Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
Playing the Game
Talking the Talk
[5e] Witcher: Mother of Monsters
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Quickleaf" data-source="post: 6649486" data-attributes="member: 20323"><p>Here's my rough re-write of the Wise Lineage wild surge table [MENTION=8058]Queenie[/MENTION]. If you get a chance [MENTION=4936]Shayuri[/MENTION] maybe you can weight in with your criticism? Also, I'm still missing one option on the table if anyone has ideas.</p><p></p><p><strong>Wise Lineage Wild Surge Table</strong></p><p></p><p><strong>1. The Witching Hour: </strong>Any remaining daylight fades into the late hours of night rapidly, until it’s about 3:00 am. Witches, demons, and specters gain advantage on their spell attacks and saving throws against their spells are disadvantaged for the next hour. In addition, a witch or monster is drawn to you during this time.</p><p></p><p><strong>2. Beneficium:</strong> A possessing spirit, specter, or curse haunting the area is drawn into your body and mind until exorcised, dispelled, or put to rest. If you personally know someone who is cursed or haunted, their burden is preferentially made your own.</p><p></p><p><strong>3. Maleficium:</strong> Someone your hold ill feelings toward suffers disease, poisoning, an extremely unlikely accident, or other misfortune as your subconscious exerts itself. This “maleficium” leaves behind magical traces of the Source at the scene.</p><p></p><p><strong>4. Wyrd:</strong> All humanoids within 100 feet per Source level are confronted by illusions of one possible destiny they may face, usually something grim or tragic. Humanoids must make a Charisma saving throw against your spellcasting DC or be frightened for 1 minute and suffer long-term madness (see DMG) for the next 24 hours.</p><p></p><p><strong>5. Out of Body Experience: </strong>You collapse and are stunned for 1d6 rounds, but while stunned you benefit from a scrying spell revealing a place that relates to your present quest.</p><p></p><p><strong>6. Hag’s Eye: </strong>You are stunned for 1 round and benefit from a vision of the future at the DM’s discretion. During this round, a hag can see thru your eyes. Afterward you suffer short-term madness (see DMG) for 1 minute deriving from these ominous visions and a feeling of dread.</p><p></p><p><strong>7. Fell Mists:</strong> Supernatural mists descend on an area within 100 feet per Source level, though they do not follow you. These mists are a mix of lightly and heavily obscured areas, all sounds within are distorted to seem they come from the wrong direction, and ghost sounds echo in the mist. Additionally, these mists exacerbate superstitions of NPCs and PCs alike, playing up their flaws. Monsters like will-o-wisps and foglets are often drawn to the mists, and sometimes ghosts of the deceased will visit those within. The mists last for 1d10 hours.</p><p></p><p><strong>8. Something Wicked This Way Comes:</strong> </p><p></p><p><strong>9. Anguish:</strong> A wave of mental anguish pours from you, affecting all creatures within 10 feet per Source level who suffer 1d12 psychic damage. At 5th level this increases to 2d12 damage, at 11th level 3d12 damage, and at 17th level 4d12 damage. A Wisdom saving throw against the your spellcasting DC mitigates this damage by half. However, on a failed save the creature is incapacitated until the end of its next turn.</p><p></p><p><strong>10. Double Trouble: </strong>Roll twice and apply both effects. Reroll duplicate results.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6649486, member: 20323"] Here's my rough re-write of the Wise Lineage wild surge table [MENTION=8058]Queenie[/MENTION]. If you get a chance [MENTION=4936]Shayuri[/MENTION] maybe you can weight in with your criticism? Also, I'm still missing one option on the table if anyone has ideas. [b]Wise Lineage Wild Surge Table[/b] [B]1. The Witching Hour: [/B]Any remaining daylight fades into the late hours of night rapidly, until it’s about 3:00 am. Witches, demons, and specters gain advantage on their spell attacks and saving throws against their spells are disadvantaged for the next hour. In addition, a witch or monster is drawn to you during this time. [B]2. Beneficium:[/B] A possessing spirit, specter, or curse haunting the area is drawn into your body and mind until exorcised, dispelled, or put to rest. If you personally know someone who is cursed or haunted, their burden is preferentially made your own. [B]3. Maleficium:[/B] Someone your hold ill feelings toward suffers disease, poisoning, an extremely unlikely accident, or other misfortune as your subconscious exerts itself. This “maleficium” leaves behind magical traces of the Source at the scene. [B]4. Wyrd:[/B] All humanoids within 100 feet per Source level are confronted by illusions of one possible destiny they may face, usually something grim or tragic. Humanoids must make a Charisma saving throw against your spellcasting DC or be frightened for 1 minute and suffer long-term madness (see DMG) for the next 24 hours. [B]5. Out of Body Experience: [/B]You collapse and are stunned for 1d6 rounds, but while stunned you benefit from a scrying spell revealing a place that relates to your present quest. [B]6. Hag’s Eye: [/B]You are stunned for 1 round and benefit from a vision of the future at the DM’s discretion. During this round, a hag can see thru your eyes. Afterward you suffer short-term madness (see DMG) for 1 minute deriving from these ominous visions and a feeling of dread. [B]7. Fell Mists:[/B] Supernatural mists descend on an area within 100 feet per Source level, though they do not follow you. These mists are a mix of lightly and heavily obscured areas, all sounds within are distorted to seem they come from the wrong direction, and ghost sounds echo in the mist. Additionally, these mists exacerbate superstitions of NPCs and PCs alike, playing up their flaws. Monsters like will-o-wisps and foglets are often drawn to the mists, and sometimes ghosts of the deceased will visit those within. The mists last for 1d10 hours. [B]8. Something Wicked This Way Comes:[/B] [B]9. Anguish:[/B] A wave of mental anguish pours from you, affecting all creatures within 10 feet per Source level who suffer 1d12 psychic damage. At 5th level this increases to 2d12 damage, at 11th level 3d12 damage, and at 17th level 4d12 damage. A Wisdom saving throw against the your spellcasting DC mitigates this damage by half. However, on a failed save the creature is incapacitated until the end of its next turn. [B]10. Double Trouble: [/B]Roll twice and apply both effects. Reroll duplicate results. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Talking the Talk
[5e] Witcher: Mother of Monsters
Top