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Random Magical Ingredient Effects

DnD Magical Ingredients and their affects. D100 roll table
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0% found this document useful (0 votes)
24 views8 pages

Random Magical Ingredient Effects

DnD Magical Ingredients and their affects. D100 roll table
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as XLSX, PDF, TXT or read online on Scribd

Magical Ingredient random effect

D100 Effect
1 Candles are snuffed out when you walk by

2 Babies cry when you are near, and become


hysterical if you touch them.

3 You don’t cast a shadow anymore

4 Opposite sex are naturally repulsed by you

5 Bats/rats are naturally attracted to you, but


they only like you about 33.3% of the time

Your eyes change to an unnatural color:


6 roll 1d4: 1) red; 2) yellow; 3) solid black; 4)
completely white.

Undead Awareness. You can sense the


7 presence of any undead within 60′. The
undead can also sense you.

8 Any drink you touch turns stale, or sours.

Small animals, such as mice and song birds


9 are often found dead near you when you
awake, there is no explanation.

You have True Sight (you see things as


10 they really are, completely unaware of any
illusion or attempt to disguise).

11 Shriveled tongue. It’s black and ungainly.


You can still talk, but it sounds … off.

12 You are now slightly magnetic


You look exactly the same as you did
13 before, but your family no longer
recognizes you

Your [Link] [Link] [Link] [Link]


14 [Link] [Link] turn a molted grey and
black and are cold to the touch

15 Small amounts of water (a cup or less) boil


at your touch
You see an imp that no one else can see. It
16 only follows you around, never speaking or
interacting with you in any way. It is
always there, within 20 feet of you.

17 The undead ignore you, as if you were one


of them.

18 Your presence causes confusion in cats and


dogs
You have a phobia about human corpses,
19 convinced that if you ever touch one your
soul might be sucked into it and trapped.
You need 1)eels 2)bats 3)cats 4)spiders
20 5)snails 6)snakes , for whatever cosmic
reason you need to have one around, you
will be very depressed until you find one

21 All cats love you, even magical or


monstrous cats

22 No side effect whatsoever.

23 You are always hungry

24 You sleepwalk every night now. This is no


fun in a dungeon

25 You smell like roses.

26 Where ever you tread on loose soil, worms


rise to the surface in your steps

27 You smell of damp earth


28 You leave wet footprints everywhere you
go, and are strangely always thirsty

29 Your blood has the same magical qualities


as a potion of healing.
Your teeth and eyes are now yellowed,
30 your fingernails a pale grey. You suffer a -1
to Charisma for the duration.

31 You are followed by crows and ravens


when outdoors

32 Causes mild / average hallucinations - are


believed to be true
You begin to burp occasionally (at least
33 once per hour). Anyone within 5' of you
must make a DEX save or receive 1d4
poison damage.

34 When in a fight, you will fight until your


opponent is dead, or you are incapacitated.

35 Unaffected by Bless, Aid, or any curative


spells

36 Only enters combat under extreme


provocation

37 Gains +2 bonus on all saving throws

38 -2 penalty on initiative rolls

39 Temporarily speeds up body regeneration


so as will gain 1 hit point / turn

40 Causes temporary deafness

41 Unable to concentrate for longer than a


minute on any activity

42 Causes you to see 1d4 copies of everything


unless standing still and concentrating

43 Drops intelligence to 8

44 You gain an extra attack every 6 round

45 Increases Dexterity score by 4 (it can go


over 20)
Unable to communicate properly,
46 stuttering when talking is important. -2
penalty to Charisma checks involving
speaking
Your words come out in Abyssal (Sylvan?),
47 though you can still understand people
speaking.

48 When an enemy must choose who to


attack, they will never attack you

49 You have 10% Magic Resistance against all


spells

50 You are poisoned, and have a -1 penalty to


all saving throws

51 Your hair turns 1)white 2)pink 3)bright blue


4)black and yellow

52 You grow to twice your normal size

53 You grow to half your normal size

54 You notice no effect. Everything you eat


tastes like lemons

55 Your skin turns 1)white 2)ebony black


3)green 4)pink 5)yellow 6)blue
You begin to hear a small voice inside your
56 head. It is of an alignment opposite to
your own. It is very opinionated and quite
vocal. -2 penalty on concentration checks.
You experience hot and cold flashes, every
time you roll a die. Odd rolls make you feel
very cold, and your character may seek out
57 extra clothes, blankets or heat source.
Even rolls make you feel hot. Your
character will shed all extra clothes
blankets etc and attempt to cool down
however possible.

