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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 RollLevelDamage Die per levelMax. # Dice
01-201d310
21-352d410
36-503d610
51-604d420
61-705d615
71-806d1010
81-907d1210
91-958d1015
96-009d1215

Spell Effect
Die RollType of Manifestation
01-12Fire/Heat
13-24Cold/Ice
25-37Lightning/Shock
38-50Force
51-63Acid/Corrosion
64-76Light
77-89Gas/Poison
90-00Sound/Vibration

Spell Area of Effect
Die RollArea of effect
01-10Seeking Missile - Single Target
11-20Spherical Radius
21-3010'x10'x10' cubes
31-40Wall
41-50Bolt
51-60Spherical radius centered on caster
61-70Cone
71-80Column
81-90Fan Spray
91-00Seeking Missiles - Multiple Targets; 1 missile/2 levels (divide damage into single dice)

Spell Quirks - 25% chance of having a spell quirk
Die RollQuirkEffect on Spell Level?
01-10Multiple Spell Effect Areas+1
11-20Must be aimed w/ caster's raw THAC0-1
21-30Save for no damage-1
31-40Needs expensive material component (if above 2nd level)NONE
41-50Spell has no effect on creatures w/more than 6 HD, or 1/2 caster level, whichever is higher-1
51-60Spell has minor consequential effects (start fires, ice slick, stun - whatever is appropriate based on type of spell)+1
61-70Spell must have a living target to be able to be firedNONE
71-80Short Range Spell - range is 5 yds/level instead of 10NONE
81-90Silent Spell - no verbal component+1
91-00Fast Casting - casting time halvedNONE

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!

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