharge that went into the Burst, and the Berserker Rage lasts until she expends her Rage Points or is knocked out. If they're killed in this state, they become a Youma.
She can take two turns per round, rolling two initiative rolls. She gains 1d6 HP at the start of each turn she takes. She cannot gain Overcharge during this Rage. Each time she attacks, she must spend a Rage Point to do one of the following:
Spend 1 Rage Point to auto-confirm an attack (though this isn't treated as a crit, she still rolls to confirm one).
Spend 2 Rage Points to add +1d6 damage to a successful attack.
Spend 2 Rage Points to make an extra attack immediately after being attacked.
Spend 1 Rage Point to immediately move next to a target of her choosing.
She can also spend Rage Points as if they were Overcharge to cast spells.


Mad, Mad World is the Burst-level manifestation of Madness. The Magical Burster generates an insanity as usual, but gains an aura with a range equal to 1dX x 100 yards, where X equals the Overcharge points vented into the Burst. Within the aura, the Magical Burster's insanity has factual basis due to her magic. The thing she's paranoid about really are out to get her; she doesn't remember things because they don't historically exist for things in the field's influence; when she switches multiple personalities she literally, physically becomes that person. Think the Marauders from Mage: The Ascension. If the person's delusions convince them they're a Youma now, well...

Depths of Entropy is the Burst-level manifestation of Despair. The Overcharge vested into it become Sorrow Points, and as long as the Magical Burster has them, they are unable to benefit from any positive morale-based effects due to a depressive episode. Your Sorrow Points increase your capacity for critical failure/fumbling on a 1:1 basis, so if you have 10 Sorrow Points, you critfail on an 11 or lower. For every fumble you make in this state, you gain a Sorrow Point. For every success, you lose the difference between the maximum range and what you rolled. For instance, if your failure range was an 11 and you rolled a 14, you would lose 3 Sorrow Points. If you gain 19 Sorrow Points, you are incapable of avoiding critical failure, and completely give up on life as you curse the world, becoming a Youma. Additionally, you can still collect Overcharge during this Burst, unlike with Berserker Rage.

Hope Springs Eternal is the Burst-level manifestation of, well, Hope. When you have this Burst effect, you exchange your Overcharge for Optimism Points, which you must use immediately in the scene. Any Despair-based effects are automatically ended, and the Magical Burster can choose to undo one other negative effect of Fallout, such as another Burst or a Permanent Change. Note this generally only refers to ongoing magical effects, though a Magical Girl can choose to forfeit all her Optimism Points for a bullshit miracle like a World Healing Wave that fixes the blown up city and revives all the dead civilians like a wish on the Dragon Balls or the power of Love in a typical Magical Girl show. Failing that, a Magical Burster can exchange her Optimism Points to cast any spells, on any spell list, equal to their spell level. This means a Hope Burst can generally always afford a single 9th level spell at minimum, or just shove a shitload of little effects into a table-turning explosion of idealism.

Saturday, August 19, 2017

Far Realms Fuckery

This is meant to be used as Table E2 of my Wild Magic Table, separated into its own post for length. But honestly you could also just use it to generate some weird Outer Planes and general eldritch bullshit. The Far Realms are basically lovecraftian/chaotic mindmelting nonsense.

Table E2 (Far Realms Fuckery)
  • This table mentions Pseudonatural creatures. Give them the following traits: They are always extraplanar creatures, can cast True Strike 1/day, possess resistance to Acid, Electricity, Spells, and Damage equal to their HD in whatever system you use, and have the ability to turn into tentacled horrorforms, which doesn't change their statistics but causes observers to take a -1 penalty (or 5e-style Disadvantage, if you use that) to their attack rolls equal to the creature's HD due to non-euclidean geometries. Additionally, all of them possess human-level intelligence or greater. If none of this is useful or interesting and you've got cooler eldritch nonsense use that.
  • Additionally, “layers” are mentioned. These effects represent layers of an alternate plane of existence, but if these encounters effect the Material Plane, treat them as basically extradimensional incursions.

1 Slow Light: Light only moves 30 feet a round; beyond that, players see events as if they occurred 1 or more rounds ago. Maximum movement speed is capped at 30 feet. Movement gives a strange blue and red-shifting effect.

2 Hard Air, Soft Ground: Air becomes solid, and everyone suffocates unless they can "dig through the air" into the ground, which has the consistency of water and is breathable. Treat air as if it were dirt or sand.

3 Evil Gravity: Gravity is sentient and malevolent, cutting off gravity and reversing gravity as the spell, Caster Level 20, at least once a round to harass all living creatures. Previous gravity alterations end when a new instance begins.

4 Damage Mirror: Attacks on opponents injure yourself, attacks on yourself injure the nearest creature instead.

5 Fractal Element: A 6th element beyond acid, cold, electric, fire, and sonic appears as fractal crystals which glow, feel cold to the touch, and spread like fire. If touched, make a saving throw to avoid catching "on fractal" for 4d6 damage a round. It can only be "put out" by taking sonic damage.

