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The Elements of Magic Weapons, and Most Especially the Side Effects of Wielding Them

Through September Attronarch of Attronarch's Athenaeum is hosting September 2024's RPG Blog Carnival!  The theme is Wondrous Weapons and Damning Dweomers.  In relation to that, I would like to talk about the elements of generating a magical weapon with a touch more depth than Old Gary got into.

Typical D&D weapons provide a benefit, but with no drawback.  This is great as far as it goes, but I believe a little more thought should be put into it, since each weapon should have the following elements:

  1. A numeric bonus
  2. An allegiance
  3. An intended enemy
  4. A weapon effect
  5. A side-effect

First, I believe all magic weapons should have a numeric bonus, even if it's just +1 to hit and damage.  Call me old-fashioned.

Second, gentle reader, all weapons should have some sort of magical effect, even if it's just an elemental damage bonus.  Weapons are made for a purpose, and are made by some person or group.  The makers of the weapon set the allegiance. That doesn't necessarily mean the makers are of the same type as the allegiance.

Allegiance

The weapon can only be used to full effect by those who share the allegiance.  This is a physical trait, rather than some philosophy. Here's a generic sample table for this:

  1. Elven-blooded
  2. Dwarf-blooded
  3. Orc-blooded
  4. Reptile-blooded
  5. A specific ethnicity
  6. Fae-touched
  7. Infernal
  8. Celestial

Ethnicities are specific subgroups within a general population, which might be part of the greater types, and are sometimes used in wars between different civilizations of the same ancestral group.  This may be as simple as the different sub-ancestries of certain creatures, or may be more specific, depending on how much you detail this in your setting.  For instance, for halflings, this may include: Hairfeet, Tallfellows, Stouts, and Lightfoots, while for humans from another setting, this may include: Jarins, Ivinians, Hârnians, Lythians and Jarins.

Another example of Allegiance in a fantasy Mad Max type setting might be:

  1. Elven-blooded
  2. Dwarf-blooded
  3. Reptile-blooded
  4. Fae
  5. Insectoid
  6. Giant
  7. Halfling
  8. A specific ethnicity

 

Enemy

Third, every maker of a weapon has an enemy in mind: The group the weapon was specifically made to fight against.  The weapon effect is generally somehow doubled against those it was made to fight.

  1. Creatures from one of the Allegiance table entries.
  2. Giants
  3. Dragons
  4. Spell-casting creatures
  5. Aquatic creatures
  6. Aberrations
  7. Undead
  8. Outsiders

For comparison, another Enemy table set in a gothic horror-type setting could be:

  1.  Creatures from one of the Allegiance table entries.
  2. Mindless undead
  3. Self-willed undead other than vampires
  4. Vampires
  5. Werewolves
  6. Constructs
  7. Aberrations
  8. Spell-casting creatures

The point, gentle reader, is to tailor this table to the area it comes from, since this implies something about the setting, and gives it more depth without an exposition dump.  


Weapon Effect

Fourth, the Weapon Effect determines what exceptional thing the weapon generally does when the weapon hits a target.  This sample table illustrates what it may be, but should be customized to your setting.  Here's a sample that might be a little closer to something wuxia, or at least more in-line with a pseudo-East Asian setting:

  1. Storming: 1d6 electrical damage.  On a natural 20 roll to hit, creatures within 5 ft. of the target take half that electrical damage as well unless they make a spell save.
  2. Burning: 1d6 fire damage.  On a natural 20 roll to hit, this increases to 2d6 fire damage.
  3. Chilling: 1d6 cold damage.  On a natural 20 roll to hit, the target must save vs. spell or be slowed for 1d3 rounds.
  4. Radiant: 1d6 radiant damage.  On a natural 20 roll to hit, the target must save vs. spell or be blinded.  Undead foes take an additional 1d10 damage instead of getting blinded.
  5. Vampiric: 1d6 nether damage.  On a natural 20 roll to hit, the target must save vs. spell or be the wielder gains the nether damage in temporary hit points, ending at the next sunrise.
  6. Forceful: 1d6 force damage. On a natural 20 roll to hit, the target must save vs. spell or be pushed back 1d3 x 5 ft.

 The effects obviously vary on the power of magic in your setting, and how gonzo or ridiculous you want your setting to be.

