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  1. - Top - End - #1
    Barbarian in the Playground
     
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    Default 1001 Random magical effects

    Hey, let's make a list of silly random magical effects that might happen from a Rod of Wonder, Chaos Magic, Mr. Mxyzptlk, etc.

    I'll start with a few

    1. Nearest person is showered with 10 gallons of warm maple syrup
    2. Nearest container is emptied of its contents and filled with strawberry ice cream
    3. 1d1000 clothing-eating locusts appear
    4. Nearest person's name is changed to "Mc[unflattering adjective]". They think that's always been their name, and that's how everyone else remembers it.

    EDIT: Let's try not to make these too complicated! Like, keep it to a sentence or two!
    Last edited by gadren; 2015-10-11 at 11:22 AM.

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    Ogre in the Playground
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    Default Re: 1001 Random magical effects

    5. Your left shoe vanishes, never to be seen again.
    6. Your right hand is replaces with a living head of a housecat. A viciously tempered one.
    7. You can no longer see the color green.
    8. It begins raining hedgehogs.
    9. You turn into an owlbear. Everyone thinks a Wizard did it.
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    Quote Originally Posted by Quiver View Post
    How much terrain does the forty foot long, flying, fire breathing lizard which may or may not have magic consider its domain?

    As much as it god damn wants.
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    Default Re: 1001 Random magical effects

    10. A hat falls from the sky, landing neatly on the nearest head.

    11. A flightless black imp appears, disappearing 1d4 rounds later.

    12. The sky appears to turn bright yellow for you.

    13. You see actions or sounds as text over the action or source.

    14. A tinny voice in your ear exclaims "press x to not die" whenever you're in a life threatening situation.

    15. A human commoner appears and starts compaining about moral choice.
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    Good old Jes, the infamous Doppelganger MILF.

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    Quote Originally Posted by Beleriphon View Post
    Shhhhh, shhhhhh. Be calm, inhale the beholder's wacky float gas and stop worrying.


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    Troll in the Playground
     
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    Default Re: 1001 Random magical effects

    16. The object or person who initiated the random effect is transported to a random location on another continent.
    17. For 24 hours, background music accompanies the caster, adjusting itself to any situation they encounter.
    18. The person nearest to the caster starts ranting about how overdone zombies are, and how the zombie related effects that will no doubt appear later in this list are utter bull****. They won't stop until everyone says they agree and the ranter is right.
    19. A group of wildly colored ponies arrive, equal in number to the amount of humans in the vicinity. Aside from their color they're perfectly normal ponies, what else were you expecting?
    20. The landscape in a sphere with a radius of 1500 foot around the caster turns into food. Trees turn to broccoli or leek, soft ground turns into sturdy custard, rocks into chocolate and water into whatever anyone near but the caster prefers. The food does not go bad and regrows if eaten, and the area stays this way for as long as anyone has ever kept track of it unless eaten completely with too little time to regrow.
    21. A very loud noise is produced by the object or the caster, it lasts for 3 rounds.
    22. Everyone rolls initiative and combat starts, this effect does not produce any creatures or adversaries to fight.
    23. For the next 48 hours, the person closest to the back of the caster has a hugely inflated head.
    24. Until the next long rest the caster only gets to roll a d12 every time he should get a d20.
    25. The ground cracks open and a gaping chasm appears.

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    Ettin in the Playground
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    Default Re: 1001 Random magical effects

    26. A pit appears above the caster head and the caster does falls toward the farthest ally or opponent he can see.

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    Default Re: 1001 Random magical effects

    27. Everything the caster does must be narrated by the GM in a British accent, and the GM must always call the caster "Stanley".
    28. The caster's nose size and carrying capacity doubles, but his allies force him to carry a ridiculously large object that they can see that can be sold for at least 50 gold pieces. For example stone throne, iron gate or stone altar. Bonus points for the allies for calling the caster "Nodwick".
    29. For the next 1d4+1 days, the caster must make a DC 25 Will save whenever he casts a ranged attack spell or magic missile, or he will close one eye, spin 360 degrees and the cast the spell. This gives a 50% miss chance to the spell. However, if it hits, the target gets a -1 on attacks against the caster for the rest of the combat due to embarrassment. If the caster uses magic missile and fails the Will save, the spell functions as normal (no 50% miss chance) but everyone must immediately call the caster a "hack3r" and demand that he be banned. Enemies get a +1 to attack against the caster for the rest of the combat.
    Last edited by Fosco the Swift; 2015-10-11 at 09:00 PM.
    It's only cheating if you get caught. Otherwise, it's just good tactics...

