Game Mechanics [Updated 1/30/2024]
In this game, players have attributes, and each attribute is associated with a specific number of d6 dice they will roll when attempting an action related to that attribute. A roll of 5 on a die is considered a soft success, while a roll of 6 is a critical success. Any result below 5 is considered a soft failure, and if a player rolls a 1, it's considered a fumble, resulting in potentially harmful consequences.
You Will Need...
- 3 to 6 players, with one acting as the Game Master, Facilitator, or Referee.
- Pencil
- Barebones RPG's Character Sheet
- At least 3 to 6 six-sided dice.
- Tokens or figures to represent playable characters on the table or use your mind for some awesome theater of the mind session.
Game Mechanics
In BareBones RPG, players possess attributes, each associated with a specific number of six-sided dice for actions related to that attribute. Rolling a 5 on a die is a soft success, while a roll of 6 is a critical success. Any result below 4 is a soft failure, and a roll of 1 is a fumble, potentially leading to harmful consequences. However, if a player holds their action for a round or wants to react to an enemy's action, the success threshold is reduced to 4, instead of the usual 5-6.
Character Creation
Rolling for Stats
For players who enjoy rolling for their stats, there are two options:
Using a Standard Six-sided Die (1d6):
Roll a standard six-sided die (1d6). Divide the result by 2, rounding up if necessary. Assign the rounded result to the corresponding stat in the order: MIGHT, MOBILITY, INSIGHT, GRIT, and ESSENCE.
Example: Roll a D6 and get a 4. Divide 4 by 2 to get a result of 2 (rounded up), assigning it to the relevant stat. Note: If you are new to this, remember that a standard six-sided die is commonly referred to as a D6.
For Dice Enthusiasts (Dice Goblins) with a Three-sided Die (1d3):
Use a three-sided die (1d3) for a straight roll down in order for Might, Mobility, Insight, Grit, and Essence.
Example: Roll the three-sided die five times, assigning each result in order to the corresponding stat.
Customization Through Attribute Allocation
Players begin with 8 points to allocate among their attributes, with each attribute having a minimum value of 1. This system provides the freedom to create a character quickly or collaborate with the game master (GM) for a more tailored character.
BareBones Attributes:
- MIGHT = Crush, lift, strike, grapple
- MOBILITY = Defend, balance, swim, flee
- INSIGHT = Perceive, aim, charm, smarts
- GRIT = Resist Poison/cold/heat, survive falling
- ESSENCE = Willpower, using relics/magic weapons, casting spells, rituals
Calculating Hit Points
In BareBones, the player will start with 10 + GRIT to generate max HP.
Optional Rule:
GM may allow 13+GRIT for a stronger hero.
How much can I hold?
The playable character can hold up to 9 + MIGHT slots. Carrying more than they can handle results in being encumbered. The player will move at half their speed, and every roll will be with Burden on their Mobility, check, and defense rolls. Unless they have one, their attribute will go down to zero.
How Much Currency Do I Start With?
The player will roll 3d6 * 10 (fantasy setting) or 3d6 * 100 (modern setting) for money, gold, or credit. This currency can be used to purchase their starting gear, weapon, and armor.
Bones Luck
Players will begin with 3 Bones Luck. Bones Luck can help change roll results:
- Combat Roll
- Mobility Save
- Initiative Roll
- Save by a Bone (Death Save)
Players can gain Bones Luck with every fumble roll. Players cannot use BL with fumble roll on a check, combat, save, and magic.
Action and Movement
Player's turn: they can move up to 30 feet, attack, defend, or wait for a reaction. If the player uses double movement, they can move up to 60 feet. Then, the player will wait for the next round to attack.
- Whenever an attack is triggered, the player will use Might when a weapon has a close-range tag.
- Whenever an attack is triggered, the player will use Insight when a weapon has a mid or far range due to aiming.
- Whenever a defense is triggered, the player will use Mobility when wearing armor, including the worn armor tag.
