Creating a d100 table for Sword & Sorcery requires a specific "flavor." Unlike high fantasy, magic here should feel dangerous, ancient, slightly gross, and physically taxing. Think less "sparkles" and more "blood sacrifice and cosmic horror."
I’ve organized these by theme to help you roll or pick what fits the current dungeon or dark temple.
1–25: Necromancy & The Charnel Arts
| d100 | Result | Effect/Flavor |
| 01-05 | The Carrion Call | Animates nearby severed limbs to crawl and choke enemies. |
| 06-10 | Speak with the Skull | Only works if you hold the jawbone; the ghost is always cranky. |
| 11-15 | Vellum of Grave-Dust | Creates a cloud of choking dust that blinds the living. |
| 16-20 | Mummify Flesh | Instantly turns a limb to leather; reduces Agility/Dexterity. |
| 21-25 | Bone-Knitting Ritual | Heals a fracture but leaves a permanent black mark on the skin. |
26–50: Eldritch Transformations & Chaos
| d100 | Result | Effect/Flavor |
| 26-30 | Skin of the Serpent | Caster’s skin becomes scales; +AC but smells like a swamp. |
| 31-35 | The Third Eye Opens | See through walls, but catch glimpses of things that shouldn't exist. |
| 36-40 | Blood to Acid | Caster’s blood becomes corrosive for 1 hour. Careful with paper. |
| 41-45 | Voice of the Beast | Command animals, but lose the ability to speak human tongues. |
| 46-50 | Shadow-Step | Melt into one shadow and emerge from another nearby. |
51–75: Elemental Sorcery & Destruction
| d100 | Result | Effect/Flavor |
| 51-55 | Emerald Flame | Fire that burns green and feeds on metal instead of wood. |
| 56-60 | The Black Monsoon | Summons a localized oily rain that makes the floor lethal. |
| 61-65 | Breath of the North | Flash-freezes a small body of water or a lock. |
| 66-70 | Iron-Eating Fog | A mist that dissolves non-magical weapons and armor. |
| 71-75 | The Sun-Strike | A beam of concentrated heat; requires a mirror to cast. |
76–100: Cosmic Rituals & Mind Benders
| d100 | Result | Effect/Flavor |
| 76-80 | The Yellow Sign | A glyph that causes "The Madness of the Stars" in viewers. |
| 81-85 | Soul-Exchange | Swap bodies with a target. Very messy if one body dies. |
| 86-90 | Warp Time (Briefly) | Re-roll the last action, but take 1d6 psychic damage. |
| 91-95 | Summon the Star-Spawn | It will kill your enemies, but it might eat you next. |
| 96-99 | The Void-Whistle | Shuts down all magic in a 50ft radius for 10 minutes. |
| 100 | The Grand Apocalypse | Roll twice; both happen at once, and the scroll turns into a snake. |
Since you rolled high on the "creepy magic" scale, let’s flesh out The Carrion Call (Item 01-05). In true Sword & Sorcery fashion, this isn't a "set and forget" spell; it’s a grisly ritual that requires a strong stomach and a bit of luck.
Ritual: The Carrion Call
Level I Necromancy (Ritual)
Traditionally etched onto the dried, preserved tongue of a hangman, this ritual allows the sorcerer to animate the severed pieces of the dead. It does not raise whole skeletons—it creates a twitching, scuttling mass of "living" anatomical debris.
I. The Ingredients
To begin the rite, the caster must possess:
The Focus: The "Hangman’s Tongue" scroll or a silver needle quenched in bile.
The Catalyst: At least three distinct severed limbs (arms, legs, or even heads) within a $10$-foot circle.
The Price: A splash of the caster's own blood (dealing 1d4 damage) to "jumpstart" the necrotic spark.
II. The Casting Process
The sorcerer must chant the Dirge of the Unfinished for three consecutive rounds.
Round 1: The limbs begin to twitch and leak a black, oily ichor.
Round 2: The limbs drag themselves together, stitching into a "Carrion Mound" using hair, sinew, or even clothing as thread.
Round 3: The caster makes a Willpower/Intelligence check.
| Result | Outcome |
| Critical Success | The Mound is exceptionally fast and gains an extra attack per round. |
| Success | The Mound obeys your mental commands for 1 hour or until destroyed. |
| Failure | The Mound animates but is "Wild." It attacks the nearest living creature (likely you). |
| Critical Failure | The limbs fuse to the caster's own body. You gain a temporary "Deformity" and take 2d6 damage. |
III. The Carrion Mound (Stats)
Movement: A wet, scuttling crawl ($20$ ft).
Attack: The Choking Pile. The mound leaps onto a target. The target must succeed on a Strength check or be Grappled and Suffocating as cold, dead hands find their throat.
Armor: Hard to "kill" what is already dead; piercing weapons (arrows/spears) do half damage.
The Aesthetic Note
Unlike a standard zombie, the Carrion Call smells of old copper and wet earth. The limbs don't move gracefully; they move with the frantic, spasmodic energy of a dying insect.
The Cost of Power
In this genre, magic isn't free. Consider adding a Sorcerous Complication if the player fails their casting roll:
Taint: Fingerprints turn charcoal black.
Corruption: The caster cannot eat cooked meat for a week.
Backfire: The spell targets the caster's closest ally instead.
Note: These scrolls are often written on human skin, etched into lead plates, or tattooed onto the backs of lobotomized slaves. Finding one should be as terrifying as it is rewarding.
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