6 Character Burning: The environment here is on fire that is prismatic in hue. Any fire damage taken here does no hit point damage, but instead removes one aspect of the character per round, starting with alignment, templates, race, then individual class levels. If a character takes effective negative levels equal to its HD, it is turned into a level 0 True Neutral NPC human with no skills or abilities. This is a curse effect and can be undone by Remove Curse.

7 Cursed Dice: All dice results are now backwards. 20s are 1s on a d20, 4s become 2s on a d6, and so on and so forth. No one knows it is due to their dice.

8 Bear Hell: All opponents appear as bears, regardless of what their stats are. Every round, one item in a random character's hand turns into a brown bear, which probably tries to maul them, then run away. If the character is holding nothing, they must make a saving throw or become an NPC bear. Those items and creatures taken outside the bear effect revert to normal.

9 Age Inversion: Young creatures become venerable, venerable becomes young, middle age becomes old, and old becomes middle age. Take the penalties and bonuses as appropriate. The age inversion ends when you leave the affected area.

10 Hurting Spheres: Floating spheres dominate this area. Each round, if a character does not deal at least 1 point of damage to the spheres, they take 1d6 nonlethal damage, then lethal damage once their nonlethal damage equals their total HP. The spheres themselves have infinite HP and are indestructible.

11 Surface Walker: Jumping is impossible, and you can walk along any surface, including on the ceiling. You are never permitted to leave contact with a surface for any reason.

12 Distance Flux: In the first round, distances work as normal. In the second round, squares are 10 feet. In the third, squares are 15 feet. In the fourth, they are 0.5 feet. The pattern resets on the fifth. Movement and other distances are all affected.

13 Spellfire: All spellcasting converts the intended spell into a bolt of energy dealing 1d6 + 1d6 damage per spell level to its intended target.

14 Mental Focus Shuffle: Your STR is replaced by your INT, your DEX is replaced by your WIS, and your CON is replaced by your CHA.

15 Physical Focus Shuffle: Your INT is replaced by your STR, your WIS is replaced by your DEX, and your CHA is replaced by your CON.

16 Tower of Babel: No one can understand each others' languages anymore, not even through magic. Language does not exist as a concept.

17 Loved Enemies: Opponents in this area appear as various party members or loved ones, regardless of their actual abilities and stats. Killing them causes the actual person they duplicate to take the excess fatal damage, and the attacker becomes aware of this fact just before they make the finishing blow, allowing them to pull back with a Saving Throw.

18 Living Items: All items become sentient and proceed to angrily swear at and complement various creatures at random, sometimes doing both to the same creature.

19 Atmosdissappear: Roll 1d4. On a 1, the air pressure is too high and everyone takes 1d6 damage; on a 2, there is no air, resulting in 1d6 damage and suffocation; on a 3, there is air, but it is unbreathable, leading to suffocation; on a 4, the air is normal. The air changes every 1d4 rounds.

20 Strobe: Each round, the room is either brightly lit (everyone is dazzled) or pitch dark (everyone is blind, even those with darkvision). Spells which illuminate or darken do not function against their opposite, rendering them useless. After 1 minute, everyone gets a headache, resulting in −2 Concentration, Perception, and Search checks (whatever those mean in your games) for as long as they remain in the area.

21 Bent Light, Roaring Sound: Beyond 20 feet, all creatures seem blurred. Beyond 40 feet, all creatures seem displaced. Beyond 60 feet, vision is impossible as it melts into a swirl of colors. Sound propagates well here; all sonic damage deals 50% more damage. Any creatures discovered here are blind, with blindsight out to 30 feet + 10 feet per HD.

22 Muffled Sound, Blinding Light: Beyond 20 feet, all Listen checks take a −4 penalty and sonic damage is reduced by an appropriate damage size. Beyond 40 feet, all Listen checks take a −8 penalty and sonic damage is reduced to minimum. Beyond 60 feet, hearing is impossible and sonic damage cannot travel. Light is extra bright here; all sources dazzle, sources which dazzle blind, and sources which blind blind permanently and deal 1d6 points of damage per level of the effect (1d6 for non-magical sources).

23 Crossing of Essence: Every round, two traits switch between two creatures, such as their Strength score, their hit points, their alignment, their body parts, or any other suitable aspect of their character. If the creature is alone, it swaps its body parts or things in places they don't make sense, such as gaining your +1 longsword as your new Dexterity score while you fight with a Dexterity 13.

24 The Dollhouse: Everything seems artificial and fake somehow, yet picture-perfect. Enemies are puppet-like in their movements and devoid of details. Those grappled by the opponents must make a saving throw or become puppeted as the others, compelled as if affected by Dominate Monster with permanent duration unless some fine invisible strings are cut with a Ghost Touch weapon. The strings have Hardness 0 and 5 HP. The dollhouse is "played with" by a fantastic invincible creature which is not beyond grappling you directly (+100 to grapple) and moving you at its whim if you go outside of The Dollhouse, though it never directly injures you.

