Magick Items | - | - | Dragon 34 | Dragon |
A small band of adventurers,
tired, thirsty, and hungry from their
previous adventures, comes
to still another unfamiliar door. The thief
quickly informs them: “I
hear the splashing of water.” After a few
moments of quiet discussion,
the party decides to enter. The only thing
they see is a gently gurgling
fountain.
Having run out of water
a long time ago, they cast spells to determine
the quality of the water:
it appears to be safe. Finally, after more
conversation, the thief
walks up and takes a sip, rises, grimaces, and
falls over dead! The party
picks up its fallen comrade and leaves
quickly.
A pool with a
grim fountain
The above scene should evoke
memories and smiles from some of
the more masochistic DMs
in the world; yet, not every fountain need be
poisonous. In my campaign,
fountains which are magical in nature can
cause discussion between
players for hours (real time) or great feats of
bravado (the gods protect
the bold!) when encountered. However, it
becomes tiresome to compose
new fountains from scratch, so I created
these tables, from which
one can develop a number of fountains with
ease.
Magic fountains do not emit
magical auras nor will they detect as
magical, poisonous, evil,
etc. (except perhaps by limited wishes) It does
not matter how small a sip
is taken; the full rolled effect will affect the
drinker. After the rolled
number of drinks are taken, the remaining
water will become ordinary,
as will any amount later removed from the
fountain, even if there
is an effect left. Reason: The magic is in the
fountain, not in the water.
To use the tables below,
roll as indicated from Tables I to V, rolling
on subtables as necessary.
Table I limits the amount of magic in a given
fountain by limiting the
number of drinks which have effect. Tables II
and III measure the potency
and alignment of the magic. When rolling
for the effects, roll for
all benefits (if any) first, then for all detriments.
The effects listed on the
left side of a slash (/) are benefits, on the right
are detriments. Unless otherwise
stated, all rolls are made with percentile
dice.
TABLE I--Number of drinks per fountain:
roll | 01-60 | 61-80 | 81-92 | 93-99 | 00 |
number | 1 | 2 | 3 | 4 | 5 |
TABLE II--Number of effects per drink:
roll | 01-60 | 61-85 | 86-99 | 00 |
number | 1 | 2 | 3 | 4 |
TABLE III--Number
of beneficial/detrimental effects per drink:
Effects Per Drink
roll | 1 | 2 | 3 | 4 |
01-10 | 1/0 | 2/0 | 3/0 | 4/0 |
11-30 | 1/0 | 2/0 | 2/1 | 3/1 |
31-60 | 1/0 | 1/1 | 2/1 | 2/2 |
61-90 | 0/1 | 0/2 | 1/2 | 1/3 |
9 1 - 0 0 | 0 / 1 | 0/2 | 0/3 | 0/4 |
TABLE IV--Effects summary table:
roll | type |
01-30 | general (table IVa) |
31-55 | characteristic (table IVb) |
56-75 | magical (table IVc) |
76-85 | monetary (table IVd) |
86-95 | special (table IVe) |
96-00 | experience (table IVf) |
TABLE IVa--General effects subtable:
roll | effect |
01-04 | bravery/cowardice |
05-08 | clairaudience* |
09-12 | clairvoyance* |
13-16 | commune* |
17-19 | detection (table IVai)* |
20-23 | ESP* |
24-26 | flight/encumberance |
27-30 | halve/double damage taken |
31-34 | haste/slow |
35-38 | healing/harming (table IVaii) |
39-41 | resistance/poison (table IVaiii) |
42-44 | infravision/blindnes |
45-48 | invisibility/glow in dark |
49-52 | invulnerability/death |
53-56 | knowledge/forgetfulness (table IVaiv) |
57-60 | love/hatred |
61-64 | paralysis** |
65-68 | polymorph (table IVav)** |
69-72 | quest (table IVavi) ** |
73-76 | sleep** |
77-80 | speaking (table IVavii)* |
81-84 | stone** |
85-88 | stun (table IVaii)** |
89-92 | teleportation*** |
93-95 | true sight/blindness |
96-98 | immunity/disease (table IVaviii) |
99-00 | two effects (roll twice ignoring 99-00) |
*If detriment, power gives
information.
