A blog where some insane weirdo posts his OSR/DIY D&D ideas, content, recollections, and stuff. He might post other things not related to that, like music, art, literature, or memes. Probably not that much, though. There will also be content from the my boyfriend(s), namely the under construction Polyheus setting.
Showing posts with label Wild Magic. Show all posts
Showing posts with label Wild Magic. Show all posts
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.
Tuesday, March 13, 2018
The Deck of Manly Things
Yea I know this is stupid, shut up. We got too much pretty girly stuff on this blog.
The Fool: You become capable of riding any four-legged beast. They instantly recognize you as alpha and obey standard horsemanship commands, even if they shouldn't.
The Magician: If you are a woman, you become a man. If you are a feeble man or a wimp, you become brawny and strong. If you are hairless, you become hirsute. If you're already all these things, you become so masculine that it's kinda toxic. You become emotionally insensitive, unconsciously bigoted, and you become unable to tolerate doing unManly things.
The High Priestess: You are now an inexhaustible lover. She never gets pregnant and you never get crabs or diseases. You're great at sex and everyone in town seems to know.
The Empress: You are embued with a magical 'MOM' tattoo on your upper arm. It alerts you if she is in trouble and reminds you to get her something nice on her birthday. She appreciates your visits, but understands that you're busy saving the world. If your mom isn't alive, you will never love, cry, or smile again.
The Emperor: Your entire wardrobe is replaced with manly versions. Everything you wear is incredibly cool, made of leather, and provides at least +4 AC. Your existing armor, if any is modified with sculpted abs and pecs. You invent Aviator shades.
The Hierophant: You know the law, and can argue it rationally and eloquently. If you were chaotic, you become neutral. If neutral, you become lawful. If the local law enforcement are overwhelmed (aren't they always), they put a badge on you before you leave the tavern, mutating you closer to the stereotype of a scary, tough cop.
The Lovers: Everywhere you go, unimaginably beautiful young women throw themselves at you shamelessly. You may indulge in their attention as much as you want, but you never become attached to any one female.
The Chariot: At any body of water you need to cross, you grapple a shark, who swims you to the other side. You subtly become more like a pirate.
The Justice: You become a master at arm wrestling. No one can beat you.
The Hermit: You grow a massive, manly beard. Even Dwarves will envy your beard. It has an AC of 15, is hard hard to break as diamond, and can lift 300 lbs.
The Wheel of Fortune: In every man's life, there comes a time when he has to make a decision. You choose BACON. You can now cast Grease at-will, due to having eaten so much bacon without washing your hands.
The Fortitude: You become capable of skinning and cooking anything you kill. You have an infinite supply of barbeque sauce. You can drink any volume of alcohol with no negative consequences. Your diet consists solely of meat and ale.
The Hanged Man: You become significantly well-endowed. Yes, just that one anatomical part. You will need a new codpiece for your armor, and probably looser-fitting pants. You have a third equipment slot for magic rings.
The Death: It takes enough arrows to darken the sky, or a moon crashing on you, or a similarly insane amount of awesomeness to kill you. You are immune to disease, papercuts, gangrene and old age.
The Temperance: What? There's no temperance in being manly. You rip up the card, eat it, and knock out an opponent by spitting it at them. Someone yells "Blackjack" and you win 100 gold.
The Devil: You encounter an Owlbear, and you wrestle it to the ground bare-handed. You may choose to slay the Owlbear and wear its coat (which makes monstrous humanoids afraid of you forever), or it will follow you as its new pack leader (which makes humanoids afraid of you forever).
The Tower: You become impervious to fall damage. Regardless of height, you land on your feet, or crouched with your fist to the ground. You leave craters in dirt, and crack stone.
The Star: Forever more, after you have defeated an enemy, something behind you explodes!
The Moon: You become immune to fear. You stand brave in front of Ancient Wyrms and Liches alike. While it doesn't make you invincible, you think that you are.
The Sun: You become immune to fire, even magical. You can walk across coals, strike a match on your knee, and start a fire with just two sticks.
The Judgement: You can spot an unmanly man, regardless of magic or disguise. You immediately intimidate any man lesser than yourself, and can spend a Downtime/Haven turn making such a man half as manly as you are.
The World: Your lifting and carry limit skyrocket. You can carry up to 30 times your own body weight without difficulty or encumbrance.
The Fool: You become capable of riding any four-legged beast. They instantly recognize you as alpha and obey standard horsemanship commands, even if they shouldn't.
The Magician: If you are a woman, you become a man. If you are a feeble man or a wimp, you become brawny and strong. If you are hairless, you become hirsute. If you're already all these things, you become so masculine that it's kinda toxic. You become emotionally insensitive, unconsciously bigoted, and you become unable to tolerate doing unManly things.
The High Priestess: You are now an inexhaustible lover. She never gets pregnant and you never get crabs or diseases. You're great at sex and everyone in town seems to know.
The Empress: You are embued with a magical 'MOM' tattoo on your upper arm. It alerts you if she is in trouble and reminds you to get her something nice on her birthday. She appreciates your visits, but understands that you're busy saving the world. If your mom isn't alive, you will never love, cry, or smile again.
