In a Sword and Sorcery setting like those found in Castles & Crusades, the atmosphere should feel ancient, decadent, and dangerous. These items and descriptions are designed to add flavor to your dungeon crawls without necessarily providing mechanical "game-breaking" power.
To use this table, roll 1d100 when the players search a room or a fallen foe.
D100 Dungeon Dressing & Minor Items
| Roll | Item or Dressing Description |
| 01-02 | A rusted iron collar attached to a wall by a heavy, short chain. |
| 03-04 | A silver-stoppered vial containing dried lotus petals (worth 5gp). |
| 05-06 | A map on human skin showing a city that sank 1,000 years ago. |
| 07-08 | A bowl of fruit made of painted lead; surprisingly heavy. |
| 09-10 | Faded tapestries depicting a king being eaten by his own hounds. |
| 11-12 | A bronze brazier that emits green smoke when lit. |
| 13-14 | A collection of knuckle-bones used for divination (worthless but eerie). |
| 15-16 | A clay jar filled with honey-preserved scorpions (a delicacy or poison?). |
| 17-18 | A heavy wool cloak stained with dried, dark blue blood. |
| 19-20 | A small, ivory statuette of a nameless, many-limbed spider god. |
| 21-22 | A rusted stiletto with a hilt shaped like a screaming face. |
| 23-24 | A scroll of vellum containing nothing but a list of names; half are crossed out. |
| 25-26 | A torch stub that glows with a faint, cold blue light for 1 turn. |
| 27-28 | An ornate brass key that fits no lock in this dungeon. |
| 29-30 | A pouch of "Black Lotus" powder (highly addictive, hallucinogenic). |
| 31-32 | A mirror cracked in a way that your reflection looks 20 years older. |
| 33-34 | A leather-bound tome written in a language that hurts the eyes to read. |
| 35-36 | A necklace of shark teeth tipped with copper. |
| 37-38 | A stone offering bowl containing 22 copper pieces and a severed ear. |
| 39-40 | The smell of ozone and rotting lilies permeates the area. |
| 41-42 | A set of loaded bone dice (adds +1 to gambling checks). |
| 43-44 | A wine skin filled with thick, metallic-tasting pomegranate wine. |
| 45-46 | A small cage containing a blind, white cave cricket. |
| 47-48 | A heavy gold ring (15gp) bearing the seal of a dead noble house. |
| 49-50 | Wall scratchings: "The shadows here have teeth." |
| 51-52 | A mosaic floor where the eyes of the figures seem to follow you. |
| 53-54 | A perfume bottle that smells of burial incense and sandalwood. |
| 55-56 | A bundle of incense sticks that, when burned, calm non-magical animals. |
| 57-58 | A dried bat wing pinned to a piece of parchment with a silver needle. |
| 59-60 | A rusted gauntlet clutching a dead man's withered hand. |
| 61-62 | A jar of grease labeled "Manticore Marrow" (excellent for squeaky hinges). |
| 63-64 | An obsidian dagger shard; still incredibly sharp, but no hilt. |
| 65-66 | A tattered banner of a legion that vanished into the desert. |
| 67-68 | A small bellows made of dragonette-hide. |
| 69-70 | A pouch of salt mixed with powdered silver (repels minor spirits). |
| 71-72 | A stone gargoyle head that drips fresh water once per hour. |
| 73-74 | A pair of velvet slippers that grant +2 to move silently (but only once). |
| 75-76 | A copper bowl filled with "fools gold" pyrites. |
| 77-78 | A whistle made from a human femur; makes no sound to human ears. |
| 79-80 | A triptych painting of a volcano erupting over a jungle. |
| 81-82 | A belt made of interlocking bronze coins. |
| 83-84 | A jar of pickled eyeballs in brine. |
| 85-86 | A small lead box containing a single, perfectly preserved black rose. |
| 87-88 | A heavy iron shield with a massive bite mark taken out of the side. |
| 89-90 | A collection of glass marbles, each containing a tiny, dead insect. |
| 91-92 | A whetstone that sparks red when used. |
| 93-94 | A silver tooth found in a pile of ash. |
| 95-96 | A candle made of black wax that burns with a silent flame. |
| 97-98 | A bronze disk etched with the constellations of a different world. |
| 99-00 | A small, locked iron box containing a single, beating clockwork heart. |
How to use these in C&C
CL (Challenge Level): If a player wants to identify the origin of a weird item (like the spider god statue), have them roll an Intelligence check (or Wisdom for Clerics) with a CL based on the item's obscurity (usually CL 2-5).
