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Tables

Name
Magic Items
Magic Potions
Melee Combat
Missile Combat
Spell-Casting
Magic Items

This 1d100 table comes into play when someone crashes the activation of a magic item. If the effect cannot apply (autofrodo only works with rings) use the one below it.

For a Crash Strength roll 3d6 plus 1d6 for every five character levels of whoever crashed the check. So a 4th level character rolls 3d6. A 5th level character rolls 4d6. A 10th level character rolls 5d6.

Roll Effect
90: Flowers. The item doesn't break, but a bouquet of flowers pops out of it. Try again next round.
80: Drop Item. Like a wet fish, the item pops from your slippery grip and goes skidding across the floor.
70: Sparks. The item sparks, shudders, smokes and makes a terrible grinding noise. It now has a permanent Hit -4.
60: Whap! The item lets loose a concussive blast of force doing 2d6i damage to you and everyone in a Blast 1 area surrounding it. Amazingly it still works but with a permanent Hit -4.
50: Perception Warp. Leaky magic distorts your perceptions. Your next 1d6 actions will be hard ones.
40: Autofrodo! That magical ring just sliced off a finger. Take 1 scar of damage. Magic can reattach the finger by healing the scar, but only if done within a day’s time.
30: Poof! Whatever the magical item was, it is now a twinkling cloud of precious confetti.
20: Toast. The magical item suddenly turns red hot and burns your hand. Take 1d6s damage, ND. The item itself is toast and cannot be repaired.
10: Ricochet. Every ally in the room should make a Luck Save. The lowest strength is hit by the magic, using the crash strength if needed.
5: Wrong Side Around. The item works! Too bad you had it pointing at yourself. It strikes using the crash strength.
1: Explode! The item goes boom, doing 3d6b damage (mixed if the item is metal) to everyone in a Blast 3 area. The character holding it takes double damage. Diving for cover is not an option.

Magic Potions

This 1d100 table comes into play when you crash after drinking a potion. For a Crash Strength roll 3d6 plus 1d6 for every five character levels of whoever crashed the check. So a 4th level character rolls 3d6. A 5th level character rolls 4d6. A 10th level character rolls 5d6.

RollEffect
90:Hives. You break out in a rash of nasty looking bumps. This will wear off in 1d6 days.
80: Color Change. Your skin changes to an interesting shade of some other color that is definitely not normal. It will wear off in 1d6 days.
70: Spazz Out. Lose your next 1d6 actions as your body convulses uncontrollably.
60: Mislabeled. That potion isn't what you thought it was. The DM will tell you what you actually drank, probably a Chaun potion or Orc Blood.
50: Psychedelic Reaction. Your perceptions distort. Roll 1d10 for every check you make for the rest of the encounter. If odd take the die roll as a penalty. If even take it as a bonus.
45: Vomit. That potion did not sit well. Spend the next 2d6 actions puking forth a rainbow of colors.
40: Bloat. You suddenly puff up. This will take 1d6 hours to wear off. During this time your movement rates halve and all actions harden.
35: Instant Intoxication. Take a Drunk -4 to everything you do. This slowly wears off, losing a -1 every hour.
30: Paralytic Poison. You are paralyzed for 1d6 hours.
25: Knock Out Drug. You are knocked unconscious for 1d6 hours.
15: Psychotic Reaction. The DM takes control of your character for the rest of the encounter and uses it to attack allies.
10: Newt! You turn into a newt, and in that shape you will remain for 1d4 months or until someone casts Polymorph or Dispel Magic to beat the crash strength.
5: Lethal Poison. Con Save or die!
1: Explode! Luck Save or go boom! Everyone in a Blast 3 area around you takes 3d6i damage (mixed when wearing armor). Diving for cover is not an option. You – obviously – die.

Melee Combat

This 1d100 table comes into play when someone crashes a melee combat attack. If the effect cannot apply (you can't spin the helmet on a character with no helmet) use the one below it.

For a Crash Strength roll 3d6 plus 1d6 for every five character levels of whoever crashed the check. So a 4th level character rolls 3d6. A 5th level character rolls 4d6. A 10th level character rolls 5d6.