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    30: Everyone becomes convinced the caster has no magical ability, unless the caster makes elaborate gestures and says faux-latin incantations while waving a stick in the air.
    31: Material components fly from the hand of anyone who casts a spell if someone yells a certain word while pointing at them.
    32: Teacups in the vicinity prophecy doom for their drinkers.
    33: Speech in a 50ft radius is replaced with snake-like hissing. Serpentine monsters are excluded from this effect.
    34: All cleaning supplies in the vicinity levitate for 1 minute.
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    In fact, I will here formally propose the Zeroth Rule of Gaming: No rule in any game shall be interpreted in a way that breaks the game if it is possible to interpret that rule in a way that does not.
    Quote Originally Posted by Nifft View Post
    Good old Jes, the infamous Doppelganger MILF.

    (aka "The Doppelbanger")
    Quote Originally Posted by Beleriphon View Post
    Shhhhh, shhhhhh. Be calm, inhale the beholder's wacky float gas and stop worrying.


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    Ettin in the Playground
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    Default Re: 1001 Random magical effects

    35. The caster believes he acquire a template and that it is imposing him an horrible LA and so that he will never ever be able to gain levels he also loose the ability to split role-playing and stats.
    Last edited by noob; 2015-10-11 at 09:29 AM.

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    Default Re: 1001 Random magical effects

    36. Obscenity Bane I : The target's middle fingers disappear for a number of hours equal to caster level. Fortitude negates. If there were any rings on affected fingers, they are lost and can be recovered only by Wish.

    37. Obscenity Bane II : Each time the target swears, a little bird flies out of their mouth instead of inappropriate words. The effect lasts indefinitely. Will negates.

    38. Squid Row : a row of nasty-looking tentacles grows around the target's mouth. The duration of the effect equals caster level in hours. There are several consequences. First, anyone willing to recognise what the affected creature saying must succeed on DC 12 Listen check. Second, if the affected creature has Bite attack, it applies -4 penalty to it. Third, the affected creature gets Frightful Presence.

    39. Wreak Havoc : randomly swaps the content of all potion vials in posession of the target. Water flasks and similar vessels also count. The effect is unnoticed unless Spellcraft check with DC 30 was successfully made at the time of triggering. Each time the target tries to imbibe any liquid affected by Wreak Havoc, roll randomly to determine what exactly the creature have just swallowed. Potions and liquids can be re-Identified in usual manner. No saving throw allowed.

    40. Moon Tiara Action : the caster (50% chance) or the target (50% chance) can now use the item on top of their head to make a Ranged Weapon Attack with +10 bonus to usual modifiers. The Range Increment is 500 feet. The thrown object is treated as magic and Good-aligned. On a successful attack the thrown object deals 2d8+5 physical and 1d8 Force damage. If the thrown object hits the target, it is expended and cannot be recovered by any means other than Wish. If the target isn't hit and the item meets some obstacle in its course, both the item and the obstacle suffer 2d8+5 damage. If the thrown object was aimed at a point above the horizon, it continues its momentum indefinitely and still can be recovered by appropriate means. Whenever it's making its extraterrestrial course or the wearer simply decided not to waste their +6 helmet, the special effect vanishes after three rounds.

    41. Salesperson's Curse: The target is forced to smile continuously, no matter what their feelings or circumstances are. This effect lasts for 1 hour. The target gets -4 penalty to Intimidate and, if they have a Charisma penalty, reduce this penalty by 1. No bonuses are granted if target's Charisma modifier is equal or greater than zero. Will negates, you can add your rank in Profession:(Salesperson) or similar to the result.

    42. Doom I : A crosshair appears in your field of view. This adds +4 to your ranged magical attacks. Attacks made with traditional weapons (subject to ballistic laws) are unaffected. The effect lasts for 1 min./caster lvl. Will negates (harmless).

    43. Doom II : Target's hit points are set at 100. Each time the affected creature goes at another level (i.e. by stairs, ramp or another means), the hp amount is reset to 100. At the same time all slain creatures on the level the affected creature has just left are revived as per True Ressurection spell. Constructs regain their full HP and normal abilities scores. The effect lasts for 1 min./caster lvl. After the end of the effect, the amount of target's hp returns to its original value. The reviving effect on monsters is not reversed though.

    44. Shounen Nightmare : Everyone's weapons within 100-feet area centered on the caster grow 2 Size category bigger. However, it's just an illusion, and every weapon characteristic including damage and reach retains its basic value. The only side effect is following: when an unaffected creature sees the combat where affected creatures take part, it must succeed a DC 12 Will Save or be stricken as per Tasha's Hideous Laughter Spell. The effect of Shounen Nightmare lasts for 24 hours. Will negates.

