Unless otherwise stated, all effects last either five rounds or for the duration of a particular fighting encounter.
D100 | Result |
1 | A Dark Halo (or some other sort of malevolent Undead monster) appears and attacks the party. |
2 | A spiritual vortex appears and drains everyone in the area of effect for 2d8 hit points and 4d8 spiritual points. Save vs Spiritual Power for half damage. |
3 | Everyone in the area of effect are deafened for 1d4 rounds (save versus Area Effect for negation). |
4 | A harmonic resonance builds up that has the possibility of destroying one random weapon. The item can make an Item Save vs Harmonics. |
5 | The party is sunk two feet into the ground and takes 2d10 turns to break free. |
6 | 1d8 giant mushrooms (max height 15', 3' diamter) grow from the soil. |
7 | 10d100 large dragonflies appear in the area of effect, blinding all; combat occurs as if under full moon at night conditions. The insects take 5 rounds to disperse. |
8 | All trees in area of effect turn to white quartz crystal. This does not kill the affected trees, as they continue life as living quartz tree. |
9 | All trees are become sentient (INT/WIS of 1d6+1) and able to see, hear, and speak. They revert into normal trees after 3d6 months have passed or until a Dispel Magic is invoked. |
10 | All wooden weapons fall from wielders hands and take root. The weapons must make an item save versus magic or else be transformed into living plants, rendering them useless as weapons. Consecrated/magical items gain a +1 save per degree of enchantment, and will still retain magical properties even if transformed into plants. |
11 | An 60// wind rolls through the area of effect. Anyone whose Strength is less than 17 is blown down and unable to initiate any physical actions until the wind subsides. The wind lasts 1d4+1 rounds. |
12 | An 3rd intensity Wind Funnel (as in the innate power) appears and serves the caster for five rounds. |
13 | An 8HD air elemental servant appears and fights for the aster for three rounds. |
14 | An impenetrable, blinding fog descends on the area of effect affecting everyone but the caster. |
15 | The air becomes unbreathable for all enemies in area of effect. Victims of the toxic air must save versus poison against an intensity 1 poison effect. The air remains toxified for 1d4 rounds. |
16 | 1d8 small springs of 5' radius each generating two gallons per minute appear in random locations within the area of effect and generate pure water for five rounds before drying up |
17 | A 4HD water elemental servant appears and fights for the caster for a period of six rounds. |
18 | The ground within area of effect turns into a 100' deep lake. This effect lasts for 1d4 years, over which the ground gradually fills in, returning to its original state. |
19 | The sky turns cloudy and begins to rain. Roll 1d4 for severity; 1 = a fine mist, a 4 represents a downpour. It rains for an hour. |
20 | All water in canteens becomes healing elixirs of intensity 1d4 potency. This healing elixirs remain stable and drinkable for 1d4+3 days, thereafter they revert back to normal water. |
21 | 1d8 fire pits of 5' radius appear randomly. Anyone stepping into these pits take 1d6+3 damage. The fire pits do not spread and will instead flicker out and become extinguished after five rounds. |
22 | A 5HD fire elemental servant appears and fights for the caster for a period of six rounds. |
23 | All metal weapons in area of effect suddenly heat up to red hot causing 1d6 damage to wielders. The weapons remain hot for three rounds. |
24 | One enemy in Area of Effect catches on fire; save vs. system shock for negation. If the save is failed, the victim suffers 2d6 damage. |
25 | A meteor shower rains from the sky. All within the area of effect, including the caster and party members, take 3d12 damage. A successful save versus area effect halves the damage. |
26 | 1d8 empty pits of 5'´5'´10' appear randomly in the area of effect. Any individuals caught in these pits will be pushed to the surface unharmed when the pits close up after one turn. |
27 | An earth elemental of 6HD fights for the caster for five rounds. |
28 | All enemies in the area of effect are turned to mud; a save vs. System Shock negates the effect. Affected characters will revert to their native forms after one day if left undisturbed, or can be brought to normal form by means of Remove Curse, Dispel Magic, or similar power. |