Roll Effect
90: Hit Yourself! You hit yourself with your own weapon. Take 1 success of damage, ND. Why do you keep hitting yourself?
80: Trip-N-Fall. You stumble and fall to the floor. Now you need to spend an action standing back up.
70: Fling Weapon. Whatever was in your hand goes sailing across the room.
60: Stuck Weapon. You lodge your weapon into a chair, table, wall, etc. it will take a Muscle vs Crash to pull it free.
50: Shield Strap Busts. The shield that was on your arm is now laying on the ground, unusable thanks to a busted strap.
40: Something In My Eye! All actions become Hard to do until you spend an action cleaning it out with a successful Dex check.
35:Helmet Spin. Your helmet’s chin strap busted and now you are wearing it backwards. Blind, all actions become Heavy ones until you spend an action taking it off.
30: Shatter Weapon. You hit something more solid than your weapon and shattered it.
25: Not So Funny Bone. Something swiped you in a sensitive spot. Your next 1d6 actions will be Hard ones.
20: Hit Ally. Oops! You just smacked a random ally. Your three closest allies should make a Luck Save. The lowest strength is hit by your attack using crash strength.
15: Twisted Ankle. Crap! Take 1 tear of damage. Movement drops by half with no running or sprinting until that tear has healed.
10: Sprained Wrist. Take 1 tear of damage. That hand cannot be used until the tear has healed.
5: Broken Bone. You break a small yet sensitive bone. This causes 1 tear of damage and everything you do becomes Hard to do until it is healed.
1: Heart Attack! The pressure is too much! Con Save or Die!

Missile Combat

This 1d100 table comes into play when someone crashes a missile combat attack. If the effect cannot apply (you can't spill ammo that you don't have) use the one below it.

For a Crash Strength roll 3d6 plus 1d6 for every five character levels of whoever crashed the check. So a 4th level character rolls 3d6. A 5th level character rolls 4d6. A 10th level character rolls 5d6.

Roll Effect
90: Break Weapon. Something went snap! Your weapon breaks and won't work again until repaired. If the weapon is a bow or crossbow it snapped a string. Hope you brought extras.
80: Choke! You lose track of what you are doing in the chaos that surrounds you. Lose your next action to shaking it off.
70: Trip-N-Fall. While aiming your shot you stumbled over something and are now lying are on the floor. Spend your next action standing back up.
60: Juggle Weapon. You lose your grip on your weapon and start to juggle it about. Make a Dex Save. Fail and you drop the weapon. It takes 2 actions to pick it back up.
50: Nervous Shakes. You start to shudder uncontrollably. Lose an action every round until you get it under control with a Spirit Save.
40: Something In My Eye. A speck of something just got in your eye. All actions harden until you spend one wiping it clean with a Dex check.
30: Youch! In firing your weapon you hurt a critical part of yourself, possibly crunching a finger or scraping a bow string across your wrist. The next 1d6 actions all become hard ones.
20: Ammo Spill. Whatever you were carrying your ammo in? It just broke open and spilled across the floor.
10: Hit Wrong Target. You accidentally target an ally standing close to what you were aiming at. Every ally in the area should make a Luck Save. The lowest strength is hit by the attack using the crash strength.
1:Heart Attack! The pressure is too much! Con Save or die!

Spell-Casting

This 1d100 table comes into play when you crash the casting of a spell. If the effect cannot apply (not all spells have targets) use the one below it. Note that this only applies to spell-casters and not divine-casters or power-users.

For a Crash Strength roll 3d6 plus 1d6 for every five character levels of whoever crashed the check. So a 4th level character rolls 3d6. A 5th level character rolls 4d6. A 10th level character rolls 5d6.

RollEffect
90:Eldritch Mutation. Over the next few days your body mutates, changing in some strange way such as the growth of scales, horns, or webbing between your fingers.
80:Flabbermouth. You lose the ability to speak anything but gibberish for the rest of the day. Strangely, you can still cast spells, but communication with others is impossible.
70:Scatterbrain. Any check you make for the rest of the encounter needs to beat the crash strength or partially fail with a strength of 9.
60:Brain Fry. Permanently lose 1 point of Intellect, Wisdom or Charisma.
50:Decrepit. Permanently lose 1 point of Muscle, Dexterity or Constitution.
40:Wrong Target. All of your allies should make a Luck Save. The lowest strength is hit by the spell at crash strength.
35:Brain Drain. All those awesome spells you know by heart? Gurgle, gurgle, gurgle, gone. X them all out. Now you need to hit your spell book and study to re-remember them.
30:Disintegration. That last spell cast was so bad the pages for it in your spell book just turned to dust.
25:Naked. Poof! Everything you have on you just teleported one mile in a random direction.
20:Teleport. Poof! Your stuff remains where you are. You, on the other hand, are teleported one mile in a random direction. And you’re naked!
15:Arcane Fire. Runaway arcane power turns you into a blazing inferno. Take 1d12b damage ND every round until put out.
10:Paradox Regulator. Reality does not appreciate being messed with by amateurs. A mirror image of your character appears, intent on duelling to the death.
5:Polymorph. You turn into a potted plant and remain that way for 1d4 months or until someone can beat the crash strength with a Dispel Magic or Polymorph spell.
1:Explode! A massive cavalcade of arcane energy causes you explode. Everyone in a blast 3 area around you takes 3d6b damage (mixed when wearing metal armor). You – obviously – die.

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