25 Frictionless Step: If you move more than 5 feet a round in this area, you immediately move an infinite distance in your chosen direction until you hit something (up to 500 feet every round), where you stop instantly without harm. You provoke attacks of opportunity as normal for this uncontrolled movement. It's best to apply this effect where there are walls or creatures in the way to stop their passage.

26 Hard Angle: It is easier to change one's absolute speed rather than direction of movement, so all creatures walk, burrow, climb, fly, and swim as if they had a fly maneuverability of clumsy.

27 Snapshot in Time: The landscape is in a permanent Time Stop, though creatures are unaffected. If they take damage, however, they must make a saving throw or become frozen in time for 1 round + 1 round per 5 points of damage, as if stuck in Time Stop.

28 Misspelling: All spells are corrupted into corruptions, such as Animate Dead becoming Animate Red, or Detect Chaos becomes Detect Kiosk. Have fun with this.

29 Slice of Truth: The surroundings appear as a flat surface, typically a gridwork or however your game table appears, including other objects on the table which cannot be reached but can be seen beyond the "invisible borders of the grid". Characters appear to be statues, not necessarily identical to their real appearances. While unable to move arms and legs, this does not prevent moving, attacks, and other interactions. The PCs simply cannot comprehend that they are minis on a map. If there are no minis or map, the PCs and monsters are invisible to themselves and others, and only able to "see" the surrounding terrain and various giants around them which ignore their presence.

30 Spiral: Every round, creatures must make a saving throw or have their limbs start bending into spiral shapes, giving a −1 penalty to attack, damage, and AC. Strangely, this seems pleasurable, and so creatures that succumb take a −1 penalty on the next check. The effects are cumulative. Once a creature has a penalty equal to or greater than its HD, it twists completely into an immortal, immobile, eternally gleeful, and impossibly twisted spiral shape with Regeneration 15 per round bypassed by nothing, and cannot be saved by anything short of Wish.

31 Infinite Wounds: Any wounds dealt or received in this effect have the effect repeat every round, forever. Remove Curse or a Heal which brings the target to full hit points removes this effect.

32 Singularity: A square in the room acts as a singularity. Creatures can approach it or move around it, but cannot retreat from it. Entering the square is fatal, and the landscape distorts the closer you get to it. Escape is only possible by waiting; it will vanish in a 10d6 Fireball after 1 minute of non-interaction.

33 Shadow Puppets: A strong light source shines from one direction of the area, one which can possibly be moved. All opponents appear as if shadows. Attacking them will result in a miss, but attacking them one square off where your shadow will be projected results in the ability to hit them. Moving the light source moves where your shadow projects. Complete darkness is dangerous, as you are teleported randomly 1d6×10 feet in random directions each round.

34 Hecatoncheires: Each minute, roll 1d5 (that is, a 1d10 in half). On a 1, lose two limbs of your choice. On a 2, lose one limb. On a 3, no limbs are lost. On a 4, gain one limb. On a 5, gain two limbs. The limbs gained or replaced are always alien and horrible. Magic armor and items adjust to your new mutations if possible, falling at your feet otherwise. The effect fades one minute after leaving the effect, returning your normal limbs and body parts.

35 Blood Rain: Blood wells up from the ground and starts to rain upwards against the pull of gravity.

36 Thing: Bone hands and fingers well up from the ground, snatching at everyone upon it. All creatures touching the ground must make a saving throw or be immobilized for one round. Those who save are instead entangled.

37 Thick Air: The air becomes thick enough where you need to make swim checks to move, and you treat yourself as if you were underwater for the purposes of movement and attacks.

38 Easter Plane: A room full of marshmallow peeps. They don't do anything, but they're watching, and they are everywhere. A close-up look reveals the eyes are real. However, they are still edible. If anyone eats more than 9, they must make a save or be sickened for 1 hour.

39 Inside Out: Characters turn inside out. Somehow, this doesn't hurt or kill you. Attempted sneak attacks and critical hit confirmations get a +4 bonus against all creatures.

40 Malicious Weaponry: All weapons animate as if Dancing Weapons and try to murder their users, unless the user grasps the weapon and makes a save to control it. The weapon uses the attack, Strength, and damage of its user.

41 Erratic Time Flux: Every round, creatures must make a save. Those that make the save are affected by a Haste spell, but those that fail the save are affected by a Slow spell.

42 Erratic Space Warp: Every round, creatures must make a save or be teleported in a random unoccupied direction 1d4 squares away.

43 Spore Land: Healing no longer functions, and any healing instead creates a number of tiny duplicates of the creature equal to the amount of damage to be healed. These duplicates grow on the skin, fall off, and run aimlessly around until they perish shortly after.

44 Blood Weird: Every slashing or piercing wound taken deals double damage, but grants the victim a natural primary tentacle attack that deals 1d4 bludgeoning damage (for Medium creatures) plus strength. Multiple wounds are cumulative, and tentacles last for 1 round.

45 Touched By Fate: When this result is rolled, everything seems normal, but attacks done to another leave a brief glowing mark. Opponents struck during this round are bonded by fate; even if the creature dies, it will respawn and return for revenge sometime later during the course of a year. Respawned creatures are compelled to destroy their target, and will return to normal (possibly returning to being dead) afterward. Detect Magic can determine the attacker is cursed, and Remove Curse or a stronger effect can remove the curse.