**If benefit, power gives
protection from rolled occurence.
***If benefit, power will
teleport drinker home (with full shares). If
detriment, power will act
as a random teleporter.
TABLE IVai--Detection sub-subtable:
roll | detects |
01-20 | magic |
21-35 | traps |
36-50 | evil |
51-65 | good |
66-75 | invisible |
76-85 | disease |
86-95 | poison |
96-00 | phase |
TABLE IVaii--Healing/harming-stunning sub-subtable:
roll | 01-50 | 51-75 | 76-90 | 91-99 | 00 |
dice | 1 | 2 | 3 | 4 | 5 |
TABLE IVaiii--Poison
saving throw adjustment sub-subtable
(+/-):
roll | 01-40 | 41-70 | 71-90 | 91-99 | 00 |
adjust. | 1 | 2 | 3 | 4 | 5 |
If detriment, drink is poisonous.
Adjustment indicates strength
of poison.
TABLE IVaiv--Knowledge sub-subtable:
roll | knowledge |
01-30 | find/lose way out of dungeon |
31-55 | gain/lose one weapon proficiency |
56-75 | know next effect of fountain/lose one spell level* |
76-90 | gain/lose expertise in one weapon (+/-1) |
91-00 | gain knowledge of nearest treasure/amnesia |
*if applicable
TABLE IVav--Polymorph sub-subtable: (detriment only)
roll | polymorph into |
01-30 | animal |
31-50 | 1st level monster |
51-65 | 2nd level monster |
66-80 | 3rd level monster |
81-87 | 4th level monster |
88-93 | look-alike of party member |
94-00 | partially polymorphed (roll again ignoring 94-00) |
TABLE IVavi--Guest sub-subtable:
roll | drinker seeks |
01-36 | largest monster on level, in order to kill him |
31-55 | a DM chosen magic item on level |
56-75 | a DM chosen non-player character |
76-90 |
a non-player character stronger
than the drinker, in order to
get into a fight with him |
91-00 | random (something foolish) |
TABLE IVavii--Speaking
sub-subtable:
roll | speak |
01-20 |
with plants |
21-45 | with animals |
46-69 | with monster* |
70-80 | with dead |
81-90 |
dragon* |
91-00 | alignment language* |
*random or chosen by DM.
TABLE IVaviii--Disease sub-subtable: (detriment only)
roll | disease |
01-30 | grippe |
31-55 | dysentery |
56-70 | cholera |
71-77 | yellow fever |
78-85 | typhus |
86-92 | typhoid fever |
93-96 | smallpox |
97-99 | spotted fever |
00 | tuberculosis |
TABLE IVb--Characteristic effects subtable: (also roll on Table IVbi)
roll | affects |
01-06 | strength |
07-12 | intelligence |
13-18 | wisdom |
19-24 | constitution |
25-30 | dexterity |
31-36 | charisma |
37-42 | size |
43-48 | speed |
49-54 | beauty |
55-60 | gender* |
61-66 | handedness* |
67-73 | prime requisite |
74-80 | highest |
81-87 | lowest |
88-98 | affects closest to median |
99-00 | affects two (roll twice) |
*If benefit, no effect.
