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<blockquote data-quote="dave_o" data-source="post: 208238" data-attributes="member: 2933"><p><strong>Races and Planar Attributes</strong></p><p></p><p>I don't have everything typed up yet, but I have everything done. It's a slow process. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> I'll post some stuff that I have as of now here, but if you want information about something in specific, simply ask.</p><p></p><p>The Races of HRH</p><p>---------------------</p><p>Humans: As PHB.</p><p></p><p>Humans are very forlorn and hardy in nature. They establish small, fiercely defended villages complete with palisaides and legions capable of defeating the undead horders, or they do not last for long. Most larger strongholds are ruled over by vampiric lords, either knowingly or unknowingly, yet this is a lesser of two evils situation, for there are darker horrors on the prowl. Their relationship with Elves is strained at best, as the cultural memory of their great Betrayal is fresh in the minds of the Sylvan folk. Human armies march on the Gnomish and Dwarven lands on a regular basis, however, to keep these evil races isolated in their own lands. Elves and Halflings serve as irregulars in Human armies.</p><p></p><p>Dwarves: +2 Str, -2 Cha; Medium-Sized; Base Speed: 20ft.; Darkvision 60ft.; Stonecunning; +2 vs. Poison saves; +2 on saves vs. Spells and Spell-Like Effects;</p><p> +1 on Attacks vs. Goblinoids and Orcs; +4 Dodge bonus vs. Humans; +2 on Appraise checks for insidious items; +2 on Craft checks dealing with stone</p><p> and metal; Languages as PHB.</p><p></p><p>Dwarves are a barbaric, conniving, evil race. Living underground, they make deals with the horrors below to grant them dark powers at terrible costs. They build grand, arrogant halls, as displays of their power which grows daily. They live closely with Gnomes, in fact, seemingly these are two off-shoots of the same race so close is their contact. Gnome serve as the minds behind Dwarves, with Dwarvenkind filling the role of brute force in the relationship. They hate all races, with this hate being only slightly diminished toward Gnomes. Dwarves are enslavers of Orcishkind, and use them as willing, and sometimes unwilling, troops in their armies.</p><p></p><p>Elves: +2 Dex, -2 Con, +2 Cha, -2 Str; Medium-Sized; Base Speed: 30ft.; Magic Immunities as PHB; Darkvision 60ft.; Proficient with Whips and Bows; Skill Bonuses as PHB; Languages as PHB.</p><p></p><p>Elves are a very elusive and severe race. Being driven to the forests by the great Betrayal of Human and Halflingkind, Elves have honed their skills in all things to perfection. Indeed, every Elf is a prefectionist in his profession of choice. Elves typically keep to the dark bowers of the forest, emerging only to have brief dealings with Humankind. As such, Halflings have also retreated to the forests with the Elves, and are their absolute servants, in pennace for the great Betrayal. Elves tend to paint their faces dark blue, and all have a swath of dark blue on their person, to represent their tears and rememberance of the Betrayal. Halflings also follow this custom.</p><p></p><p>Gnomes: +2 Con, -2 Str; Small-Sized; Base Speed: 20ft.; Darkvision 60ft.; +2 on saves vs. Illusions; +1 on attacks vs. Goblinoids; +4 Dodge bonus vs. Humans;</p><p> +2 on Listen checks; +2 on Alchemy checks; Languages as PHB; Gnomes with an Int of 10+ may cast Darkness 1/day as a Sorcerer of their character level.</p><p></p><p>Gnomes are the masterminds behind Dwarven culture. They are all at least to a certain degree, innately magical, using their talents for misdirection and trickery. They are very gifted in the mehanical arts, but use these skills to create insidious, wicked devices. Many cruel torture devices are accredited to them, as well as revolutionary seige engines.</p><p></p><p>Half-Elves: Darkvision 60ft.; As PHB.