Wednesday, February 23, 2011

Community Table: D? Table of Magical Side Effects

This table will be used to generate a random effect that occurs when a mage casts a spell. Please specify whether this is intended to be permanent (I.E., occurs every time the spell is cast by that mage, not the effect will always linger) or determined again the next time the spell is cast. The table will go until it stops.

1. Causes blindness as the spell in 100' for 3d6 days.
2. Causes rain, even indoors.
3. All hair or fur within 12' of the caster (including his or her own) will catch fire.

6 comments:


4. Objects in the immediate vicinity subtly warp. Porky
5. Insects and rodents swarm from hiding places. Porky
6. The caster moves back in time by several seconds. Porky


7. A random inanimate object within 60' becomes animate - and frisky! The Acrobatic Flea

8. Spellcaster changes skin colour for 1d6 hours. Roll on sub-table -
(1) Blue
(2) Red
(3) Orange
(4) Mauve
(5) Green
(6) Yellow

The Acrobatic Flea

9. A random inanimate object within 120' explodes (blast radius 10') causing 1d8 damage. The Acrobatic Flea

10. Spellcaster's clothing evaporates (only non-magical garments). The Acrobatic Flea

11. Spellcaster soils himself. The Acrobatic Flea

12. Random finger on spellcaster's hands turns into a tiny tentacle for 2d10 days. The Acrobatic Flea

The Acrobatic Flea said...

13. Caster loses (1-3)/gains (4-6) 2d10lb weight (permanent). The Acrobatic Flea

14. Caster grows (1-3)/shrinks (4-6) 1d12" in height (permanent). The Acrobatic Flea

15. Caster grows little horns on top of his head for 1d3 weeks. The Acrobatic Flea

16. Caster ages (1-3)/gets younger (4-6) by 2d6 years. The Acrobatic Flea

17. Caster develops nauseating body odour which increases chances of attracting a random wandering monster. This lasts for 1d6 hours and cannot be removed prematurely by bathing. The Acrobatic Flea

18. Caster is irrevocably wiped from the space/time continuum... for 1d30 minutes then returns to exactly the same spot with no recollection of lost time. The Acrobatic Flea

19. Regardless of what caster is standing on a field of yellow and white daisies pop up in a 1d6 x 5' radius circle around him. The Acrobatic Flea

20. Caster changes sex (1-4 male to female/female to male; 5 Androgynous; 6. both sexes simultaneously. The Acrobatic Flea

21. Roll again and effects then kick in after a (1-2) 1d6 hour; (2-3) 1d6 day; (5-6) 1d6 month delay. The Acrobatic Flea

22. Roll again and effect targets a random member of the caster's party instead. The Acrobatic Flea

23. Instant mind swap with nearest sentient lifeform of comparable size (be it monster, party member, animal etc) for 1d6 x 10 minutes. The Acrobatic Flea

24. Physically exchanges places with nearest living blood relative. The Acrobatic Flea

25. Changes race to that of nearest sentient lifeform of comparable size. The Acrobatic Flea

26. Caster develops overpowering craving for a pint of ale (even if previously teetotal), to such an extent that all die rolls (except damage) he makes will be at -2 until he satisfies that craving. The Acrobatic Flea

27. Starts laughing loudly and uncontrollably for 1d6 minutes, then burps. The Acrobatic Flea

28. Caster's footwear contracts so that it is too uncomfortable to wear. The Acrobatic Flea

29. Caster collapses and starts flapping around like a fish out of water for 1d6 minutes. The Acrobatic Flea

30. A cow appears. The Acrobatic Flea


31. Tears a man-sized hole, in front of caster, in space and time to the room where the PLAYERS are! Will stay open for 2d30 seconds. The Acrobatic Flea

32. Caster believes he has "wasps in his brain" for 1d6 minutes (taken from the trailer to the film Paul). The Acrobatic Flea