- Whenever a player casts a spell, they will use Essence.
- Whenever a player is bitten by something or touches something poisonous, the PC will use GRIT to save.
- When a player moves and holds their action, they can lower the success threshold to 4 due to waiting for that moment to act!
Initiative Rules:
In a battle encounter, a designated player rolls a die on behalf of their group to determine the starting order. The player turns to initiate from the left side of the GM and progresses clockwise around the table.
- 1-3... Enemies go first
- 4-6... Players go first
Optional Initiative Rule:
You can use individual initiative if you like. Both the enemy and the player will roll a d6 + MOBILITY. The highest roll will determine the winner of the initiative. This roll will occur at the beginning of every turn.
Optional Initiative Rule:
The GM uses a deck of cards and assigns each player and enemy a card. The highest number on the card determines the turn order.
- Royalty to Peasant setting: Colored Joker, King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3, 2, Ace and Black and White (B&W) Joker.
Joker Rules:
- Colored Joker: If a player or enemy draws a colored Joker, they can go first or choose when to take their turn.
- Black and White Joker: If a player or enemy draws a Black and White Joker, they will always go last.
Attack Roll
It is the player's turn, and they decide to go for an attack, depending on the type of weapon they may hold. They will then roll for their respective Attribute.
- Anytime a player rolls a 5 or 6, the attack happens.
- If a player rolls a 6, this is a critical hit. The player will do double the damage against the enemy. This attack will reduce the enemy's armor. The armor will reduce from a d8 >> d6 >> d4 >> d2 >> 0.
- A player holds their action for a round or wants to react to an enemy's action. This can reduce the success threshold to 4 instead of 5-6 in normal circumstances.
Enemy's Turn
Enemies can move and attack or take cover. When attacking, the player must make a Mobility Save roll.
- If the PC fails, the attack occurs, and players will roll damage reduction if wearing armor.
- On a roll of 1 with their Mobility Save, the enemy crits their attack against the Player Character and they will roll damage reduction if wearing armor. This will reduce the armor quality.
Roll a Mobility Save to Dodge an Attack
Players and NPCs about to be attacked will roll Mobility save against an upcoming attack.
If the defender rolls a 6, they can avoid the attack and make a free attack. This is not a critical attack.
Designers' Note:
- This will count as a regular attack. Criticals only happen when the player does an attack roll.
On a 5, the defender successfully avoids the attack.
On 4- roll, the player will be hit and need to roll for damage reduction depending on their armor.
The attacker does a critical hit if the defender rolls a 1. A critical hit deals double the damage depending on what they are wearing. This will decrease the armor’s quality until is broken.
When the PC holds a shield, it will negate a -1 damage when hit. If the roll ends with multiple 1s, the shield will break. The PC can ignore all damage from one attack but the shield breaks.
The Rule of Failure and Success Roll with Multiple Dice
In BareBones RPG, players and enemies may roll more than 1 die. Success and failure rolls will differ in combat whenever multiple dice are rolled.
- If 1s and 6s are rolled together, if there are more 6s than 1s, it is ruled a success.
- If there are more 1s than 6s on the single roll, it is ruled a fumble. This also applies to Spell Mishap.
Aiding or Interfering
Aiding
In cases where a player receives aid during a check, the rolling player gains a +1 bonus for each player who helps. This bonus can turn a roll of 4 into a successful roll of 5 with the help of additional players.
Designer's Note:
- If this is a social encounter the GM or Player will roll a d6 for NPC's Reaction and add (+1 per players who are aiding)
- If this is during a combat and a Check roll, the player will have to discuss how they will aid the player who is about to roll and the GM will decide if this aid makes sense and the GM can allow the +1 bonus towards their roll.
Interfering
In scenarios where a player encounters interference during a check, the rolling player incurs a -1 penalty for each interfering player. This penalty can result in a successful roll of 5 turning into an unsuccessful roll of 4 due to the presence of interfering players.