  1. Harmonic: the spirits in the weapon aid the wielder in targeting weak spots, dealing an additional 1d6 damage.  On a natural 20 roll to hit, the spirits move the wielder an additional 15 ft. at the wielder's behest before ending their action.
  2. Grounding: the spirits in the weapon cause the earth to attack non-flying targets of the weapon, giving them -2 to AC.  On a natural 20, the spirits shoot stones up from the ground to inflict 1d6 damage to the target.
  3. Seeking: if the weapon misses, the spirits in the weapon get another attack against the target with half the wielder's bonuses.  On a natural 20, the weapon pierces the target, and the spirits enter, pinning the target against an adjacent surface until they spend an action to pull themselves free.
  4. Tranquil: the spirits in the weapon convert half the damage the weapon does to subdual damage.  The target falls unconscious when damage of all types exist total hit points.  On a natural 20, the target must roll a morale check.
  5. Forceful: The weapon contains angry spirits, which forcefully and spitefully inflict an additional 1d8 damage.  On a natural 20 roll to hit, the spirits destroy a shield or weapon used to block.  Magical items instead lose a numeric bonus, permanently.
  6. Protective: The spirits in the weapon hinder the target, giving them a 1d6 penalty on d20 rolls for the next round when the weapon hits. On a natural 20 roll to hit, the target must save vs. spell or fall prone.


Side-Effect Considerations

What follows is a d100 table of possible side-effects of using a magical weapon, and the real "meat and potatoes" of this proposal.  I'm sure you're asking, gentle reader "what do we need side-effects for?"  As something of a Heinlein fan, and still under the influence of Professor Smith all these years later, let me tell you, dear reader:  TANSTAAFL, which expands to "There ain't no such thing as a free lunch", by which in this case I mean "Sometimes, using that magical weapon is just not going to go the way you want it to go."

Let us descend for two paragraphs into banal design considerations for a moment. The text notes that "On the first attack each round with the magical weapon, if the unmodified attack roll is a natural 1, the following happens". This clause is to ensure that extra attacks don't increase the odds of side effects happening.  Its just a straight 5% chance each round.  Any character accruing the benefits of multiple weapon attacks each round should not be penalized for that ability, or at least the penalty should be carried by the ability itself if we want to keep things simple.

This seems like a reasonable chance that this could affect combat, without it becoming onerous, since some of these effects will slow down play.  Please excuse the following napkin arithmetic as I make my case.  Let us assume a long combat of ten rounds.  In my experience, and that of an unscientific polling of web searches, combat usually takes 5-7 rounds in old school systems.  There is a 5% chance each round of the weapon side-effect being triggered, and so a 95% chance that it won't be triggered.  This means in such a long fight, the odds of the side-effect not going off are .9510, or approximately 59.9% change the weapon will not trigger at all. There's also a .959x .05 x 10 (because we don't care which particular round the side-effect triggers in, so it could happen in any of 10 spots), or approximately 31.5% chance the weapon side effect will trigger exactly once. This leaves about an 8.6% chance that the weapon will trigger more than once.  In other words, there's only about a 4 in 10 chance this side-effect comes up in any given combat, which I hope you will concur is a reasonable rate to affect player decisions.

 

These side effects, while they are not necessarily all negative, are intended to either complicate even the best-laid of plans, or at least provide some insight into things the players might not otherwise have any insight into.  If my addled brain is functioning properly, only one of these abilities (33) has the potential for instant death, and it first requires the target to avoid that instant death, and then the player character to fail on that same saving throw. One other leaves the wielder stranded in the ethereal plane.  The effects on the target or somewhat harsher, making it more likely that they will be killed or displaced in an unknown way, and so not available for questioning or liberation of supplies.  In some situations, they might have no effect, or only a very minor one.  In other situations, they may completely change the nature of the combat.  The point is that there are trade-offs which must be considered.  Reckless players may put themselves at unnecessary risk even after they know the side effects, while clever players may play in the hopes of triggering side-effects.

In setting, side-effects aren't necessarily intended by the makers of the weapon.  They might instead be unintended edge cases tied to the powerful magics involved with the weapon.