29 | An earth bridge up to 300' long and up to 5 feet wide appears. The bridge disappears after 1d4 turns. It can be positioned strategically by the wielder, but it cannot be dropped on people. |
30 | Spell backfire: The caster turns to mud; Effects are same as #28. |
31 | All party members are temporarily turned into Changelings (or some other sentient race) unless a successful save vs. System Shock is made. Affected individuals are transformed for a period of 2d4 turns. |
32 | All party members are shrunk to 3" high for a period of five rounds. An invocation of the innate power Change Size negates this effect for all affected individuals. Carried/worn items shrink with the person. |
33 | All persons caught within the area of effect must save versus system shock or change skin colours; Artificial skin tone gradually leeches out of skin tissue over a period of 2d4 days. Roll a 1d6 to determine new skin colour: 1.) Dark black (South Point); 2.) Pale and freckled (West Point); 3.) Fair and tans easily (Isle of Gales); 4.) Swarthy (North Point); 5.) Olive (East Point); 6.) Medium brown (and desert region). |
34 | Rose petals fall from the sky. The effect lasts for one full turn but has no effect on visual tasks. |
35 | A large, smelly cigar appears in the hands of all individuals within the area of effect. |
36 | All individuals caught within the area of effect must make a successful save versus System Shock or else receive a Mohawk haircut. |
37 | 1d3 modern art statues appear randomly within the area of effect. Each is made of some sort of stone and is worth about 1d10 silver pieces (assuming that the part is inclined to haul the statues to a museum or art dealer). |
38 | For the next five rounds, all individuals within the area of effect not wearing gloves or gauntlets suddenly have six fingers on each hand, resulting in a -2 penalty to Dexterity. Save versus System Shock for negation. |
39 | Gravity is reduced to ½ normal intensity within the area of effect. All falling damage is halved and running speed is increased by ½. Normal gravitation resumes after five rounds. |
40 | Fire works explode in the sky. This effect only works in darkness or twilight conditions. The fireworks display lasts for 2d6 rounds and can be seen for up to one mile distant. On the final round, a fireworks dragon descends upon the party in a menacing fashion but does no damage |
41 | A small, ivy covered gazebo appears in the area of effect. It is fashioned from white painted wood. The effect is permanent. |
42 | All grass in area of effect is turned to 5' high corn stalks bearing mature ears. |
43 | A single monolithic block of black basalt, 2' wide, 1' thick, and fifteen feet tall appears next to the caster. It disintegrates after one day. |
44 | All metal weapons are pulled up into the sky (Roll a strength check hold on to affected weapons.) Weapons dragged into the air fall 5 rounds later and can be found 3d10// from the area of effect. |
45 | A small moon appears and orbits the primary moon. It is an illusion and only lasts two rounds. |
46 | The party is teleported to a location of caster's choice. The caster must have visited the target location at least once. |
47 | The party is teleported to a random location within a 1 mile radius. It will not cause the party members to materialize inside solid objects. |
48 | The party is transported to location of GM's choice. The GM may not use this power to slay the party (i.e. transporting the party to the bottom of the ocean.) |
49 | Enemies within the Area of Effect are teleported to location of caster's choice. The caster must have visited the target location at least once. |
50 | A thousand pounds of cheese is transported to the area of effect. |
51 | Invoking innate powers within the area of effect is not possible for the next five rounds. |
52 | Innate powers invoked within the area of effect have double range and duration if invoked within five rounds. |
53 | Consecrated and/or supernaturally powered items within the area of effect lose potency for five rounds. Sentient Constructs save vs. System Shock for negation. |