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    Barbarian in the Playground
     
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    Default Re: 1001 Random magical effects

    (Let's try not to make these too complicated! Like, keep it to a sentence or two!)
    Author of Twice Blessed, a D&D webcomic:

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    Default Re: 1001 Random magical effects

    45. Your skin takes on a color that is unnatural for your race, such as lavender or carrot-orange. This effect is permanent, save for another activation of this effect, or a Wish or Miracle spell.
    46. All your teeth fall out, only to regrow as fangs in 1d6 days. You cannot speak normally until the teeth are regrown, nor can you cast spells with verbal components. Once the teeth are regrown, you gain a bite attack dealing 1d4 damage plus your Str modifier. (Assuming medium size, change accordingly for smaller and larger races.) If you already had a natural bite attack, use those stats for it instead.
    47. You die, and 1d4 hours later, you are Reincarnated as the spell, except your new body has some sort of disfiguring birthmark on the face, and you have no memories of your previous life except for the last 1d4 hours prior to your death. A DC 20 Knowledge (Arcana) check reveals the birthmark to be a magical seal repressing your memories, and casting a Limited Wish, Wish, or Miracle will remove it and allow you access to your previous memories as normal.
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    Quote Originally Posted by Quiver View Post
    How much terrain does the forty foot long, flying, fire breathing lizard which may or may not have magic consider its domain?

    As much as it god damn wants.
    Avatar by thoroughlyS

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    Default Re: 1001 Random magical effects

    46. All items move one person to the left; all clothes and armor one person to the right. So the cleric is wearing the rogue's leather armor and carrying the wizard's staff; the wizard is wearing the cleric's armor and carrying the fighter's sword. The fighter is wearing the wizard's robes and carrying the bard's harp, etc.

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    Default Re: 1001 Random magical effects

    47. The caster grows a tail.
    48. The target (or the closest person in front of the caster) gains a superhero identity. They now wear an identity concealing costume and nobody remembers their real name.
    49. An extremely large fireball (jonguh) encases the caster and his surroundings.
    50. The target attracts bears, of all types, for 2D12 days. This spell does not affect how (un)friendly said bears are to the target or others.

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    Barbarian in the Playground
     
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    Default Re: 1001 Random magical effects

    51.. You lose all memories of the summer when you were six years old.
    52. Profanity is replaced with harmless words. Long tirades are replaced with show tunes (aka the Barry Ween-chip).
    53. All your written vowels are reversed.
    54. All future spells now have a specific and very noticable scent.
    55. Future verbal components are just the spell's name backwards. Llaberif!
    56. The nails on your thumbs disappear forever.
    57. You grow nictitating membrane (transculent third eyelid).
    58. Your eyes glow faintly with starlight.
    59. One of your hands gain a new finger.
    60. Your canine-teeth grow to double-length.
    61. Your tongue turns purple.
    62. Your hair always billows and flows slowly, like being stuck in a shampoo-commercial.
    63. Lose all bodyhair.
    64. Sweet now taste sour, and sour taste sweet.
    65. Haircolor changes to something radically different from what is normal.
    66. Must always speak in rhyme in stressful situations.
    67. Whenever you lie, you sing instead of speaking normally.
    68. All spells become very flamboyent and extravagant.
    69. Your sneezes produces small clouds of glitter.
    70. Your ears shrink to half their normal size.
    71. Your teeth turn black.
    Last edited by Faily; 2015-10-11 at 03:26 PM.
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    52. Profanity is replaced with harmless words. Long tirades are replaced with show tunes (aka the Barry Ween-chip).
    I cannot begin to describe how happy this reference makes me

    72. The caster now speaks in a random language fluently and forgets his/her original native language.
    73. At the GM's choice, the caster and everyone within 60ft of him/her must immediately break out in a show tune based on the current situation.
    74. Whenever the caster says the name of a color, all of his clothes change to that color.
    75. Every round for 1d4+2 rounds, the caster casts a random spell at a random target.
    Last edited by Fosco the Swift; 2015-10-11 at 03:49 PM.
    It's only cheating if you get caught. Otherwise, it's just good tactics...

    When accustomed to privilege, equality feels like oppression.

