MagFlare
2006-09-05, 09:01 AM
Only the gods know what dark and perilous route a soul must follow as it travels from the land of the living to the land of the dead... and vice versa. Sometimes a passing soul is ambushed by a rogue idea. Occasionally its path takes it through a pocket of concentrated otherness. But whatever the reason, people who've tasted death tend to come back a little bit... different.
When a dead character is brought back to life, roll a percentile. This will determine what effects the character suffers from his return.
1-50: No effect. The character is brought back good as new (minus the level/Con loss, if appropriate).
51-59: Easy trip. The character is brought back good as new and doesn't suffer any level/Con loss, even if the spell calls for it.
60-62: Touched by Chaos. The character's alignment shifts one step toward Chaotic.
63-65: Touched by Good. The character's alignment shifts one step toward Good.
66-68: Touched by Law. The character's alignment shifts one step toward Lawful.
69-71: Touched by Evil. The character's alignment shifts one step toward Evil.
72-73: Bathed in Chaos. The character's alignment shifts one step toward Chaotic, plus he gains the ability to use Magic Circle Against Law 1/day (with a caster level equal to half the character's HD, rounded down).
74-75: Bathed in Good. The character's alignment shifts one step toward Good, plus he gains the ability to use Magic Circle Against Evil 1/day (with a caster level equal to half the character's HD, rounded down).
76-77: Bathed in Law. The character's alignment shifts one step toward Lawful, plus he gains the ability to use Magic Circle Against Chaos 1/day (with a caster level equal to half the character's HD, rounded down).
78-79: Bathed in Evil. The character's alignment shifts one step toward Evil, plus he gains the ability to use Magic Circle Against Good 1/day (with a caster level equal to half the character's HD, rounded down).
80-81: Tattered mind. The character permanently loses 1 point of Int.
82-83: Tattered will. The character permanently loses 1 point of Wis.
84-85: Tattered spirit. The character permanently loses 1 point of Cha.
86: Mind beyond the veil. The character permanently gains 1 point of Int.
87: Will beyond the veil. The character permanently gains 1 point of Wis.
88: Spirit beyond the veil. The character permanently gains 1 point of Cha.
89: Lord of the dead. The character gains the ability to use Speak with Dead 1/day and Animate Dead 1/day (with a caster level equal to half the character's HD, rounded down).
90: Baptised by air. The character gains the ability to use Gaseous Form 1/day (with a caster level equal to half the character's HD, rounded down).
91: Baptised by earth. The character gains the ability to use Stone Shape 1/day (with a caster level equal to half the character's HD, rounded down).
92: Baptised by fire. The character gains the ability to use Resist Energy (cold or fire only) 1/day (with a caster level equal to half the character's HD, rounded down).
93: Baptised by water. The character gains the ability to use Water Breathing 1/day (with a caster level equal to half the character's HD, rounded down).
94-96: Loss of memory. The character loses a skill rank in a class skill (DM's choice).
97: Someone else's memories. The character gains a skill rank in a non-class skill (DM's choice).
98: Torn from the web of magic. The character gains spell resistance equal to d12+10 but loses all spellcasting abilities, if any.
99: System shock. The character immediately ages enough to enter the next age category and suffers the appropriate penalties and bonuses. For example, a 55-year-old human would instantly become 70, lose 3 points of Str, Dex, and Con, and gain a point of Int, Wis, and Cha.
100: Wrong soul. The player must roll new Int, Wis, and Cha stats for the character, as well as a new alignment (use 2d4: 1 is Good/Lawful; 2-3 is Neutral; 4 is Evil/Chaotic). The character's class levels remain the same, although the new mental stats and alignment may mean that it'll be impossible to continue in those classes.
If a character who has gained any spell-like abilities during resurrection dies again, these abilities are lost.
When a dead character is brought back to life, roll a percentile. This will determine what effects the character suffers from his return.
1-50: No effect. The character is brought back good as new (minus the level/Con loss, if appropriate).
51-59: Easy trip. The character is brought back good as new and doesn't suffer any level/Con loss, even if the spell calls for it.
60-62: Touched by Chaos. The character's alignment shifts one step toward Chaotic.
63-65: Touched by Good. The character's alignment shifts one step toward Good.
66-68: Touched by Law. The character's alignment shifts one step toward Lawful.
69-71: Touched by Evil. The character's alignment shifts one step toward Evil.
72-73: Bathed in Chaos. The character's alignment shifts one step toward Chaotic, plus he gains the ability to use Magic Circle Against Law 1/day (with a caster level equal to half the character's HD, rounded down).
74-75: Bathed in Good. The character's alignment shifts one step toward Good, plus he gains the ability to use Magic Circle Against Evil 1/day (with a caster level equal to half the character's HD, rounded down).
76-77: Bathed in Law. The character's alignment shifts one step toward Lawful, plus he gains the ability to use Magic Circle Against Chaos 1/day (with a caster level equal to half the character's HD, rounded down).
78-79: Bathed in Evil. The character's alignment shifts one step toward Evil, plus he gains the ability to use Magic Circle Against Good 1/day (with a caster level equal to half the character's HD, rounded down).
80-81: Tattered mind. The character permanently loses 1 point of Int.
82-83: Tattered will. The character permanently loses 1 point of Wis.
84-85: Tattered spirit. The character permanently loses 1 point of Cha.
86: Mind beyond the veil. The character permanently gains 1 point of Int.
87: Will beyond the veil. The character permanently gains 1 point of Wis.
88: Spirit beyond the veil. The character permanently gains 1 point of Cha.
89: Lord of the dead. The character gains the ability to use Speak with Dead 1/day and Animate Dead 1/day (with a caster level equal to half the character's HD, rounded down).
90: Baptised by air. The character gains the ability to use Gaseous Form 1/day (with a caster level equal to half the character's HD, rounded down).
91: Baptised by earth. The character gains the ability to use Stone Shape 1/day (with a caster level equal to half the character's HD, rounded down).
92: Baptised by fire. The character gains the ability to use Resist Energy (cold or fire only) 1/day (with a caster level equal to half the character's HD, rounded down).
93: Baptised by water. The character gains the ability to use Water Breathing 1/day (with a caster level equal to half the character's HD, rounded down).
94-96: Loss of memory. The character loses a skill rank in a class skill (DM's choice).
97: Someone else's memories. The character gains a skill rank in a non-class skill (DM's choice).
98: Torn from the web of magic. The character gains spell resistance equal to d12+10 but loses all spellcasting abilities, if any.
99: System shock. The character immediately ages enough to enter the next age category and suffers the appropriate penalties and bonuses. For example, a 55-year-old human would instantly become 70, lose 3 points of Str, Dex, and Con, and gain a point of Int, Wis, and Cha.
100: Wrong soul. The player must roll new Int, Wis, and Cha stats for the character, as well as a new alignment (use 2d4: 1 is Good/Lawful; 2-3 is Neutral; 4 is Evil/Chaotic). The character's class levels remain the same, although the new mental stats and alignment may mean that it'll be impossible to continue in those classes.
If a character who has gained any spell-like abilities during resurrection dies again, these abilities are lost.