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Old 04-21-2011, 04:02 AM   #1
huasynfeng.kingewugsad
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Join Date: Feb 2011
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Default Windows 7 64 Bit advanced

01 wall of force appears in front of caster

02 caster smells like a skunk for spell duration

03 caster shoots forth eight non-poisonous snakes from fingertips. snakes do not

attack.

04 caster's clothes itch (+2 to initiative)

05 caster glows as per a light spell

06 spell effect has 60' 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 small explosion

11 caster develops allergy to his magical items. character 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 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 caster

20 caster's feet enlarge, reducing movement to half normal and adding +4 to

initiative rolls for 1d3 turns

21 caster suffers same spell effect as target

22 caster levitates 20' for 1d4 turns

23 cause fear with 60' radius centered on caster. all within radius except the caster

must make a saving throw.

24 caster speaks in a squeaky voice for 1d6 days

25 caster gains x-ray vision for 1d6 rounds

26 caster ages 10 years

27 silence, 15' radius centers on caster

28 10'x10' pit appears immediately in front of caster, 5' 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 caster's fingertips. each gem is worth 1d6 x 10 gp.

37 music fills the air

38 create food and water

39 all normal fires within 60' of caster are extinguished

40 one magical item within 30' of caster (randomly chosen) is permanently drained

41 one normal item within 30' of caster (randomly chosen) becomes permanently

magical

42 all magical weapons within 30' of caster are increased by +2 for 1 turn

43 smoke trickles from the ears of all creatures within 60' of caster for 1 turn

44 dancing lights

45 all creatures within 30' of caster begin to hiccup (+1 to casting times, -1 to

thac0)

46 all normal doors, secret doors, portcullises, etc. (including those locked or barred)

within 60' of caster swing open

47 caster and target exchange places

48 spell affects random target within 60' of the caster

49 spell fails but is not wiped from caster's mind

50 monster summoning ii

51 sudden change in weather (temperature rise,Windows 7 Activation, snow, rain, etc.) lasting 1d6 turns

52 deafening bang affects everyone within 60'. all those who can hear must save vs.

spell or be stunned for 1d3 rounds.

53 caster and target exchange voices until a remove curse is cast

54 gate opens to randomly chosen outer plane; 50% chance for extra-planar creature

to appear.

55 spell functions but shrieks like a shrieker

56 spell effectiveness (range,Microsoft Office Professional Plus 2007, duration, area of effect, damage, etc.) decreases 50%

57 spell reversed,Windows 7 64 Bit, if reverse is possible

58 spell takes physical form of free-willed elemental and cannot be controlled by

caster. elemental remains for duration of spell. touch of the elemental causes

spell effect (thac0 equal to caster's).

59 all weapons within 60' of caster glow for 1d4 rounds

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' of caster glow for 2d8 days

63 caster and target switch personalities for 2d10 rounds

64 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 non-living matter within 10' 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 everyone within 10' of caster receives the benefits of a heal

75 target becomes dizzy (-4 ac and thac0, cannot cast spells) for 2d4 rounds

76 wall of fire encircles target

77 target levitates 20' 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 to all

initiative rolls for 1-3 turns

82 rust monster appears in front of target

83 target polymorphs randomly

84 target falls madly in love with caster until a dispel magic is cast.

85 target changes ######

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. no spells can be cast until fit passes (1d6 rounds).

90 spell effect has 60' radius centered on target (all within radius suffer the effect)

91 target's clothes itch (+2 to initiative for 1d10 rounds)

92 target's race randomly changes until canceled by dispel magic

93 target turns ethereal for 2d4 rounds

94 target hastened

95 all cloth on target crumbles to dust

96 target sprouts leaves (no damage caused,Windows 7 License, 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 a minimum duration of 1 turn (i.e., 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,Windows 7 Activation, etc.) increases 200%



unless otherwise noted, all spells created by a wild surge occur at the designated target point and function normally (appropriate saving throws are allowed). the caster's true level is used when calculating range, duration, area of effect, etc. of these spells.

the above list, while long, is only a small fraction of the possible results of a wild surge. the dm is free to create his own tables for wild surges.

tables like the one above cannot take into account the situation at the instant of casting. it is not feasible to create tailored effects for every spell used in every possible way. therefore, it is quite likely that some wild magic results will make no sense, be impossible, or have no visible effect. in these cases, the wild surge has no effect. for example, if a mage were casting a wizard lock on a door and triggered a wild surge with the result "target changes ######," no effect would be visible, since doors do not have a ###### (at least as far as we know). likewise, a rock might be hastened or a snake might have its feet enlarged. in these cases, nothing happens--at least nothing that affects play. when determining the result of wild magic, the dm must use his best judgment.

finally, not even the randomness of wild surges should be allowed to ruin the story of an adventure. as ultimate storyteller and arbiter of the game, the dm can overrule any wild surge he deems too destructive to the adventure. if this happens, reroll the dice to get a new result. in a case such as this, do not treat a wild surge as having no effect.

clearly, wild mages are a risky proposition. not every player will want to play a wild mage; not every party will want a wild mage. the dm should not add benefits to the wild mage, hoping to the make the class more "attractive" to his players. players who like wild mages will play them without bribery. they will find the uncertainty and randomness of wild mages irresistible; these are the players for whom the wild mage was created.
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