Editing
Charms and Fetishes
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Mishaps== On a natural roll of 96-100 a mishap occurs. Roll on the table below to determine the exact nature of the mishap. Note that the effects of a mishap resulting from a failure creating a charm or fetish are not nearly as severe as those resulting from normal magical items. It is suggested that the Referee roll on this table in secret and not inform the player of the result. If the result is a cursed item that seems to function as normal the notes produced during the magical research process have their normal value, but subsequent uses of them to reproduce the same item increase the chance of failure to 76-100 and the chance of a mishap to 91-100. '''1-40.''' The result seems to succeed but the item is cursed. No overt penalties are applied, but the wearer will seek to use the item above all other similar items, even those that possess a greater puissance or purpose. '''41-60.''' The result seems to succeed but the item is cursed. In addition to using it above all other items the (1-4) wielder or (5-6) creator suffers a penalty of 1d2 to (1-3) attack and damage rolls, (4-5) one category of saving throw, or (6) 1 ability score, so long as the item retains charges. '''61-70.''' Something goes wrong. The enchantment causes an explosion that does 1d6 points of damage to all within 5β and damages 1d8 Γ 50 gp worth of lab equipment. '''71-75.''' The result seems to succeed but the item is cursed. In addition to using it above all other items the (1-4) wielder or (5-6) creator suffers the effects of a random baneful spell (usually the reverse of a beneficial spell). '''76-80.''' Something goes wrong. The enchantment causes an explosion that does 2d6 points of damage to all within 10β and damages 1d12 Γ 50 gp worth of lab equipment. '''81-85.''' The result seems to succeed but the item is cursed. In addition to using it above all other items the (1-4) wielder or (5-6) creator suffers a penalty of 1d2+1 to (1-3) attack and damage rolls, (4-5) 1d3 categories of saving throws, or (6) 1d3 ability scores, so long as the item retains charges. '''86-89.''' Something goes wrong. The enchantment causes an explosion that does 3d6 points of damage to all within 15β and damages 1d20 Γ 50 gp worth of lab equipment. '''90-92.''' The result seems to succeed but the item is cursed. In addition to using it above all other items the (1-4) wielder or (5-6) creator suffers a penalty of 1d3+2 to (1-3) attack and damage rolls, (4-5) 1d5 categories of saving throws, or (6) skill checks or other similar rolls, so long as the item retains charges. '''93-95.''' The result seems to succeed but the item is cursed. The (1-4) wielder or (5-6) creator is targeted by a polymorph other spell, turning them into a random small, harmless animal. A save versus spell is allowed, albeit at Disadvantage. '''96-98.''' The item functions, but not as intended. Chaos and mayhem ensue (think of the broom scene in Fantasia). In these cases the effects last for (1-3) 1d6 turns for every 100 gp in value of the item, (4-5) 1d6 hours for every 100 gp in value, or (6) 1d6 days for every 100 gp in value. '''99-00.''' The item is imbued with intelligence. It will always be of inimical alignment to its creator or, if bound to an individual, that person. Because these items are minor in power they will never have an Intelligence greater than 10 (roll 1d4+6 rather than 1d6+6) and roll 1d6, rather than 1d12, for their Ego score. Intelligent items recharge as per result 99 on the Boon table, above, their intelligence laying dormant until recharged. For this reason the item will always try to prevent the last charge from being spent. Note that intelligent magical items may suppress their tendency to damage those of differing alignment (as per p. 273 of OSE Core) for subtle purpose: the conversion or subversion of the wielder to their ethos.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information