A Boost and Burden Roll
BareBones uses Boost and Burden .
- A Boost is a +1 die towards the attribute, increasing the number of dice that can be rolled on that turn.
- A Burden imposes a -1 penalty die on a player's roll, depending on what they are wearing and facing a creature's abilities.
Two-Weapon Fighter Rules:
A player who creates a two-weapon fighter will follow the Burden rule.
- The dominant hand will always roll with all attributes with no Burden.
- When attacking with the non-dominant hand, the player will roll with a Burden for their non-dominant hand attack, this can be MIGHT or INSIGHT depending on the type of weapon.
Burn Mechanic
Players can use their attributes to push their limit once a session using the burn action with the chosen attribute. Burn mechanics should only be used when the player succeeds in their roll. Players who critically fumble a roll cannot use the burn mechanic. The PC will not lose an Attribute point for the first time using Burn. However, if the player uses burn on the same attribute the second time, the player will lose 1 point. The third time, with the same attribute, the player will lose 2 points. They can recover their points while holding a critical success role or taking a few days to rest.
Declare with Success
- MIGHT: Attribute can increase damage to MIGHT*2.
- MOBILITY: Attribute can be used to counterattack the enemy automatically.
- INSIGHT: Attribute can be burnt to boost your following action, like finding an enemy's weak point while aiming or outsmarting a person with charm.
Declare and Shall Receive
- GRIT: Attribute can be used to cut half of the damage automatically.
- ESSENCE: Exponentially increases the target number, zone/area, damage, or healing done by magic.
Death
BareBones is a dangerous game for PCs, with death being a possible outcome at the table. 0 means you are dying.
- The down player can do an epic attack and automatically die after the epic attack.
- The fallen player will use GRIT as the death timer. This will give enough time for other players to patch or heal the fallen player.
- If the PC is not handled with a medical kit or magic, the PC will roll a Saved By a Bone (Death Save).
Saved By A Bone
A player may roll a Saved by a Bone. This is our death save. If the player rolls, a 1 BL is not allowed.
- If you roll a 1, this means the PC is dead.
- 2-4, they are still bleeding out. The GM will roll a d2 death timer.
- 5 they save. 5 the PC will get up with (x) amount GRIT as their HP.
- 6 the PC will get (x)*2 GRIT as their HP.
Weapon Tag
- Small: Takes 1 slot and does 1 dmg + (MIGHT/INSIGHT)
- Medium: Takes 2 slots and does 2 dmg + (MIGHT/INSIGHT)
- Great: Takes 3 slots and does 3 dmg + (MIGHT/INSIGHT)
If not rolling for damage, the player will use their MIGHT/INSIGHT as a bonus.
Optional Rule
PC can roll for damage instead of automatically doing damage. They will use the damage bonus instead of the attribute points.
Designer Notes:
- This is up to the GM and their players. Some players will like the automatic or rolling damage.
- I would have this conversation before starting the game. If is a group of new players whom they never played TTRPG go with automatic, or if they like rolling for damage try it and adapt the game according to the style of the table.
Damage Bonuses
- Small weapons: Roll 2d6 lowest result, then add damage bonus
- Medium weapons: Roll 1d6 + damage bonus
- Great weapons: Roll 2d6 takes the highest result and then adds your damage bonus.
The PC damage bonus will be half of their attributes rounded down.
- 1 point in attributes = 0 bonus
- 2 points in attributes = 1 bonus
- 3 points in attributes = 1 bonus
- 4 points in attributes = 2 bonus
- 5 points in attributes = 2 bonus
- 6 points in attributes = 3 bonus
Resting
When players are in a somewhat safe area, with no active encounter:
- The players can recover 1d6+GRIT health and regain Bones Luck to three. Players need to rest in a safe place with uninterrupted sleep whenever they eat a ration.
- The players can eat rations and use their waterskin; this is taking a breather before going forward to their next stop. A player must declare a Breather; this way, the GM can allow the players to use their rations with a short rest. When the PCs do this, they can roll 1d3+GRIT health and will not recover Bones Luck.