46 Fumbles the Porcupine: Porcupines rain from the sky and get everywhere. For 1 round, all rolls are natural 1s, unless a natural 1 is rolled, in which case it is treated as a 20 and automatically confirmed if needed. For each natural 1, even a skill check, the creature takes 1d4 piercing damage from the scattering porcupines. They vanish 1 round later.

47 Freaky Friday: Pass all character sheets to your right, switching characters. Characters have switched bodies with one another and have access to their abilities, stats, and other attributes, but retain their normal alignment and personality. The change remains for 1 hour.

48 Sputnik the Horse: A flying golden horse appears overhead, granting good luck to all creatures. For 1 round, all rolls are natural 20s, unless a natural 20 is rolled, in which case it is automatically confirmed. Effects which trigger on a natural 20, such as Vorpal weapons, do not occur unless you actually have rolled a 20.

49 Grass Battle: The floor becomes sentient and attacks, becoming fluid and able to make slam attacks as if it were a massive ooze. It attacks with a +20 to-hit and deals 5d6 damage, and may make one attack to each creature per round. It has a reach of 5 feet and cannot attack creatures flying higher than 5 feet.

50 Inside Out (Oh God It Hurts!): All creatures turn inside out, a painful process which results in a −1 morale penalty to attack. The creature is otherwise unharmed and can survive in this state, but as their organs are exposed, it grants attackers a +4 bonus to confirm critical hits against them. This is a curse and can be removed by Remove Curse.

51 Repulsion: The Realm suddenly tries to repulse every creature who is not a Aberration. All non-Aberrations must make a save or be magically repulsed to a random Plane, and those that make their save are instead just magically moved 1D100 layers (as in, effects on this table) away from the effect.

52 The Seeding: A great golden seed falls from high above, and buries itself down into the ground when it hits. 1d4 rounds later, a great tree springs forth from the ground and a single big golden egg sits on the tree. If the egg is touched, it explodes. Roll 1d6 for the following:

1) An Empowered Fireball, Caster Level 15 2) A Stinking Cloud, Caster Level 15 3) A Wail of the Banshee, Caster Level 15 4) Like 1, but anyone damaged by the fireball must also make a save or be affected by Hideous Laughter. 5) As 2, but anyone who fails the save is also affected by Maddening Scream. 6) As 3, but any creature killed by the wail is fully returned back to life 1d12 rounds after they died as a pseudonatural being.

53 Hungry Eyes: The DM proceeds to describe other creatures, including PCs, as various food products without any indication that it is strange, such as calmly stating how the dire watermelon attacks with its claws. The food-vision has no effect on abilities, nor does it make the creatures actually edible. The food vision effect goes away after the characters have had a full meal.

54 Genetic Lotto: If a creature dies in the area of effect of this occurrence, they Reincarnate as the spell 3 rounds later into another race (including monsters, but not animals). The reincarnation is not perfect and usually has artifacts of their last race within, such as patches of green skin on an orc turned human, or pointy ears on an elf turned dwarf. Creatures will continue to respawn however many times they are killed, but after respawning 1d4+2 times, a creature will next respawn as a pitiful lump of flesh and limbs of random races they have reincarnated as. Creatures which have suffered this fate are helpless, immobile, and immortal, needing no food, sleep, or breath. Future death attempts only make the mutant worse; it can only be cured by leaving the affected area and reincarnating there, or using miracle or wish to restore the natural form. Simply reviving them will not help, as it will only revive their helpless blob state.

55 Studio Audience: Creatures feel like they're being watched. All actions made by all creatures get reactions from an invisible audience, responding to funny events with laughing (even if it's not very funny), kindness with "awwws", successful skill checks and shows of bravado with applause, and any matter of innuendo with "wooooooo" sounds. Even normal events like hitting people with swords and tripping have cartoon sound effects. It has no mechanical effect beyond making it impossible to move silently with the constant "creeping around" soundtrack and other problems. This lasts as long as the creatures are on the layer and 1d4 hours after.

56 No-See-Ums: The bodies of all creatures become invisible as by greater invisibility, but clothing, items, and other gear do not. This benefit grants a 20% miss chance, or complete invisibility if the creature is naked and devoid of items. Bodily fluids and consumed food remain or become invisible. This lasts for 24 hours.

57 Fatal Fists, Blunt Blades: All lethal damage becomes non-lethal. Meanwhile, all nonlethal damage becomes lethal and deals twice as much damage as normal. Attempts to deal nonlethal damage (and thus lethal after the change) by taking −4 function, but do not double in damage. The effect vanishes after leaving the area.

58 Hole: A toothy maw-like hole appears under a random creature, provoking a save vs falling in. The pit appears to be bottomless and lined with teeth and strange colors. Each round, the pit expands in a 5 foot radius, letting anything in its path fall in until it eventually consumes the entire layer. Those who fall in are randomly shifted to another plane besides the Far Realm, and there is a 20% chance that they are hopelessly insane when they arrive.