Flavor over Mechanics: Most of these items are "clutter" that sells for $1d6$ silver or gold, but they provide hooks for your players to ask questions about the world's lore.
In a Sword & Sorcery wilderness, the environment is often as hostile as the monsters. These encounters for Castles & Crusades focus on ancient ruins, desperate survivors, and the looming presence of forgotten sorcery.
Roll $1d100$ when the party travels through the wastes, jungles, or jagged peaks.
D100 Sword & Sorcery Wilderness Encounters
Roll Encounter Description 01-02 A lone, scarred elephant trumpeting over the corpse of its mate. 03-04 $1d6$ starving bandits with rusted spears; they offer to trade info for water. 05-06 An ancient monolith that hums at a frequency that makes ears bleed. 07-08 A merchant caravan of giant lizards carrying salt and silk. 09-10 A sudden sandstorm/mist reveals the ruins of a city not on any map. 11-12 A dying messenger clutching a tube with a coded scroll. 13-14 $2d4$ hyenas trailing the party, waiting for a moment of weakness. 15-16 A vast pit filled with the bleached bones of a prehistoric beast. 17-18 A hermit living in a hollowed-out tree who claims to speak to the wind. 19-20 $1d4$ Giant Vultures circling overhead; they follow the party for days. 21-22 A pristine oasis, but the water turns to bitter gall if taken away. 23-24 A field of statues—warriors frozen in expressions of pure terror. 25-26 A group of $1d10$ pilgrims flagellating themselves to ward off a plague. 27-28 A sinkhole opens; a successful DEX save avoids a 20ft fall into a grotto. 29-30 An abandoned campsite with a half-cooked meal still on the fire. 31-32 A thicket of "Laughing Briars" that emit human-like giggles when brushed. 33-34 $1d6$ Ape-men wielding stone clubs, protecting a sacred boundary. 35-36 A roadside shrine where travelers must leave blood or be cursed. 37-38 A massive, rusted iron sword (20ft long) plunged into the earth. 39-40 $1d3$ bounty hunters tracking a criminal who looks exactly like a PC. 41-42 A river that flows uphill for exactly one mile. 43-44 $2d6$ nomads on horseback; they are hospitable but demand a duel of honor. 45-46 A tree hung with $1d12$ silver bells that ring when spirits are near. 47-48 A scorched patch of earth where a star fell from the sky last night. 49-50 $1d4$ Giant Spiders descending from the canopy or out of a ravine. 51-52 A thick, purple haze that causes mild hallucinations (CL 2 Wisdom save). 53-54 A ruined tower where a mad sorcerer's ghost still calls for his tea. 55-56 A pack of $2d4$ wolves led by a dire wolf with glowing amber eyes. 57-58 A wandering beggar who offers a "true prophecy" for a single gold coin. 59-60 A bridge made of massive dragon ribs spanning a deep chasm. 61-62 $1d6$ escaped galley slaves wearing broken chains. 63-64 A rain of frogs or insects that lasts for $1d10$ minutes. 65-66 A circle of standing stones that teleports the party $1d6$ miles off course. 67-68 $1d4$ Lion-men (werelions) stalking the party from the tall grass. 69-70 A crashed sky-chariot made of bronze and strange green glass. 71-72 A waterfall that flows with wine for one hour every full moon. 73-74 $1d8$ skeletons in rusted bronze armor, marching to an ancient war. 75-76 A patch of "Yellow Mold" disguised as autumn leaves. 77-78 A knight in black plate armor challenging all who pass the road. 79-80 A massive stone head half-buried in the sand, weeping oil. 81-82 $1d3$ Harpies nesting in the cliffs above the trail. 