The Emperor: Your entire wardrobe is replaced with manly versions. Everything you wear is incredibly cool, made of leather, and provides at least +4 AC. Your existing armor, if any is modified with sculpted abs and pecs. You invent Aviator shades.
The Hierophant: You know the law, and can argue it rationally and eloquently. If you were chaotic, you become neutral. If neutral, you become lawful. If the local law enforcement are overwhelmed (aren't they always), they put a badge on you before you leave the tavern, mutating you closer to the stereotype of a scary, tough cop.
The Lovers: Everywhere you go, unimaginably beautiful young women throw themselves at you shamelessly. You may indulge in their attention as much as you want, but you never become attached to any one female.
The Chariot: At any body of water you need to cross, you grapple a shark, who swims you to the other side. You subtly become more like a pirate.
The Justice: You become a master at arm wrestling. No one can beat you.
The Hermit: You grow a massive, manly beard. Even Dwarves will envy your beard. It has an AC of 15, is hard hard to break as diamond, and can lift 300 lbs.
The Wheel of Fortune: In every man's life, there comes a time when he has to make a decision. You choose BACON. You can now cast Grease at-will, due to having eaten so much bacon without washing your hands.
The Fortitude: You become capable of skinning and cooking anything you kill. You have an infinite supply of barbeque sauce. You can drink any volume of alcohol with no negative consequences. Your diet consists solely of meat and ale.
The Hanged Man: You become significantly well-endowed. Yes, just that one anatomical part. You will need a new codpiece for your armor, and probably looser-fitting pants. You have a third equipment slot for magic rings.
The Death: It takes enough arrows to darken the sky, or a moon crashing on you, or a similarly insane amount of awesomeness to kill you. You are immune to disease, papercuts, gangrene and old age.
The Temperance: What? There's no temperance in being manly. You rip up the card, eat it, and knock out an opponent by spitting it at them. Someone yells "Blackjack" and you win 100 gold.
The Devil: You encounter an Owlbear, and you wrestle it to the ground bare-handed. You may choose to slay the Owlbear and wear its coat (which makes monstrous humanoids afraid of you forever), or it will follow you as its new pack leader (which makes humanoids afraid of you forever).
The Tower: You become impervious to fall damage. Regardless of height, you land on your feet, or crouched with your fist to the ground. You leave craters in dirt, and crack stone.
The Star: Forever more, after you have defeated an enemy, something behind you explodes!
The Moon: You become immune to fear. You stand brave in front of Ancient Wyrms and Liches alike. While it doesn't make you invincible, you think that you are.
The Sun: You become immune to fire, even magical. You can walk across coals, strike a match on your knee, and start a fire with just two sticks.
The Judgement: You can spot an unmanly man, regardless of magic or disguise. You immediately intimidate any man lesser than yourself, and can spend a Downtime/Haven turn making such a man half as manly as you are.
The World: Your lifting and carry limit skyrocket. You can carry up to 30 times your own body weight without difficulty or encumbrance.
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)
Aura's Wild Magic table.
Yo so here's my weird schizophrenic
Wild Magic table. Roll on Table 1 and then follow the instructions.
Effects supplant whatever spell or whatever you meant to cast (or accompany it, if you think that'd be more awesome). If the
effect doesn't make sense, the spell works as normal. Or maybe
reroll. I prefer rerolling, but hey it's up to you. I guess Wild
Magic has to fail to fuck things up sometimes to be truly random, but eh.
In my games, this table is rolled on if a spell is miscast or interrupted, if someone reads a scroll or spellbook improperly, or is playing a Wild Mage, which works exactly like a wizard except they have a 10% chance of rolling a Wild Surge, though they can negate this than using a higher level spell slot. A Wild Mage can also choose to surge on purpose whenever they want. They can also roll twice on any random magic effects like a Rod of Wonder and take the preferred result, but never this table.
There's additionally a disease called a Wild Plague that makes you always Wild Surge. Casting a spell on someone with Wild Plague is a possible vector of infection, lol. And if you're in a Wild Magic zone, you're always treated as a Wild Mage. These are the only locations where a Wild Mage can roll twice on a Surge and take their preferred result.
TABLE 1 (Determine nature of Surge)
01-40 Spell : See Table A1
41-55 Caster: See Table B1
56-70 Target: See Table C1
71-80 Caster & Target: See Table
D1
81-89 Environment: See Table E1
90-95 Special: See Table F1
96-98 Roll twice on this Table,
re-rolling results over 96 (or don't, lolololol)
99 Roll 2d4 times on this Table
re-rolling results over 96 (Same as above, just assume.)
100 DM Decides, or makes up something
not covered here. Or roll 1d20 times on the table. Bwahaha, eat shit.
TABLE A1 (Spell is target of Surge)
01-12 Spell works as normal plus
Thematic Effect; Roll on Table A2.
13 Spell does opposite of purpose; a
damaging spell heals the target, a boost-providing spell confers a
penalty, etc.
14-25 Thematic Effect: Roll on Table
A2 and again on Basic Table.
26 Spell is Empowered: Any numeric or
variable aspects of the spell are increased by one half.