Side-Effects

On the first attack each round with the magical weapon, if the unmodified attack roll is a natural 1, the following happens:

  1. It loses its magical effect.  Base bonuses to hit and damage remain.  The magical effect is restored after a turn (10 minutes) without combat.
  2. A blinding flash of light emits from the weapon.  Everyone within 10 ft. must save vs. spell or be blinded for 1d3 rounds.  The wielder is blinded without a save.
  3. A loud peal of thunder emits from the weapon.  Everyone within 10 ft. must save vs. spell or be deafened for 1d3 rounds.  The wielder is deafened without a save.
  4. A wave of force ripples over the ground.  Everyone within 10 ft. must save vs. spell or be immobilized for 1d3 rounds.  The wielder is immobilized without a save.
  5. The weapon's magical effect triggers on everyone within 5 ft. of the wielder, including the wielder. 
  6. A flash of light emits from the weapon.  The weapon and everyone within 5 ft. of the wielder are in a bubble of time for one extra round, but cannot move beyond the bubble, nor affect anything beyond for this round.
  7. A burst of cold emits from the weapon. Surfaces within 10 ft. of the user get cold and icy, requiring a dex check to move across without falling prone.  This usually lasts for 1d6 rounds.  In particularly warm situations, roll 2 d6s and use the lesser amount.
  8. Tendrils of green and black energy emit from the weapon, connecting to everyone within 5 ft. of the wielder. 1 hit point is leached from each living creature, going directly to the character in that area with the living creature with the lowest current hit points.  Excess hit points are turned into temporary hit points, lasting until the next sunrise.
  9. Everyone within 5 ft. of the wielder goes invisible and deaf for 1d3 rounds, and is -4 on rolls to hit until invisibility ends.
  10. Everyone within 60 ft. of the wielder is telepathically aware of the wielder's presence, but don't know anything else about the wielder.
  11. For the next round, the weapon's magical effect is also an effect on all non-magical weapons wielded by other creatures within 5 ft. of the wielder.
  12. The weapon refuses to allow the wielder to attack the intended target anymore this combat.  All attack rolls against that target with this weapon automatically miss.
  13. The weapon shrinks to the size of a small weapon. Treat it as the closest small weapon to what it originally was.  If the weapon was already a small weapon, it instead because the closest similar two-handed weapon.  The wielder retains proficiency with it.  The weapon returns to its normal size after a turn without combat.
  14. The weapon tires the wielder.  They have a cumulative -1 on all d20 rolls. Each turn of rest reduces the penalty by 1.  If the wielder gets to -6, they fall unconscious, and remain so for 2d6 hours.
  15. The wielder takes a cumulative -1 penalty to intelligence and wisdom, completely restored after 2d6 continuous hours of sleep.
  16. The wielder becomes famished, and must eat an extra ration, taking 1 hit point of damage each round until they feed.
  17. The wielder's body transmutes to iron for 1d3 rounds.  Their AC, regardless of armor worn, is now -1[20], but their base move is now 10 ft. per round.
  18. The wielder becomes ethereal for 1d3 rounds, but the weapon does not.  They may still attack, but a physical creature may grab the handle if they make an attack roll against an AC of 16, taking the weapon from the wielder.
  19. The wielder is teleported 1d6 x 10 ft. in a random direction, or to the closest unoccupied volume.
  20. The target is teleported 1d6 x 10 ft. in a random direction, or to the closest unoccupied volume.
  21. The weapon is teleported 1d6 x 10 ft. in a random direction, or to the closest unoccupied volume.
  22. The weapon starts to hum loudly and glow noticeably. The weapon's effect and damage are doubled against the target if they hit next round.  If they miss, the wielder is instead affected by the magical effect.
  23. Everyone within 5 ft. of the wielder is shoved 10 ft. away from the wielder, and must roll a dexterity check at +4, or fall prone.  Characters shoved off a surface may roll a dexterity check to hang on to the surface they were on, if the GM allows.
  24. The wielder and the target of the attack are both rooted to the floor for 1d3 rounds, as fungal hyphae shoot up their legs, holding them there.
  25. The wielder and the target both levitate two feet off the ground for 1d3 rounds, unable to move unless they can grab onto something.
  26. The wielder and the target are in telepathic rapport connected for 1 round, neither able to attack or move.  Each of them must share their greatest fear with the other.
  27. The wielder and the target are in telepathic rapport connected for 1 round, neither able to attack or move.  Each of them must share their greatest desire with the other.
  28. The wielder and the target are in telepathic rapport connected for 1 round, neither able to attack or move.  Each of them must share why they have chosen to oppose the other.
  29. The wielder and the target are in telepathic rapport connected for 1 round, neither able to attack or move.  Each of them must share a childhood vignette which set them on this path with the other (up to one minute each).
  30. The wielder and the target swap bodies for 1d3 rounds.  If either body dies during this exchange, the effect becomes permanent.
  31. The wielder and the target are fused together for 1d3 rounds.  Any time either body takes damage, the other body takes the same amount of damage.
  32. For 1d6 rounds, any spell affecting the wielder or the target swap affects both identically.
  33. The target feels themselves stretched, as the weapon tries to absorb their souls.  They must save vs. death, with a +4 bonus, or have their soul absorbed by the weapon and their body fall lifeless to the floor.  If they succeed, the wielder experiences the same effect, and must also save with a +4 bonus.  Creatures without souls are immune to this effect, but if they were wielding this weapon, any time they attempt to use the weapon, it will automatically miss.
  34. Time momentarily stops for the wielder (bullet time), and they become hyper-aware of some significant but subtle or hidden detail in the room.