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    Default Re: 1001 Random magical effects

    76: Every time you try to refer to a race (saying orc, elf, halfling, etc. or slang variations of those) you shout "SKONK" in a nasally squawking voice as loud as you can.
    77: Your hands become roughly calloused with red rusty growths
    78: Your walk becomes an oddly gaited dance.
    79: The nearest person of the same race as you grows 4", if multiple members of your race are the same distance away, they all grow 2"
    80: You gain the ability to speak to and understand cheese, and in fact become obsessed with it. The cheese have a lot to say about mystical sciences.
    81: Your nose turns into iron and can sense the presence of rusty metal at a range of 2'
    82: Any wounds or bruises you acquire become patched with a Hello Kitty Bandaid in 30 seconds. This is an effect that lasts until your character dies, at which time you become mummified and wrapped in Hello Kitty Bandaids
    83: Your walking created the sound of dice clattering softly
    84: Your tears become highly alcoholic, tasting like expensive tequila.
    85: Your hair smells like freshly cut grass for a week
    86: Your blood becomes green instead of red
    87: Your equipment becomes ensconced in velvet
    88: Your dandruff forever turns into grave dust as it develops.
    89: Your parents switch gender for 2 years
    90: Your hands switch places and your fingers bend the other way
    91: The next time it rains or hails, the drops/hailstones are replaced with rock salt if they hit you.
    92: The next drink you order is on the house
    93: Your voice becomes metallic and hollow sounding for a week
    94: You become able to play the piano for a week, and will do so with violent enthusiasm at any opportunity
    Last edited by inuyasha; 2015-10-11 at 03:58 PM.
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    Ogre in the Playground
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    Default Re: 1001 Random magical effects

    95. You and everyone withing 100 feet of you must stop what you are doing and break into an impromptu dance routine, which you all mysteriously know the choreography to.
    96. All of your copper, silver, and gold pieces permanently transform into platinum pieces.
    97. You become paranoid that you're being watched at all times.
    98. Everyone now believes the world is flat.
    99. You mysteriously find yourself in modern-day New York.
    100. Everything you eat for the next week tastes too salty.
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    Quote Originally Posted by Quiver View Post
    How much terrain does the forty foot long, flying, fire breathing lizard which may or may not have magic consider its domain?

    As much as it god damn wants.
    Avatar by thoroughlyS

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    Default Re: 1001 Random magical effects

    101: all the caster's food turns into broccoli.

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    Quote Originally Posted by Fosco the Swift View Post
    I cannot begin to describe how happy this reference makes me


    73. At the GM's choice, the caster and everyone within 60ft of him/her must immediately break out in a show tune based on the current situation.
    Now that just makes me think of that Nodwick-issue Phantom of the way way off-Broadway Musical.


    102. Any weapons you hold glow with bright light and make sound effects.
    103. Specific words will be censored with sounds of a guitar.
    104. Any language you speak will sound badly pronounced and will have faulty grammar. "I ams, how do you says way more gooders than you."
    105. The gap between your front-teeth increases by 50%.
    106. The clothing of the casters and everyone nearby turns invisible. Armor does not count as clothing in this case.
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    Default Re: 1001 Random magical effects

    Check this out: 10,000 spell effects: http://www.traykon.com/pdf/The_Net_L...al_Effects.pdf
    Last edited by MrZJunior; 2015-10-11 at 08:03 PM.

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    Default Re: 1001 Random magical effects

    107: Every time you open your mouth, nothing comes out save dolphin noises.

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    Default Re: 1001 Random magical effects

    Oh why not...
    108. The caster becomes convinced that by decapitating anyone nearby, his power will increase until he has the ability to remake the world.
    109. Any attempt the caster makes to cast spells for the next 13 days automatically fails and is accompanied by an error message.
    110. The next person the caster kisses may immediately make one wish as per the Wish spell.
    111. The caster has the ability to break the fourth wall and tell me to stop making obvious references to other comics
    112. The laws of the universe are eternally rewritten, changing the very foundations of reality. AKA, the playing mat is immediately replaced with hexes, unless it is already a hex map. In that case, it becomes a grid.
    113. The next 4d2 times the caster must roll dice, the two numbers are switched and rounded down to the nearest die. So 9d4 becomes 4d8. Remember to switch this roll as well.
    Last edited by Fosco the Swift; 2015-10-11 at 09:17 PM.
    It's only cheating if you get caught. Otherwise, it's just good tactics...

    When accustomed to privilege, equality feels like oppression.

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    Ogre in the Playground
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    Default Re: 1001 Random magical effects

    113. You begin to reek of old fish.
    114. You become unable to pronounce the word "disestablishmentarianism."
    115. Whichever living being is closest to your location is turned into a bunny. If it's already a bunny, it instead mutates into a Tarrasque.
    Last edited by Draconium; 2015-10-11 at 09:13 PM.
    Dark Red, the Voice of the Dragon

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    Quote Originally Posted by Quiver View Post
    How much terrain does the forty foot long, flying, fire breathing lizard which may or may not have magic consider its domain?

