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<blockquote data-quote="Emirikol" data-source="post: 4246032" data-attributes="member: 10638"><p>50. Peasant, average</p><p>51. Penitent-TOS</p><p>52. Protagonist </p><p>53. Raconteur-SH</p><p>54. Rat Catcher </p><p>55. Roadwarden </p><p>56. Riverwarden -WC</p><p>57. Rogue </p><p>58. Scribe </p><p>59. Seaman </p><p>60. Servant </p><p>61. Sewer Jack-AOM</p><p>62. Shieldbreaker </p><p>63. Smuggler </p><p>64. Soldier </p><p>65. Squire </p><p>66. Stevedore-WC</p><p>67. Student </p><p>68. Swampaire</p><p>69. Temple Guardian-TOS</p><p>70. Thief </p><p>71. Thug </p><p>72. Toll Keeper </p><p>73. Tomb Robber </p><p>74. Tradesman </p><p>75. Vagabond </p><p>76. Watchman </p><p>77. Wrecker-WC</p><p>78. Woodsman </p><p>79. Zealot </p><p>80. FOREIGNER (Roll d30 below)</p><p>1. Anchorite (B.P) –RC</p><p>2. Apprentice Witch-Kislev, female-RotIQ</p><p>3. Badlander (B.P) RC</p><p>4. Bear Tanner (kiz)-RoIQ</p><p>5. Bondsman (nors)-TOC</p><p>6. Carcassonne Shepherd (Bret)-KotG</p><p>7. Cenobite (BP)-RC</p><p>8. Chekist-Kiz-RoIQ</p><p>9. Drover, Kiz, RotIQ</p><p>10. Estalian Diestro –wfrp</p><p>11. Grail Pilgrim, Bre-Kotg</p><p>12. Herrimault,Bre-Kotg</p><p>13. Horse Coper, Kiz, Rotiq</p><p>14. Kislevite Kossar, wfrp</p><p>15. Knight Errant, Bre-kotg</p><p>16. Norse Maledictor, random mutation-TOC</p><p>17. Man-at-arms, bret, kotg</p><p>18. Marauder, nor, Kurgan or Hung, TOC</p><p>19. Mediator, bret, kotg</p><p>20. Muleskinner, BP, RC</p><p>21. Norse Berserker, WFRP</p><p>22. Pilgrim, any, TOS</p><p>23. Norse Reaver, TOC</p><p>24. Norse Seer, TOC</p><p>25. Norse Skald, TOC</p><p>26. Steppes Nomad, ungol from kislev, rotiq</p><p>27. Strigany Mystic, NDM</p><p>28. Norse Whaler TOC</p><p>29. Wise Woman, Kiz, female, ROTIQ</p><p>30. Roll on Basic Chart Instead</p><p> </p><p>ADVANCED CAREERS </p><p>May not be taken until 7th level</p><p>1. Anointed Priest </p><p>2. Artisan </p><p>3. Assassin </p><p>4. Captain </p><p>5. Cat Burglar </p><p>6. Champion </p><p>7. Charlatan </p><p>8. Courtier </p><p>9. Crime Lord </p><p>10. Demagogue </p><p>11. Engineer </p><p>12. Explorer </p><p>13. Fence </p><p>14. Friar </p><p>15. Guild Master </p><p>16. Herald </p><p>17. Highwayman </p><p>18. Innkeeper </p><p>19. Journeyman Wizard </p><p>20. Knight </p><p>21. Knight of the Inner Circle </p><p>22. Master Thief </p><p>23. Master Wizard </p><p>24. Mate </p><p>25. Merchant </p><p>26. Navigator </p><p>27. Noble Lord </p><p>28. Outlaw Chief </p><p>29. Physician </p><p>30. Pit Fighter </p><p>31. Politician </p><p>32. Priest </p><p>33. Racketeer </p><p>34. Scholar </p><p>35. Scout </p><p>36. Sergeant </p><p>37. Spy </p><p>38. Steward </p><p>39. Veteran </p><p>40. Witch Hunter</p><p> </p><p> </p><p>Chapter 5 – Skills</p><p>Any class may take any skill, but must take at least the base listed specific skill. Note new skill challenges in errata.</p><p> </p><p>Chapter 6 – Feats & Powers</p><p></p><p>Chapter 7 – Equipment</p><p>Firearms (cost 40 gp each, powder and shot are 1 gp for 5 shots). Firearms have a superior bonus and are noisy.</p><p>Blunderbuss: 1d12. Reload 2 standard actions. Range: 5/7. May be loaded with glass, nails, rocks, etc.</p><p>Firearm/arquebus: 1d12. Reload 2 standard actions. Range: 8/15</p><p>Hochland Long Rifle: 1d12. Reload 2 standard actions. Range: 15/30</p><p>Pistol 1d12. Reload 2 standard actions. Range: 5/9</p><p></p><p>Chapter 8 – Adventuring</p><p>LOOTING BODIES: 25% of armor and 50% of weapons on looted bodies are serviceable. Loot may be wasted for experience points (TBD).