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Invocation/Evocation
We'll start out with the easiest of the spells to determine randomly;
spells that go "boom" (or zap, or hiss, etc.). Use each column in turn,
combine the results, and you have a spell!
ASSUMPTIONS:
There are general rules that most Invocation damage spells live by - these
are no exception, unless specifically noted otherwise:
1. Spells do 1/2 damage if saved against
2. Spells have effects that can be seen, smelled, and/or heard
3. Spells have a casting time in segments equal to their level
4. Spells have Verbal, Somatic, and Material Components
5. Spell range is 10 yds per caster level, unless noted otherwise
Spell Level
| Die Roll | Level | Damage Die per level | Max. # Dice |
| 01-20 | 1 | d3 | 10 |
| 21-35 | 2 | d4 | 10 |
| 36-50 | 3 | d6 | 10 |
| 51-60 | 4 | d4 | 20 |
| 61-70 | 5 | d6 | 15 |
| 71-80 | 6 | d10 | 10 |
| 81-90 | 7 | d12 | 10 |
| 91-95 | 8 | d10 | 15 |
| 96-00 | 9 | d12 | 15 |
Spell Effect
| Die Roll | Type of Manifestation |
| 01-12 | Fire/Heat |
| 13-24 | Cold/Ice |
| 25-37 | Lightning/Shock |
| 38-50 | Force |
| 51-63 | Acid/Corrosion |
| 64-76 | Light |
| 77-89 | Gas/Poison |
| 90-00 | Sound/Vibration |
Spell Area of Effect
| Die Roll | Area of effect |
| 01-10 | Seeking Missile - Single Target |
| 11-20 | Spherical Radius |
| 21-30 | 10'x10'x10' cubes |
| 31-40 | Wall |
| 41-50 | Bolt |
| 51-60 | Spherical radius centered on caster |
| 61-70 | Cone |
| 71-80 | Column |
| 81-90 | Fan Spray |
| 91-00 | Seeking Missiles - Multiple Targets; 1 missile/2 levels (divide damage into single dice) |
Spell Quirks - 25% chance of having a spell quirk
| Die Roll | Quirk | Effect on Spell Level? |
| 01-10 | Multiple Spell Effect Areas | +1 |
| 11-20 | Must be aimed w/ caster's raw THAC0 | -1 |
| 21-30 | Save for no damage | -1 |
| 31-40 | Needs expensive material component (if above 2nd level) | NONE |
| 41-50 | Spell has no effect on creatures w/more than 6 HD, or 1/2 caster level, whichever is higher | -1 |
| 51-60 | Spell has minor consequential effects (start fires, ice slick, stun - whatever is appropriate based on type of spell) | +1 |
| 61-70 | Spell must have a living target to be able to be fired | NONE |
| 71-80 | Short Range Spell - range is 5 yds/level instead of 10 | NONE |
| 81-90 | Silent Spell - no verbal component | +1 |
| 91-00 | Fast Casting - casting time halved | NONE |
Examples:
Arkharon's Shock Missiles
Tables rolled on as follows:
Spell Level - 89 - Level 7 - d12 damage dice - maximum dice=10
Spell Effect - 25 - Lightning/Shock
Spell Area of Effect - 99 - Multiple Targets (divide damage into single dice)
Spell Quirk? - 22 - Yes
Spell Quirk - 54 - Spell has consequential effects
How does this all add up? From the dice rolls, what you end up with is a
lightning spell that generates one missile every 2 levels. Each missile
does d12 damage, save for 1/2. Each missile may be sent to a different
target. The spell is determined to have a consequential effects - Stun
is the most fitting effect. As such, figure that a creature is stunned for
one round if they fail their save.
Pulse of Light
Tables rolled on as follows:
Spell Level - 23 - Level 2 - d4 Damage Dice - maximum dice=10
Spell Effect - 75 - Light
Spell Area of Effect - 02 - Missile - Single Target
Spell Quirk? - 75 - No
This spell manifests as a pulse of light that travels from the hand of the
caster a single target. The light pulse does d4 damage per caster level. If
you are feeling particularly evil, you could add a quirk that the spell can
be reflected by mirrors, targetting the creature whose reflection is closest
to the center of the mirror!
JEMIDEX, Webmaster,Content,Graphics.
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