83-84 A caravan of lepers seeking a legendary healing spring. 85-86 $1d6$ cultists transporting a heavy, locked sarcophagus. 87-88 A sudden forest fire or flash flood (CL 4 DEX/CON check). 89-90 A giant, 50ft long snake skin draped over a rock formation. 91-92 A group of $1d4$ "Lotophagoi" (Lotus-eaters) who have forgotten their names. 93-94 A hidden valley where dinosaurs (or "Thunder Lizards") still roam. 95-96 A portal that flickers open for 30 seconds, showing a cosmic void. 97-98 A dying god-king on a litter, carried by his last two loyal eunuchs. 99-00 A shimmering "Mirage City" that is actually solid for $1d4$ hours. Running the Wilderness in C&C
Attribute Checks: Use Strength or Constitution checks for forced marches through harsh terrain, and Survival (Wisdom) checks to avoid getting lost or finding food.
The "Grim" Factor: In Sword & Sorcery, magic is often a sign of corruption. If the party encounters a magical phenomenon (like the purple haze or the whispering stones), consider giving characters with Prime Wisdom or Intelligence a chance to sense the "wrongness" of the area.
In a Sword & Sorcery world, alchemy isn't a clean science—it is a volatile mix of proto-chemistry, astrological timing, and blood-sacrifice. These failures and encounters are perfect for Castles & Crusades when a Wizard fumbles a spell, a character drinks an unidentified potion, or the party stumbles into a sorcerer’s laboratory.
D100 Alchemical Failures & Weird Encounters
| Roll | Result or Encounter Description |
| 01-02 | The liquid turns into a swarm of $2d10$ non-biting but distracting gnats. |
| 03-04 | A cloud of "Heavy Smoke" fills the room; it settles on the floor like lead. |
| 05-06 | The drinker’s skin turns a vibrant, metallic copper for $1d4$ days. |
| 07-08 | The potion becomes a sentient, jelly-like cube that tries to crawl away. |
| 09-10 | A burst of "False Gold" dust; looks real, but dissolves in $1d6$ hours. |
| 11-12 | The character’s hair grows 3 feet instantly and becomes brittle like straw. |
| 13-14 | An explosion of "Silent Light"—blinds everyone for $1d4$ rounds (CL 3 Dex save). |
| 15-16 | The liquid turns into a highly corrosive acid that eats through the glass vial. |
| 17-18 | The drinker can only speak in a forgotten, ancient tongue for $1 hour$. |
| 19-20 | A localized gravity shift; all loose items in the room drift to the ceiling. |
| 21-22 | The potion tastes like "Regret" and imposes a -2 penalty to the next Charisma check. |
| 23-24 | The character’s shadow detaches and stands still for $1d10$ minutes. |
| 25-26 | A vial of "Bottled Scream" that releases a deafening shriek when opened. |
| 27-28 | The drinker’s eyes turn into solid black obsidian (cannot see in bright light). |
| 29-30 | The brew becomes a potent magnet, dragging all nearby iron toward the flask. |
| 31-32 | $1d4$ "Homunculi" with the character's face sprout from the spilled liquid. |
| 33-34 | The liquid turns into a fine silk ribbon, 50 feet long. |
| 35-36 | The character smells like rotting jasmine, attracting insects from miles away. |
| 37-38 | A cloud of "Amnesia Gas" (CL 4 Int save or forget the last 10 minutes). |
| 39-40 | The potion turns into a single, perfectly cut, but worthless glass diamond. |
| 41-42 | The drinker becomes light as a feather, but can be blown away by a stiff breeze. |