TABLE IVbi--Number
of points changed (+/-) sub-subtable:
Range of Points
roll | 1-10 or 1-12 | 3-18 or 1-20 | 1-100 |
01-50 | 1 | 1 | 1 |
51-60 | 1 | 2 | 2 |
61-70 | 2 | 2 | 3 |
71-80 | 2 | 2 | 4 |
81-90 | 2 | 2 | 5 |
91-95 | 2 | 3 | 7 |
96-99 | 3 | 3 | 9 |
00 | 3 | 4 | 10 |
TABLE IVc--Magical effects subtable:
roll | effect |
01-15 | 1st level spell* |
16-30 | 2nd level spell* |
31-40 | 3rd level spell* |
41-47 | 4th level spell* |
48-53 | 5th level spell* |
54-60 | 6th level spell* |
61-70 | enchant next weapon touched (table IVci) |
71-77 | 1 extra spell level** |
78-83 | 2 extra spell levels** |
84-88 | 3 extra spell levels** |
89-92 | 4 extra spell levels** |
93-99 | enchant next object touched (table IVci) |
00 | two effects (roll twice ignoring 00) |
*Roll a random spell until
an applicable benefit/detriment appears.
**If drinker cannot use
spells, no effect.
TABLE IVci--Magical enchantation sub-subtable:
roll | 01-70 | 71-95 | 96-99 | 00 |
+ / - | 1 | 2 | 3 | 4 |
TABLE IVd--Monetary effects subtable: (also roll on Table IVdi)
roll | effect |
01-30 | gold |
31-65 | gems |
66-80 | jewelry |
81-90 | platinum |
91-99 | double/halve treasure* |
00 | roll on IVf* |
TABLE IVdi--Monetary gain/loss sub-subtable:
roll | gold | gems | jewelry | platinum |
01-50 | 50 | 1 | 1 | 10 |
51-65 | 100 | 2 | 1 | 10 |
66-75 | 175 | 2 | 2 | 25 |
76-85 | 250 | 3 | 2 | 25 |
86-95 | 400 | 3 | 2 | 50 |
96-99 | 500 | 3 | 3 | 50 |
00 | 1000 | 4 | 3 | 100 |
TABLE IVe--Special effects subtable:
roll | effect |
01-25 | resistance/susceptibility (Table IVei) |
26-45 | +/-1 on saving throw (Table IVeii) |
46-50 | +/-2 on saving throw (Table IVeii) |
51 | +/-3 on saving throw (Table IVeii) |
52-62 | friendship/hatred (Table IVeiii) |
63-70 | mental block (Table IVevi) |
71-75 | switch two characteristics* |
76-84 | indifference/greed (Table IVev) |
85-91 | determine/inability to determine direction |
92-94 | blessing/curse from the gods (or DM) |
95-97 | flesh tastes bad/good to monsters |
98-00 | sexually aggressive/timid |
*roll twice on Table IVb
ignoring 88-00. If benefit, and rolls become
detrimental, no effect
TABLE IVei--Resistance/susceptibility sub-subtable: (also roll on Table IVaiii)
roll | occurrence |
01-20 | lesser undead* |
21-35 | greater undead* |
36-45 | poison |
46-52 | disintegration |
53-61 | druidic spells |
62-69 | clerical spells |
70-76 | electricity |
77-84 | crushing blows |
85-93 | acid |
94-00 | possession |
*If benefit, drinker is resistant
to energy drains and paralyzation. If
detriment, drinker takes
double drain and has no save vs. paralyzation
by undead. Drinker will
not be initially aware of such detriment until
attacked by an undead.