</p><p></p><p>Chapter 9 – Combat</p><p>Sacrificial Armor</p><p>Two points of AC sacrificed knocks damage down either 10 points or a d20 roll of damage. Armor may be repaired; % cost of armor)</p><p></p><p>Sacrificial Weapons</p><p>You can sacrifice a weapon for a heroic blow. On a roll of a natural "1" you have two options:</p><p>1. Lose the weapon 10 feet away in a d4 direction (N,S, E,W) or</p><p>2. Do a x3 rolled critical but the weapon (or bow/gun) is DESTROYED (plussed weapons drop by 2 plusses, but may be repaired; % cost of weapon)</p><p> </p><p>Chapter 10 – Rituals & Magic</p><p></p><p>Chaos Manifestations in Spellcasting</p><p>Magic is the use of raw chaos regardless if you are an arcane or divine caster.. Chaos may manifest on any magical power that requires a d20 dice roll or any ritual. When a natural "1" is rolled, the player has a choice: Lose access to that power for the next 24 hours or THE DM rolls on the chaos manifestation chart (see chaos chart in WHFRP).</p><p></p><p>Colleges of Magic </p><p>Table 7-1: The Colleges of Magic from Altdorf</p><p> Common Runic Associated </p><p>Color Name Name College of Magic Associated Lore</p><p>White Light Hysh Light Order Light</p><p>Blue Celestial Azyr Celestial Order Heavens</p><p>Yellow Gold Chamon Gold Order Metal</p><p>Green Jade Ghyran Jade Order Life</p><p>Brown Amber Ghur Amber Order Beasts</p><p>Red Bright Aqshy Bright Order Fire </p><p>Grey Shadow Ulgu Grey Order Shadow</p><p>Purple Amethyst Shyish Amethyst Order Death NO!)</p><p></p><p></p><p> </p><p>APPENDIX I: </p><p>Divine Chaos Manifestation Charts</p><p>D20 Wrath of the gods.</p><p>1-3 Unearthly vision: Your God chooses this time to grant you a symbolic but confusing vision, This stuns you for 1 round. But the spell still works if you made the Spell check</p><p>4-6 Prove your devotion: A few more prayers are needed to finish casting the spell. Add one move action to the casting time of the spell.</p><p>7-9 You try my patience: You cannot cast another spell for 1d10 rounds. But the spell still works if you made the Spell check.</p><p>10-12 your cause is unworthy: Your spell fails, even if you made the spell check.</p><p>12-14 Stinging rebuke: Not only does your spell fails, but you also lose 2 wis for the next 1 minute.</p><p>15-17 What will you sacrifice for this boon?: You take 2d6 damage.</p><p>18-19 You have sinned against me: You have somehow angered your god, you must kneel and repent for 1d10 rounds. This renders you helpless.</p><p>20 Daemonic interference: Your prayer is answered, but not by your god. Roll on the Major chaos manifestation instead.</p><p>..</p><p> </p><p> </p><p>APPENDIX II: Arcane Chaos Manifestation Chart </p><p>Tell the DM when you roll a “1” on your check and he will determine your result using this chart as a guideline for his rat bastardy.</p><p></p><p>D20 Petty chaos manifestation. (Level 1-3)</p><p>1-2 Witchery: within 30 feet of you, milk curdles, wine goes sour, and food spoils.</p><p>3-4 Rupture: You nose begins to bleed and continuous until you make a fort save DC 15. You can test once per round.</p><p>5-6 Poltergeist: Small items (up to 1 lb) in a 10 feet radius around you hoers in the air for a few seconds and then fall down.</p><p>7-8 Breath of chaos: A cold and unnatural wind blows through the area.</p><p>9-10 Horripilation: Your hair stands on end for 1d10 rounds.</p><p>11-12 Stench of chaos: A foul sulphuric smells spreads in the air around you, it disperses within a few rounds.</p><p>13-14 Haunted: Ghostly voices fills the air for the duration of your spell.</p><p>15-16 Aethyric hit: The magical energy coursing through you causing you to lose 1 hp.