| 43-44 | The mixture becomes "Living Ink" that crawls onto the nearest person as a tattoo. |
| 45-46 | A blast of cold that freezes the character's feet to the floor ($1d4$ damage). |
| 47-48 | The character's sweat becomes flammable for the next $2d6$ hours. |
| 49-50 | A "Time Pocket": everything inside a 10ft radius slows down by half. |
| 51-52 | The potion induces "Glass Bones": -4 to Con checks against physical trauma. |
| 53-54 | The liquid turns into a gas that makes everyone sound like they are underwater. |
| 55-56 | The character grows a third eye on their palm that sees into the Ethereal Plane. |
| 57-58 | The concoction becomes a "Solvent of Everything"—it eats a hole to the floor below. |
| 59-60 | The drinker’s teeth turn into pearls (worth 10gp each, but painful to lose). |
| 61-62 | A "Hungry Vapor" that leeches the color out of all clothing and tapestries. |
| 63-64 | The character’s footprints glow with blue fire for the next mile. |
| 65-66 | The potion becomes a "Liquefied Ghost"—it moans when the bottle is shaken. |
| 67-68 | The character gains the ability to breathe fire, but only once and it hurts ($1d6$ dmg). |
| 69-70 | A "Stasis Bubble": the character is paralyzed in a crystal shell for $1d4$ turns. |
| 71-72 | The liquid turns into a handful of "Sorrow-Berries" (induce weeping). |
| 73-74 | The character’s reflection in mirrors begins to act independently. |
| 75-76 | A "Rust Mist" that instantly corrodes $1d4$ non-magical metal items. |
| 77-78 | The drinker’s skin becomes translucent; muscles and bones are visible. |
| 79-80 | The potion becomes "Liquid Night"—it absorbs all light in a 20ft radius. |
| 81-82 | The character grows a pair of useless, leathery bat wings for $2d12$ hours. |
| 83-84 | A "Mental Feedback" burst; the character hears everyone's surface thoughts. |
| 85-86 | The liquid turns into a small, angry viper. |
| 87-88 | The character’s voice becomes a deep, booming bass that shakes glass. |
| 89-90 | The potion induces "Antipathy to Gold"—the character cannot touch coins. |
| 91-92 | A "Vortex of Negation" that dispels the next spell cast nearby. |
| 93-94 | The character shrinks to 6 inches tall for $1d10$ minutes. |
| 95-96 | The liquid turns into "God-Blood" (heals all HP, but causes $1d6$ permanent Insanity). |
| 97-98 | A "Spark of Life": an inanimate object in the room becomes sentient. |
| 99-00 | The mixture creates a tiny, stable wormhole to a random plane of existence. |
Integrating Failure in Castles & Crusades
The "Taint" of Magic: In Sword & Sorcery, magic is often dangerous to the caster. If a Wizard rolls a natural 1 on a spell check or an Alchemy check, roll on this table instead of a standard "fizzle."
Primes and Saves: If an effect requires a save, use the Challenge Level (CL) listed. Characters with Intelligence or Wisdom as a Prime attribute will have a much better chance of resisting the more "mutative" effects of these failures.
In the pulp tradition of Castles & Crusades, the Black Lotus is the ultimate double-edged sword: a source of forbidden cosmic insight, terrifying hallucinations, and physical ruin. It is rarely a simple "potion"; it is usually inhaled as smoke, ingested as a resin, or dissolved into wine.
When a character uses the Black Lotus, they must make a Constitution Save (CL 5). If they fail, they are incapacitated by visions for $1d4$ hours. Regardless of the save, roll $1d100$ for a side effect.
