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49Walking in areas with plentiful plants -> +5ft movement
Casting a spell of 3rd level causes one of these effects to take hold
Covers 1-1002 years ago
49Dex + Strength Saves -3
Casting a spell of 2nd level causes one of these effects to take hold
Covers 1-100by MommyGnome2 years ago
49Initiative Rolls -1
Casting a spell of 1st level causes one of these effects to take hold
Covers 1-1002 years ago
50Ein nahegelegener Bienenschwarm hält dich für ihre Königin und sticht jeden, der sich dir auf 5 Fuß nähert. Außerdem verstehst du unter dem Gesumme kaum noch was.
Ursorünglich für ein PnP Charity Event erstellt. wenn nicht anders definiert ist die Dauer immer 10 Min
Covers 1-1002 years ago
49Your blood has been turned bright purple
Miscellaneous magical events that may have happened to a wizard whilst traveling the world.
Covers 1-1003 years ago
49The ground in this area is particularly sharp due to littered weapons, a field of cracked bones or natural spikes of rock. Any creature with a Passive Perception of 18 or higher can notice in time to avoid the danger, otherwise any creature moving through the area will take 8d4 piercing damage.
If you are running Descent Into Avernus, or just taking a trip to hell, you'll want to run a War Machine chase. Here is an expanded list of complications, based on the core list and the best of others found online.
Covers 1-100by benis3 years ago
50Light-Beam Maze – A seemingly random pattern of bright beams crisscrosses the room, forcing anyone traversing it to avoid touching any of them or else suffer the consequences.
This D100 Table consists of 100 Deadly and Silly Dungeon Traps suitable for any dungeon setting. The table contains a variety of dangers - from silly pranks to lethal surprises – that can be used as both an entertaining challenge and a deadly obstacle to any party of adventurers. Categories include traps involving poison, pitfalls, physical mechanisms, illusions, puzzles, and more. Tags range from light-hearted jokes to menacing threats depending on the trap's level of danger.
Covers 1-1003 years ago
50You suffer from immense guilt until you make amends with someone you wronged.
Covers 1-1003 years ago
50Soul Lag, you move but your soul moves a little slower giving your movements a ghostly echo.
Covers 1-1003 years ago
50After a long rest a random amount of GP the character is carrying is randomly changed to an amount of either Electrum, Silver or Copper pieces of the same worth, increasing number of coins. eg. (1d20 Amount, Roll 1d6 to determine type) Won't take long for pockets to become overflowing if character doesn't spend loose change.
Covers 1-1003 years ago
50Golden God Farmer: This golden-haired horse is cursed. It cannot stop running. It will always move as fast as the fastest horse, unless it is racing away/towards another fast-moving object. In that case, it will be slightly faster. If it stops running, it dies.
Covers 1-1003 years ago
50Locked up as mad till death when actually a tragic victim
Covers 1-1003 years ago
50You are unable to fall asleep anywhere except outside, at night, in a place where the stars are visible.
Covers 1-1003 years ago
50Winter Insomnia When the temperature around the infected person drops below fifty degrees, the person will pass out and won't awake until the temperature increases.
Covers 1-1003 years ago
50You receive a small token hides your evil nature as long as it is against your skin. However, if any good/neutral magic-user (divine or arcane) sees the token, they instantly recognize what it does.
Covers 1-1003 years ago
50A divine ray burns through the sky. Creatures are blinded for 1 round on a failed save.
Add tension to combat encounters by rolling a D4 at the beginning. Each round of combat reduces its count by 1, having some complication happen when it gets to zero. The danger can be unknown or out in the open.
Covers 98 of 100by Narset2 years ago
51Once in combat while wild shaped you can use enlarge or reduce and all before
Covers 90 of 1002 years ago