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- :Spell_Klutz
-
- The Wand of Wonder will have 1d100 uses when encountered and will
- cause a random magical effect, similar to a spell-klutz, to occur. The
- target gets a save vs INT and if successful the effect fails.
- If the wand causes an effect on the wielder the wielder gets NO save.
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-
- ROLL RESULT
- ---- ------
- 01 A Giant Stuffed cloth teddy bear appears (6' tall) between the
- target and the wielder.
- 02 A Wall of child-sized letter blocks appear between the wielder
- and the target 10' x 10' x 1"
- 03 A loud click sounds and the wand drains the wielder of all
- spell points (if any) and adds that to its charge total. If
- being used by a non-mage it wounds for 1d10 dmg the wielder
- and adds that to its charges.
- 04 The target will vanish and another Wand of wonder will appear
- in its place, having been made into a wand. The new Wand will
- have as many charges as the combined Spell Points and Hardiness
- of the original target.
- 05 A Mouse will appear next to the target, summoned by the wand.
- 06-07 Target is SLOWED and can only act every other round of action
- for the next 60 rounds!
- 08-09 The fires a lightning bolt at the target doing 3d10 damage.
- 10-12 A stream of 600 large butterflies pour fourth and flutter around
- for 2 rounds blinding everyone in the area then vanish.
- 13-15 The target (if within DAGGER rng) is enlarged to twice their
- normal size for 3 rounds.
- 16-17 Rain falls from the air upon the caster and all within a 30'
- radius for 1 round.
- 18 All coins in a 30' radius are turned into chocolate permanently.
- 19 An elephant appears, summoned, beside the target. It is not
- under anyones control!
- 20-22 Grass grows in a 30' radius area around the position of the
- mage (or if it already exists, grows 1' per inch of
- original height)
- 23-26 The target is cast into the near-ethereal plane and cannot
- leave it for 3 rounds.
- 27-30 The Target is Reduced by 50% of its original size.
- for 3 rounds.
- 31-35 The caster become invisible for 60 rounds.
- 36-40 Flesh To Stone is cast on the target. Effect lasts 1 day.
- 41-45 Target suffers from the spell Whirligig for 6 rnds.
- 46-48 800 small rubber balls (1" diam) rain down for 3 rounds
- on all within dagger range of the wielder. All
- must save vs PROW or trip and fall. The balls
- remain adding to dexterity problems.
- 49-50 Target is HASTED - moves twice each round, once at start
- and once at the end, for next 60 rounds.
- But ages 1 year afterwards from the shock.
- 51-55 The spell heals the wielder for 1d10 damage
- 56-58 The target is polymorphed into a random creature for next
- month worth of activity.
- 59-64 Target is suddenly covered in whipped cream.
- 65-68 The target begins to recite bad poetry for the next 1d10
- rounds (if sentient else a magic mouth does so on it)
- and can take no other action.
- 69-70 The target and the caster are teleported into each
- others locale instantly.(NO SAVE ON THIS ONE)
- 71-72 Any metal on the target crumbles into rust instantly.
- 73 A 10' radius fireball consumes the target for 1d10 damage
- (anything/anyone in range) if target is in DAGGER range
- 74-75 Any weapons on the target become bouquets of spring flowers
- (perm.)
- 76 Target becomes deathly afraid and must flee for the next 3 rnds
- 77 A large fluffy down pillow drops on target.
- 78 A large ANVIL appears above the target and drops for 3d10 dmg.
- 79 Target becomes gaseous for next 1d10 rnds then return to norm.
- 80-83 1d10 cream puffs fire from wand to target.
- 84 Target becomes invisible for 1d10 rnds.
- 85 A cloud of smoke surrounds the target, blinding, for 1 round
- 86 The target is rejuvenated by 1d10 years (cannot go younger than
- a year of age).
- 87 The Target is charmed by the caster and will serve the wielder
- for the next week unless dispelled.
- 88-89 The ground in a 30' radius becomes GREASED and PROW rolls are
- needed to make safe movements.
- 90-91 Target is suddenly bound with magical ropes (last till cut
- or for 6 rnds).
- 92-93 A normal arrow fires and will do 1d10+6 dmg
- PROW to avoid attack.
- 94 A volley of arrows fire at target, 1d10 of them
- each will do 1d10+8 on hitting (PROW to avoid each).
- 95 Target is affected by a blast of cold (does 2d10 dmg).
- 96-00 A Demon Summons occurs, BUT there is a -10 to the reaction
- roll due to the way the spell summons them.
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