  35. Time momentarily stops for the wielder (bullet time), and they become hyper-aware of some significant but subtle or hidden detail of one of their opponents.
  36. All natural flames within 30 ft. of the wielder are extinguished, but the wielder is now on fire. 
  37. All natural flames within 30 ft. of the target are extinguished, but the target is now on fire.
  38. The wielder's aura is damaged.  They take a -2 on reaction rolls for the next 1d3 days.
  39. The wielder's aura is damaged.  Their maximum hit points are reduced by 1d6 (or halved if the roll will reduce them below 1 hit point) for the next 1d3 days.
  40. The wielder's aura is damaged.  They must roll two dice for surprise, and use the worse result.  This effect ends after 1d3 days.
  41. The target's aura is damaged.  They must roll two dice for surprise, and use the worse result.  This effect ends after 1d3 days.
  42. The wielder's aura is damaged.  The next time something bad would randomly to a character of this character's type (PC, henchman), it definitely happens to this character.
  43. The target shares their thoughts for a round with a creature they are allied with that is within 2 miles, also sharing their location.
  44. The next time the wielder is in the area of effect of a spell, they suffer double the effect, and all other creatures suffer only half the effect.
  45. The next time the wielder is magically healed, they only gain half the benefit.
  46. The next time the wielder drinks a potion, the effect lasts for only one round.
  47. The wielder cannot release the weapon until they have had uninterrupted sleep for one night.
  48. The weapon inflicts 1 damage each round the wielder holds it, until there has not been combat around it for one full turn.
  49. The wielder gets +2 to hit and damage, but must attack the closest creature still standing.  The wielder must save vs. spell at +2 to not count a particular ally as a valid target.
  50. For 1d3 rounds, the wielder and target are both blinded, but both fully sense where the other is.
  51. For 1d6 rounds, the wielder and target both have +2 to attack and damage each other.
  52. The weapon stops working, and must be recharged by putting it into an appropriate element or situation for an hour.  A fire sword would need to be put into a furnace, a venomous sword would have to be placed in a viper's den, and so on.
  53. The weapon emits a bright flash.  An outsider appears within 1d6 x 100 feet, aware of the location of the weapon, and tasked with reclaiming it.
  54. The weapon grows hot in the wielder's hands, glowing red and giving off wisps of smoke.  The second time they roll a one, the glow is brighter, the wisps of smoke turn to streams, and they wielder takes one damage each round they are holding it.  The third time, the weapon explodes, doing 6d8 damage to everything within a (1d6+3)x10 feet radius.  The weapon has a 1 in 20 chance of being destroyed in the explosion.
  55. The weapon becomes insubstantial to the target, and they become aware of this, although they may initially be skeptical.  This will be true until this happens to another target.
  56. Above ground, storm clouds will start forming above the weapon.  Within an hour, it will start pouring for an hour.  If a second one is rolled, the storm clouds will last for 2d6 hours, and lightning will fall randomly each turn within 300 ft. of the wielder.  The third time a one is rolled, in addition to the above, for the next turn, a bolt of lightning will fall within (1d6-1)x10 ft. of the wielder.  Each bolt of lightning does 3d6 damage at the point of impact and half that to everyone within 10 ft.
  57. The wielder is launched up 30 ft. into the air, and 1d6x10 feet in a random direction.
  58. The target is launched up 30 ft. into the air, and 1d6x10 feet in a random direction.
  59. The wielder and the target are launched up 30 ft. into the air, and 1d6x10 feet in a random direction.
  60. The weapon flies loose of the wielder, launched up 30 ft. into the air, and 1d6x10 feet in a random direction.
  61. 1d6 local canines appear, each moving to attack the wielder until attacked by other creatures.
  62. For the next turn, all missile weapons that go within 5 ft. of the wielder instead strike the wielder.  Missile attacks directed against the wielder roll 2 d20s, taking the better result.
  63. The wielder is stunned for a round, unable to attack or move, but still able to defend.
  64. The area within 15 ft. of the wielder is silenced.
  65. For the next 1d6 rounds, a shell of inky blackness 10 ft. in radius projects from the wielder. It cannot be seen through.
  66. For the next 1d3 rounds, all spells targeting someone within 10 ft. of the wielder will have an identical effect on the wielder.
  67. For the next 1d3 rounds, all spells targeting someone within 10 ft. of the target will have an identical effect on the target.
  68. The wielder and the target are violently repelled from each other. For the next 1d6 rounds, they cannot move within 20 ft. of each other.
  69. For 1d3 rounds, the weapon glows so brightly that anybody within 30 ft. is blinded if they don't cover their eyes.  The effect ramps up quickly, but not instantly, so anyone choosing to avert their eyes can do so.
  70. The wielder is compelled to kill the target.  Each time they choose not to while the target is in sight, they must roll a save vs. spell, or they are overcome with blood lust.  Each day they choose some other path over killing the target, they must save, or instead find themselves looking for the target.  This effect lasts until the target is killed, or a new target is triggered by this weapon.
  71. The wielder and the target fall prone.
  72. The wielder and the target are set ablaze, taking 1d6 fire damage each round until they take an action to put out the fire, a 5 or 6 is rolled on the fire damage roll, or some other situation the GM rules puts out the fire occurs.
  73. A pair of hostile spirits appear on either side of the wielder.  Mechanically, the spirits are goblins.
  74. The wielder and target both feel unbelievably burdened.  For the next 1d3 rounds, their movement is halved, and they are -4 to all d20 rolls.
