Newsgroup: it.hobby.giochi.gdr.dnd
Titolo: [FR] Periodo dei disordini

C'è da qualche parte una lista delle possibili alterazioni magiche che
possono capitare nel periodo dei disordini?
Magari per la 3a ed?


Praticamente un paio di capitoli sull'Ambientazione dei Reami.
:)
--
Amakiir "Moonlight Shadow", Elfo dei Boschi della Grande Foresta.
Futuro Duellante di Mielikki.

Queste sono le due tabelle presenti sui tre moduli (FRE 1-2-3),
naturalmente AD&D 2 Ed., visto che per la 3 Ed. non ci sono. Cmq adattarle
dovrebbe essere semplicissimo:
MAGICAL CHAOS TABLE
Employ the table below whenever spells are cast or magic items and
artifacts are activated in the Realms, at any point after the storm (see
Chapter 1 of the adventure).
The DM should decide on a case-by-case basis whether the spells of avatars,
Elminster, and Midnight are affected (do whatever best suits play as it
unfolds, but don't reveal this to the players).
The DM should modify percentile die rolls as follows: for every experience
level of the spellcaster (magic items = 6th level, artifacts = 12th level),
+ 1; if the spell or effect contributes to chaos or drastic change of a
given locale (e.g. fireball or polymorph spells), +12; and +4 if the spell
(items and artifacts cannot receive this bonus) is small and simple, such
as a 1st or 2nd level spell or a cantrip. When the modified score is
determined, consult the table below:
 Percentile - Score Result
 01-19 - Spell rebounds on caster, with full effects
  (if impossible due to nature of spell, re- roll).
 20-23 - Pit opens instantly beneath the caster
  (depth varies at DM's option); there is no other spell effect.
 24-27 - Target of spell (or caster, if spell has no target) is instantly
pelted with fiery red flower
  blossoms that materialize and vanish again 1 round later. Blossoms do no
damage, but
  prohibit accurate aiming of wands or missile weapons, and prevent reading
of books,
  scrolls, inscriptions, and the like.
 28-31 - Spell affects random creature or area (DM's option) rather than
the intended target area.
 32-35 - Spell functions normally, but any material components are not
consumed, and spell
  knowledge is retained by the caster or the charge is retained by the
item.
 36-39 - Spell functions normally, but magical energy is released around
the caster, healing any
  injuries of any beings within 1" of the caster (includes fatigue,
feeblemindedness, etc.).
 40-43 - Total darkness and silence occur in a 3" radius about the caster,
and last 2-8 rounds.
 44-47 - Reverse gravity (cf. spell) effect occurs in a 3" sphere about the
caster, lasting 1 round;
  caster included in the effect.
 48-51 - Shimmering colors dance and play in a nimbus around the caster,
blinding caster and all
  creatures within 2" for 1-4 rounds.
 52-59 - Nothing happens; no spell effect occurs.
 60-71 - Nothing occurs; no spell effect, but spell knowledge or charge is
not lost.
 72-98 - Spell functions normally.
 99-00 + - Spell functions with maximum possible effects, full damage,
maximum duration.
Special Effects Subtable
With any result on the above table, the DM can add to play excitement by
adding one or more of the following "special effects": (roll 1d12) 01:
Earth tremor underfoot (minor, with rolling echoes). 02: Sun dims and then
brightens again or a star falls. 03: Violent roaring or screaming sound.
04: Intense wave of heat (no damage) felt in the vicinity. 05: Non-harmful,
oily green slime forms on everything within 12" . 06: Maniacal, echoing
laughter is heard. Flowers fall from the sky. 07: Old, brittle bones (3-60)
rain down for 2 rounds, in a 2" radius. 08: Caster and everything within 6"
lose all hair; plants grow hair. 09: Harmless yellow-green and purple smoke
rises from the ground. 10: Boulders rise, swirling in mid-air like leaves
(2-24 impact damage). 11: Nearby tree is uprooted (indoors, rock or
furniture moves by itself). 12: Whispering voice is heard, murmuring a
random character's name-and- a prediction about that character's future
(the DM can make it as specific as he wants; given the PCs' circumstances,
portents of danger and doom would probably not be too far off...)
 
