Although widely known for her divinations and soothsaying, the Wyrd is able to cast any magic-user spell.
At minimum, it takes the Wyrd 1 turn per spell level to cast a spell. Unlike a magic-user, she does not memorize daily spells. For each spell the Wyrd casts, roll 1d6. A result equal to or lower than the spell level causes a roll on the Repercussions table.
The Wyrd may reduce the repercussion risk to 1 in 6 by spending 1 day per spell level on the casting instead of 1 turn per level. Spending additional days on the casting does not reduce the risk of repercussions below 1 in 6.
If the Wyrd gives a favor (and it must be a favor which someone else owes her) to the eldritch forces in exchange for completing the spell, any repercussion that would have affected the Wyrd instead affects the one who owes her a favor. This is not widely known.
Those who can't or won't pay in gold (or some other thing the Wyrd particularly desires), the Wyrd asks to pay with a favor. She keeps such favors for future use. The Wyrd never works for free.
d100 Repercussions Table
- Afflicted with a stooped spine
- Frequently suffer seizures
- Afflicted with bowed legs
- Fingers become webbed
- Age backwards
- Go deaf in one ear
- Go deaf in both ears
- Skin turns an unnatural color
- Over the course of a week, one finger blackens, then falls off
- Skin glows very faintly in the dark
- Grow a pelt of shaggy fur over entire body
- Loss of color vision
- Grow an extra eye
- Hair turns white, instantly and permanently
- One limb twitches involuntarily, even when sleeping
- Boils
- Crops wither in the fields
- Ears become elongated and pointy
- Pupils change shape
- Grow a wart
- Grow a hairy wart
- All hair falls out (except on hairy warts)
- Relive the events of one (random) hour every day
- Always smells faintly of brimstone
- Hear (imaginary) constant, indistinct murmurings that others can't hear
- Grow a tail
- Uncontrollable drooling
- Patches of reptilian scales develop
- Trees bend slightly toward her. Those trees in the vicinity of her home grow in a way that points toward it.
- Grow extra toes
- Grow extra fingers
- Slowed (50%) in actions and speech
- Livestock sickens
- Vomit frogs 1d6 times per day
- Tongue splits down the middle
- Haunted by a mildly destructive poltergeist
- Artificial lights within 10' will not stay lit, and any she passes are extinguished
- Spontaneous pregnancy
- Spontaneous pregnancy with a small mammal or reptile
- Grow small goat horns
- Pottery does not harden when fired within ten miles of her
- Visual perception lags behind reality by 10 minutes
- Compulsion to look under every liftable rock she passes
- Grow fangs
- Bottomless sinkholes open in any spot she sleeps on for more than 3 nights
- Permanently levitated 1/4" off ground, making walking difficult
- Smoke emanates from mouth when speaking
- Nearby malleable things (oatmeal, tea leaves, mud) form into the shape of agonized faces
- Stigmata
- Grow an additional ear
- Skin become transparent
- Strange lights in the sky at night
- Any words spoken do not reach listeners' ears for 1d6 turns
- Animals no longer abide her presence
- Human beings are invisible to her
- Sleep for 101 days
- Feet fall off, cloven hooves grow
- 50-70 mph winds alway blow in vicinity
- Age at double rate
- Any words she writes change, and assume an ominous character
- The ground makes noises like cracking ice wherever she walks
- Flapping things flap on the roof at night
- No reflection
- Only sleep every seventh night
- Grow large antlers
- Speech comes out in reverse word order
- Hair becomes too strong to be cut by steel tools
- A new, unexplained bruise every morning
- Sweats blood
- Must concentrate to keep consciousness attached to body or be locked-out for 1d6 turns
- Risk of future Repercussions becomes 2 in 6 at minimum
- Weeping sores
- Weeping sore that whisper secrets
- Physically vanishes after falling asleep; reappears in the morning frostbitten
- Heart turns to stone and stops beating, yet she lives
- Roll 1d6 every morning. A result of 1 means that a random personal possession vanished during the night.
- No one believes (until it's too late)
- Skin nodules swell for days, then burst to release spiders
- Her bones creak loudly whenever she moves
- Animals speak to her, but only abusively
- Narcolepsy
- Burned for 1d3 damage whenever touched by another person
- Irises turn yellow like a wolf's
- The sky is always overcast within 25 miles
- Weekly rain of fish
- Teeth enlarge 2-3 times, deforming jaw and palette
- Leave footprints that smoulder
- Entire body shrinks or grows up 2% and 500% of original size every day
- Wood spurts blood when she chops it
- Any clothing donned begins to rot and smell of the grave after an hour
- Age 20 years instantly
- Sometimes, the third law of motion (equal and opposite reaction) doesn't work for her
- Learns she will die in exactly one year
- On a roll of 1 in 6, any dead thing she passes near rises as undead
- Hourly fits of involuntarily speaking dead languages
- Plague
- Blogger posts lose all paragraphing
- Blindness
- Instant death
- Complete physical paralysis
All above are permanent effects, unless otherwise noted.
cool
ReplyDeleteI actually think that 10, 29, 85, and 87 would be pretty cool, especially if you could cook in your own footprints.
ReplyDeleteHaha. "Fish again?!"
ReplyDeleteWill use her/it as an NPC very soon. Thanks for sharing!
ReplyDeleteI made a character with this class. It's on my blog.
ReplyDeleteI’m compiling this post at Old School Heretic into a PDF. There’s a link to this table in that table.
ReplyDeleteMay I have your permission to include this table (and just the table, not the introduction) in the PDF for easy reference? The PDF will be released under the OGL.
Yes, you may, Matthew. Thanks for asking.
ReplyDelete