27 Spell is Maximized: Any variable
aspects of the spell are treated as the maximized result.
28 Spell is Twinned: Cast the spell
twice.
29 Spell is Delayed: Roll 1D4+1 for
rounds it's delayed by.
30 Spell affects Target as normal,
then an exact copy of the spell originates from the target and
affects the caster.
31 Spell doesn’t take effect now,
but next time the caster casts a spell, the target of the second
spell is also the target of the first.
32 As 31, but it affects the next 1d20
spells the caster casts (first spell has no effect at casting but
affects target of second spell, second spell affects target of third
spell, and so on).
33 Spell becomes a maximized Fireball
with Caster Level of 10.
34 Spell takes effect, but Caster
Level is double normal.
35 Spell takes effect, but Caster
Level is half normal.
36 Spell is changed to the spell
appearing above it in the source material. The target doesn’t
change. If this would result in a spell with no effect (for example,
charm person in an open space), then there is no effect; roll on
Table E1 to determine what happens next.
37 Spell affects the nearest creature
to the target instead.
38 Spell affects the nearest creature
to the caster instead.
39 Spell becomes the spell Time Stop,
but the target counts as the caster, and knows this.
40-49 Nothing happens; the spell slot
is still used and components are still consumed.
50-55 Nothing happens, really! The
spell slot is not used and components are not consumed.
56-60 Everyone within 5ft of a line
between the caster and the target will be hit by a copy of the spell,
including the caster.
61-62 Spell's duration is 1d6 times
normal; spells with a duration of instantaneous instead take effect
1d6 times, once every round until all have taken effect.
63-66 Besides the normal spell,
another spell accompanies it. Roll on Table A3. The target doesn't
change. If this would result in a spell with no effect (for example,
Scare in an open space), then re-roll on Table A3.
67-82 Spell takes effect, but the
caster retains the spell or spell slot and components aren't
consumed.
83-85 Spell is changed to another
spell: roll on Table A3. The target doesn’t change. If this would
result in a spell with no effect (for example, Scare in an open
space), then there is no effect; roll on Table E1 to determine what
happens next.
86-87 Spell has no save and penetrates
Spell Resistance automatically.
88-89 Saves vs this spell are
automatically a success, and it can't penetrate a creature's Spell
Resistance.
90 Spell becomes a "Living
Spell". It becomes sentient, gains a humanoid form, and is
capable of 'casting itself at will. Treat as an NPC and go nuts with
this. Alternatively stat them up as Arnold K's Spellborn Homunculus.
91-95 Spell takes effect normally.
96-98 Roll twice on this Table,
rerolling results over 96
99 Roll 2d4 times on this Table,
rerolling results over 96.
100 DM chooses an effect from this
table under the result of 96. (I guess it's a dick move if the DM
chooses above 96, but don't let me stop you; if you can make up a new
effect do it)
TABLE A2 (Thematic Effect of Surge)
01-05 Theme Electricity, the spell
will look electrical in nature, there will be heard thunder and smell
like in a thunder storm.
06-10 Theme Fire, the spell will look
like fire with flames, smoke, and heat waves, it smells of burnt
[insert target of spell].
11-15 Theme Sonic, like 1-10 on this
table just with the theme of Sonic.
16-20 Theme Cold, like 1-10 on this
table just with the theme of Cold.
21-25 Theme Acid, like 1-10 on this
table just with the theme of Acid.
26-30 Theme Death, like 1-10 on this
table just with the theme of Death.
31-35 Theme Heaven, like 1-10 on this
table just with the theme of Heaven.
36-40 Theme Hell, like 1-10 on this
table just with the theme of Hell.
41-60 Appropriate Theme music will
play for the duration of the spell; spells with a duration of
instantaneous instead have the Appropriate Theme music play for CL
rounds.
61 as 05+41 on this table, but the
music will match the theme instead of the spell.
62 as 10+42 on this table, but the
music will match the theme instead of the spell.
63 as 15+43 on this table, but the
music will match the theme instead of the spell.
64 as 20+44 on this table, but the
music will match the theme instead of the spell.
65 as 25+45 on this table, but the
music will match the theme instead of the spell.
66 as 30+46 on this table, but the
music will match the theme instead of the spell.
67 as 35+47 on this table, but the
music will match the theme instead of the spell.
68 as 40+48 on this table, but the
music will match the theme instead of the spell.
69-74 Spell is accompanied with the
sound of 100 soft bells ringing and leaves a trail of flower petals
in its wake.
75-84 Spell effect is invisible and
produces no sound, but is otherwise normal.
85-90 Theme Slime, 1-10 on this table
just with the theme of Slime.
91-95 Spell displays the effect of
making it look like it's the work of thousands of small and fluffy
animals; a Levitation spell makes it look like lots of little
songbirds come and lift the target, a damaging spell looks like a
swarm of mice running by nibbling all in the area of effect, etc.
96-98 Roll twice on this Table,
rerolling results over 96. (Or don't, if you can think of how to
combine themes)
99 Roll 2d4 times on this Table,
rerolling results over 96.
100 DM chooses an effect from this
table under the result of 96. (Or make up a new theme, like Cheese or something, idgaf.)