</p><p></p><p>Half-Elves are only accepted in Human culture, and are treated as ordinary humans, albiet with a useful ability. They typically rise to high ranks in Human armies. Elves see them as a further spit in the face after the great Betrayal.</p><p></p><p>Half-Orcs: As PHB.</p><p></p><p>Half-Orcs fill slave roles in Dwarven lands. They are treated as dirt or worse, but are at times allowed to lead Orcish batallions.</p><p></p><p>Halflings: Darkvision 60ft.; As PHB.</p><p></p><p>Halflings spend their entire lives in servitude to the Elves, in pennace for the great Betrayal. They do this willingly, however. At birth, each Halfling is assigned to an Elf, who then raises them. At times, the Halfling is paired with another newborn Elf, and the two are raised together. In either case, Halflings do not speak. They wear clothing similar to that of an Elf, including the trademark dark blue. Halflings also wear facial coverings, and spend their lives in servitude to their Elf. Should their Elf fall, they return to their home for a reassignment, or to work in the Elven community until the end of their days.</p><p></p><p>[code]<div align="center">* * *</div>[/code]</p><p></p><p>Harnstaide Romuten Harracht or, Death Is Not The End</p><p>PLANAR QUALITIES: (Demiplane)</p><p>-Normal Gravity</p><p>-Flowing Time (1 Day = 1 Material Plane Year)</p><p>-Finite Size (Planar boundries formed by great, infinitely tall glaciers commonly refered to as The End. These sit in the sea surrounding the islands.)</p><p>-Sentient (The original creator's essence is one with the plane, although for the most part it is simply an observer.)</p><p>-Minor Negative-Dominant (Residents of the Demiplane are immune to it's effects.)</p><p>-Mildly Neutral-Aligned</p><p>-Wild Magic (DC 15 + Spell Level)</p><p> 01 Wall of force appears in front of caster</p><p> 02 Caster smells like the grave for spell duration</p><p> 03 Caster shoots forth eight nonpoisonous snakes from fingertips; snakes do not attack</p><p> 04 Caster’s clothes itch (+2 penalty to initiative)</p><p> 05 Caster glows as per a light spell</p><p> 06 Spell effect has 60ft. radius centered on caster</p><p> 07 Next phrase spoken by caster becomes true, lasting for 1 turn</p><p> 08 Caster’s hair grows one foot in length</p><p> 09 Caster pivots 180 degrees</p><p> 10 Caster’s face is blackened by a small explosion</p><p> 11 Caster develops allergy to his magical items; cannot control sneezing until all magical items are removed (allergy lasts 1d6 turns)</p><p> 12 Caster’s head enlarges for 1d3 turns</p><p> 13 Caster reduces (reversed enlarge) for 1d3 turns</p><p> 14 Caster falls madly in love with target until a remove curse is cast</p><p> 15 Spell cannot be canceled at will by the caster</p><p> 16 Caster polymorphs randomly</p><p> 17 Colorful bubbles come out of caster’s mouth instead of words (words are released when bubbles pop); spells with verbal components cannot be cast for 1 turn</p><p> 18 Reversed tongues affects all within 60 feet of caster</p><p> 19 Wall of fire encircles the caster</p><p> 20 Caster’s feet enlarge, reducing movement to half and adding +4 penalty to initiative rolls for 1d3 turns</p><p> 21 Caster suffers same spell effect as target</p><p> 22 Caster levitates 20 feet for 1d4 turns</p><p> 23 Cause fear within a 60ft. radius centered on the caster; all in radius except caster must make saving throw</p><p> 24 Caster speaks in a raspy voice for 1d6 days</p><p> 25 Caster gains True Sight for 1d6 rounds</p><p> 26 Caster ages 10 years</p><p> 27 Silence, 15ft. radius centers on caster</p><p> 28 10ft by 10ft pit appears immediately in front of the caster, 5 feet deep per level of the caster</p><p> 29 Reverse gravity beneath caster’s feet for 1 round</p><p> 30 Colored streamers pour from caster’s fingertips</p><p> 31 Spell effect rebounds on caster</p><p> 32 Caster becomes invisible</p><p> 33 Color spray from caster’s fingertips</p><p> 34 Stream of butterflies pours from caster’s mouth</p><p> 35 Caster leaves monster-shaped footprints instead of his own until a dispel magic is cast</p><p> 36 3-30 gems shoot from the caster’s