59 Railroading: A set of twisted railroad tracks criss-crosses this area, sometimes splitting and sometimes converging, but always going from point A to B. PCs can travel anywhere along the tracks, but a magical force prevents them from leaving it. Monsters and other native creatures are not so constrained. The magical force can be broken with a difficult Strength check, but the moment the PCs leave the railroad, they are pummeled with magical rocks falling from out of nowhere, dealing 5d6 damage a round, with no save. The rocks stop when they return to the railroad. The ends of the railroad always lead to valid exits off the layer.
60 Overstep Yourself: Roll 1d3. On a 1, for each square of movement a creature makes, it instead moves two squares ahead, stopping only for a solid obstacle. You cannot willingly move less distance, and you always travel in the direction. In effect, your movement of, say, 6 squares is 6 squares of 10 foot intervals (making your move speed 60 feet instead of 30). On a roll of 2, you move three squares of movement, and on a roll of 3, you move four squares of movement. 5-foot steps are also altered by this effect, and it lasts until you leave the area.

61 Spiders: A large cloud of tiny black flecks (which on close inspection are spiders) blossoms from the ground. Those who breath it in must make a save or feel sickened for 1 round. The cloud disperses after 1 minute on its own and everything seems fine. However, if the characters break anything open on this layer after the event, they will discover that they are full of black spiders as well as what is what is normally inside. Open a coconut, spiders. Take off a helmet, spiders. Kill a monster. Blood, guts, and spiders.

One day afterward, those who failed the saving throw have their vitals, their blood, even their brains, replaced by millions of spiders. This has no detrimental effect, and they may not even notice until they are cut and spiders pour out. This change is permanent. It does have two beneficial effects and one side effect. It allows the affected creature to move on the Far Plane without needing to make the save against the ambient insanity, and the creature is not attacked by mindless spiders unless said spiders are directly ordered to attack. On the downside, the creature counts as vermin whenever not beneficial. Drow often see this as a blessing from their goddess.

62 Cocooned: The layer tries to cocoon all creatures in it in ethereal webs. A successful save ejects the character to the nearest layer, while a failed save ends the creature on the inside of a cocoon. A trapped creature can try to cut its way free with any light slashing or piercing weapon. The cocoon has an AC of 11 (if ascending AC), Hardness 5 and 50 HP. If the creature fails to escape within 5 rounds, they are immediately knocked unconscious and awaken 4d10 days later on another plane with a pair of insect wings. The wings are too weak to fly with, but reduce fall damage by half. Those affected must get their armor re-fit for abnormally shaped creatures. The change is permanent short of Limited Wish or better.

63 Small Kopi: All living creatures have their left hand fall off, dealing them 2d10 damage, and the creatures regenerate a new hand in 1d4 rounds (though the damage is not also healed). The hand that falls off springs to life the second it hits the ground and take form (plus stats and abilities) like a homunculus, which will try to kill its "creator".

64 Hunger Calls: A strange scent drifts through the layers, and every creature must make a saving throw or become a compulsive eater, needing to make a saving throw every time they see food or be forced to eat it. Every time they fail the save, they have to save when they see a non-food object. If they fail THAT save and eat the object, they do so harmlessly but from now on have to treat that object as 'food'. This can easily grow of control, as the subject never stops feeling hungry and never suffers from the effect, becoming an omnivorous black hole. Succeeding on 3 consecutive instances of compulsive eating removes the effect.

65 Bounty of the Land: Bushes begin to appear out of the ground, bearing great numbers of delicious-looking fruits and berries. If eaten, they bestow the same effect as a Heroes' Feast, but anyone who eats must also make a saving throw or receive one random mutation.

66 The Spawning: The earth spawns one or more creatures with pseudonatural, lovecraftian traits; roll 1d6 to find out which creature appears:

1) The earth spawns 1d4 pseudonatural small monstrous centipedes each round for the next 1d12 rounds. 2) The earth spawns 2d4 pseudonatural araneas. 3) The earth spawns 1d6 pseudonatural dire sharks each round for 1d4 minutes. If not helped into water, they will immediately begin suffocating. 4) The earth spawns a single pseudonatural elder black pudding every 1d12 rounds until it has spawned 5 puddings. 5) The earth spawns 1d3 completely identical pseudonatural planetars, which behave erratically. 6) The earth begins to shake and rumble over the next 3d10 rounds before finally spawning a single pseudonatural dream larva.

67 Surrogate: A cactus-like mobile plant violently bursts from the ground and fires needles at every creature in an 80 foot radius, with +13 to hit against AC. A hit deals 1d4+1 piercing damage, and if wounded, a creature must make a saving throw. On a failed save, an egg has been implanted. The creature will begin to have stomach pain. Each day, the victim must make another save, or become sickened for 24 hours. After 3d4 days, the egg hatches and a pseudonatural dire rat bursts from the victim's stomach, dealing 4d6 points of CON damage and scurrying away. A heal or remove disease destroys the egg before it hatches, ending the effect. Creatures which are immune to disease or lack a Constitution score cannot be affected by this occurrence.