    As much as it god damn wants.
    Avatar by thoroughlyS

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    116: whenever you take damage during this encounter, variously-coloured plastic blocks fall out of you. These can be replaced by an ally within 5ft with a DC10 Intelligence check. If you are reduced to 0hp, your component blocks are scattered until reassembled.

    117: As above, except it affects one ally.

    118: As 116, except it affects one enemy.

    119: As 116, except it affects all allies.

    120: As 116, except it affects all enemies.

    121: As 116: except it affects whoever thought these effects were a good idea.
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    Quote Originally Posted by JoeJ View Post
    In fact, I will here formally propose the Zeroth Rule of Gaming: No rule in any game shall be interpreted in a way that breaks the game if it is possible to interpret that rule in a way that does not.
    Quote Originally Posted by Nifft View Post
    Good old Jes, the infamous Doppelganger MILF.

    (aka "The Doppelbanger")
    Quote Originally Posted by Beleriphon View Post
    Shhhhh, shhhhhh. Be calm, inhale the beholder's wacky float gas and stop worrying.


    Adapting published monsters to Eberron: Naturalist's Guide to Eberron Latest: Annis Hag

    Avatarial Awesomeness by Kymme!

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    Ettin in the Playground
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    Quote Originally Posted by MrZJunior View Post
    Check this out: 10,000 spell effects: http://www.traykon.com/pdf/The_Net_L...al_Effects.pdf
    Beat me to it.

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    Troll in the Playground
     
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    122: Caster gets too old for this ****.
    123: All orcs nearby go home to play video games.
    124: All allies of the caster sit down for a Lord of the Rings movie marathon.
    125: The caster chooses another living being nearby, that being now has to roll for a random magical effect.
    126: The largest being within 500 feet of the caster grows two size categories, even if it's already in one of the two largest official categories. This effect lasts 3d20 days.
    Last edited by Lvl 2 Expert; 2015-10-12 at 04:57 AM.

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    127: The caster ages by one category (maximum Venerable). Mental stats unchanged.
    128: The caster gets younger by one category (minimum Child). Mental stats unchanged.
    129: The target(s) age by one category (maximum Venerable). Mental stats unchanged.
    130: The target(s) get younger by one category (minimum Child). Mental stats unchanged.
    131: The caster believes he has returned from 1d4 days in the future, and immediately spends the next round taking specific actions to stave off the horrible events he foresaw. Whether he's right or not is an open question.
    132: The caster changes races as per the reincarnate spell.
    133: The target changes races as per the reincarnate spell.
    134: The target gains alignment subtype tags matching the caster's alignment.
    135: Any target slain or incapacitated by the spell is turned to stone. The effect wears off if the incapacitation would.

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    Default Re: 1001 Random magical effects

    136: The caster's familiar or animal companion becomes a child or adolescent (as appropriate to personality of the creature prior to transformation) of the caster's race, and is a level 1 sorcerer. The bond is broken, though the caster may summon a new one.

    137: The caster transforms into a creature suitable to be a familiar, losing all class features. He may teach any level 1 commoner or aristocrat how to bond with him, granting them a level of his former class. They gain experience at twice the normal rate until they've reached the now-familiar's prior level.

    138: The spell is modified by Fell Animate.

    139: The spell is modified by Invisible Spell.

    140: The caster casts magic missile instead of the spell he intended. The spell slot is not expended.

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    Ogre in the Playground
    Join Date
    Dec 2010
    Gender
    Male

    Default Re: 1001 Random magical effects

    141. For 24 hours, all the caster's actions are accompanied by Hanna-Barbera style sound effects.

    142. The caster may speak only in rhyming couplets for one week.

    143. Everyone within 100 feet of the caster gains a lemony-fresh scent for 4d6 hours.

    144. The caster's hair transforms into brightly colored spiky hair and they are compelled to narrate every action they take in combat for 2d4 rounds.

    145. 1d6+1 scantily-clad elves appear adjacent to the caster and begin an impromptu dance party.

    146. 1d6+1 scantily-clad ogres appear adjacent to the caster and begin an impromptu dance party.

    147. Caster immediately grows a handlebar mustache which remains until shaved off.

  30. - Top - End - #30
    Ettin in the Playground
    Join Date
    Jun 2015

    Default Re: 1001 Random magical effects

    148.You gain additional tentacle but they does not gives you natural attacks and have an hard time doing fine manipulation those tentacles fades after three rounds
    149.The target becomes a god of magic and does not fail like karsus the target can not be the caster.

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