fingertips; each is worth 1d6 X 10 gp</p><p> 37 Music fills the air</p><p> 38 Create food and water</p><p> 39 All normal fires within 60 feet of caster are extinguished</p><p> 40 One magical item within 30 feet of caster (randomly chosen) is permanently drained</p><p> 41 One normal item within 30 feet of caster (randomly chosen) becomes permanently magical</p><p> 42 All magical weapons within 30 feet of caster are increased by +2 for 1 turn</p><p> 43 Smoke trickles from the ears of all creatures within 60 feet of the caster for 1 turn</p><p> 44 Dancing lights</p><p> 45 All creatures within 30 feet of the caster begin to hiccup (+1 to casting times, -1 to Attack Rolls)</p><p> 46 All normal doors, secret doors, portcullises, etc. (including those locked or barred) within 60 feet of the caster swing open</p><p> 47 Caster and target exchange places</p><p> 48 Spell affects random target within 60 feet of caster</p><p> 49 Spell fails but is not wiped from caster’s mind</p><p> 50 Monster summoning II</p><p> 51 Sudden change in weather (temperature rise, snow, rain, etc.) lasting 1d6 turns</p><p> 52 Deafening bang affects everyone within 60 feet; those who can hear must save vs. Spell or be stunned 1d3 rounds</p><p> 53 Caster and target exchange voices until a remove curse is cast</p><p> 54 Gate opens to a randomly chosen Outer Plane; 50% chance for extraplanar creature to appear </p><p> 55 Spell functions, but shrieks like a shrieker</p><p> 56 Spell effectiveness (range, duration, area of effect, damage, etc.) decreases by 50%</p><p> 57 Spell reversed, if reverse is possible</p><p> 58 Spell takes physical form as free-willed elemental and cannot be controlled by caster; elemental remains for the duration of the spell and its touch causes the spell effect (THAC0 equal to caster’s)</p><p> 59 All weapons within 60 feet of the caster glow for 1d4 round</p><p> 60 Spell functions; any applicable saving throw is not allowed</p><p> 61 Spell appears to fail when cast, but occurs 1-4 rounds later</p><p> 62 All magical items within 60 feet of caster glow for 2d8 days</p><p> 63 Caster and target switch personalities for 2d10 rounds</p><p> 66 Slow spell centered on target</p><p> 65 Target deluded</p><p> 66 Lightning bolt shoots toward target</p><p> 67 Target enlarged</p><p> 68 Darkness centered on target</p><p> 69 Plant growth centered on target</p><p> 70 1,000 lbs. of nonliving matter within 10 feet of target vanishes</p><p> 71 Fireball centers on target</p><p> 72 Target turns to stone</p><p> 73 Spell is cast; material components and memory of spell are retained</p><p> 74 Every within 10 feet of caster receives the benefit of a heal</p><p> 75 Target becomes dizzy for 2d4 rounds (-4 AC and THAC0, cannot cast spells)</p><p> 76 Wall of fire encircles target</p><p> 77 Target levitates 20 feet for 1d3 turns</p><p> 78 Target suffers blindness</p><p> 79 Target is charmed as per charm monster</p><p> 80 Target forgets</p><p> 81 Target’s feet enlarge, reducing movement to half normal and adding +4 penalty to all initiative rolls for 1d3 turns</p><p> 82 Rust monster appears in front of target</p><p> 83 Target polymorphs randomly</p><p> 84 Target falls madly in love with caster until a remove curse is cast</p><p> 85 Target changes sex</p><p> 86 Small, black raincloud forms over target</p><p> 87 Stinking cloud centers on target</p><p> 88 Heavy object (boulder, anvil, safe, etc.) appears over target and falls for 2d20 points of damage</p><p> 89 Target begins sneezing and is unable to cast spells for 1d6 rounds</p><p> 90 Spell effect has 60(FM) radius centered on target (all within suffer the effect)</p><p> 91 Target’s clothes itch (+2 penalty to initiative for 1d10 rounds)</p><p> 92 Target’s race randomly changes until canceled by a dispel magic</p><p> 93 Target turns ethereal of 2d4 rounds</p><p> 94 Target hastened</p><p> 95 All cloth on target crumbles to dust</p><p> 96 Target sprouts leaves (no damage caused, can be pruned without harm)</p><p> 97 Target sprouts new useless appendage (wings, arm, ear, etc.) which remains until dispel magic is cast</p><p> 98 Target changes color (canceled by dispel magic)</p><p> 99 Spell has minimum duration of 1 turn (e.g.: a fireball creates a ball of flame that remains for 1 turn, a lightning bolt bounces and continues, possibly rebounding, for 1 turn, etc.)</p><p> 100 Spell effectiveness (range, duration, area of effect, damage, etc.) increase 200%</p><p></p><p>[code]<div align="center">* * *</div>[/code]</p><p></p><p>The Wild Magic table is a little iffy, but will so be polished. It's left over from 2E.</p></blockquote><p></p>