  75. The wielder and the target are both simultaneously on another plane of existence, where some strange and massive extraplanar creature asks them why it should support either of them.  Each round for the next three rounds, they can say up to twelve words to make their case.  Each is aware of what the other says, but nobody not on this other plane is aware.
  76. The wielder and the target are each in communion with a ghost, old enemies who have not yet put aside their contest so that they can move on to the afterlife.  The ghosts will stay for the fight, or until the opponent is vanquished, apparently aiding, but being negated by the other ghost.  If either the wielder or target attack anyone else, they are -2 to all d20 rolls, as the ghost tries to vanquish their ancient foe.  In their insults and instructions, the ghosts may offer clues about the environment the combat takes place within.
  77. Terror strikes the heart of all combats within 10 ft.  Each living creature must save vs. spell or run in terror.  Undead automatically act as though turned.  Constructs cease acting for the duration.  Extraplanar creatures are immune.  The effect ends after 1d6+3 rounds.
  78. A sudden crack in the ground flings everyone within 15 ft. of the target is thrown back 10 ft., and must save or fall prone.  A strange creature spends a round looking, and then tries to recruit one side or the other.  The creature should probably be some outsider or aberration, strong enough to hold their own against one or two of the PCs, so that it can't dominate a fight, but can swing one.  The creature might be a bound guardian that has been triggered, something drawn to strife, or just something summoned by the weapon.  If all else fails, the creature will point to the wielder and target and commit to throwing in with the side that gives it the other's head.  Note that it may be lying.
  79. The weapon hits the ground.  A stream of angry spirits come pouring out of the impact point, insubstantially flying through everything within 10 ft. of the target, doing 3d6 damage to both the target and the wielder, the smaller two die values to every other creature within 5 ft. of the target, and the lowest die value to everyone within 10 ft. of the target who hasn't already been damaged.
  80. The target's non-magical weapon turns into a clone of the wielder's weapon. If the target's weapon is magical, it appears in their other hand if it's empty, or strapped to their waist appropriately and readily.  After 1d6 rounds, there's an even chance of either the clone or the original disappearing, leaving the other as the real original.
  81. The wielder forgets the last language they spoke, replacing it with the language most associated with the site of combat.  They may save vs. spell each morning for the next three mornings to try to remember the language they otherwise lost.  This has no effect if they already speak the site language.
  82. The wielder gets a mental map of this area and open areas within 10 ft. of it, even if they are concealed, including above and below their current location.
  83. The target is polymorphed into another PC-available starting race.  They do not change mentally.  This effect is permanent, but their non-artifact gear is transformed to fit their new form as appropriate.  This should be mostly cosmetic, so the new form should be generally humanoid in the way the original form was.  On the other hand, if the PC had been in some alternate form, this gets them out of it.
  84. A whirlwind appears around the wielder, 5 ft. wide at its base, up to 15 ft. high, and 15 ft. wide at the top.  All missile fire passing through the area is redirected upwards through the funnel, following the wielder for 1d3 rounds.  If there is copious loose matter in the area, it is now suspended in the air, obscuring an area in a 10 ft. radius around the wielder for 3 more rounds after the funnel ends 
  85. Gravity stops for a round for everyone within 15 ft. of the target, so that everyone is just floating.
  86. A lightning bolt shoots out from the weapon through the target, doing 3d6 electrical damage to everything in its path for 120 ft, and bouncing off of walls as it damages them.  Think of the trash compactor scene from Star Wars: A New Hope.
  87. All light sources in this room turn red (or some other color associated with the weapon).  If they're already this color, everything in this room takes 1d6 damage.  This may have some effect on chromatic spells, if the GM is feeling somewhat malicious.
  88. The weapon hits a surface. A poisonous mist starts pouring out, initially 10 ft. in radius, and expanding by 5 ft. each round for 1d3 rounds, then receding at the same rate.  Each air-breathing creature in the mist takes 1d6 poison damage each round, save to negate.
  89. The weapon hits the target, leaving the wielder's hand to enter the target completely. They now do the weapon's effect as part of a natural until they are killed.  The weapon must be removed from their innards to be recovered.
  90. The wielder's and the target's positions are swapped via a teleport.
  91. For the next 1d6+3 hours, the wielder can speak the language the target best knows how to speak, and read the language the target best knows how to read.
  92. The wielder gets a still image of the target's absent superior, which the wielder can recall perfectly at any time.
  93. The wielder develops a cough and fever.  They must save vs. poison each morning, or the sickness gets worse, cumulative inflicting -1 to d20 rolls each day.  After a successful save, the disease regresses by -1 each day.  At -6, the character is unconscious, and will die if not treated.
  94. The weapon emits a green wave of light.  The target and the wielder each heal 2d6 damage.
  95. The wielder and the target are both affected as though by a sleep spell.
  96. The wielder becomes charmed by the target.  The target might not realize it.
  97. Everyone within 10 ft. of the wielder deals an incremental 1 additional point of damage and an incremental -1 to all saves.  These increments clear after the weapon has been sheathed or set aside for at least a turn.
  98. The target permanently polymorphs into a random creature appropriate to this level/area.
  99. The target is shifted to the ethereal plane.
  100. The target and the wielder are both teleported to the entrance of the closest dungeon.

