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Chance Elements

pow-ers and properties.

6—Magical explosion occurs. All beings within 20 feet suffer 5d6 points of blast damage;

construct components are destroyed. Possible fire and damage to surroundings, at DM’s option (saving throws may be required for frag-ile or magical items).

Chance Elements

To determine Chance Elements, roll 1d12 and consult the following information for the results (from time to time, a DM may wish to make up different or unique results, and substitute them for those given here; gills and/or twice-a-day water breathing or true seeing powers come to mind immediately). As these results can be con-ferred on both a construct and the spellcaster trying to create it, the word “being” is used here, to apply to both.

1—Antlers. They can be used to slash and gore for 1d4 points of damage per round (this is gained as an extra attack).

2—Arms. 1d4 extra limbs are gained. These that hearing, sight, or smell is permanently can carry and manipulate with the being’s nor- affected (a regeneration spell can fix such an mal strength. If the being normally has arm affliction).

attacks or uses them to wield weapons, it gains 2: Charm. Once a day (any period of 24 an extra attack for each arm. hours, or 144 turns), the being can enact a charm 3—Body Spurs (pointed bone spines project- monster on another being of equal or lesser ing from limbs, or along spine, or on torso). Intelligence, by touch. A successful attack roll is Armor Class improves by 2, being gains 2 points required for mobile targets, and the intended of damage to rolls made for all attacks dealt by victim gets its usual saving throw vs. the spell.

its limbs, and it gains an additional 2d4 points The effect ends at once if the controlling being is of damage to any hug attacks (already allowed killed or rendered senseless, and in any event it; does not confer a hug attack where none is can’t be continued beyond a period of 10 turns allowed before). per Intelligence point of the charming being; the 4—Displacer Beast Effect. Being’s surface DM should determine this duration and allow bends light, so it always appears to be three feet the charmed victim a saving throw to break free away from its actual position (attackers suffer a of the effect at the halfway point.

-2 penalty to all attack rolls, and the being gains The charming being can have only one con-a +2 bonus to con-all scon-aving throws). trolled victim at a time.

5—Immunity. To poison, or the effects of 3: Energy Drain. Once per day, the being undead attacks that go beyond the purely phys- can, by touch and deliberate use of will, drain ical (such as level draining), or all diseases energy from a foe. A successful attack roll is (including lycanthropy and mummy rot), or all required; the victim is allowed a saving throw petrification and polymorph attacks. (Decide vs. death magic. If successful, the victim loses 1 which immunity randomly; for the results hit point, permanently. If failed, the victim loses given here, roll 1d4). one level of experience, falling to the midpoint 6—Invisible Vision. The being can see all of the level below. Changes in spell mastery, hit invisible creatures and objects within 60 feet points, attack effectiveness, and other losses and can see (by a sparkling glow) if spells (as involved in the level change occur instantly opposed to innate powers) have been used to (memorized spells now beyond a victim’s create this invisibility. Being also gains a 2 in 6 comprehension are lost). A 1st-level victim who chance of detecting “something odd” about the is energy drained in this manner is rendered appearance of magically disguised or altered helpless and unconscious, at 1 hit point, and creatures or objects, without gaining any idea of must roll a successful system shock survival their true form(s). roll. If it fails, the victim dies and may rise three 7—Special Attack. The being gains a special days later as a wight or lesser form of undead, attack form selected or devised by the DM, or not under the control of the draining being.

roll 1d6 and select from this table: A drained monster loses a Hit Die. In all 1: Acid spit. Up to three times a day, the cases, experience can be regained by adventur-being can spit acid (in a stream a few inches ing, or by use of a restoration spell (application wide, to a distance of 10 feet). Successful attack of which can also restore a “permanently lost rolls are required for mobile targets. Damage is hit point” to a being who otherwise escaped 2d4+1, and it corrodes flesh and all items failing loss of life energy; elapsed time has no effect on their saving throw (magical items gain a +1 the effectiveness of the restoration in this bonus, or a bonus equal to the greatest plus regard). Drained life energy (including hp or they possess, whichever is higher). If a victim’s spells lost by a victim) is not acquired by the face or head is attacked, there is 1 in 10 chance draining being.