33. Caster regresses/devolves to a primitive/neanderthal state for 1d6 hours. The Acrobatic Flea

34. Caster's skin hardens - permanently giving him a +1 bonus to AC, but a -1 penalty to Dexterity. The Acrobatic Flea

35. Caster regenerates into a totally new person of the same sex and race(but of random appearance) - rerolling all stats , but keeping memories, skills, experience points etc Change is permanent. The Acrobatic Flea

36. Caster's head swells up to the size of a watermelon for 1d6 hours (no other side effects). The Acrobatic Flea

37. Caster goes deaf for 1d6 x 10 minutes. The Acrobatic Flea

38. Caster forgets a random, uncast, spell from his daily allocation and must spend the normal amount of time relearning it. The Acrobatic Flea

39. Everyone - within 100' of caster - forgets who they are and what they doing (for 2d12 hours) and must piece together who they are from the 'clues' at hand (see Buffy episode Tabula Rasa) The Acrobatic Flea

40. For next 2d6 days caster's spells only work if he sings the required incantation. The Acrobatic Flea

41. Random male party member experiences painful priapism for 1d6 x 10 minutes - very distracting, all die rolls (excluding damage) at -3. The Acrobatic Flea

42. The ghost of caster's nearest deceased blood relative appears and will answer 1d3 questions, to the best of his ability (but will lie [40-caster's Charisma] per cent of the time) The Acrobatic Flea

43. Rain of (1-2) frogs, (3-4) fish or (5-6) blood for 1d6 minutes, centred over caster's head but expanding out to 1d6 x 5' (even if indoors)radius circle. The Acrobatic Flea

44. Caster's skin, muscles and organs become transparent (so, from a distance he appears as a clothed skeleton)for 1d4 hours. The Acrobatic Flea

45. Caster is forcefully thrown backwards 1d10 x 10 feet (DM to adjudicate damage if he hits a wall etc) The Acrobatic Flea

46. Caster suffers nose bleed and loses 1 hit point. The Acrobatic Flea

47. Caster goes berserk and attacks nearest sentient lifeform (fellow party member, monster, animal etc) in a murderous rage (gaining +2 to hit, but a -2 penalty to AC)until knocked unconscious. When wakes will have calmed down. The Acrobatic Flea

48. If in an enclosed space (indoors, in a dungeon etc) the caster suddenly becomes extremely claustrophobic and must get aside via the shortest, and fastest, route possible. effect only wears off once out in the open again. The Acrobatic Flea

49. Roll twice more and combine the two effects. The Acrobatic Flea

50. Roll again and double the strength of the effect (double range/penalties/damage etc) The Acrobatic Flea

51. The next time the caster opens his mouth to speak out comes... The Acrobatic Flea
(1) A puff of smoke The Acrobatic Flea
(2) A venomous snake The Acrobatic Flea
(3) A swarm of wasps The Acrobatic Flea
(4) A mouse The Acrobatic Flea
(5) A large (but not monstrous)spider The Acrobatic Flea
(6) Bubbles The Acrobatic Flea
(7) A canary The Acrobatic Flea
(8) An egg The Acrobatic Flea

52. Caster has random change of alignment (conveyed by the DM passing him a note explaining what has happened and what his new alignment is). The Acrobatic Flea

53. The DM passes a note to the spellcaster's player that says "nothing happens", but swears him to totally secrecy or he will suffer a random effect when he breaks his 'vow of silence'. The Acrobatic Flea

54. SPELLPOCALYPSE! All the spellcaster's unspent spells for the day are cast at once - targeting random subjects within their range. He is then left with no magical capability for 48 hours, extreme fatigue and must take twice as long to relearn all his spells as normal. The Acrobatic Flea

55. Spellcaster transforms into the physical likeness of his deity (for 1d4 days) - except for the massive effective Charisma boost (probably +10 at least!), there are no added statistical increases or abilities, just a lot of grief from clerics, fellow worshipers, rival cults etc. The Acrobatic Flea