Of course, I also believe in the law of unintended consequences, so I personally feel it's worth rolling 3 of these up for each weapon, and then randomly deciding which one comes into play each time a 1 is rolled.  I'd advise against more, because they should be discoverable by players, so that they can consider what the weapon's potential impact might be in a given combat.

Overall Considerations

While I've used negative traits on weapons before, this is my first time making a whole table of them without having an intent for them beforehand. I'm also writing this while under the influence of some strain of Covid-19, so this is tagged untested. I expect to update this over time, and will document future updates clearly.  I'll probably also post this as a spreadsheet and share on r/d100 at a later date.

I'd appreciate feedback on the principle in general, but also specifically on the d100 table.  Please let me know what you think, how you intend to use this, or how you have used this in the comments.

 Change Log

  • 2024-09-06:  Changed the original phrasing of the trigger condition to "On the first attack each round with the magical weapon, if the unmodified attack roll is a natural 1", to bring it in line with what was originally intended, and with the probabilities calculated.
  • 2024-09-07: 
    • Copied the table to the spreadsheet I use for posting on r/d100, and added a line to randomly roll on the table.  Anyone who wants to modify it for their own use can just copy the spreadsheet to their own Google sheet, or download it to open in a local app, and edit to their heart's content. 
    • Posted the side-effects table on Reddit's r/osr subreddit as well, since it's the target audience.
    • Corrected entry 3: peel -> peal.

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 As part of an RPG Discord group's writing prompt, I wrote a hexflower for spell research.  It's a draft, but if there's any interest, I'll turn it into something a little more formal and post it on Itch.io or DrivethruRPG. Here's the link to the Google Doc, for now: https://docs.google.com/document/d/1m-EiGPc3etQd7-xIu7qCll10Fd9pJx-6juqWyyLLGOM/edit?usp=sharing Here's the raw images, as a teaser: Spell Research Hexflower OSR Spell Research Navigation Hex d20 Spell Research Navigation Hex