[QUOTE="dave_o, post: 208238, member: 2933"] [b]Races and Planar Attributes[/b] I don't have everything typed up yet, but I have everything done. It's a slow process. ;) I'll post some stuff that I have as of now here, but if you want information about something in specific, simply ask. The Races of HRH --------------------- Humans: As PHB. Humans are very forlorn and hardy in nature. They establish small, fiercely defended villages complete with palisaides and legions capable of defeating the undead horders, or they do not last for long. Most larger strongholds are ruled over by vampiric lords, either knowingly or unknowingly, yet this is a lesser of two evils situation, for there are darker horrors on the prowl. Their relationship with Elves is strained at best, as the cultural memory of their great Betrayal is fresh in the minds of the Sylvan folk. Human armies march on the Gnomish and Dwarven lands on a regular basis, however, to keep these evil races isolated in their own lands. Elves and Halflings serve as irregulars in Human armies. Dwarves: +2 Str, -2 Cha; Medium-Sized; Base Speed: 20ft.; Darkvision 60ft.; Stonecunning; +2 vs. Poison saves; +2 on saves vs. Spells and Spell-Like Effects; +1 on Attacks vs. Goblinoids and Orcs; +4 Dodge bonus vs. Humans; +2 on Appraise checks for insidious items; +2 on Craft checks dealing with stone and metal; Languages as PHB. Dwarves are a barbaric, conniving, evil race. Living underground, they make deals with the horrors below to grant them dark powers at terrible costs. They build grand, arrogant halls, as displays of their power which grows daily. They live closely with Gnomes, in fact, seemingly these are two off-shoots of the same race so close is their contact. Gnome serve as the minds behind Dwarves, with Dwarvenkind filling the role of brute force in the relationship. They hate all races, with this hate being only slightly diminished toward Gnomes. Dwarves are enslavers of Orcishkind, and use them as willing, and sometimes unwilling, troops in their armies. Elves: +2 Dex, -2 Con, +2 Cha, -2 Str; Medium-Sized; Base Speed: 30ft.; Magic Immunities as PHB; Darkvision 60ft.; Proficient with Whips and Bows; Skill Bonuses as PHB; Languages as PHB. Elves are a very elusive and severe race. Being driven to the forests by the great Betrayal of Human and Halflingkind, Elves have honed their skills in all things to perfection. Indeed, every Elf is a prefectionist in his profession of choice. Elves typically keep to the dark bowers of the forest, emerging only to have brief dealings with Humankind. As such, Halflings have also retreated to the forests with the Elves, and are their absolute servants, in pennace for the great Betrayal. Elves tend to paint their faces dark blue, and all have a swath of dark blue on their person, to represent their tears and rememberance of the Betrayal. Halflings also follow this custom. Gnomes: +2 Con, -2 Str; Small-Sized; Base Speed: 20ft.; Darkvision 60ft.; +2 on saves vs. Illusions; +1 on attacks vs. Goblinoids; +4 Dodge bonus vs. Humans; +2 on Listen checks; +2 on Alchemy checks; Languages as PHB; Gnomes with an Int of 10+ may cast Darkness 1/day as a Sorcerer of their character level. Gnomes are the masterminds behind Dwarven culture. They are all at least to a certain degree, innately magical, using their talents for misdirection and trickery. They are very gifted in the mehanical arts, but use these skills to create