</p><p>17-18 Dumbfounded: You channel too much magical energy. You use one less d20 in spells checks for the next 1d10 mins.</p><p>19 Whimpsy: The GM can choose any result from this list or make up a comparable minor manifestation. </p><p>20 Unlucky: Roll on the Minor Chaos manifestation list </p><p></p><p>D20 Minor chaos manifestation. (Level 4-10)</p><p>1-2 Kickback: The force of the aethyr knocks you down. You are prone. </p><p>3-4 Migraine: A surge of magical energy hammers through your mind giving you a severe migraine. Roll a fort save DC:15 every hour to get rid of it. </p><p>5-6 Intoxication of chaos: Roll a Will power check DC: 15 or lose -2 int for the next 1d10 mins.</p><p>7-8 Wyrdlight: You glow with an eerie light for 1d10 rounds.</p><p>9-10 Aethyric haze: The winds of magic fills your entire vision, temporarily blinding you. You are blind for 1d6 rounds.</p><p>11-12 Unnatural aura: Animals within 30 feet of you get spooked, and unless controlled by a successful Handle Animal check (DC:15), flees from the wizard.</p><p>13-14 Life of chaos: A small daemonic creature from the Realm of chaos slips trough and scuttles away into a dark corner. If attacked or threatened it will defend itself, having the same statistics as a small animal. </p><p>15-16 Aethyric shock: The magical energy coursing through you causing you to lose 1d6 hp.</p><p>17-18 Mental blow: You channel too much magical energy. You use one less d20 in spells checks for the next 1d10 rounds.</p><p>19 Morbid humor: The GM can choose any result from this list or make up a comparable minor manifestation. </p><p>20 Blind fate: Roll on the Major Chaos manifestation list </p><p></p><p>D20 Major chaos manifestation. (Level 10+)</p><p>1-2 Witch eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day. </p><p>3-4 Silenced: You lose your voice for 1d10 rounds. </p><p>5-6 Overload: You are overwhelmed by magical energy and are stunned for 1 round. </p><p>7-8 Craven familiar: A daemon imp (stat to come) appears from the aethyr and attacks you next round.</p><p>9-10 Chaos foreseen: You get a glimpse of the Realm of Chaos and gain 1 insanity point. (you can chose the Dark Magic feat next time you can chose a feat)</p><p>11-12 Aethyric attack: Magical energy burns though you, causing you to lose 2d6 hp. </p><p>13-14 Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Con is reduced by 2 for the next 1d10 mins. </p><p>15-16 Mind numb: You channel too much magical energy. You use one less d20 in spells checks for the next 24 hrs. </p><p>17-18 Daemon possession: You are possessed by a Daemonic entity for 1 min. During this that time, the GM controls all your actions and when you take control of your body again, you’ll have no memory of what you just did. </p><p>19 Perverse delight: The GM can choose any result from this list or make up a comparable minor manifestation.</p><p>20 Trick of fate: Roll on the Catastrophic Chaos manifestation list </p><p></p><p>D20 Catastrophic chaos manifestation. </p><p>1-2 Wild magic: You lose control of the magic as you cast your spell. Everyone within 90 feet, including you, lose 1d6 HP.</p><p>3-4 The withering eye: Chaos energy wracks your body, debilitating your constitution. Your Con is reduced by d10 for the next 1d10 hours.