54 | A random useful consecrated and/or powered item will appear in the hands of the caster. There is a 5% chance that this item will remain with the caster as a permanent item, whilst there is a 95% chance that the non-enchanted version of that item will remain permanently. |
55 | All persons within the area of effect gain one invocation of the innate power Chaos Song at some time of their choosing. |
56 | 1d4 wolves appear to aid the caster. |
57 | 1d3 bears appear to aid the caster. |
58 | A man-eater tree fights for the wishsinger. |
59 | One party member suddenly has hit points doubled and fights at BAtCh+4. |
60 | All non-Warrior types in the caster's party suddenly fight as if by a Warrior of equal level. |
61 | The caster's name is written in the sky and is visible for one turn and can be seen from ½ mile away. |
62 | The caster is cloaked in a rainbow aura; the rainbow offers the caster a +1 bonus to AC and illuminates a 1// radius area and renders the caster immune to light-based attacks. The effect lasts seven rounds. |
63 | A rainbow appears and brings a tiny pot of gold to the party (1d4+2 GP) |
64 | Day and night is reversed for 5 rounds. |
65 | Tiny flowers bloom from all armour within the area of effect. This effect does not damage the armour, but the effect is permanent. |
66 | All enemies in area of effect are shrunk to 3" high; effects are similar to #32. The enemies' equipment shrinks proportionally. |
67 | A silver crown appears on caster's head (80 SP value). This effect is permanent. |
68 | The words "Toto, we're not in Kansas anymore" booms from the sky. The GM could substitute some other phrase (like "Do you feel lucky, punk?") |
69 | The words "69 dude!" booms. Things become excellent for the adventurers. Everyone in the party gets a wish. |
70 | A Undead creature of randomly rolled status wanders aimlessly through the area of effect. This creature will not attack unless attacked. If left alone, it will simply wander around mindlessly. The creature vanishes after 2d4 rounds. |
71 | If enemies within the area of effect fail a save vs. Sleep/Charm, they will think caster is a god, and donate all possessions (on hand) to the caster. This effect only happens if the victims are of fewer levels or hit dice than the caster. |
72 | The area of effect becomes an apple orchard. This effect is permanent. |
73 | Invisible hands scoop up all individuals within the area of effect and drops them from a height of 25 feet; Save vs Area Effect for negation. |
74 | A illusionary UFO passes overhead, hovers briefly, then leaves. It doesn't do anything else. |
75 | Roll twice on the Chaos Song table. |
76 | The caster gains a +! AC bonus |
77 | The caster incurs a temporary -1 AC penalty |
78 | The party members all gain a temporary +2 AC bonus |
79 | Enemies in the area of effect mysteriously miss all attacks for the next 1d4 rounds. |
80 | All enemies in the area of effect only attack the caster next round. |
81 | Party members are healed for 1 hit point |
82 | Party members are healed for 1d4 hit points. |
83 | Party members are healed for 1d8 hit points. |
84 | Party members are healed for 1d12 hit points. |
85 | Party members are completely healed and affected as if by Total Regeneration. |
86 | All enemies in the area of effect are shocked for 1 hit point. |
87 | All enemies in the area of effect are shocked for 1d6 hit points. |
88 | All enemies in the area of effect are shocked for 2d6 hit points. |
89 | All enemies in the area of effect are shocked for 3d6 hit points. |
90 | All enemies in the area of effect are shocked for 4d6 hit points. |
91 | The party members all have their innate powers replenished. |
92 | The party members have 2d4 spiritual points replenished. |
93 | The party members all have technical/supernatural items recharged to full. |
94 | The caster can access the 8th-level Wishsong "Wishsong"; once sung, the caster must save vs system shock or be comatose for 2d4 days. |
95 | All party members in the area of effect have their innate powers triggered (except for the caster, of course). |
96 | The caster must save vs Sleep/Charm or aquire a mental illness. |
97 | An evil spirit attacks the caster (Willpower 3d6+3). |
98 | A random party member turns Undead for one turn (save vs System Shock to negate) |
99 | All party member weapons become animate and attack their owners for one round. |
00 | A random efent happens at the GM's direction. |