D100 Side Effects of the Black Lotus
| Roll | Side Effect Description |
| 01-02 | Astral Echo: You see your own body from 10 feet away for the next hour. |
| 03-04 | The Thirst: Water tastes like ash; only wine or blood can quench your thirst. |
| 05-06 | Numbness: You lose all sense of pain. You don't know your HP total until the effect ends. |
| 07-08 | Withered Limb: Your dominant arm shrivels and becomes useless for $1d6$ hours. |
| 09-10 | Cosmic Tongue: You speak in a resonant, booming voice that can be heard for a mile. |
| 11-12 | Petal Veins: Black, vine-like patterns appear under your skin. |
| 13-14 | Time Dilation: You react to everything 1 round late, but gain a +4 to AC as you "see" hits coming. |
| 15-16 | The Void Eye: One pupil grows to cover the entire iris; you can see in total darkness. |
| 17-18 | Hyperosmia: You can smell emotions (fear smells like ozone, greed like wet copper). |
| 19-20 | Weightlessness: Your feet barely touch the ground; you can walk on water or snow. |
| 21-22 | Memory Leak: You forget your own name, but gain the memories of a dead sorcerer. |
| 23-24 | Shadow Bleed: Your shadow begins to pool around your feet like spilled ink. |
| 25-26 | Unstoppable Glee: You cannot stop laughing, even in the heat of battle. |
| 27-28 | Cold Blood: Your body temperature drops; you are immune to heat but take double cold damage. |
| 29-30 | The Black Cough: You cough up charcoal-like dust; -2 to Constitution for $24$ hours. |
| 31-32 | Ghost Touch: You can touch incorporeal spirits, but they can also touch you. |
| 33-34 | Synesthesia: You "hear" colors and "see" sounds. -2 to all Dexterity checks. |
| 35-36 | Ancestral Possession: An ancestor speaks through you, demanding you avenge an old slight. |
| 37-38 | Iron Flesh: Your skin becomes as hard as plate armor, but you move at half speed. |
| 39-40 | The Doom Mark: A black lotus blossom tattoo appears on your forehead. |
| 41-42 | Floral Breath: Your breath smells so sweetly of lotus that it attracts $1d6$ giant bees/wasps. |
| 43-44 | Mental Static: You are immune to charms, but cannot cast spells for $1d4$ hours. |
| 45-46 | Rapid Aging: You physically age $1d10$ years in a matter of seconds. |
| 47-48 | Third Ear: You can hear the surface thoughts of animals within 30 feet. |
| 49-50 | Obsession: You become fixated on the first shiny object you see. |
| 51-52 | Bleeding Pores: You sweat beads of dark, viscous wine. |
| 53-54 | Phasing: You occasionally flicker out of existence. 25% chance attacks pass through you. |
| 55-56 | Magnetism: Small metal objects (coins, daggers) slowly drift toward you. |
| 57-58 | The Shakes: Permanent -1 to Dexterity until a Remove Curse is cast. |
| 59-60 | Precognition: You gain a +5 bonus to your next Initiative roll, then the vision fades. |
| 61-62 | Scale Growth: Hard, black scales grow on your neck and shoulders. |
| 63-64 | Telepathic Scream: When you take damage, everyone within 50 feet feels the pain. |
| 65-66 | Solar Allergy: Sunlight deals 1 damage per turn; you crave the darkness. |
| 67-68 | Inverse Gravity: For $1d6$ rounds, you fall "up" toward the sky/ceiling. |
| 69-70 | The Hunger: You must consume twice your weight in food over the next 24 hours. |
| 71-72 | Star-Sight: You can see the stars through the ceiling/ground, even in daylight. |
| 73-74 | Verbal Blight: Every time you speak, a small flower withers and dies nearby. |
| 75-76 | Mercury Blood: Your blood turns silver and becomes highly toxic to others. |
| 77-78 | Dream Walk: You fall asleep instantly but can travel in spirit form for $1d10$ minutes. |
