http://api.ning.com/files/p7zH618zq8orjWbwLCkJQzPzKlm4e1s2e3XD*avI7-VyVuVO*hu0*ZFe76Z8a*1j1Zbk3OKJ2NaGgxijzALm1*vRsnaxyVIE/AnimeVampire.jpg An image of Zorvan
NOTE! : This is CERTAINLY just a guideline, and DEFINITELY not the rules! Well what did you expect with a CHAOS Mage? XD
01-02 The nearest friendly being develops a rash that lasts 1d4 weeks. Spell recovery time is doubled due to lack of sleep.
03-05 The caster suffers from an excessive emission of flatulence for 1d4 hours.
06-08
The eyes of the caster begin to glow like flashlight beams. The light
illuminates up to a range of 15', but is visible from a much greater
distance. The duration of the light is one day.
09-10 Wisps of warm steam emerge from the bodily orifices of everyone nearby. This eruption lasts for one full turn.
11-13
The hands of the spell caster begin to glow a warm orange color.
Everything the caster touches is left with glowing finger prints. The
glow fades after 1d12 turns.
14-15 The caster believes that a
huge blue hamster has materialized, dressed in formal wear and speaking
common. The hamster follows the caster for one hour.
16-18 Dark
green leaves erupt from pores all over the bodies of everyone nearby.
The noisy leaves turn brown and fall off after a day.
19-20 The
caster is overcome by a sudden wave of intense heat which lasts for 1d4
rounds. He strips off all clothing and drinks any available beverages
(including not more than one potion), unless they are known to be
poison.
21-22 The caster feels an overwhelming urge to sing.
His life story becomes a one hour ballad. Reactions will depend on the
singing ability of the caster.
23-24 A stream of 5000 moths spew
forth from the spell casters mouth and flutter around for 1d4 rounds.
Vision is limited to 1' within a 20' radius sphere centered on the
caster.
25-27 Any buttons, clasps, buckles, latches, padlocks,
pins, laces, bars, knots, or other locking devices within 10' of the
caster are unlocked. All creatures within the area of effect are
allowed to roll to prevent their items from being affected, 1d20 against
17.
28-30 The hair and fingernails of a random target within
20' of the caster begin to grow at a prodigious rate. Hair grows down
over the eyes. Long finger nails make delicate finger work impossible.
Growth stops after a round.
31-32 Each round, for a number of
rounds equal to the height of the caster in feet, a randomly selected
creature within 50' must roll 1d20 against 10 or be teleported to the
location of the caster. Simultaneously, the spell caster is teleported
to the former location of the selected creature. No teleportation occurs
in a round in which a saving throw is made.
33-34 If the caster
fails a 1d20 against 15, his head is polymorphed to that of an animal
randomly selected by the next person to post, excluding caster.
Otherwise, the caster grows powerful claws.
35-37 Everyone
within 15' of the spell caster must make a roll against 16, or suffer
from a loud ringing sound in their ears. The ringing is actually a
physiological effect, and not an actual sound. Characters must shout to
be heard. The ringing lasts for 1d6 turns.
38-39 A tiny
portal, no bigger than a pin prick, appears about a yard above the
caster and everyone nearby. This portal is linked to the elemental
plane of water, and a steady drip of water falls on the casters head.
The portal is magically linked to the caster and follows him around.
Attempts to plug the gate will always fail when the caster moves. The
constant drip of water makes deep sleep nearly impossible. Double the
normal spell recovery times. The portal remains for 2d10 days.
40-41
The air within 60' of the spell caster takes on a glass-like
appearance, which distorts normal and infra-vision. Judging range
within the area of effect is difficult, effectively doubling all spell
and missile travel distances for purposes of range modifiers. There is
no effect on movement or melee within the distorted air. The radius
shrinks 10' per turn until it finally vanishes.
42-44 The spell
summons a small local animal. The creatures arrives in 1d4 hours, and
becomes extremely attached to the spell caster. It will climb all over
the character,. The animal has 1d4 hit points, plus one per caster
height. If the animal is damaged, the caster suffers damage equal to
double the animal's damage. Once a week, the caster can attempt a 1d20
against 15 in order to release the animal from the spell effects.