TABLE A3 (Other Spell on Surge)
I'm not going to print a goddamn table
of every possible spell in my game, especially since I'm not sure how
much that'll translate into your game. Basically just roll randomly
for spell list, then roll 1d10 for spell level (treat 10 as cantrips
if they exist, otherwise GM picks). When you have a spell level, roll
randomly on spells. For instance, if you're using the Castles &
Crusades PHB with no homebrew, you'd have 1d4 for Cleric, Druid,
Wizard, Illusionist spell lists. It has 0-level spells, and each
spell level tends to have a nice diceable number of spells like 12 or
20, numbered for you an everything. It's awesome.
TABLE B1 (Caster is target of Surge)
01-05 All hair falls off of caster.
06-09 Caster grows 1d10 inches
permanently.
10-12 Caster shrinks 1d10 inches
permanently.
13 Caster is affected by Feeblemind,
no save.
14-20 Caster develops a phobia related
to the spell or target of the spell.
21-22 Caster is infected with a
disease of the DM`s choice, including supernatural ones like
vampirism if you want. I sure as hell do. A Wild Magic plague exists
in my games, as mentioned before.
23-24 Caster is the target of a random
spell; Roll on Table A3.
25 Caster Mutates; roll on Random
Mutations Table of your choice to see what mutation caster gets.
What, you don't have one? What the fuck kind of OSR gamer are you?
Get out of here.
26 Caster believes he/she is a animal
for 3D6 Rounds and acts accordingly, roll 1D10 to see which animal
the caster believes he/she is:
1-2 Gorilla, 3-4 Deer, 5-6 Bear, 7
Mouse, 8 Eagle, 9 Fish, 10 Chicken.
27-28 Caster loses all remaining
spells and/or spell slots for the day.
29-30 Caster regains all used spells
and/or spell slots.
31-35 Caster ages spell's level in
years.
36-40 Caster levitates full speed up
for the next 1D10 Rounds and then falls, taking falling damage. The
caster can take actions during these rounds, but will continue to
levitate up unless dispelled.
41 Caster can't lie for the first 10
minutes after having cast a spell, this effect remains for 1 year.
42 Caster can't speak the truth for
the first 10 minutes after having cast a spell, this effect remains
for 1 year.
43-46 Caster is permanently invisible
to target until a break enchantment is cast on him/her (If caster is
also target, this is extra funny)
47-49 Caster has contracted Wild
plague. Lololol I told you dawg. Everything you cast Wild Surges
until it's cured.
50-55 Caster gains a bonus of +4 to
all stats until he/she walks on holy or unholy ground.
56-65 Caster's diet changes to
minerals where the expensive crystals taste the best, lasts until the
next full moon.
66-68 Caster is instantly transported
to other plane or prime, roll for destination on table B2.
69 Caster changes sex; every day, the
caster can make a saving throw versus the original spell to change
back.
70-75 Caster believes target to be a
long lost sibling.
76-80 Caster believes target to be a
demon in disguise, out to kill him/her.
81-84 Caster's languages all change to
other languages, but the caster doesn't notice it him/herself, this
effect lasts until the caster washes his/her hair.
85-89 Next non-living item the caster
touches will turn into gold.
90-95 Caster's skin takes on another
color, roll 1D10 to see which, this effect last until the caster
bathes under a waterfall:
1-2 Brown, 3-4 Pale, 5 Blue, 6 Yellow,
7 Albino, 8 Gold, 9 Silver, 10 Red
96-98 Roll twice on this Table,
rerolling results over 96
99 Roll 2d4 times on this Table,
rerolling results over 96
100 DM chooses an effect from this
table under the result of 96, or makes up a new one. You get the drill.
TABLE B2 (Random Plane of Destination)
Here, just roll randomly for Planes of
Existence, whatever the cosmology is in your setting. If your game
doesn't have alternate planes of existence, uh...use planets? Come on
work with me here. I might post my cosmology sometime and link to it here later, though. Cosmologies are cool.
TABLE C1 (Target is target of Surge)
01-05 All of the target's hair grows
1D20 inches instantaneously.
06-10 Target polymorphs into an animal
for 3D6 Rounds, roll 1D10 to see which animal the target becomes:
1-2 Gorilla, 3-4 Deer, 5-6 Bear, 7
Mouse, 8 Eagle, 9 Fish, 10 Chicken. Saving throw to resist being
polymorphed is equal to the original spell's.
11-12 Target's languages all change to
other languages, but the target doesn't notice it him/herself; this
effect lasts until the target washes his/her hands.
13 Target gains the attention of a
greater creature (Creature's HD is equal to Target's Level/HD+1D20)
from another plane; the creature is annoyed and angry at the target.
To see which plane the creature is from, roll on Table B2.
14-17 Target gains the attention of a
lesser creature (Creature's HD is equal to Target's Level/HD-1D6)
from another plane; the creature is interested in testing the target
before recruiting him/her. To see which plane the creature is from,
roll on Table B2.
18-19 Target gains a spell that can be
used as a spell-like ability 1D4/times; to see which spell, roll on
Table A3.