insidious, wicked devices. Many cruel torture devices are accredited to them, as well as revolutionary seige engines. Half-Elves: Darkvision 60ft.; As PHB. Half-Elves are only accepted in Human culture, and are treated as ordinary humans, albiet with a useful ability. They typically rise to high ranks in Human armies. Elves see them as a further spit in the face after the great Betrayal. Half-Orcs: As PHB. Half-Orcs fill slave roles in Dwarven lands. They are treated as dirt or worse, but are at times allowed to lead Orcish batallions. Halflings: Darkvision 60ft.; As PHB. Halflings spend their entire lives in servitude to the Elves, in pennace for the great Betrayal. They do this willingly, however. At birth, each Halfling is assigned to an Elf, who then raises them. At times, the Halfling is paired with another newborn Elf, and the two are raised together. In either case, Halflings do not speak. They wear clothing similar to that of an Elf, including the trademark dark blue. Halflings also wear facial coverings, and spend their lives in servitude to their Elf. Should their Elf fall, they return to their home for a reassignment, or to work in the Elven community until the end of their days. [code]<div align="center">* * *</div>[/code] Harnstaide Romuten Harracht or, Death Is Not The End PLANAR QUALITIES: (Demiplane) -Normal Gravity -Flowing Time (1 Day = 1 Material Plane Year) -Finite Size (Planar boundries formed by great, infinitely tall glaciers commonly refered to as The End. These sit in the sea surrounding the islands.) -Sentient (The original creator's essence is one with the plane, although for the most part it is simply an observer.) -Minor Negative-Dominant (Residents of the Demiplane are immune to it's effects.) -Mildly Neutral-Aligned -Wild Magic (DC 15 + Spell Level) 01 Wall of force appears in front of caster 02 Caster smells like the grave for spell duration 03 Caster shoots forth eight nonpoisonous snakes from fingertips; snakes do not attack 04 Caster’s clothes itch (+2 penalty to initiative) 05 Caster glows as per a light spell 06 Spell effect has 60ft. radius centered on caster 07 Next phrase spoken by caster becomes true, lasting for 1 turn 08 Caster’s hair grows one foot in length 09 Caster pivots 180 degrees 10 Caster’s face is blackened by a small explosion 11 Caster develops allergy to his magical items; cannot control sneezing until all magical items are removed (allergy lasts 1d6 turns) 12 Caster’s head enlarges for 1d3 turns 13 Caster reduces (reversed enlarge) for 1d3 turns 14 Caster falls madly in love with target until a remove curse is cast 15 Spell cannot be canceled at will by the caster 16 Caster polymorphs randomly 17 Colorful bubbles come out of caster’s mouth instead of words (words are released when bubbles pop); spells with verbal components cannot be cast for 1 turn 18 Reversed tongues affects all within 60 feet of caster 19 Wall of fire encircles the caster 20 Caster’s feet enlarge, reducing movement to half and adding +4 penalty to initiative rolls for 1d3 turns 21 Caster suffers same spell effect as target 22 Caster levitates 20 feet for 1d4 turns 23 Cause fear within a 60ft. radius centered on the caster; all in radius except caster must make saving throw 24 Caster speaks in a raspy voice for 1d6 days 25 Caster gains True Sight for 1d6 rounds 26 Caster ages 10 years 27 Silence, 15ft. radius centers on caster 28 10ft by 10ft pit appears immediately in front of the caster, 5 feet deep per level of the caster 29 Reverse gravity beneath caster’s feet for 1 round 30 Colored streamers pour from caster’s fingertips 31 Spell effect rebounds on caster 32 Caster becomes invisible 33 Color spray from caster’s fingertips 34 Stream of butterflies pours from caster’s mouth 35 Caster leaves monster-shaped footprints instead of his own until a dispel magic is cast 36 3-30 gems shoot from the caster’s fingertips; each is worth 1d6 X 10 gp 37 Music fills the air 38 Create food and water 39 All normal fires within 60 feet of caster are extinguished 