PHYSICAL CHAOS TABLE
The effects described on this table are suggestions only; the DM should
feel free to make up alternatives and substitute freely. Bear in mind,
however, that play will have to go on in the "new" environment afterwards;
consider the impact of widespread or long-lasting changes to the landscape
beforehand. Roll percentile dice, and consult the table below; the
frequency with which the DM consults the table is a matter of choice
(generally, the presence of avatars or large-scale magical activity
increases chaos, and the presence of large populations or mountains
decreases chaos). The use of this table should make travel strange,
exciting, and occasionally dangerous; not an exhausting, neverending
obstacle course.
Percentile - Score Result
 01-10 - Natural fireworks effect (as in the pyrotechnics spell) occurs.
The air is filled with a ringing,
  chiming sound that dies away (with the fireworks) after 1-4 rounds.
 11-24 - Undergrowth sprouts into sudden, frenzied life (if no foliage
underfoot, it will grow, even
  from bare rock or atop water), equal to an entangle spell, which lasts 7
rounds in a 6" diame­
  ter area (save equals slowed, not held; held creatures can fight and cast
spells, but not change
  location). Musk-like plant scents and floral bouquets will waft
(harmlessly) in the air.
 25-30 - Insects appear with a menacing buzzing sound, a swarm equal in
effects to an insect plague,
  (priest spell), lasting for 1-4 turns.
 31-44 - The air turns violet and luminous (lasting 1-12 rounds). During
this time, all within the area (a
  40" diameter sphere extending into any buildings, the ground beneath,
etc.) are slowed,
  affected by feather fall and neutralize poison, and are cured of 1-4
points of damage if
  injured. All invisible creatures and objects, and all dweomers (but not
alignment auras) can be
  clearly seen in the violet field.
 45-52 - There is a menacing crackle, and a strong smell of ozone.
Lightning bolts (damage 1d6 through
  4d6; determine randomly) form spontaneously from rocks or exposed wood of
any sort, leaping
  in a straight line to the nearest bit of rock or exposed wood (rock to
rock or wood to wood, never
  one to the other). Save vs. Breath Weapon to avoid if possible (contact
with any part of a bolt's
  destination (such as climbing elsewhere on the same cliff) makes a saving
throw impossible). Bolts
  and discharges will veer away from and avoid large concentrations of pure
metal; fully armored
  characters will automatically make their saving throws, if allowed any.
 53-62 - Lashing rain begins, though the air grows warm. This precipitation
lasts 1-10 rounds, affects
  a small (8" diameter cylinder from ground to upper air) area, and within
it, all creatures can
  understand the speech of all other creatures, as if a tongues spell were
in operation.
 63-70 - All small, light (roughly 10 lbs) objects within a 1" radius that
are not held or secured will
  animate (as the priestly spell animate object). They will fly about
aimlessly; make Dexterity
  Checks each round to avoid being hit. Any hit does 1-2 points of damage.
Any being concen­
  trating on a moving object for at least 1 round will discover that he can
influence its course,
  perhaps employing it as a weapon. A maximum of 1 object at a time can be
so controlled by a
  being; if two beings try to control the same object, the creature with
the higher Intelligence
  will ultimately prevail. The DM must adjudicate the ongoing results of
such wrestling con­
  tests. This effect will last for 1-2 turns.
 71-88 - The ground begins to rise and fall as if it were waves on the open
sea. Charging or springing
  accurately becomes impossible, as does riding other creatures. Writing
and spellcasting takes
  twice as long (but are not ruined). There is a 1 in 6 chance each round
that this condition
  exists that a rift will open in the earth and swallow a rock, tree, or
being up, spitting them out
  unharmed (unreachable by magic or physical means during their entombment)
2-5 rounds
  later. There is also a 2 in 6 chance that a shooting star (as in the
missile released by a ring of
  shooting stars will appear overhead, and burst. All creatures must save
versus Spell to avoid
  suffering damage. These conditions last for 1-3 turns, moving with any
traveling creatures.
 89-96 - All creatures within a 9" radius area, from earthworms to dragons,
are enshrouded in a faerie
  fire radiance for 1-6 turns thereafter. The radiance will shift color
slowly but constantly; it will
  also act as a ring of spell turning, and as a regeneration field: all
damage, however caused, suf­
  fered by a creature within a radiant field, is not suffered but gained as
healing. Creatures at full
  hp can increase their hp by this means, such increased hp being lost at
the rate of 1 per day (24­
  hour period), or through injury. Creatures augmented substantially in
this way save at their "new"
  Hit Dice total, but still attack and function at their original level or
hit dice.
 97-00 - A reverse gravity effect occurs. All creatures take damage as per
the spell, but upon landing
  find that they have permanently gained 1-4 hp, and 2"-range infravision
(if they already pos­
  sess infravision, its range is extended by 2"). A strange, flickering
golden radiance flashes
  here and there; arrows of direction and similar devices will not
function. Tracking is impos­
  sible. These latter effects fade away in 1-2 turns.
Bye.
####################
Giuseppe A.
e-mail: 
gambi...@libero.it
Milano - Italy
IHGGER #7
IHGGDER #33
ICQ: 17082804
####################


[CUT]
Grazie mille

Dando una lettura molto veloce e rapida alla tabella direi che corrisponde a
quella per la 3ed riguardante le zone di Wild Magic, punti dove effettivamente
l'onda magica di Mystra č distorta, cioč non č piů sotto controllo della dea e
funziona in modo molto caotico et pericoloso.....
Ivyr-Deol