20 Target is totally immune to all
spells for the next 24 hours, both harmful and beneficial. All spell
effects already affecting the target are suppressed for the duration,
and the target can't use spell-like or supernatural abilities during
those 24 hours.
21-23 Target is hit by a Flesh to
Stone spell with no save, and a duration of the target's Constitution
in days.
24-26 A statue looking exactly like
the target in the moment of the spell being cast appears where the
target stood; the target is moved 5ft north and affected by a
Improved invisibility spell with a duration of 3D10 rounds. (The
statue is permanent)
27 All of the target's clothes and
worn equipment burst into flames and are incinerated, leaving the
target unharmed but naked. Magic items get a Saving throw with the
difficulty of the spell originally intended to be cast.
28-29 Target is permanently invisible
to caster until a Remove Curse spell is cast on them (If target is
also caster, this is extra funny)
30-34 Target polymorphs into its cute
baby self for 1D12 Hours (Size: Tiny, STR: 01 CON: 01 DEX: 01, no
change in target's mental abilities). Saving Throw to resist being
polymorphed is as the spell originally intended to be cast.
35 Target polymorphs into its cute
baby self for 1D12 Hours (Size: Tiny, STR: 01 CON: 01 DEX: 01 INT: 02
WIS: 02 CHA: 15). Mental abilities, knowledge, and languages changes
to that of a helpless baby. Saving Throw to resist being polymorphed
is as the spell originally intended to be cast.
36-39 Target changes size for the next
1D20 Hours, roll 1D10 to find the target's new size:
1 two sizes smaller, 2-5 one size
smaller, 6-8 one size larger, 9 two sizes larger, 10 tree sizes
larger
Adjust AC and stats as however that
would work in your game. Saving throw to resist size change against
the original spell +5.
40-44 Every time Target wants to
speak, it comes out as song, permanent until Remove Curse is cast.
45-49 Nearest creature to the target
with 2 or less in INT (or of animal intelligence if you don't track
that shit) becomes enraged and will attack the target to the death.
50-54 Nearest creature to the target
with 2 or less in INT (or of animal intelligence if you don't track
that shit) becomes completely loyal to target. Until the target does
something to hurt the creature, the bond of loyalty is permanent.
55-65 Target gains the spell-like
ability to use the spell just cast to affect him/her 1 time.
66-68 Target is instantly transported
to other plane or prime, roll on Table B2. Saving Throw against the
original spell to resist.
69 Target falls deeply in love with
caster and will forsake all other loyalties, Saving throw against the
original spell, but if the caster's alignment is radically different
there is a +10 to the save, duration ((Caster’s Charisma times
original spell level)/weeks).
70-74 Target gets hit by a Mage's
Disjunction as if cast by a 20th level caster.
75-79 Target will forget all names,
including their own name. Saving throw as original spell to resist,
lasting until a person calls targets name or a Remove curse is cast.
80-83 Next time target tries to talk,
they will spit out 1D100 gold pieces instead.
84 Target gains a +6 bonus to AC until
the next full moon.
85-95 Target gains a compulsive need
to possess one item that means a lot to caster. Remove Curse will end
this compulsion.
96-98 Roll twice on this Table,
rerolling results over 96
99 Roll 2d4 times on this Table,
rerolling results over 96.
100 DM chooses an effect from this
table under the result of 96
TABLE D1 (Target and Caster are both
target of Surge)
01-05 Target and caster swap
locations.
06-10 Target and caster swap bodies,
this works as a True Mind Switch but with no save, the effect will be
reversed immediately if any of the two eats raw meat.
11-15 Caster is hit by an effect from
Table C1 and Target is hit by an effect from Table B1.
16-20 Both target and caster are hit
by the same effect from Table B1.
21-25 Both target and caster are hit
by the same effect from Table C1.
26-30 Target and caster are instantly
transported to other plane or prime, roll on Table B2.
31 Target and caster are instantly
transported to a Demiplane that gives them whatever he wanted, as a
perfect dream world. It will give them everything they want,
consciously or unconsciously, except a way to leave, until one of
them dies.
32-36 Both target and caster are hit
by the same spell from Table A3.
37-41 Target and caster are hit by
different spells from Table A3.
42 Both target and caster are hit by a
Heal spell, Caster Level 25.
43-48 Both target and caster disappear
and will reappear 1D10 rounds into the future with no knowledge of
anything strange having happened.
49-53 Target and caster swap all worn
clothing and equipment, things that are impossible to be worn appear
in front of the not-owner on the ground.
54-57 Target and caster both make a
Charisma check. The one rolling highest is hit by an Enlarge Person
spell at Caster Level 20, and the other is hit by a Reduce Person
spell at Caster Level 20.
58 Caster and target both gain
identical mutation, roll on Random Mutations Table of your choice to
see which.
59-63 Target and caster are drawn
towards each other; each round a magic force will move each 20 ft.
closer to one another until they collide (this does not grant them
any kind of movement they do not have, like flight, but the spell
will still move them out over a chasm if that is the straight line).
64-68 Both target and caster are hit
by a Reduce Person, Caster Level 20, with a permanent duration.