45-46
For 1d4 hours, plus one per caster height, the voice of the spell
caster will start with a loud rumble of thunder each time he or she
begins to speak. This will increase the odds of being attacked.
47-48
The casters voice emanates from another party member, and sounds like
that individual. The source changes once per round, lasting one round
per caster height.
49-51 The spell caster becomes insatiably
hungry each time food is mentioned. This effect lasts for one day per
caster height of the spell. The caster will demand and consume triple
the normal quantity of rations. Each ration below the required quantity
will harm the caster.
52-53 For 2d8 rounds, the spell caster
finds himself on display inside a glass container. Huge beings with
distorted features examine you from the outside, turning the container
around and over. The caster feels insecure for days afterward.
54-56
All clothing and other items around the caster completely disappear,
save for any items carried in hands. The possessions reappear in a pile
at the casters feet after one round per caster height.
57-59
The legs of a random target within 15' of the spell caster contract to
1/3 their normal length. All leg coverings and foot wear shrink by a
like amount. Movement is reduced by 2/3rds. After 1d6 rounds, the legs
and garb return to normal.
60-61 A random target within 30' of
the direction the caster is facing is infested with thousands of small
insect pests. There are indeed stinging and biting ones.
62-64
The legs of a random target within 25' are paralyzed for 1 round for
every two caster height. Movement is halved for animals and monsters.
Humanoids can crawl at 1/3 the normal movement rate.
65-67 The
nearest person to the caster is summoned to clean up a mess for a local
power. He or she disappears for 2d8 rounds, gains 1d6 wounds plus one
per caster height, and has a 50% chance to cast a random spell. Wounds
will not cause death.
68-69 2d6 bolts of energy fly from the
casters hands and strike random targets within 40'. Each does 1 wound
per caster height.
70-72 The caster falls into a magical sleep
for 1d4 rounds plus one per caster height. Unless disturbed, the caster
will remain in a deep and restful sleep. While left asleep, magic
regen and healing rate is doubled.
73-75 Lumps of slimy pink
lard splatter to the ground in the area of effect. If there is no area
of effect, the lard falls in a 5' radius around the target. Movement
through the lard must be 1/3 normal, or a 1d20 against 16 is required to
remain standing. The lard remains in place for one turn, then
explodes.
76-78 The nearest hostile being becomes a garbage
magnet for all sorts of debris. Any loose paper, leaves, plaster, small
stones, feathers, dirt and other small objects within 20' fly up and
stick to the unfortunate victim. This continues for 1 turn per caster
height. It requires 1d4 segments to remove any new debris from the face
and hands.
79-80 The malodorous caster emits a pungent scent of
onions within a 10' radius. Anyone smelling the onions must make a
saving throw versus poison, or begin to suffer from blinking and
watering eyes. The resulting blurred vision halves the normal range of
sight. The odor lasts for one hour, or until the caster bathes in
water.
81-83 Multiple hand-like chunks of rock rise from the
ground, despite what substance the ground happens to be made of. The
number of hands is equal to the number of beings in the area. They start
slapping everyone, including the caster. This lasts until they are all
destroyed, or this effect is rolled again. If a target of a hand is
destroyed, they move on the next being they find.
84-86 A swarm of adorable kittens with wings appears in the air and they attack all hostiles in the area.
87-89 All beings near the caster grow large, demonic, and very, very, VERY, absolutely and unarguably, PINK.
90-99 Roll twice.
100-100
Absolutely NOTHING. Nothing at all. Everything stops. Beings can only
breath and talk for three hours. This has twice the normal range a
normal in the area effect has. Zorvan and gods cannot break the three
hour peace spell. The good news is all wounds will heal over these three
hours, as well.
This is for any proper combat spells,
attacks and such. Chaosblast is immune to this chart. I will roll two
dice instead of one for all attack spells. Second roll, if it is 60 or
higher, causes one of these effects, decided by another roll.
Chaos also causes one of the effects at random.