68 Snowing Red Dust: Red dust begins to snow all over the layer and continues for 3d6 rounds. Every creature caught in the red snow must save each round or Red Dust disease, which deals -1 to CON, attack, damage, and checks every day you fail a save. When reduced to 8 CON, the disease accelerates and forces you to save every hour. At 0 CON, you die and leave a shriveled red corpse. If disturbed, the corpse explodes into a cloud of Red Dust. While infected, HP damage can only be healed by Limited Wish or greater. It takes 3 successful saves in a row to overcome the disease.

69 Gender Changer: All creatures change sex to the opposite one and must all immediately make a Charisma check. The creature who rolled the highest on the check receives the benefit of a Enlarge Person that can affect any creature regardless of type, while all others get the effect of a Reduce Person with no save that can affect any type and which does not affect their equipment. The effect lasts for 24 hours and may be removed by Remove Curse or stronger magic.

70 The Black Cat: Out of the corner of your eye, you begin to see a black cat, but when you look, there is nothing. The persistent image results in a −1 penalty to attack rolls and ability checks.

71 Dire Moose: A dire moose appears out of nothing, walks up to the largest gathering of intelligent creatures on the same layer, and tells them that the layer is about to collapse, whereafter the dire moose disappears. The layer does indeed collapse 1d100 rounds after the Dire Moose disappeared, dealing 10d6 damage to any creature still on the layer before ejecting it to the next layer.

72 Katamari: Any objects smaller than yourself which are touched immediately stick to your body and cannot be removed short of universal solvent. Likely, this fuses weapons into the hands of PCs, among other things. It is not limited to hands; anything smaller than you sticks, and when you have enough random mass to be counted as a creature of a larger size category, you are able to stick much, much more. Many a poor party end up stickied, and need a small party member with their hands coated in universal solvent to roll them out of the area of effect.

73 Stuck to Play: When you arrive on the layer, you become aware that the layer will close and prevent exit once only one creature remains on the layer. When only one creature is left, the layer seals off, preventing escape as if under Dimensional Lock, and any physical portals out of the layer are closed. The layer remains closed for 1d12 days, and every 1d6 hours, new random effects will occur. Roll on this table to determine which new effects occur.

74 Bunny Time: Every 1d4 round(s), a happy bunny appears and hops close to the creatures in this layer. Once 20 happy bunnies are present, they go berserk and attack all other creatures with the strength of something totally awful like a dragon or whatever until killed or they are alone on their layer again.

75 Ignition: The atmosphere is extremely flammable, but breathable, and seems no different from normal. If any fire occurs, the atmosphere on the layer immediately ignites, dealing 3d10 points of fire damage a round for 1d4+2 rounds. Once the fire ceases, the atmosphere is completely devoid of breathable gas, and creatures will likely suffocate.

76 Reverse Newtonian: The ground seems solid, but if you move more than 30 feet in a round, the ground will take on a liquid consistency, allowing you to fall through. You can attempt to swim through, but you will fall 300 feet down in the first round, and 500 feet in subsequent rounds. Swimming is slow and you move at half speed. If you managed to fall more than 1000 feet, you begin taking damage from superheated rock, plus an additional 1d6 fire damage for every 10 feet lower, up to 20d6 fire damage at 1200 feet where you are submerged in magma.

77 Magic Gone Wild: The layer is under a strong wild magic effect; any time a spell or a spell-like ability is used, the user must succeed a check equal to three times your level or a wild surge will occur. Anyone who has spells or spell-like abilities must succeed on a save for every 10 minutes spent on the layer, or become infected with Wild Plague.

78 Dark Price: A cosmic mind contacts the layer. Every intelligent creature on the layer may make an immediate charisma check, the one with the highest result gaining the use of a free wish spell from the entity. However, they also have the knowledge that if the wish is made, the creature will be fated to die in a horrible fashion. The nature of the death is up to the DM, but typically occurs anywhere from 1 week to 2d20 years after the wish is made.

79 Collapsing Star: The layer contains large but faraway fuzzy globes of vague energy, and the ground is black. Gravity is twice as heavy as normal here, and attempts to Plane Shift or Teleport must first succeed on a saving throw, but otherwise the layer is fairly normal. The heavy gravity causes balance, climb, jump, ride, swim, and tumble checks to be at a −2 circumstance penalty, as do all attack rolls. All item weights are effectively doubled, which might affect a character’s speed. Weapon ranges are halved. A character’s Strength and Dexterity scores are not affected. Characters who fall on a heavy gravity plane take 1d10 points of damage for each 10 feet fallen, to a maximum of 20d10 points of damage.

5 rounds after the party gets there, the gravity triples, resulting in a −4 penalty to the aforementioned skills and attack rolls, weights are tripled, weapon ranges cut to a third, and characters take 3d8 fall damage per 10 feet. The save to Plane Shift and Teleport rises by +5. The energy spheres also move noticeably closer. Every 5 rounds, the gravity increases to four, five, and six times normal gravity, increasing the penalties as appropriate and fall damage following the progression of 6d8, 8d8, and 12d8 per 10 feet. On the seventh instance, the energy spheres touch and the layer collapses into a ball of nuclear fusion, obliterating everything on the layer.