69 Caster and target fall deeply in
love with each other and will forsake all other loyalties. Saving
Throw to resist equal to original spell x2, but only if caster's
alignment and target's are radically different (no shared
components).
70-75 Caster and target are
permanently invisible to each other until Remove curse is cast on
either of them.
76-80 Caster and target suddenly know
each other personally (Alignment, Class with most levels in, HD,
Stats and Patron God)
81-87 Both target and caster are hit
by an Enlarge Person spell, Caster Level 20, with a permanent
duration.
88 Both target and caster are turned
into Rats as by a failed save vs. Baleful Polymorph, except the save
automatically succeeds after 24 hours.
89-95 Both target and caster disgorge
1D100 creatures and are stunned for 1D6 rounds while doing this, roll
1D10 to see which creatures:
1 Maggots, 2 Rats, 3 Bats, 4 Fire ants,
5 Frogs, 6 Tiny illusionary fairy’s, 7 Spiders, 8 Locusts, 9
Canaries, 10 Tiny non-poisonous snakes
96-98 Roll twice on this Table,
rerolling results over 96.
99 Roll 2d4 times on this Table,
rerolling results over 96.
100 DM chooses an effect from this
table under the result of 96.
TABLE E1 (Environment is Effect of
Surge)
01-07 A permanent wild magic zone is
created with center where the intended spell should have taken
effect. The radius of the zone is caster's level X100 ft.
08-09 A permanent dead magic zone is
created with center where the intended spell should have taken
effect. The radius of the zone is caster's level X10 ft.
10 A permanent dead magic zone is
created with center where the intended spell should have taken
effect. The radius of the zone is caster's level X100 ft.
11-15 Centered on the caster, a sphere
with a radius of Caster Level X10 ft. permanently shifts places with
an equally sized area from a random plane, roll on Table B2 to see
which plane. Only the environment is affected; no sentient creatures
are shifted.
16-20 Centered on the caster, a sphere
with a radius of Caster Level X10 ft. and all creatures in this area
shifts places with a equally sized area from a random plane, roll on
Table B2 to see which plane. The areas will remain there for the
duration of the intended spell before returning home. If the
creatures leave the area under the duration and don't make it back
before the original spell ends, they must find another way home.
21-25 A Permanent Wall of Force
springs into existence right between the caster and target; the wall
is as large as environment allows, up to a maximum of caster's level.
If Caster is also the target, the wall starts in front of the caster
and goes in a straight line the way the caster is looking.
26-29 Surge kills all non-sentient
plant life in a radius of caster's level X10 ft.
30 Surge kills all non-sentient plant
life in a radius of caster's level X100 ft.
31-35 In a circle with a radius of
caster's level X1D10 ft, flowers will suddenly and magically begin to
grow. These will open up 24 hours after the surge and reveal a gem
inside of each flower; the amount of gem flowers that appear is equal
to the radius of the flower zone X10. Each gem, if plucked, is worth
1D100 Gold, but turns to dust one week after being plucked.
36-40 Weather changes drastically
(hail, sleet, thunderstorm, heatwave, etc.)
41-45 Weather changes drastically to
magical nature (raining frogs, lightning elementals playing a game in
the skies, a fog that counts a stinking cloud falls, etc.)
46-50 Nearest dead sentient being
returns as a ghost to haunt the location of its death.
51-55 The nearest 2D6 Animals and 2D6
Trees are Awakened as the spell of same name, except they doesn’t
change attitude towards caster and will begin an internal battle
between the plant kingdom VS. the animal kingdom to the death.
56-60 A pit 10 ft. X 10 ft. X 10 ft.
appears right between caster and target; if caster is also target, it
appears right under caster.
61-65 Plant growth speeds up in a area
of caster's level X 30 ft. around caster, and until the next full
moon, each hour plants will grow as much as they would have done in a
normal year.
66-70 In a sphere with a radius of
1D100 ft. from the target of the intended spell, time stops for 1D100
years; everyone within or who enter under the area of effect is
caught by the time stop and frozen in time until time starts again.
This effect counts as being cast by a level 30 caster for purpose of
trying to dispel. No save and no Spell Resistance.
71-75 The surge rips a hole in the
fabric of reality and a layer of the far plane/outer chaos/whatever
seeps in; the layer remains until all creatures have left its
boundary. The layer is level x5 ft radius centered on the caster when
the surge happens. Roll on Table E2 to see what effect the layer
brings with it.
76-78 Earthquakes hit the region
(nearest 100 miles) for the next 1D6 hours.
79-82 A permanent magical effect
occurs. At a range of 250 ft. around the caster, a barrier springs
into existence; everyone who looks through this barrier from the
outside can only see the natural environment of the other side
(buildings, creatures, fields, or the like it have all become
invisible), while there is no effect for the ones looking out.
83-86 Rips a hole in reality and opens
a one-way portal to a random plane, roll on Table B2 to see where the
portal leads to.
87-90 Rips a hole in reality and opens
a one-way portal from a random plane, roll on Table B2 to see where
the portal comes from. (DM discretion, as permanent portals can't
exist at some planes.)