Weapons and Gear
- Battle Axe: 7 GP, 3 quality, 3 slots, close, great, slashing damage, slow
- Bow, long: 40 GP, 3 quality, 3 slots, mid, far, great, piercing damage
- Club: - GP, 3 quality, 2 slots, blunt damage, close, medium
- Crossbow: 25 GP, 3 quality, 3 slots, far, mid, great, piercing damage, reload, slow,
- Dagger: 3 GP, 3 quality, 1 slot, close, mid, piercing damage, small, slashing damage, thrown
- Flail: 8 GP, 3 quality, 2 slots, blunt damage, close, medium
- Hand Ax: 4 GP, 3 quality, 2 slots, close, mid, medium, slashing damage, thrown
- Hand Crossbow: 15 GP, 3 quality, 2 slots, mid, far, piercing damage, reload
- Mace: 5 GP, 3 quality, 2 slots, blunt damage, close, medium, quality 3,
- Morningstar: 6 GP, 3 quality, 2 slots, close, medium, piercing damage
- Polearm: 7 GP, 3 quality, 3 slots, close, mid, slow
- Glaive: great, mid, slashing damage
- Halberd: great, mid, slashing damage
- Lance: great, mid, piercing damage
- Long Spear: can roll with might or insight, great, piercing damage
- Quarterstaff: can roll with might or mobility, blunt damage, medium
- Spear: can roll with might or insight, thrown, piercing damage
- Sword, short: 8 GP, 3 quality, 1 slot, close, small, piercing damage
- Sword: 10 GP, 3 quality, 2 slots, medium, slashing damage
- Sword, two-handed: 15 GP, 3 quality, 3 slots, close, medium, slashing damage
- Warhammer: 5 GP, 3 quality, 2 slots, blunt damage, close, medium
Armor
- Chain Mail: While wearing this armor, the player will roll with burden against Attack, Acrobatic & Stealth checks and a boost towards Mobility Save. Cost: 30 GP, 5 Quality, 3 Slots, -d3 damage reduction when hit.
- Leather: The player rolls without burden against Attack rolls while wearing this armor. Cost: 15 GP, 3 Quality, 1 slot, -d2 damage reduction when hit.
- Plate Mail: While wearing this armor, the player will roll with burden against Attack, Acrobatic, and stealth checks and a boost on Mobility Save rolls. Cost: 60 GP, 7 Quality, 5 slots, -d6 damage reduction when hit.
- Shield: Cost 10 gp -1 damage when being held, 1 quality, 1 slot. The PC can ignore all damage from one attack but the shield breaks.
BareBones Spell Casting
Magic is accessible to anyone with points in their Essence attribute. To cast a spell, roll your Essence attribute; if you roll a 5 or 6, the spell will take effect. However, be cautious of those fumble rolls, as they may have unintended consequences for the spell-caster. If player fails to cast their spell, the gm can afflict damage or make the pressence of the players known to the guards or monsters. Keep in mind that magic is dangerous! Only a brave or a foolish soul may try this mysterious arcane power without considering its effects or repercussions. Magic-User will roll d3+Essence every morning to determine how many times they can cast their spells.
The GM may allow spells from other OSR books or resources. Conversion will be necessary to align with the mechanics of BareBones RPG.
100 Level-Less Spells
Player can roll or pick their spells. Spells from Knave by Ben Milton.