80 Paranoia: The DM may consult this result and look shocked at how bad it is. Suggest that "the PCs see or hear nothing unusual", but look grim (or sadistic if that's your choice), second guessing all their actions and asking "are you sure?" to even seemingly innocent things. Nothing is wrong, their players are just paranoid.

81 RPG: The party is subject to a sudden blur of colors, resulting a save or becoming dazed for 1 round. Regardless of their save, they are blinded by the colors for 1 round. When their vision clears, they will be in an enemy encounter. Upon defeating the enemies, the bodies vanish in a red outline, and they leave bags of gold, potions, and other things monsters of their sort should not reasonably be carrying, as well as some ghostly fanfare which comes out of nowhere.

82 Objectified: Creatures on this layer lose their constitution scores, gaining CON — for the duration of their visit and gaining construct traits (except immunity to mind-affecting effects, unless they are already mindless). Creatures without CON scores, meanwhile, gain CON 10, and become vulnerable to construct immunities (unless they are immune through another way, such as poison immunity from an amulet). Formerly living creatures do not bleed, and formerly non-living or undead creatures bleed. This includes inanimate objects and even the ground, which screams when cut.

83 Turning Japanese: When any creature takes a slashing or piercing wound in this area, they take an additional 1d6 points of damage as fantastic amounts of blood spray from the wound. This blood loss never results in the creature passing out, and indeed the blood will continue to spray forth in an absurd amount far beyond what the creature actually contains. When a creature dies, they explode into a tidal wave of blood, destroying their body and flooding the surrounding 20 foot radius burst with blood, dealing 5d4 nonlethal damage and forcing a save vs being knocked prone (a successful save negates the prone effect).

84 An Odd Layer: You can only ever get odd results, rounding down to the nearest odd number. For example, you can move 5 feet, or 15 feet, but find you cannot move 10 feet. Likewise, your attack roll of 16 to hit becomes 15, and your damage roll deals 21 damage instead of 22. On a natural 20, the result becomes 21 instead of 19.

85 Adrian Brody: You encounter an appropriate level encounter monster who has a curious human face and the gaze attack of a Medusa. If you fail the save against its gaze attack, instead of turning to stone, you gain the creature's face, the creature's gaze attack, and are treated as if charmed even if you would otherwise be immune. The creature makes no effort to attack other creatures with its face, and creatures affected are more than happy to spread the face to others.

86 Funny Hat Club: A group of of 2-6 pseudonatural trolls are in the area, sitting on comfy chairs, wearing monocles, sipping tea, and wearing bizarre hats (including things that shouldn't BE hats, such as a duck on one's head). They are busy discussing politics in a very elite fashion. All of them are under a Sanctuary effect, as if cast by a level 100 caster. A sign just outside of their area displays "Silly Hats Only". If approached within 60 feet, the conversation will stop and the trolls will stop and look at the intruders, glaring if they are not wearing a silly piece of headgear. If a silly hat is not worn within 2 rounds, on the third round they go berserk and attack. If the attack is prevented via silly hats, the PCs may converse with them, though they mostly seem focused on game hunting and various real and unreal political events. They have a +20 bonus on any checks about these subjects.

87 Prismatic Dye: A rolling 40-foot-high multicolored cloud with a 40-foot radius diameter appears. The cloud moves at 20 feet a round. Those caught in the cloud have their skin turned to wild prismatic flashing colors, with no other effect but looking strange and bare skin shedding light out to 5 feet, and shadowy illumination 5 feet beyond. However, they soon find they have an uncontrollable gaze attack out to 30 feet; any creature under 8 HD subjected to the gaze immediately dies and is animated as a shadow with an urge to murder their prismatic killer and drain him of both life and color. The shadows cannot be turned or rebuked, but they can be destroyed through normal traditional means. The effect is permanent, but a Limited Wish or better removes it.

88 Gotta Go To Space: This layer appears to be a normal material plane world, but gravity is in reverse. A save on arrival allows creatures to grab onto something; otherwise, they fly off 300 feet in the air the first round and 500 feet every round after. The atmosphere is much more compressed than normal; after 500 feet, the temperature drops 20 degrees and the air becomes thin, forcing a save vs becoming fatigued. Between 1500 feet and 3000 feet, the temperature drops 20 degrees again and creatures must make a save vs exhaustion. Between 3000 feet and 15,000 feet, the temperature drops another 20 degrees, and the creature takes 1d6 points of damage from low pressure and can no longer breathe. Between 15,000 feet and 25,000 feet, the temperature drops another 20 degrees and the pressure damage increases to 2d6. Beyond 25,000 feet, they are officially in space and take 3d6 damage a round from pressure, plus 1 point of ability damage to all ability scores from radiation damage. They may drift in the infinite depths of this layer forever.