91-95 Rips a hole in reality and opens
a two-way portal to a random plane, roll on Table B2 to see where the
portal leads to. (DM discretion, as permanent portals can't exist at
some planes.)
96-98 Roll twice on this Table,
rerolling results over 96.
99 Roll 2d4 times on this Table,
rerolling results over 96.
100 DM chooses an effect from this
table under the result of 96.
Table E2 (Far Realms Fuckery)
This is gonna have to be its own post or else this'll be too long. Here.
TABLE F1 (Special Surges)
01-03 Surge results in surge with
multiple effects, roll once on each of these tables: Table A1, Table
B1, Table C1, Table D1, and Table E1
04-06 The caster gains a random effect
from Table A2 that will always be added to all spells the caster
casts.
07-09 One random stat of the target's
gains a permanent inherent bonus, roll a D10 to determine the size of
the bonus:
1-4 +1. 5-6 +2. 7-8 +3. 9 +4. 10 +5.
10-12 Randomly roll another wild
surge; this surge and the next 1D20 wild surges will have that
effect.
13 Caster gains a wild die (D20). When
casting spells or using spell-like abilities, roll wild die, and if
the wild die rolls 13, the result is a wild surge instead of the
spell. If caster already has a wild die, roll a D20 instead, and the
result is now added to the wild die and will result in a wild surge
when casting spells.
14-15 A random effect from Table B1 is
made permanent without save or Spell Resistance; even if it could be
removed before, it can't now.
16-18 A random effect from Table C1 is
made permanent without save or Spell Resistance; even if it could be
removed before, it can't now.
19-21 Curse of the Phoenix. The caster
bursts into flames and is consumed along with all of his/her
equipment, magic items get a saving throw equal to the difficulty of
the original spell being cast. Next dawn, the caster will reincarnate
in the nearest flame that is as large or larger than the caster (note
that the curse doesn’t give any resistance or immunity to fire). If
ever killed by fire damage, this will happen again. Precisely one
year after the caster's last burst and consummation by flames, it
repeats. Can only ever be removed by eating the heart of a Phoenix,
while Remove Curse is being cast on the subject.
22-24 A random monster appears from
with HD equal to the level as the spell originally intended to be
cast, and it is free willed and permanent (of course, it is confused
as to what just happened, and yes, it does come from somewhere.)
25-27 A 1 inch/spell level portal
appears right behind the caster, which is connected to the Far
realms. Right behind it, a creature lives that wants to enter our
existence. Every time the caster casts a spell, it opens 1 inch/spell
level, and every day at sunset, it closes 1 inch. If the portal ever
reaches 100 inches, the creature will enter and try to eat the
caster. If successful, it will take his/her body and have free access
to our world (if creatures pass through the portal from our side, the
creatures are gone forever ,and the portal will grow by 1 inch/HD if
dead and 2 inches/HD if alive).
28-32 A Random minor magic item
appears where the spell should have taken effect. Roll on whatever
tables you prefer.
33-35 A Random medium magic item
appears where the spell should have taken effect. Roll on whatever
tables you prefer.
36 A Random greater magic item appears
where the spell should have taken effect. Roll on whatever tables you
prefer.
37-38 A artifact appears where spell
should have taken effect, but it is only a shadow image of the item,
and every time it is used, roll a D20. If you roll 13, a wild surge
will occur and the item will disappear; if it is not 13 the item
works as expected.
39-42 Spellstorm: all of the caster's
remaining spells are instantly cast on the target. If the caster is a
spontaneous caster, a random spell is generated on each spell level
and all spell slots are used for that spell. Even spells that
normally would be personal or touch are cast on the target, and all
attack rolls required for the spells are successful. Any spell for
which the caster doesn't have the component, focus, or it just
doesn't make any sense (such as Summon on an elf) simply fizzles.
43-45 One random stat of the caster's
gains a permanent inherent bonus. Roll a D10 to se the size of the
bonus
1-4 +1. 5-6 +2. 7-8 +3. 9 +4. 10 +5.
46-48 Caster ages up until first year
in next age category.
49-51 Caster becomes 1D20 years
younger (if this will result in a age of 0 or less, the caster
disappears and everybody will forget all about him/her; even in
written materials, the caster and his/her deeds will disappear).
52-54 Target are transported to random
plane, roll on table B2 and a Doppleganger looking precisely like the
target is transported to where the target stood.
55-57 The creature standing closest to
caster gains Detect Thoughts as a spell-like ability 3/day, Caster
Level 13.
58-60 Reroll wild surge; the creature
standing closest to the caster is counted as both target and caster
of spell.
61-63 Reroll wild surge; the creature
standing closest to the caster is counted as the caster of spell, and
the creature standing closest to the target is counted as the target
of spell. (If a touch spell, the caster becomes the target and the
target becomes the caster.)