Roll | Spell | Effect |
---|---|---|
1 | Adhere | The object is covered in extremely sticky slime. |
2 | Animate Object | The object obeys your commands as best it can. It can walk 15 feet per round. |
3 | Anthropomorphize | A touched animal either gains human intelligence or human appearance for ESSENCE days. |
4 | Arcane Eye | You can see through a magical floating eyeball that flies around at your command. |
5 | Astral Prison | An object is frozen in time and space within an invulnerable crystal shell. |
6 | Attract | ESSENCE+1 objects are strongly magnetically attracted to each other if they come within 10 feet. |
7 | Auditory Illusion | You create illusory sounds that seem to come from a direction of your choice. |
8 | Babble | A creature must loudly repeat everything you think. It is otherwise mute. |
9 | Beast Form | You and your possessions become mundane animals. |
10 | Befuddle | Essence creatures of your choice cannot form new short-term memories for the spell's duration. |
11 | Bend Fate | Roll ESSENCE+1. Whenever you must roll a d6 after casting the spell, you must choose and discard one of the rolled results until they are all gone. |
12 | Bird Person | Your arms turn into huge bird wings. |
13 | Body Swap | You switch bodies with a creature you touch. If one body dies, the other dies as well. |
14 | Catherine | A woman wearing a blue dress appears until the end of a spell. She will obey polite, safe requests. |
15 | Charm | Essence creatures treat you like a friend. |
16 | Command | A creature obeys a single, three-word command that does not harm it. |
17 | Comprehend | You become fluent in all languages. |
18 | Control Plants | Nearby plants and trees obey you and gain the ability to move at 5 feet per round. |
19 | Control Weather | You may alter the type of weather at will, but you do not otherwise control it. |
20 | Counterspell | Make an opposed ESSENCE save against the ESSENCE of the caster of a nearby spell. After you're able to, you may cancel the spell. |
21 | Deafen | All nearby creatures are deafened. |
22 | Detect Magic | You hear nearby magical auras singing. Volume and harmony signify the aura’s power and refinement. |
23 | Disassemble | Any of your body parts may be detached and reattached at will without causing pain or damage. You can still control them. |
24 | Disguise | You may alter the appearance of ESSENCE characters at will as long as they remain humanoid. Attempts to duplicate other characters will seem uncanny. |
25 | Displace | An object appears to be up to ESSENCE×10 ft from its actual position. |
26 | Earthquake | The ground begins shaking violently. Structures may be damaged or collapse. |
27 | Elasticity | Your body can stretch up to Essence×10 ft. |
28 | Elemental Wall | A straight wall of ice or fire ESSENCE×40 ft long and 10ft high rises from the ground. |
29 | Filch | Essence visible items teleport to your hands. |
30 | Fog Cloud | Dense fog spreads out from you. |
31 | Frenzy | Essence creatures erupt in a frenzy of violence. |
32 | Gate | A portal to a random plane opens. |
33 | Gravity Shift | You can change the direction of gravity (for yourself only) once per round. |
34 | Greed | ESSENCE creatures develop an overwhelming urge to possess a visible item of your choice. |
35 | Haste | Your movement speed is tripled. |
36 | Hatred | Essence creatures develop a deep hatred of another creature or group of creatures and wish to destroy it. |
37 | Hear Whispers | You can hear faint sounds clearly. |
38 | Hover | An object hovers, frictionless, 2 ft above the ground. It can hold up to ESSENCE humanoids. |
39 | Hypnotize | A creature enters a trance and will truthfully answer ESSENCE yes or no questions you ask. |
40 | Icy Touch | A thick ice layer spreads across a touched surface, up to ESSENCE×10 ft in radius. |
41 | Illuminate | A floating light moves as you command. |
42 | Increase Gravity | The gravity in an area triples. |
43 | Invisible Tether | Two objects within 10ft of each other cannot be moved more than 10 ft apart. |
44 | Knock | ESSENCE nearby mundane or magical locks unlock. |
45 | Leap | You can jump up to ESSENCE×10 ft in the air. |
46 | Liquid Air | The air around you becomes swimmable. |
47 | Magic Dampener | All nearby magical effects have their effectiveness halved. |
48 | Manse | A sturdy, furnished cottage appears for ESSENCE×12 hours. You can permit and forbid entry to it at will. |
49 | Marble Madness | Your pockets are full of marbles, and will refill every round. |
50 | Masquerade | ESSENCE characters’ appearances and voices become identical to a touched character. |
51 | Miniaturize | You and ESSENCE other touched creatures are reduced to the size of a mouse. |
52 | Mirror Image | ESSENCE illusory duplicates of yourself appear under your control. |