</p><p>5-6 Tzeentch lash: Magic powers overwhelms you, knocking you unconscious for 1d10 mins. </p><p>7-8 Aethyric assault: The winds of magic lashs out at you. You take 3d6 damage. </p><p>9-10 Heretical vision: A Daemon prince shows you a vision of chaos. You gain 1d10 Insanity points. (you can chose the Dark Magic feat next time you can chose a feat)</p><p>11-12 Mindeaten: Your ability to use magic is burned out. You can not use magic for the next 24 hours, and then you can only use 1d20. After another 24 hours you can use another d20 and so on, until you reaches full strength again. </p><p>13-14 Uninvited company: You attract 1d6 lesser daemons, they appear out of the aethyr within 35 feet. </p><p>15-16 Daemonic contract: You suffer 1d10 damage as a 2” rune of chaos burns into your flesh. At a random location. If you ever get 13 of these it will spell out a contract signing your soul over to chaos. </p><p>17-18 Called to the void: You are sucked into the Realm of Chaos and are forever lost.</p><p>19-20 Dark inspiration: The GM can choose any result from this list or make up a comparable manifestation.</p><p>.</p></blockquote><p></p>
[QUOTE="Emirikol, post: 4246032, member: 10638"] 50. Peasant, average 51. Penitent-TOS 52. Protagonist 53. Raconteur-SH 54. Rat Catcher 55. Roadwarden 56. Riverwarden -WC 57. Rogue 58. Scribe 59. Seaman 60. Servant 61. Sewer Jack-AOM 62. Shieldbreaker 63. Smuggler 64. Soldier 65. Squire 66. Stevedore-WC 67. Student 68. Swampaire 69. Temple Guardian-TOS 70. Thief 71. Thug 72. Toll Keeper 73. Tomb Robber 74. Tradesman 75. Vagabond 76. Watchman 77. Wrecker-WC 78. Woodsman 79. Zealot 80. FOREIGNER (Roll d30 below) 1. Anchorite (B.P) –RC 2. Apprentice Witch-Kislev, female-RotIQ 3. Badlander (B.P) RC 4. Bear Tanner (kiz)-RoIQ 5. Bondsman (nors)-TOC 6. Carcassonne Shepherd (Bret)-KotG 7. Cenobite (BP)-RC 8. Chekist-Kiz-RoIQ 9. Drover, Kiz, RotIQ 10. Estalian Diestro –wfrp 11. Grail Pilgrim, Bre-Kotg 12. Herrimault,Bre-Kotg 13. Horse Coper, Kiz, Rotiq 14. Kislevite Kossar, wfrp 15. Knight Errant, Bre-kotg 16. Norse Maledictor, random mutation-TOC 17. Man-at-arms, bret, kotg 18. Marauder, nor, Kurgan or Hung, TOC 19. Mediator, bret, kotg 20. Muleskinner, BP, RC 21. Norse Berserker, WFRP 22. Pilgrim, any, TOS 23. Norse Reaver, TOC 24. Norse Seer, TOC 25. Norse Skald, TOC 26. Steppes Nomad, ungol from kislev, rotiq 27. Strigany Mystic, NDM 28. Norse Whaler TOC 29. Wise Woman, Kiz, female, ROTIQ 30. Roll on Basic Chart Instead ADVANCED CAREERS May not be taken until 7th level 1. Anointed Priest 2. Artisan 3. Assassin 4. Captain 5. Cat Burglar 6. Champion 7. Charlatan 8. Courtier 9. Crime Lord 10. Demagogue 11. Engineer 12. Explorer 13. Fence 14. Friar 15. Guild Master 16. Herald 17. Highwayman 18. Innkeeper 19. Journeyman Wizard 20. Knight 21. Knight of the Inner Circle 22. Master Thief 23. Master Wizard 24. Mate 25. Merchant 26. Navigator 27. Noble Lord 28. Outlaw Chief 29. Physician 30. Pit Fighter 31. Politician 32. Priest 33. Racketeer 34. Scholar 35. Scout 36. Sergeant 37. Spy 38. Steward 39. Veteran 40. Witch Hunter Chapter 5 – Skills Any class may take any skill, but must take at least the base listed specific skill. Note new skill challenges in errata. Chapter 6 – Feats & Powers Chapter 7 – Equipment Firearms (cost 40 gp each, powder and shot are 1 gp for 5 shots). Firearms have a superior bonus and are noisy. Blunderbuss: 1d12. Reload 2 standard actions. Range: 5/7. May be loaded with glass, nails, rocks, etc. Firearm/arquebus: 1d12. Reload 2 standard actions. Range: 8/15 Hochland Long Rifle: 1d12. Reload 2 standard actions. Range: 15/30 Pistol 1d12. Reload 2 standard actions. Range: 5/9 Chapter 8 – Adventuring LOOTING BODIES: 25% of armor and 50% of weapons on looted bodies are serviceable. Loot may be wasted for experience points (TBD). Chapter 9 – Combat Sacrificial Armor Two points of AC sacrificed knocks damage down either 10 points or a d20 roll of damage. Armor may be repaired; % cost of armor) Sacrificial Weapons You can sacrifice a weapon for a