64-65 A noble Djinn appears and offers
for all to participate in a tournament where the winner is granted a
wish, like the spell, roll 1D6 to see which kind of tournament it is:
1 Chess (Djinn supplies the boards and
pieces). 2 Gladiator tournament to surrender or death. 3 Jousting
(Djinn supplies horses and lances). 4 wrestling. 5 Spell duel to
surrender or death. 6 swimming competition (in nearest large body of
liquid)
66 A wish (or 3) is granted to the
caster, roll 1D10 to see the source:
1-5 Noble Djinn, Wish is granted as the
spell. 6 Evil God, grants 3 Wishes but it is in return for the
caster's soul; until the second wish is granted, the soul can be
saved by a Atonement spell cast by a cleric of a good or neutral
deity, but after the second wish, the soul is tainted beyond mortal
intervention. 7-10 Noble Efreet, Wish is granted as the spell, but
the Efreet tries to corrupt it; if the wording can be understood in
some other way, it will.
67-68 Curse of Bureaucracy: Each time
the caster tries to cast a spell, a large form will appear along with
a quill. This form is about whether the spell is for pleasure or
business, who the intended target is, why the caster is using this
exact spell ,and a lot other questions in that style. It takes 1
round per spell level to fill out the form, and if correctly filled
(INT check), the spell will be cast, but if the INT check fails a new
form will appear, and until a form is correctly filled, the caster
can't cast other spells. When Remove Curse is cast on the unlucky
individual, a new and extremely large form will appear along with a
quill. This form takes the Caster's level in hours to fill out, and
if correctly filled, the curse is lifted. If failed, there is a
waiting period of one week per check failed until the curse is
lifted, and if failed by 10 or more, the Remove Curse just doesn’t
work. Special: Lawful characters get +2 to these INT checks and
Chaotic characters get -2 to these INT checks.
69 A succubus takes special interest
in the caster's soul
70-72 A celestial being takes special
interest in the caster's soul and well-being (will help, mentor, and
protect good-aligned characters while trying to save the souls of
neutral and evil aligned characters by showing them the flaws of
their ways and stopping them from doing evil).
73-75 Caster gains a new spell; if the
caster memorizes, the spell appears in the caster's spell book, and
if the caster is a spontaneous caster, he/she adds the spell to known
spells. The spell is of the same level as the originally intended
spell and is the one appearing just under the originally intended
spell on the caster list in the official source material; if no spell
of the same level appears in the official source material, nothing
happens. Special: The newly gained spell takes place of the spell
that caused the wild surge with the same target.
76-77 Nearest creature to target gains
a Template (if touch spell, it's the caster); Templates are like a fucky 3E-thing like being a half-dragon or like, actually a robot or something. If you don't wanna deal with any of that shit, just change their race as if they cast Reincarnate, and make them a half-breed hybrid. You're a freak now.
78 All magical bonds (paladin’s
mount, druid or ranger’s companion, and the like) within 100 ft.
are shattered; the animals are set free but keep the bonuses from the
former bond forever while the owner suffers as if the animal was
killed. Special: Now that the animals aren't normal for their kind
anymore, they can't be part of such a bond ever again.
79-81 Knowledge of the location and
legends of an artifact of wild or chaotic nature is imprinted in the
caster's mind.
82-84 Nothing happens; just smile and
make the wild mage paranoid, and maybe hint that he/she has a strange
feeling in the stomach.
85-87 A entity from the Far-Realm uses
the wild surge to lay one of its eggs in the caster's stomach. Over
the next week, the caster will begin to have stomach pains that stop
9 days after the egg was laid, then on the 10th day, a dire rat with
the pseudo-creature template will burst out of caster's stomach,
dealing 4D6 CON damage. If the caster is subject to a Heal or Remove
disease after the surge but before the 10th day, the creature is
killed and the character will never know how close he/she was. If the
caster is immune to diseases, he is immune to all of this; just treat
the roll as a roll of 82-84 on this table.
88 Cosmic Knowledge comes with a
price; wild mage gains INT +4 WIS -2 CHA -2, permanent.
89 Cosmic Wisdom comes with a price;
wild mage gains INT -2 WIS +4 CHA -2, permanent.
90 Cosmic Shine comes with a price;
wild mage gains INT -2 WIS -2 CHA +4, permanent.
91-92 Reincarnated soul: The wild
mage's soul is taken over by one of his/her previous selves. Remove
all class levels and abilities and rebuild it as a radically
different class up to the same level (the previous self might have
been another gender and or race and find it a little strange suddenly
being in this time occupying this strange body). The DM and player
make an agreement as to what this former self was.
93-96 Wild mage changes type to
Aberration, and every time the wild mage causes a wild surge from now
on, he/she also gains a mutation. Roll on Random Mutations Table
97-98 Death appears wanting to claim
the mage, if the mage argues, Death agrees to a game of Chess (it's
reaaaally hard to win; Death has played it, like, a million times
before). If the character wins, Death says “see you soon”; if not
the character dies. Special: Death can only be seen by the character
and people who can see ethereal beings, Death can't be killed.
99 Wild mage gets to chose an effect
from any surge table, with a Charisma X3% chance that the effect will
happen; if not, then the DM can choose any event they like.
100 A flux is created and the caster must make a saving throw. On a success, the caster
is permanently immune to all magic both beneficial and harmful, but
can't ever use spells, magic effects, (portals, heroes' feast, and
the like), or spell-like abilities. He/she can even walk through
magical effects such as wall of force or the like. On a failure, roll on this bad boy.
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