53 | Mirrorwalk | A mirror becomes a gateway to another mirror that you looked into today. |
54 | Multiarm | You gain ESSENCE extra arms. |
55 | Night Sphere | An ESSENCE×40 ft wide sphere of darkness displaying the night sky appears. |
56 | Objectify | You become any inanimate object between the size of a grand piano and an apple. |
57 | Ooze Form | You become a living jelly. |
58 | Pacify | ESSENCE creatures have an aversion to violence. |
59 | Phantom Coach | A ghostly coach appears until the end of the spell. It moves unnaturally fast over any terrain, including water. |
60 | Phobia | ESSENCE creatures become terrified of an object of your choice. |
61 | Pit | A pit 10ft wide and ESSENCE×5 ft deep opens in the ground. |
62 | Primeval Surge | An object grows to the size of an elephant. If it is an animal, it is enraged. |
63 | Psychometry | The referee answers ESSENCE yes or no questions about a touched object. |
64 | Pull | An object of any size is pulled directly towards you with the strength of ESSENCE men for one round. |
65 | Push | An object of any size is pushed directly away from you with the strength of ESSENCE men for one round. |
66 | Raise Dead | ESSENCE skeletons rise from the ground to serve you. They are incredibly stupid and can only obey simple orders. |
67 | Raise Spirit | The spirit of a dead body manifests and will answer L questions. |
68 | Read Mind | You can hear the surface thoughts of nearby creatures. |
69 | Repel | ESSENCE+1 objects are strongly magnetically repelled from each other if they come within 10 feet. |
70 | Scry | You can see through the eyes of a creature you touched earlier today. |
71 | Sculpt Elements | All inanimate material behaves like clay in your hands. |
72 | Shroud | Essence creatures are invisible until they move. |
73 | Shuffle | ESSENCE creatures instantly switch places. Determine where they end up randomly. |
74 | Sleep | ESSENCE creatures fall into a light sleep. |
75 | Smoke Form | Your body becomes living smoke. |
76 | Snail Knight | 10 minutes after casting, a knight sitting astride a giant snail rides into view. He can answer most questions about quests and chivalry and may aid you if he finds you worthy. |
77 | Sniff | You can smell even the faintest traces of scents. |
78 | Sort | Inanimate items sort themselves according to the categories you set. The categories must be visually verifiable. |
79 | Spectacle | An unreal but impressive illusion of your choice appears under your control. It may be up to the size of a palace and has full motion and sound. |
80 | Spell Seize | Cast this as a reaction to another spell going off to make a temporary copy of it that you can cast at any time before this spell ends. |
81 | Spider Climb | You can climb surfaces like a spider. |
82 | Summon Cube | Once per second (6 times per round) you may summon or banish a 3-foot-wide cube of earth. New cubes must be affixed to the earth or other cubes. |
83 | Swarm | You become a swarm of crows, rats, or piranhas. You only take damage from area effects. |
84 | Telekinesis | You may mentally move ESSENCE items. |
85 | Telepathy | ESSENCE+1 Creatures can hear each other’s thoughts, no matter how far apart they move. |
86 | Teleport | An object disappears and reappears on the ground in a visible, clear area up to ESSENCEx40ft away. |
87 | Thaumaturgic Anchor | The object becomes the target of every spell cast near it. |
88 | Thicket | A thicket of trees and dense brush up to ESSENCEx40ft wide suddenly sprouts up. |
89 | Time Jump | An object disappears as it jumps ESSENCE*10 minutes into the future. When it returns, it appears in the unoccupied area nearest to where it left. |
90 | Summon Idol | A carved stone statue the size of a four-poster bed rises from the ground. |
91 | Time Rush | Time in a 40ft bubble starts moving 10 times faster. |
92 | Time Slow | Time in a 40ft bubble slows to 10%. |
93 | True Sight | You see through all nearby illusions. |
94 | Upwell | A spring of seawater appears. |
95 | Vision | You control entirely what a creature sees. |
96 | Visual Illusion | A silent, immobile illusion of your choice appears, up to the size of a bedroom. |
97 | Ward | A silver circle 40ft across appears on the ground. Choose one thing that cannot cross it: Living creatures, dead creatures, projectiles or metal. |
98 | Web | Your wrists can shoot thick webbing. |
99 | Wizard Mark | Your finger can shoot a stream of ulfire-colored paint. This paint is only visible to you, and can be seen at any distance, even through solid objects. |
100 | X-Ray Vision | You gain X-Ray vision. |
Spell Mishap
This rule operates similarly to Critical or Fumble rules. When rolling dice for an ESSENCE check, if both 1s and 6s appear on the same roll, the outcome is determined as follows:
- If there are more 6s than 1s, the roll is considered a success.