56. Nearest female humanoid (party member, civilian or monster) is suddenly (1d8+1) months pregnant with caster's child (even if spellcaster is a woman!). The Acrobatic Flea

57. A random limb on the spellcaster withers and becomes permanently useless (or until a remove curse is cast). DM to adjudicate specific penalties for withered limb. Roll to discover which limb: The Acrobatic Flea
(1) left leg The Acrobatic Flea
(2) right leg The Acrobatic Flea
(3) left hand The Acrobatic Flea
(4) right hand The Acrobatic Flea
(5) left arm The Acrobatic Flea
(6) right arm The Acrobatic Flea





13 comments:

  1. 4. Objects in the immediate vicinity subtly warp.
    5. Insects and rodents swarm from hiding places.
    6. The caster moves back in time by several seconds.

    ReplyDelete
  2. 7. A random inanimate object within 60' becomes animate - and frisky!

    8. Spellcaster changes skin colour for 1d6 hours. Roll on sub-table -
    (1) Blue
    (2) Red
    (3) Orange
    (4) Mauve
    (5) Green
    (6) Yellow

    9. A random inanimate object within 120' explodes (blast radius 10') causing 1d8 damage.

    10. Spellcaster's clothing evaporates (only non-magical garments).

    11. Spellcaster soils himself.

    12. Random finger on spellcaster's hands turns into a tiny tentacle for 2d10 days.

    ReplyDelete
  3. 13. Caster loses (1-3)/gains (4-6) 2d10lb weight (permanent).

    14. Caster grows (1-3)/shrinks (4-6) 1d12" in height (permanent).

    15. Caster grows little horns on top of his head for 1d3 weeks.

    16. Caster ages (1-3)/gets younger (4-6) by 2d6 years.

    17. Caster develops nauseating body odour which increases chances of attracting a random wandering monster. This lasts for 1d6 hours and cannot be removed prematurely by bathing.

    ReplyDelete
  4. 18. Caster is irrevocably wiped from the space/time continuum... for 1d30 minutes then returns to exactly the same spot with no recollection of lost time.

    19. Regardless of what caster is standing on a field of yellow and white daisies pop up in a 1d6 x 5' radius circle around him.

    20. Caster changes sex (1-4 male to female/female to male; 5 Androgynous; 6. both sexes simultaneously.

    21. Roll again and effects then kick in after a (1-2) 1d6 hour; (2-3) 1d6 day; (5-6) 1d6 month delay.

    22. Roll again and effect targets a random member of the caster's party instead.

    23. Instant mind swap with nearest sentient lifeform of comparable size (be it monster, party member, animal etc) for 1d6 x 10 minutes.

    24. Physically exchanges places with nearest living blood relative.

    25. Changes race to that of nearest sentient lifeform of comparable size.

    26. Caster develops overpowering craving for a pint of ale (even if previously teetotal), to such an extent that all die rolls (except damage) he makes will be at -2 until he satisfies that craving.

    27. Starts laughing loudly and uncontrollably for 1d6 minutes, then burps.

    28. Caster's footwear contracts so that it is too uncomfortable to wear.

    29. Caster collapses and starts flapping around like a fish out of water for 1d6 minutes.

    30. A cow appears.

    ReplyDelete
  5. @ The Acrobatic Flea - How do you do that? It's kind of magic in itself!

    ReplyDelete
  6. Ha ha! Thank you! The 'trick' is lots of free time, a brain that marches to its own tune and (legal) medication ;)

    (This is all new to me and I'm worried that I'm 'hogging' the comments, but while I was out this afternoon I couldn't stop thinking about this list and random suggestions kept popping into my mind!)

    ReplyDelete
  7. Please say if I'm posting too many...

    31. Tears a man-sized hole, in front of caster, in space and time to the room where the PLAYERS are! Will stay open for 2d30 seconds.