Any spells which grant a fly speed or any teleportation spells (including Plane Shift) fail unless the caster succeeds on a difficult meaning creatures may fly higher and higher before they can manage to escape.

89 Spamming Hell: Every round, characters must succeed on a save while in the area. Failure means they repeat the same action as last time (attacking, moving, repeating the same message, etc.), regardless of how the surroundings have changed. Success means they can act normally.

90 The Rave: Every object, creature, and even the atmosphere itself flashes with prismatic colors and loud blaring music. All listen checks are made at a −4 penalty and even normal conversation within earshot must succeed on a listen check. All creatures are dazzled, and when first exposed to the area, must make a save or be blinded for 2d4 rounds. Anyone who remains in the area for more than 10 minutes who is not immune to mind-affecting effects becomes sickened, no save.

91 The Gazebo: The layer is disturbing and freaky as the far realm often is, and in the middle of the madness is a small grassy meadow with a little grassy hill. On that hill stands a shiny white gazebo. The PCs will feel safe from the horrors of the Far Realm here, but the gazebo is actually an advanced mimic with 21 HD and pseudonatural traits which is more than happy to wait for the PCs to take a nap inside of it.

92 Silence: The plane is completely silent, as if affected by the Silence spell. Nothing else occurs.

93 Pulse of Creation: A 1-foot white sphere of light appears floating there. It is incorporeal and cannot be touched, but any creature moving within a 10 foot radius of it must succeed on a save or lose a memory. The memory is converted into a new layer somewhere on the Far Realm, which duplicates the memory and its inhabitants with pseudonatural clones. Lost memories incur a negative level with a save to remove 24 hours later. However, the memory remains missing with a vague sense that something is wrong. Modify Memory is capable of restoring the memory.

94 He Who Waits Beyond The Wall: Whenever someone speaks or attempts vocal spellcasting, they must make a save or instead begin mumbling strange things about "the Nezperdian Hivemind of Chaos" and "Zalgo", before snapping out of it with no memory of what just happened. After the 3rd failed save, which need not be consecutive, the creature who failed that save must make another save or be consumed by a web of growing black tendrils which spill from their mouth and eyes, mouths appearing on their skin and devouring them alive horribly. The web will start in their square and grow in a 5 foot radius every round until it has consumed the layer in corruption. Those touched by the webbing treat it as a Web spell which deals 2d6 damage a round on contact.

Although the process appears fatal, the originator of the web is actually still alive, but unconscious and taking vile damage each round. They are contained in a cocoon of webbing, with Hardness 5 and 50 HP. Allies can attempt to free them, and doing so halts the growth of the webbing. If anyone dies from the vile damage, they respawn 1d10 minutes later on the material plane as a pseudonatural version of themselves with chaotic evil alignment and a compulsion to summon the titular elder evil to the material plane.

95 Ocean of Insects: The area is flooded with a sea of small insects up to 20 feet high, so thick you can swim through it at half speed. You must hold your breath and close your eyes, or insects will crawl in your eyes and mouth and deal 5d6 damage and force a save vs nausea each round. If you are damaged and close your mouth and eyes again, the damage decreases by 1d6 and −2 save penalty each round, until the damage is 0. When the damage becomes 0, there is no longer a save. They will not damage you if your mouth and eyes are closed.

96 Enlightenment: A bright flash of light occurs, and characters must make a save or be permanently blinded, their eyes burned right out of their head, save negates. However, if a character is blinded, they gain +4 on initiative checks, +4 on saves against traps, is treated as having 360' vision for purposes of flanking and back-attacking, and may use the following spells 1/day as spell-like abilities: Detect Secret Doors, Detect Thoughts, Clairaudience/Clairvoyance, Divination, True Seeing, Find the Path, Legend Lore, Discern Location, Foresight. If their blindness is ever cured (which requires regrowing the eyes), they lose these benefits.

97 Even Death May Die: Characters must make a special level check of their character level + 1d20 against Difficulty 30 or equivalent (Courtney's Rosetta Stone is useful, here). If they succeed, they are rendered biologically immortal but hopelessly insane, ignoring even mind-affecting immunity. If they fail, they are not driven insane but their lifespan is cut in half, which may push them into a new age category. If they have been pushed beyond their maximum lifespan, they must make a save or die; success means they have 1d6 years left to live. The insanity and the aging effect can only be cured by a Wish. Reverting the aging effect restores their natural age and reverts any penalties or bonuses gained from it.

98 The Offer: A bizarre and otherworldly entity appears, stopping the flow of time if needed to speak with the PCs, and offers the PCs the ability to become as gods; however, they will have to leave everything behind. If refused, it has no issue and departs. However, if the offer is agreed to, the character is swept away into the gibbering madness, never to be seen again. Evidence that the character has ascended into the state of an elder evil is apparent. They are now an NPC, but will subtly impact the game with their motives and beliefs, leaving their mark on the world.

99 Double Weirdness Roll twice on this Table, re-rolling any further roll of 99 or 100. (Or roll with it, lol.)
100 Strange Eons Roll 1d4+2 times on this Table, re-rolling any further roll of 99 or 100. (Same)