| 79-80 | The Crow’s Call: Birds follow you everywhere, watching and waiting. |
| 81-82 | Glass Teeth: Your teeth turn to crystal; they are sharp (+1 bite) but fragile. |
| 83-84 | Aura of Dread: Animals and hirelings must make a Morale check to stay near you. |
| 85-86 | Translucent Skin: Your internal organs are visible through your chest. |
| 87-88 | Pyrophilia: You find fire incredibly beautiful and refuse to extinguish any flame. |
| 89-90 | Leaden Tongue: You cannot speak, only grunt or whistle. |
| 91-92 | The Maw: A second mouth opens on your palm; it demands to be fed gold. |
| 93-94 | Ethereal Scent: You smell of "Home" to everyone who meets you (+2 Charisma). |
| 95-96 | Warped Space: Distances are deceptive; you think things are closer than they are. |
| 97-98 | Great Insight: You gain $1d10 \times 100$ XP, but lose $1d4$ permanent Constitution. |
| 99-00 | Ascension: You vanish for $1d4$ days, returning with no memory and a new Prime attribute. |
Mechanics for the Castle Keeper (CK)
Addiction: If a player uses the Black Lotus more than once in a week, the CL for the saving throw increases by +2 for each subsequent use.
The "High": While under the influence, a character might gain a +2 to all Mental Primes (Int, Wis, Cha) but a -4 to all Physical Primes (Str, Dex, Con).
In the world of Castles & Crusades, Forbidden Spells are not merely higher-level magic; they are "wrong" spells—incantations that violate the laws of nature, sanity, or the gods. These are best used as unique scrolls, ancient wall carvings, or mental transmissions from outer-dark entities.
Using a Forbidden Spell usually requires a Constitution or Wisdom Save (CL = Spell Level + 5) to avoid gaining a point of Taint or Insanity.
D100 Table of Forbidden Spells
| Roll | Spell Name | Effect Description |
| 01-02 | Amniotic Cocoon | Encases a target in a translucent sac that regresses them to an infant. |
| 03-04 | Bile of the Sun | Caster vomits a stream of liquid light that melts stone and flesh ($3d10$ dmg). |
| 05-06 | Call the Carrion King | Summons a massive, sentient swarm of flies that answer one question. |
| 07-08 | Dance of the Flayed | Animates the skins of the dead to fight as $1d6$ Shadows. |
| 09-10 | Ego Devourer | Target loses all class abilities and becomes a mindless thrall for $1d4$ hours. |
| 11-12 | Flesh-to-Salt | Target is instantly dehydrated into a pillar of brine. |
| 13-14 | Grip of the Void | A black hand emerges from the caster’s chest to crush a foe’s heart. |
| 15-16 | Harvest of Teeth | Target's teeth fall out and grow into $1d12$ tiny, biting bone-golems. |
| 17-18 | Infectious Insanity | A madness that spreads via eye contact from the victim to others. |
| 19-20 | Jungle of the Gut | Vines and thorns erupt from the target's stomach, rooting them to the spot. |
| 21-22 | Kiss of the Succubus | Drain $1d4$ levels; caster regains all lost HP. |
| 23-24 | Lament of the Lost | A sound that causes listeners to wander toward the nearest body of water to drown. |
| 25-26 | Mirror of Malice | Captures the target’s soul in their own reflection; the body becomes a statue. |
| 27-28 | Necrotic Transfusion | Transfer $1d8$ HP from the caster to a dead body to make it speak for 1 minute. |
| 29-30 | Oracle of Entrails | Pull out your own intestines to see the future (+5 to all rolls for 1 turn). |
| 31-32 | Parasitic Puppet | Plant a seed in a sleeping target; you can control their body the next day. |
| 33-34 | Quicksilver Blood | Caster’s blood becomes toxic mercury; any weapon hitting them is corroded. |
| 35-36 | Rain of Thorns | Sky rains black glass shards in a 50ft radius ($5d6$ dmg). |
