Cyphers - WDH (d100)

d100 Result

1

2

Result

3

Intellect Restore Level Roll 1d6 + 4
Restores Intellect equal to level.

4

Might Restore Level Roll 1d6 + 4
Restores Might equal to level.

5

Speed Restore Level Roll 1d6 + 4
Restores Speed equal to level.

6-9

Ray Emitter Level Roll 1d6 + 3
Make an intellect attack vs. speed defense on a target at long range; On hit deal Level Resolve: {Fire|Cold|Lightning|Thunder|Force|Poison|Radiant|Necrotic} Damage.

10

Intellect Boost Level Roll 1d6
Gain 1 extra intellect edge for Level hours.

11

Might Boost Level Roll 1d6
Gain 1 extra might edge for Level hours.

12

Speed Boost Level Roll 1d6
Gain 1 extra speed edge for Level hours.

13

Cloaking Level Roll 1d6 + 4
Reduced the level of stealth tasks by 3 and you can stealth without anything else to obscure you. Lasts Level minutes.

14-17

Blast Emitter Level Roll 1d6 + 1
Make an intellect attack vs. speed defense on all targets in an immediate area at short range; On hit deal Level Resolve: {Fire|Cold|Lightning|Thunder|Force|Poison|Radiant|Necrotic} Damage.

18

Silence Level Roll 1d6 + 4
This cypher silences everything within an immediate area of it for Level minutes.

19-20

Disintegrate Level Roll 1d4 + 6
Disintegrate 1 cubic meter of Resolve: {Wood|Dirt|Stone|Steel|Gold}.

21

Armor Level Roll 1d6 + 1
Your armor is enhanced +Resolve: {1|1|1|2|2|3} for 24 hours.

22

Climbing Level Roll 1d6
Allows for you to effortlessly climb any surface even a horizontal one. Lasts for 10 minutes per Level.

23

Banishment Level Roll 1d6 + 3
A celestial, elemental, fiend, fey or undead is banished from this plane to the nearest home plane of the creature.

24

Collector Level Roll 1d6 + 4
An unanchored object your size or smaller within long range is teleported immediately to you in an open space.

25

Comprehension Level Roll 1d6 + 1
It takes 10 minutes of study with this device and you now can understand the Resolve: {Dwarvish|Elvish|Giant|Gnomish|Goblin|Halfling|Orc|Abyssal|Celestial|Draconic|Deep Speech|Infernal|Primordial|Sylvan|Undercommon} language permanently.

26

Perfection Level Roll 1d6 + 2
On your next action that requires a roll within 10 minutes you automatically roll a 20.

27

Repel Level Roll 1d6 + 1
One NPC of Level or lower within immediate range decides to leave the area as quickly and safely as possible. It does not know that the cypher influenced it.

28

Running Level Roll 1d6
For one minute you can now run a long distance and all running tasks are 2 steps easier.

29

Contingent Activator Level Roll 1d6 + 2
You can link this to another cypher of this Level or lower. Specify a contingency for that cypher to activate, that cypher cannot be activated normally. Once attached to another cypher this does not count against your limit.

30

Mystical Armor Level Roll 1d6 + 1
You have Resolve: {3|3|3|4|5|6} armor vs Resolve: {Fire|Cold|Lightning|Thunder|Force|Poison|Radiant|Necrotic} for 24 hours.

31

Hex Level Roll 1d6 + 1
Specify a type of non combat task and target a creature within immediate range. For Level days the difficulty of that tasks is 3 steps to their detriment.

32

Darkvision Level Roll 1d6
You have Darkvision at a Resolve: {immediate|short|short|long} range for 24 hours.

33

Deathbringer Level Roll 1d6
For one minute on all attacks that hit creatures of the cyphers Level or lower roll a d20 a second time. If it hits the target is killed instantly.

34

Enhance Weapon Level Roll 1d6
For the next 24 hours your weapon deals 2 additional damage.

35

Suggestion Level Roll 1d6 + 1
You suggest to a creature of the cyphers Level or lower that can understand you as per the suggestion spell.

36

Disguise Level Roll 1d6
You disguise yourself as a creature you have seen before that is about the same size as you as the disguise self spell.

37

Restraining Level Roll 1d6 + 1
You restrain a creature of the cyphers level or lower for 1 minute. Restrained creatures attack and defend at 2 levels worse and they cannot move.

38

Frightening Level Roll 1d6 + 1
For 1 minute the target is frightened of the cypher you hold. It must flee from it as quickly as it can. Once out of sight it can act normally, but if it encounters the cypher before the minute is up it must flee again.

39

Beastlord Level Roll 1d6
Choose a beast within immediate range equal to or lower than the Cypher's Level, it regards you as a friend. The effect is permanent, but if mistreated the beast could become hostile.

40

Font of Regeneration Level Roll 1d6 + 2
While this cypher is active any creatures within immediate range recover 1 point to the pool of their choice. The cypher lasts for 1 round per Level.

41

Rest Level Roll 1d6
You do not feel tired or need to sleep for 24 hours.

