Manifestations (D&D 3.5)

== Chaos Manifestation ==
Arcane Magic can be unpredictable. The more power you use to cast a spell, the more likely it is that something unexpected will happen. This is Curse of Eytear. Not all Wizards honour the inhabitants of Eyteareal Realm, but all fear them. If you are an arcane spellcaster, Chaos Manifestations can take effect every time a spell is cast.
When a spell is cast by anyone (except Clerics and Paladins), both the caster and the GM roll 1d20 each. The GM adds the level of the spell to his rolls, while the player adds his Caster level. If the GM rolls higher than the player, a random chaos manifestation happens.
: Player: 1d20 + Caster Level VS 1d20 + Spell Level :GM
If preferred, the GM can improvise appropriate Chaos manifestations. If this is the case, use the manifestation tables as a guide to length, severity and type of effect caused by chaotic energy leaking into the realm. Despite the Manifestation, the spell is still cast successfully (unless stated otherwise in the table).
To decide the severity of the Chaos Manifestation, the GM rolls 1d10 + spell-level.
Roll	Severity
1-6 	Minor Chaos Manifestation
7-9 	Major Chaos Manifestation
10 	Catastrophic Chaos Manifestation
=== Minor Chaos Manifestation ===
Minor Chaos Manifestation
Die Roll	Result
01-10 	Witchery: Within 30 feet of you, milk curdles, wine goes sour, and food spoils.
11-20 	Rupture: Your nose begins to bleed and continues until you make a successful Fortitude Save (DC 10). You can test once per round.
21-30 	Breath of Chaos: A cold and unnatural wind blows through the area.
31-40 	Horripilation: Your hair stands on end for 1d10 rounds
41-50 	Wyrdlight: You glow with an eerie light for 1d10 rounds.
51-60 	Unnatural Aura: Animals within 30 feet of you get spooked, and unless controlled with an Handle Animal check, flee the scene.
61-70 	Haunted: Ghostly voices fill the air for the duration of your spell.
71-80 	Eytearic Shock: The magical energy coursing through you causes you to take 1d3 of damage.
81-90 	Mental Block: You channel too much magical energy. The spell acts like an empowered spell (See Empowered Spell).
91-95 	Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.
96-100 	Unlucky: Roll on the Major Chaos Manifestation table instead.
=== Major Chaos Manifestation ===
Major Chaos Manifestation
Die Roll	Result
01-10 	Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.
11-20 	Silence: You lose your voice for 1d4 rounds.
21-30 	Overload: You are overwhelmed by magical energy and are stunned for 1 round.
31-40 	Craven Familiar: A Daemon Imp appears from the Eytear and attacks you next round.
41-50 	Chaos Foreseen: You get a glimpse of the Realm of the Dark Gods and gain 1 Insanity Point. You also recieve 2 ranks in Knowledge (Chaos).
51-60 	Eytearic Attack: Magical energy burns through you, causing you to take 1d6 of damage.
61-70 	Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Constitution is temporarily reduced by 1d6 for 1d10 minutes.
71-80 	Mindnumb: You channel too much magical energy and it maximized the spell (See Maximize Spell).
81-90 	Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, you'll have no memory of what you just did.
91-95 	Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.
96-100 	Fate: Roll on the Catastrophic Chaos Manifestation table instead.
=== Catastrophic Chaos Manifestation ===
Catastrophic Chaos Manifestation
Die Roll	Result
01-10 	Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 feet, including you, takes 2d6 of damage (roll once).
11-20 	The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Constitution is reduced by -4 for 1d3 hours.
21-30 	Zeigon's lash: Magic power overwhelms you, knocking you out for 1d10 minutes.
31-40 	Eytearic Assault: The Realm of Magic lash out at you. You and the closest creature (if multiple a random one) both take 2d6 of damage and are being thrown 1d6 x 10 feet in opposite directions
41-50 	Heretical Vision: A Daemon Prince shows you a vision of the Twisted Realm. You gain 1d10 Insanity Points. You also recieve 2d6 ranks in Knowledge (Chaos).
51-60 	Mindeaten: Your ability to use magic is burned out of you. You can not use any magic for 24 hours.
61-70 	Uninvited Company: You are attacked by a number of lesser Daemons equal to your Spellcaster level. They appear from the Eytear within 30 feet of you.
71-80 	Daemonic Contract: You suffer 1d10 of damage as a two inch Twisted rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GM's discretion). Removal of the branded skin will make no difference to the contract.
81-90 	Called to the Void: You are sucked into the Realm of Nightmare and are lost. What happens to your character is up to the DM to decide. There is a chance that the dark powers might actually return the character, but who knows what happened to him...
91-100 	Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.
== The Wrath of the Gods ==
Divine spellcasters don't have to worry about the Eyteareal Realm and its dark inhabitants. They pray to their Gods for their spells in a highly ritualized fashion. This insulates them from the worst effects of the Eytear, thought it also means that their spells aren't as aggressive and world-twisting as those of Wizards. Still, spellcasting is never without its risks. Since Priests get their spells from their Gods, they run the risk of displeasing some rather powerful beings. If you are a divine spellcaster, you roll your Spell Failure Result on the Table: The Wrath of the Gods to find out if you've angered your deity with too many requests for aid. Unless the table says otherwise, your spell is still cast successfully if you made your Concentration and such.
The Wrath of the Gods
Die Roll	Result
01-12 	Unearthly Vision: Your God chooses this time to grant you a symbolic but confusing vision. This stuns you for 1 round. (Vision decided by DM)
13-25 	Prove Your Devotion: A few more prayers are required to finish casting the spell. This result adds 1 round to the Casting Time of the spell. You must take this extra time even if you failed a Concentration check.
26-38 	You Try My Patience: You cannot cast another spell for 1d10 rounds. This spell still works as long as you made your Concentration check.
39-51 	Your Cause is Unworthy: Your spell fails.
52-64 	Stinging Rebuke: Not only does your spell fail, but you also suffer a -2 penalty to your Charisma and Wisdom for 1 minute.
65-77 	What Will You Sacrifice for this Boon?: You take 2d6 damage.
78-90 	You Have Sinned Against Me: You have somehow angered your God. You must kneel and repent for 1d4 rounds. This renders you helpless.
91-100 	Daemonic Interference: Your prayer is answered but not by your God. Roll on the Major Chaos Manifestation table instead.
Category:D&D 3.5
Category:D&D 3.5 Rules
Category:D&D 3.5 Homebrewn