4: Paralysis. Four times per day, the being can, by touch and deliberate use of will, affect a single victim (living or undead) with paralysis.

A saving throw is allowed, and mobile victims can be touched only via a successful attack roll.

The victim can’t move from the spot, speak, or voluntarily move any limbs (so attacks and most spellcasting are impossible). This condi-tion lasts for one day, unless ended earlier by the contact of any spell on the paralyzed victim, or by touch and will of the paralyzing being (this release doesn’t count as one of the four daily uses of the paralyzing power).

5: Petrification. Once per day, the being can, by touch and deliberate use of will, turn a touched living (not undead) being to stone. A successful attack roll is required, and the being gets a saving throw to entirely avoid the effect.

Petrification is permanent, affecting a sin-gle victim and all worn or carried non-living materials, until undone by magic or by touch and will of the petrifying being (this undoing of

one’s own work doesn’t count as a use of this ability).

6: Spell Ability. The being gains the natural power to cast spells, to a maximum of three spells per 24-hour period, either one spell three times, three different spells once each, or a combination of these. Once cast, these spells are replenished by natural regeneration; no study or components are needed (casting time and effects are unchanged). Spells can only be of a type and level usable by the creating spellcaster, and can’t be changed by anyone, once a being gains them.

A being can never gain more than one special attack.

8—Special Defense. Specific defenses can be chosen or devised by the DM, but only four sorts of defenses can be randomly selected:

1: Immunity to Normal Weapons. A magi-cal weapon is needed to strike the being-either one with bonuses or just any normal weapon that has had a spell cast on it.

2: Defensive Spell Use. The being gains the power to use a single defensive spell (on self only) four times per day, or either one of two spells twice per day (as a 12th-level wizard, only one spell can be operative at a time, casting doesn’t require material components). The DM can choose the spell, or it can be one of (roll 1d4):

1. Armor 2. Blink

3. Duo-dimension 4. Wraithform

3: Regeneration. The being naturally, regains 1d4 lost hit points at the end of each one-turn period, or regains 1 hit points at the end of every fourth round, or recovers 2 hit points at the end of every six rounds (DM should choose the rate; slower is better for game balance).

4: Spell Immunity. Roll 1d4 to determine which immunity is gained (if the latter, the DM should pick which specific spells the being is immune to—such immunity is never to all spells of a school, level, or related type), or roll 1d6 for wizard spells and 1d4 for priest spells, re-rolling with a 1d8 to find the level of each spell the being is immune to, and then choosing from the spell lists by any method desired). If the being normally has one of these immunities, it gains the other. In the rare case of a being already having both immunities, re-roll (if this result comes up again, the being gains nothing).

9—Tail. Roll again: even = lashing tail (extra attack gained, tail slap does 1d6 points of dam-age); odd = prehensile tail (can hold or carry things, including weapons—so being gains an extra attack—or can be used to hold being on a perch, ledge, tree limb, or other support, freeing other limbs to attack or perform other activities).

10—Roll again, twice, on this table. Being gains both Chance Elements (re-roll if necessary to prevent duplications).

11—Wings. Being gains both wings and the power of flight: MV Fl 2d10 (for Maneuverabil-ity Class, roll 1d4: 1=A, 2=B, 3=C, 4=D) plus the ability to swoop or pounce from aloft (increase damage of any attacks, weapon or natural, by +2 per die, but being is on the ground for the round after the attack; if taking off again imme-diately, it cannot attack during that round).

12—If this result applies to aconstruct, it is created normally, but it is free of creator’s con-trol, and it attacks creator or other beings pre-sent.

If this result applies to a spellcaster trying to create a construct, the creation is successful and the construct has normal powers. The spell-caster gains any one property or attack (usable only once per day) that the construct has, and is freed of any enchantments (such as geas or curse spells) that control the caster’s will, body, or actions—regardless of whether or not the caster wishes to be freed from such magic.