TABLE IVeii--Saving throw determination sub-subtable:
roll | save vs. |
01-10 | cold |
11-20 | fire |
21-35 | death |
36-47 | magic spells |
48-60 | wands |
61-70 | staves |
71-75 | dragon breath |
76-82 | stoning |
83-99 | lightning |
00 | all saving throws |
TABLE IVeiii--Friendship/hatred sub-subtable:
roll | likes/hates |
01-10 | elves |
11-20 | dwarves |
21-27 | humans |
28-36 | dragons |
37-42 | demons |
43-48 | magic-users |
49-54 | clerics |
55-59 | halflings |
60-66 | all other races |
67-71 | undead |
72-77 | devils |
78-83 | efreeti |
84-90 | treants |
91-95 | unicorns |
00 | anything |
TABLE IVeiv--Mental block sub-subtable and explanation:
roll | block |
01-15 | umber hulks/pits |
16-28 | beholders/traps |
29-39 | nymphs/clerics |
40-50 | liches/druids |
51-60 | space distortion/random monster class |
61-69 | medusae, basilisks, etc./friends |
70-78 | phantasmals and illusions/armor |
79-86 | symbols/hometown |
87-95 | psionic attackers/dungeon exit |
96-00 | any two above/one above plus one on Table IVeiii |
Explanation: Mental blocks
are placed in the mind in such a way
that the drinker will not
realize that the said thing is there. That is,
phantasmals will not harm,
and neither will gazes. However, monsters
mentally blocked away can
still attack (exception: psionic attackers)
and traps will still be
sprung, in fact all the time because the drinker does
not realize they are there.
TABLE IVev--Indifference/greed sub-subtable:
roll | indifferent/greedy towards |
01-40 | money |
41-55 | magical items |
56-67 | gems |
68-75 | weaponry (even if he can’t use it!) |
76-82 | junk and broken artifacts |
83-95 | armor or protection |
96-00 | random or chosen by DM (for example, feathers, pine cones, bags, blades of grass, etc.) |
Note: Indifference does not
mean that the drinker will no longer
use them, merely that he
doesn’t care about their upkeep or quantity.
TABLEIVf--Experience effects subtable:
roll | effect |
01-50 | d6 times 100 experience points* |
51-70 | d12 times 100 experience points* |
71-79 | d20 times 200 experience points |
80-87 | 3d10 times 500 experience points |
88-91 | d10 times 1000 experience points |
92-95 | +5% experience bonus |
96-98 | +10% experience bonus** |
99 | +1 level*** |
00 | roll again and double effect |
*do not roll on Table V—effect
is permanent.
**this effect cannot be
permanent (Ignore 96-00 on Table V)
***If beneficial, it may
not be permanent, but if the drinker actually
earns that level within
the duration he does not lose it again. If detrimental,
it can be permanent and
a +20% is added to the Table V roll
(treat 101+ as 100).
TABLE V--Duration
of effects:
Previous subtable rolled on
roll | IVa | IVb | IVC | IVd | IVe | IVf |
01-40 | 1W | 1W | 1W | n/a | IW | 1W |
41-55 | 1W | 1M | 1W | n/a | 2W | 1W |
56-65 | 1M | 1M | 2W | n/a | 1M | 1w |
66-75 | 2M | 1Y | 1M | n/a | 2M | 1M |
76-85 | P | P | 1M | n/a | 4M | 3M |
86-95 | P | P | P | n/a | P | P |
96-00 | P | P | P | n/a | P | P |
W = week
M = month
Y = year
P = permanently
n/a = not applicable
Some may complain that Tables
IVd and IVf are too generous;
however, I consider them
to be adequate for a player who defies
chance and calls on the
gods to protect him. However, I do add a
duration table at the end
which can be adjusted to suit different
campaigns.
If your players decide they
won’t risk the fountains, merely reward
the few that do and there
will soon be a line outside the fountain’s door.
Or, perhaps even crueler,
require that the fountain must be drunk from
before any other door will
open, or get the party lost and quietly inform
them that the characters
are dying of thirst. It also helps to put a few
normal fountains in the
dungeon as well.
Variations: Have the fountains
alignment-oriented such that only
certain alignments will
gain benefits and others detriments (have the
alignment change from time
to time also). Have various high-level
monsters guarding them (e.g.
water
weirds, water elementals) so that
the party will conclude
that the fountain is very beneficial. Have one
large fountain that only
allows one magical drink per mission, but will
do so indefinitely. These
tables can also apply to pillars, arches, and
other artifacts, thus making
the character an unwilling victim when he
comes into proximity with
or touches such an object.