- If there are more 1s than 6s, the roll is ruled a fumble.
Magic is a perilous power, only to be tampered with by the bravest or most foolish. The GM can consult the following table when multiple ones are rolled on a single ESSENCE roll. Alternatively, the GM may inflict damage on the spell caster equal to the number of rolled 1s against the casting player's Hit Points or Essence.
Roll | Spell Mishap |
---|---|
11 | Uncontrollable Laughter: Everyone laughs uncontrollably for 1d4 rounds. |
12 | Invisibility: The caster becomes invisible, losing control over actions. |
13 | Elemental Surge: Random elemental effect (1 - Fire, 2 - Ice, 3 - Lightning, 4 - Earth). |
14 | Shrink: The caster shrinks in size, becoming half as tall for 1d6 hours. |
15 | Polymorph: The caster is transformed into a small creature for 1d4 hours. |
16 | Time Warp: Time briefly distorts, causing aging or de-aging by 1d6 years. |
21 | Teleportation: Caster teleported to a random location within a 1d100-mile radius. |
22 | Mirror Image: Illusory copies of the caster appear, making it unclear which is real. |
23 | Gravity Flux: Fluctuating gravity causes everyone to float for 1d4 rounds. |
24 | Shadow Binding: Caster bound by magical shadows, unable to move for 1d6 rounds. |
25 | Animal Transformation: Caster transformed into a random animal for 1d4 hours. |
26 | Mind Swap: Minds of two random creatures, including the caster, are swapped for 1d6 rounds. |
31 | Colorful Explosion: A Burst of vibrant colors blinds everyone in the area for 1d4 rounds. |
32 | Echoing Voices: Caster's words are echoed loudly, making communication difficult. |
33 | Telekinetic Surge: Objects around the caster are lifted and thrown randomly for 1d6 rounds. |
34 | Memory Loss: Caster temporarily forgets the last 1d4 hours of events. |
35 | Shadowy Whispers: Eerie whispers cause unease in the area for 1d6 rounds. |
36 | Illusory Terrain: Surroundings briefly transformed into an illusory landscape. |
41 | Plant Growth: Uncontrolled plant growth obstructs movement for 1d4 rounds. |
42 | Sonic Boom: Deafening noise deafens everyone in the area for 1d6 rounds. |
43 | Ice Patch: Slippery ice forms, causing Dexterity saves or prone status. |
44 | Gravity Well: Increased gravity makes movement difficult for 1d4 rounds. |
45 | Telepathic Link: Caster gains a temporary telepathic link with a random creature for 1d6 minutes. |
46 | Mirror Reflection: Caster's reflection becomes independent and acts independently for 1d6 rounds. |
51 | Magic Dampening: All magic in the area is temporarily suppressed for 1d4 rounds. |
52 | Elemental Convergence: Two random elemental effects occur simultaneously. |
53 | Temporal Stutter: Time briefly stutters, causing a momentary freeze for everyone in the area. |
54 | Reality Ripple: The boundary between realities weakens, creating bizarre visual distortions. |
55 | Ethereal Phantoms: Ghostly images of past events briefly manifest in the area. |
56 | Teleportation Cascade: Multiple teleportation effects occur simultaneously. |
61 | Wild Magic Surge: Roll on a wild magic table for an additional random effect. |
62 | Planar Breach: Briefly opens a small portal to another plane, releasing a random creature. |
63 | Psychic Feedback: Caster experiences intense psychic feedback, taking psychic damage. |