| 37-38 | Scream of the Banshee | A 30ft cone of sonic death; targets must save vs. Death or die. |
| 39-40 | Tongue of the Serpent | Caster can command any reptile or dragon with a single word. |
| 41-42 | Umbral Umbilicus | Attach your shadow to another’s; they take half of any damage you receive. |
| 43-44 | Vitreous Humors | Target’s eyes turn to liquid, causing permanent blindness. |
| 45-46 | Whirlwind of Whispers | Creates a localized storm that reveals the deepest secrets of all inside. |
| 47-48 | Xenoglossy | You speak the language of the Great Old Ones; listeners’ heads may explode. |
| 49-50 | Yellow Sign Projection | An image that causes permanent paralysis to anyone who views it. |
| 51-52 | Zygote of Chaos | Implants a chaotic egg in the earth; it hatches into a random monster in $1d6$ days. |
| 53-54 | Agony of the Earth | Causes the ground to chew and grind anyone standing on it. |
| 55-56 | Blood-to-Wine | Turns a victim’s blood into intoxicating wine; they die in a state of euphoria. |
| 57-58 | Crystalline Curse | Target slowly turns to quartz over $1d6$ turns. |
| 59-60 | Dirge of Disintegration | Softly sung melody that causes non-magical metal to turn to dust. |
| 61-62 | Eclipse of the Mind | Plunges a target into a world of total sensory deprivation for $1d10$ rounds. |
| 63-64 | Feast of the Ghoul | Caster eats a portion of a corpse to gain the memories and skills of the dead. |
| 65-66 | Gravity’s Grave | Multiplies gravity by 10x in a 10ft square; armor becomes a crushing prison. |
| 67-68 | Haze of Horror | A fog that manifests the viewer's worst fear as a physical entity. |
| 69-70 | Internal Combustion | Increases target's body heat until they burst into blue flames. |
| 71-72 | Jericho’s Wail | A shout that collapses all non-magical structures in a 100ft radius. |
| 73-74 | Knot of Flesh | Bonds two living creatures together into one screaming, multi-limbed mass. |
| 75-76 | Liquefy Bone | Target's skeleton turns to jelly; they become a heap of living meat. |
| 77-78 | Mantle of Shadows | Caster becomes invisible to everyone except those about to die. |
| 79-80 | Nightmare Nursery | Turns a target’s dreams into a physical plague that infects a city. |
| 81-82 | Ooze Morphosis | Caster turns into a Black Pudding for $1d10$ rounds. |
| 83-84 | Pillar of Salt | (Same as 11-12, but affects everyone in a 30ft line). |
| 85-86 | Quaking Earth | Opens a fissure that leads directly to "The Underworld." |
| 87-88 | Rotting Touch | Caster’s hand causes $1d4$ points of permanent Strength drain. |
| 89-90 | Star-Cold Chill | Deals $6d6$ cold damage; fire cannot be lit in the area for 24 hours. |
| 91-92 | Transubstantiation | Caster swaps bodies with the target permanently (save at -4). |
| 93-94 | Unbinding the Soul | Forces a spirit out of its body; the body remains a healthy, empty husk. |
| 95-96 | Void Bolt | A missile that removes the hit body part from existence (no save). |
| 97-98 | Wrath of the Ancestors | Summons $10d10$ spirits to ravage a battlefield; kills friend and foe. |
| 99-00 | The Ultimate Word | Kills the caster and everyone within 500 feet. No exceptions. |
Spellcasting Costs
In a Sword & Sorcery campaign, casting these shouldn't just cost a spell slot. Consider these costs:
Blood Price: The caster must take $1d4$ damage per spell level to fuel the energy.
Sanity Check: Roll a Wisdom save; on a failure, the caster gains a temporary "Phobia" or "Delusion."
The Calling: Casting forbidden magic has a 10% chance to attract a Dimensional Shambler or Astral Predator.
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