40 One magical item within 30 feet of caster (randomly chosen) is permanently drained 41 One normal item within 30 feet of caster (randomly chosen) becomes permanently magical 42 All magical weapons within 30 feet of caster are increased by +2 for 1 turn 43 Smoke trickles from the ears of all creatures within 60 feet of the caster for 1 turn 44 Dancing lights 45 All creatures within 30 feet of the caster begin to hiccup (+1 to casting times, -1 to Attack Rolls) 46 All normal doors, secret doors, portcullises, etc. (including those locked or barred) within 60 feet of the caster swing open 47 Caster and target exchange places 48 Spell affects random target within 60 feet of caster 49 Spell fails but is not wiped from caster’s mind 50 Monster summoning II 51 Sudden change in weather (temperature rise, snow, rain, etc.) lasting 1d6 turns 52 Deafening bang affects everyone within 60 feet; those who can hear must save vs. Spell or be stunned 1d3 rounds 53 Caster and target exchange voices until a remove curse is cast 54 Gate opens to a randomly chosen Outer Plane; 50% chance for extraplanar creature to appear 55 Spell functions, but shrieks like a shrieker 56 Spell effectiveness (range, duration, area of effect, damage, etc.) decreases by 50% 57 Spell reversed, if reverse is possible 58 Spell takes physical form as free-willed elemental and cannot be controlled by caster; elemental remains for the duration of the spell and its touch causes the spell effect (THAC0 equal to caster’s) 59 All weapons within 60 feet of the caster glow for 1d4 round 60 Spell functions; any applicable saving throw is not allowed 61 Spell appears to fail when cast, but occurs 1-4 rounds later 62 All magical items within 60 feet of caster glow for 2d8 days 63 Caster and target switch personalities for 2d10 rounds 66 Slow spell centered on target 65 Target deluded 66 Lightning bolt shoots toward target 67 Target enlarged 68 Darkness centered on target 69 Plant growth centered on target 70 1,000 lbs. of nonliving matter within 10 feet of target vanishes 71 Fireball centers on target 72 Target turns to stone 73 Spell is cast; material components and memory of spell are retained 74 Every within 10 feet of caster receives the benefit of a heal 75 Target becomes dizzy for 2d4 rounds (-4 AC and THAC0, cannot cast spells) 76 Wall of fire encircles target 77 Target levitates 20 feet for 1d3 turns 78 Target suffers blindness 79 Target is charmed as per charm monster 80 Target forgets 81 Target’s feet enlarge, reducing movement to half normal and adding +4 penalty to all initiative rolls for 1d3 turns 82 Rust monster appears in front of target 83 Target polymorphs randomly 84 Target falls madly in love with caster until a remove curse is cast 85 Target changes sex 86 Small, black raincloud forms over target 87 Stinking cloud centers on target 88 Heavy object (boulder, anvil, safe, etc.) appears over target and falls for 2d20 points of damage 89 Target begins sneezing and is unable to cast spells for 1d6 rounds 90 Spell effect has 60(FM) radius centered on target (all within suffer the effect) 91 Target’s clothes itch (+2 penalty to initiative for 1d10 rounds) 92 Target’s race randomly changes until canceled by a dispel magic 93 Target turns ethereal of 2d4 rounds 94 Target hastened 95 All cloth on target crumbles to dust 96 Target sprouts leaves (no damage caused, can be pruned without harm) 97 Target sprouts new useless appendage (wings, arm, ear, etc.) which remains until dispel magic is cast 98 Target changes color (canceled by dispel magic) 99 Spell has minimum duration of 1 turn (e.g.: a fireball creates a ball of flame that remains for 1 turn, a lightning bolt bounces and continues, possibly rebounding, for 1 turn, etc.) 100 Spell effectiveness (range, duration, area of effect, damage, etc.) increase 200% [code]<div align="center">* * *</div>[/code] The Wild Magic table is a little iffy, but will so be polished. It's left over from 2E. [/QUOTE]
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