heroic blow. On a roll of a natural "1" you have two options: 1. Lose the weapon 10 feet away in a d4 direction (N,S, E,W) or 2. Do a x3 rolled critical but the weapon (or bow/gun) is DESTROYED (plussed weapons drop by 2 plusses, but may be repaired; % cost of weapon) Chapter 10 – Rituals & Magic Chaos Manifestations in Spellcasting Magic is the use of raw chaos regardless if you are an arcane or divine caster.. Chaos may manifest on any magical power that requires a d20 dice roll or any ritual. When a natural "1" is rolled, the player has a choice: Lose access to that power for the next 24 hours or THE DM rolls on the chaos manifestation chart (see chaos chart in WHFRP). Colleges of Magic Table 7-1: The Colleges of Magic from Altdorf Common Runic Associated Color Name Name College of Magic Associated Lore White Light Hysh Light Order Light Blue Celestial Azyr Celestial Order Heavens Yellow Gold Chamon Gold Order Metal Green Jade Ghyran Jade Order Life Brown Amber Ghur Amber Order Beasts Red Bright Aqshy Bright Order Fire Grey Shadow Ulgu Grey Order Shadow Purple Amethyst Shyish Amethyst Order Death NO!) APPENDIX I: Divine Chaos Manifestation Charts D20 Wrath of the gods. 1-3 Unearthly vision: Your God chooses this time to grant you a symbolic but confusing vision, This stuns you for 1 round. But the spell still works if you made the Spell check 4-6 Prove your devotion: A few more prayers are needed to finish casting the spell. Add one move action to the casting time of the spell. 7-9 You try my patience: You cannot cast another spell for 1d10 rounds. But the spell still works if you made the Spell check. 10-12 your cause is unworthy: Your spell fails, even if you made the spell check. 12-14 Stinging rebuke: Not only does your spell fails, but you also lose 2 wis for the next 1 minute. 15-17 What will you sacrifice for this boon?: You take 2d6 damage. 18-19 You have sinned against me: You have somehow angered your god, you must kneel and repent for 1d10 rounds. This renders you helpless. 20 Daemonic interference: Your prayer is answered, but not by your god. Roll on the Major chaos manifestation instead. .. APPENDIX II: Arcane Chaos Manifestation Chart Tell the DM when you roll a “1” on your check and he will determine your result using this chart as a guideline for his rat bastardy. D20 Petty chaos manifestation. (Level 1-3) 1-2 Witchery: within 30 feet of you, milk curdles, wine goes sour, and food spoils. 3-4 Rupture: You nose begins to bleed and continuous until you make a fort save DC 15. You can test once per round. 5-6 Poltergeist: Small items (up to 1 lb) in a 10 feet radius around you hoers in the air for a few seconds and then fall down. 7-8 Breath of chaos: A cold and unnatural wind blows through the area. 9-10 Horripilation: Your hair stands on end for 1d10 rounds. 11-12 Stench of chaos: A foul sulphuric smells spreads in the air around you, it disperses within a few rounds. 13-14 Haunted: Ghostly voices fills the air for the duration of your spell. 15-16 Aethyric hit: The magical energy coursing through you causing you to lose 1 hp. 17-18 Dumbfounded: You channel too much magical energy. You use one less d20 in spells checks for the next 1d10 mins. 19 Whimpsy: The GM can choose any result from this list or make up a comparable minor manifestation. 20 Unlucky: Roll on the Minor Chaos manifestation list D20 Minor chaos manifestation. (Level 4-10) 1-2 Kickback: The force of the aethyr knocks you down. You are prone. 3-4 Migraine: A surge of magical energy hammers through your mind giving you a severe migraine. Roll a fort save DC:15 every hour to get rid of it. 5-6 Intoxication of chaos: Roll a Will power check DC: 15 or lose -2 int for the next 1d10 mins. 7-8 Wyrdlight: You glow with an eerie light for 1d10 rounds. 