64 | Soul Exchange: Caster briefly swaps souls with a random creature in the area. |
65 | Reality Shift: The environment undergoes a temporary surreal transformation. |
66 | Cataclysmic Event: A major magical event occurs, reshaping the surrounding landscape or summoning a powerful entity. |
Wild Magic Table (d66)
Roll | Wild Magic Effect |
---|---|
11 | Random Elemental Surge (Roll a d4: 1 - Fire, 2 - Ice, 3 - Lightning, 4 - Earth). |
12 | Reality Distortion: Surroundings briefly warp and shift. |
13 | Teleportation Mishap: Caster teleports to a random location within sight. |
14 | Temporal Anomaly: Time briefly accelerates or slows down. |
15 | Mirror Image: Illusory duplicates of the caster appear, confusing everyone. |
16 | Arcane Amplification: Caster gains a random minor magical ability for 1d6 rounds. |
21 | Invisibility Burst: Caster becomes invisible for a short duration. |
22 | Gravity Flux: Gravity in the area becomes unpredictable, affecting movement. |
23 | Polymorphic Burst: Caster briefly transforms into a random creature. |
24 | Psychic Surge: Everyone in the vicinity hears each other's thoughts. |
25 | Enchanted Echo: The last spell cast is repeated immediately at a random target. |
26 | Colorful Radiance: A dazzling array of colors fills the air, blinding onlookers. |
31 | Elemental Shield: Caster gains resistance to the next damage type they receive. |
32 | Time Loop: The last round of combat repeats as if time rewounds briefly. |
33 | Ethereal Phantoms: Ghostly apparitions appear and whisper cryptic messages. |
34 | Shapeshifter's Gift: Casters can transform into any creature they can imagine. |
35 | Magic Surge: The next magical effect in the area is amplified in power. |
36 | Shadow Veil: The area becomes shrouded in magical darkness for a short duration. |
41 | Telekinetic Fling: Nearby objects are flung into the air and dance around the caster. |
42 | Elemental Imprint: Caster leaves a temporary mark corresponding to their elemental affinity. |
43 | Astral Projection: Caster's consciousness temporarily travels to the Astral Plane. |
44 | Reality Weave: Caster can alter the fabric of reality in a minor way. |
45 | Soundwave Surge: A burst of sound disorients everyone in the vicinity. |
46 | Arcane Echo: The next spell cast has a delayed secondary effect. |
51 | Fey Plane Glimpse: A brief view of the Fey plane enchants the surroundings. |
52 | Elemental Infusion: Caster's attacks gain elemental damage for a short duration. |
53 | Spatial Displacement: Caster and target swap places unexpectedly. |
54 | Chrono Disturbance: Time becomes difficult to track for a short duration. |
55 | Holographic Illusion: Multiple illusory images of the caster appear, confusing enemies. |
56 | Temporal Echo: The caster simultaneously exists in two places. |
| 61 | Elemental Burst: A wave of energy corresponding to the caster's elemental alignment emanates outward. | 62 | Blinking Shadows: Caster gains the ability to step briefly into the plane of shadows. | | 63 | Quantum Flux: Nearby objects briefly exhibit quantum behavior. | | 64 | Enchanted Infestation: A harmless but colorful magical effect infests the area. | | 65 | Elemental Fusion: Caster fuses briefly with an elemental, gaining new abilities. | | 66 | Reality Shatter: A localized distortion briefly rends the fabric of reality. |
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