Wednesday, October 17, 2018

1d8 Strage Environmental Magical Effects



There's a 1% chance that each hex the adventurers enter will contain some type of passive magical effect. Roll 1d20 to determine the area of effect:

1-8 sphere with radius of 1d10x10 sq. ft).
9-13 1 subhex (assumes 1.2 mile subhexes)
14-17 1d4+1 subhexes
18-19 3d6 subhexes
20 The entire hex (assumes 6 mile hexes)

Roll 1d8 to determine the effect:

1. Spells cast within the area are doubled in potency (1-3) or halved in potency (4-6).

2. Certain magics cannot be cast within the area (healing spells, fire-based spells, etc.).

3. Beasts that dwell within the area gain the ability of speech. They can speak Common 50% of the time, or whatever the predominate language of the area is the rest of the time. There's a 1 in 6 chance that any beast passing through the area gains the ability of speech; the rest of the time it takes one month of living within the area for the ability to manifest. There's a further 1-4 in 6 chance the ability fades 1d8 days after leaving the area. The ability of speech only comes with an increased intelligence 1-3 in 6 times.

4. Living beings that die a violent death within the area 1 are animated as lesser undead after 3d4 days, 2 gradually turn to stone over a period of 1d4 days, 3 are returned to life with 1 hp 1 round later, dying permantly if slain again within one day, or 4 have a tree sprout from their corpse in 1d4 turns. Corpse wood is especially sought after for use in crafting magical items.

5. Divine (1-3) or arcane (4-6) spells require extraordinary mental effort to cast. The caster must roll their primary Attribute (Wisdom or Intelligence) on 4d6 in order to successfully cast a spell. Failure indicates the spell slot is still used.

6. Undead within the area are resistant to being turned (1-4) or are turned with greater success (5-6). Clerics roll twice to both determine their chance of success and the number of HD turned (if successful), taking the lower of the two rolls in the first case, and the higher of the two in the second. Free-willed undead instinctively avoid the area.

7. The gravity in the area is strange. It is either stronger than normal, reducing movement and missile ranges by half, or less than normal, increased movement and missile ranges by 2.

8. Any spell being cast within the area has a 1-2 in 6 chance of being miscast. Use your preferred wild magic system to determine the result of miscasts.

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