9-10 Aethyric haze: The winds of magic fills your entire vision, temporarily blinding you. You are blind for 1d6 rounds. 11-12 Unnatural aura: Animals within 30 feet of you get spooked, and unless controlled by a successful Handle Animal check (DC:15), flees from the wizard. 13-14 Life of chaos: A small daemonic creature from the Realm of chaos slips trough and scuttles away into a dark corner. If attacked or threatened it will defend itself, having the same statistics as a small animal. 15-16 Aethyric shock: The magical energy coursing through you causing you to lose 1d6 hp. 17-18 Mental blow: You channel too much magical energy. You use one less d20 in spells checks for the next 1d10 rounds. 19 Morbid humor: The GM can choose any result from this list or make up a comparable minor manifestation. 20 Blind fate: Roll on the Major Chaos manifestation list D20 Major chaos manifestation. (Level 10+) 1-2 Witch eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day. 3-4 Silenced: You lose your voice for 1d10 rounds. 5-6 Overload: You are overwhelmed by magical energy and are stunned for 1 round. 7-8 Craven familiar: A daemon imp (stat to come) appears from the aethyr and attacks you next round. 9-10 Chaos foreseen: You get a glimpse of the Realm of Chaos and gain 1 insanity point. (you can chose the Dark Magic feat next time you can chose a feat) 11-12 Aethyric attack: Magical energy burns though you, causing you to lose 2d6 hp. 13-14 Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Con is reduced by 2 for the next 1d10 mins. 15-16 Mind numb: You channel too much magical energy. You use one less d20 in spells checks for the next 24 hrs. 17-18 Daemon possession: You are possessed by a Daemonic entity for 1 min. During this that time, the GM controls all your actions and when you take control of your body again, you’ll have no memory of what you just did. 19 Perverse delight: The GM can choose any result from this list or make up a comparable minor manifestation. 20 Trick of fate: Roll on the Catastrophic Chaos manifestation list D20 Catastrophic chaos manifestation. 1-2 Wild magic: You lose control of the magic as you cast your spell. Everyone within 90 feet, including you, lose 1d6 HP. 3-4 The withering eye: Chaos energy wracks your body, debilitating your constitution. Your Con is reduced by d10 for the next 1d10 hours. 5-6 Tzeentch lash: Magic powers overwhelms you, knocking you unconscious for 1d10 mins. 7-8 Aethyric assault: The winds of magic lashs out at you. You take 3d6 damage. 9-10 Heretical vision: A Daemon prince shows you a vision of chaos. You gain 1d10 Insanity points. (you can chose the Dark Magic feat next time you can chose a feat) 11-12 Mindeaten: Your ability to use magic is burned out. You can not use magic for the next 24 hours, and then you can only use 1d20. After another 24 hours you can use another d20 and so on, until you reaches full strength again. 13-14 Uninvited company: You attract 1d6 lesser daemons, they appear out of the aethyr within 35 feet. 15-16 Daemonic contract: You suffer 1d10 damage as a 2” rune of chaos burns into your flesh. At a random location. If you ever get 13 of these it will spell out a contract signing your soul over to chaos. 17-18 Called to the void: You are sucked into the Realm of Chaos and are forever lost. 19-20 Dark inspiration: The GM can choose any result from this list or make up a comparable manifestation. . [/QUOTE]
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