    32. Caster believes he has "wasps in his brain" for 1d6 minutes (taken from the trailer to the film Paul).

    33. Caster regresses/devolves to a primitive/neanderthal state for 1d6 hours.

    34. Caster's skin hardens - permanently giving him a +1 bonus to AC, but a -1 penalty to Dexterity.

    35. Caster regenerates into a totally new person of the same sex and race(but of random appearance) - rerolling all stats , but keeping memories, skills, experience points etc Change is permanent.

    36. Caster's head swells up to the size of a watermelon for 1d6 hours (no other side effects).

    37. Caster goes deaf for 1d6 x 10 minutes.

    ReplyDelete
  8. You can't post too many for me! At least illness has its positives. Some unusual thinking seems to come when we're unwell.

    ReplyDelete
  9. 38. Caster forgets a random, uncast, spell from his daily allocation and must spend the normal amount of time relearning it.

    39. Everyone - within 100' of caster - forgets who they are and what they doing (for 2d12 hours) and must piece together who they are from the 'clues' at hand (see Buffy episode Tabula Rasa)

    40. For next 2d6 days caster's spells only work if he sings the required incantation.

    41. Random male party member experiences painful priapism for 1d6 x 10 minutes - very distracting, all die rolls (excluding damage) at -3.

    42. The ghost of caster's nearest deceased blood relative appears and will answer 1d3 questions, to the best of his ability (but will lie [40-caster's Charisma] per cent of the time)

    43. Rain of (1-2) frogs, (3-4) fish or (5-6) blood for 1d6 minutes, centred over caster's head but expanding out to 1d6 x 5' (even if indoors)radius circle.

    44. Caster's skin, muscles and organs become transparent (so, from a distance he appears as a clothed skeleton)for 1d4 hours.

    45. Caster is forcefully thrown backwards 1d10 x 10 feet (DM to adjudicate damage if he hits a wall etc)

    ReplyDelete
  10. 46. Caster suffers nose bleed and loses 1 hit point.

    47. Caster goes berserk and attacks nearest sentient lifeform (fellow party member, monster, animal etc) in a murderous rage (gaining +2 to hit, but a -2 penalty to AC)until knocked unconscious. When wakes will have calmed down.

    48. If in an enclosed space (indoors, in a dungeon etc) the caster suddenly becomes extremely claustrophobic and must get aside via the shortest, and fastest, route possible. effect only wears off once out in the open again.

    49. Roll twice more and combine the two effects.

    50. Roll again and double the strength of the effect (double range/penalties/damage etc

    ReplyDelete
  11. 51. The next time the caster opens his mouth to speak out comes...
    (1) A puff of smoke
    (2) A venomous snake
    (3) A swarm of wasps
    (4) A mouse
    (5) A large (but not monstrous)spider
    (6) Bubbles
    (7) A canary
    (8) An egg

    ReplyDelete
  12. 52. Caster has random change of alignment (conveyed by the DM passing him a note explaining what has happened and what his new alignment is).

    53. The DM passes a note to the spellcaster's player that says "nothing happens", but swears him to totally secrecy or he will suffer a random effect when he breaks his 'vow of silence'.

    54. SPELLPOCALYPSE! All the spellcaster's unspent spells for the day are cast at once - targeting random subjects within their range. He is then left with no magical capability for 48 hours, extreme fatigue and must take twice as long to relearn all his spells as normal.

    ReplyDelete
  13. 55. Spellcaster transforms into the physical likeness of his deity (for 1d4 days) - except for the massive effective Charisma boost (probably +10 at least!), there are no added statistical increases or abilities, just a lot of grief from clerics, fellow worshipers, rival cults etc.

    56. Nearest female humanoid (party member, civilian or monster) is suddenly (1d8+1) months pregnant with caster's child (even if spellcaster is a woman!).

    57. A random limb on the spellcaster withers and becomes permanently useless (or until a remove curse is cast). DM to adjudicate specific penalties for withered limb. Roll to discover which limb:
    (1) left leg
    (2) right leg
    (3) left hand
    (4) right hand
    (5) left arm
    (6) right arm

    ReplyDelete