58 Increases Wisdom score by 4 (it can go


over 20)

59 You become addicted to whatever magical


ingredient you ate in the meal
Your teeth turn black, and fill your mouth
60 with the taste of mud. You suffer a -1
penalty to Charisma checks if you have to
speak.
Your eyes turn yellow and glow in the dark,
while your pupils become vertical slits like
61 a cat. You have True Vision for 60 feet, but
your glowing eyes can be seen from 300
feet away in the dark.

62 Your hair falls out but grows back within 24


hours.
You can see invisible creatures within 10
63 feet of you, but you're not aware they are
supposed to be invisible.

64 One random 1 level spell you know


becomes a cantrip.
You grow thick, white fur over your entire
65 body. You have advantage on saves verses
Cold effects, but disadvantage verses Heat
effect.
You are resistant to all forms of damage
66 except _______. This type causes you triple
the amount of damage that it normally
would.
Everywhere you go, you see butterflies and
67 flower petals floating around in the air
around you.
You turn invisible, except for your 1)eyes
68 2)teeth 3)fingers 4)hair. The things you are
carrying or wearing do not turn invisible.
You begin to float 1 inch off the ground.
69 You cannot move horizontally without the
aid of something touching the ground, or
someone pushing you.
You become intoxicated, rendering a +2 to
70 all Charisma checks, and a -2 penalty to all
other checks.

71 Increases Constitution score by 4 (it can go


over 20)
If you are in one place for more than a
72 minute, all plants within 10' of you begin to
visually grow and will triple in size within 2
minutes.

73 You gain 40 pounds


Your left arm is numb and doesn't respond
to any attempts to use it. There is a 1 in 6
chance that it will begin to move on its own
74 at some point. It may be simple things,
like wild gestures or sudden movements, or
it may work to hinder anything you are
doing.

75 You are more vulnerable to piercing


damage.
You are resistant to nonmagical
76 bludgeoning, piercing, and slashing
damage

77 You are resistant to attacks from creatures


resembling the one you ate

78 Increases Strength score by 4 (it can go


over 20)

79 Your initiative bonus is doubled

80 You are prone to tripping, which gives you


a -2 penalty to all stealth checks
Any time you attack someone, you are
81 overcome with grief at the damage you
have caused, giving you a -2 penalty to
your next attack.
Soft, green moss begins to grow out of
82 your skin. You have a +4 to stealth
attempts made in the wild, but your swim
speed is reduced to 5'.
Webbing begins to grow between your
83 fingers. This gives you a -2 penalty to all
attack spells that require hand movements,
but it grants you +30' to your swim speed.
While you speak, fire bursts from your
84 mouth with every 10 word, giving
anyone/anything within 5' of you, standing
in front of you. 1d4 fire damage.
Your skin develops an oily surface, giving
85 you +4 to any save attempts to keep from
being grappled.
You begin to grow horns (shape and
texture determined by DM). Each day, they
86 will increase ½", until they reach a length
of 12 inches. After they have gotten this
long, they will fall off the next morning.

87 You can only communicate with animals.

88 You will vomit once an hour. 1)worms 2)an


eel 3)spiders 4)green ooze

89 You cannot get drunk, no matter how much


alcohol you consume.
You begin to grow a tail (shape and type
determined by DM). It will grow 4 inches a
90 day until it has reached a length of 4 feet.
You can control it, and it has a strength
rating of 6.
You feel uncomfortable wearing shoes. You
91 must make a Wisdom saving throw once an
hour until you remove your shoes.
You begin to sneeze, at least once every 15
minutes. You have a -1 to stealth checks.
92 Any time you cast a spell with a vocal
component, there is a 1 in 12 chance that
a sneeze will interrupt your spell.
You begin to hear haunting music in the
93 distance. It doesn't go away, but it doesn't
get any louder.

94 You become fearful of the type of animal


that you ate.
Below your knees, your legs begin to take
95 on the shape of a goat's legs, cloven
hooves and all. You gain 5 feet of jumping
distance.
You begin to hear voices in your head, and
probably soon notice that they are the
96 thoughts of any animal within 15' of you.
You cannot talk to them unless you have
the ability from some other source.
You begin to grow large faerie wings like a
97 butterfly, but they are not capable of
helping you fly.

98 Your skin takes on a metallic tint (color


determined by DM).

99 You begin to feel random emotions felt by


others within 10' of you.

100 You grow barkskin, like the spell.

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