42

Warding Level Roll 1d6 + 2
This cypher attaches to an object, when any creature other than the ones you have specified opens the object they are Resolve: {killed|put to sleep for 24 hours|blasted for Level + 4 damage|turned to stone}.

43

Unlocking Level Roll 1d6 + 4
Can open a locked door with a difficulty lower than the cyphers Level.

44

Tunneling Level Roll 1d6
For 10 minutes you can burrow through dirt an immediate distance each round. You do not leave behind a passage for others and cannot pass through solid stone, although lose stone like gravel can be burrowed through.

45

Featherfall Level Roll 1d6 + 2
A number of creatures up to the Level of the cypher are affected by featherfall.

46

Spell Storing Level Roll 1d6
Store a spell of the cyphers Level to be cast when the cypher is used.

47

Locking Level Roll 1d6 + 3
Permanently lock a door with an arcane lock of a level equal to the cyphers Level. When used specify what creatures, or what code word or action must be done to unlock the door.

48

Mind Trick Level Roll 1d6
A creature or creatures within immediate range with a level equal to or lower than the cypher Level believes what you are saying completely.

49

Animal Trick Level Roll 1d6 + 4
Summons a Resolve: {Weasel|Giant Rat|Badger|Boar|Panther|Giant Badger| Dire Wolf|Fiant Elk|Rat|Owl|Mastiff|Goat|Giant Goat|Giant Boar|Lion|Brown Bear|Jackal|Ape|Baboon|Axe Beak|Black Bear|Giant Weasel|Giant Hyena|Tiger} that regards you as its friend although may not understand your speech or commands. The creature lasts for Cypher Level minutes or until it reaches 0 hp.

50

Animal Trick Level Roll 1d6 + 4
Summons a Resolve: {Weasel|Giant Rat|Badger|Boar|Panther|Giant Badger| Dire Wolf|Fiant Elk|Rat|Owl|Mastiff|Goat|Giant Goat|Giant Boar|Lion|Brown Bear|Jackal|Ape|Baboon|Axe Beak|Black Bear|Giant Weasel|Giant Hyena|Tiger} that regards you as its friend although may not understand your speech or commands. The creature is permanent, but its magical friendship lasts for Cypher Level minutes.

51

Levitation Level Roll 1d6 + 4
For 10 minutes the user can levitate as per the levitate spell.

52-53

Skill Training Level Roll 1d6
For 24 hours you become trained in Resolve: {Athletics|Acrobatics|Sleight of Hand|Stealth|Initiative|Arcana|History|Investigation|Nature|Religon|Animal Handling|Insight|Medicine|Perception|Survival|Deception|Intimidation|Performance|Persuasion|Melee Attacks|Ranged Attacks|Spell Attacks|Speed Defense|Intellect Defense|Might Defense} if you were not already trained.

54

Jumping Level Roll 1d6 + 2
For 10 minutes you can jump a distance equal to the cyphers Level in squares (5' each).

55

Eagle Eye Level Roll 1d6
For one hour you can see as if you were an immediate distance from things that are up to a very long distance away.

56

Far Sight Roll 1d6 + 1
For up to 10 minutes you can observer a location you have visited previously. While using this power you cannot observe things around your body.

57

Kinetic Wall Roll 1d6 + 2
You create a wall up to 30'x30'x1' which prevents any fast moving objects from passing through. Something moving at a walking pace can pass through without effort. It lasts for 10 minutes.

58

Elemental Attack Roll 1d6
For the next 8 hours each time you attack you deal 2 additional Resolve: {Fire|Cold|Lightning|Thunder|Force|Poison|Radiant|Necrotic} damage. If you want you can convert your normal damage to this element when making the attack instead of dealing additional damage.

59

Rage Level Roll 1d6 + 2
A creature with a level lower than the cypher Level goes into a mindless rage. They attack anyone in immediate range with whatever weapons they may have, even their nails and teeth if needed. They cannot take any actions that require intellect.

60

Cartography Level Roll 1d6
This cypher maps out the area around you 50' per Level. It identifies the basic layout, creatures and objects in the area. It cannot pass through a physical barrier that blocks its movement.

61

Illusory Entertainment Level Roll 1d6
This projects an illusory entertainment show in an area up to a 50 foot cube. Complete with visual and audio.

62

Lie Detector Level Roll 1d6 + 4
Once activated this cypher will notify you if a creature is lying to you for the next 24 hours.

63

Instant Shelter Level Roll 1d6 + 3
This cypher creates an instant shelter 20'x10'x10'. The shelter has a door and windows. It is permanent and immobile once created.

64

Lightning Strike Level Roll 1d6 + 2
This cypher deals lightning damage equal to Level. If attacking a target made of metal or wearing significant metal armor the attack is one step easier.

65

Magnetic Shield Level Roll 1d6 + 2
For ten minutes metal objects cannot come within an immediate range of the user. Metal items already in range are slowly pushed out.

66

Distant Hand Level Roll 1d6 +2
For the next 24 hours the user can manipulate an object at range with the same strength that they physically have. It can only manipulate objects one time per Level.

67

Magnetic Master Level Roll 1d6 + 2
Establish a magnetic link with one metal object within short range that you coud hold in one hand. You can mentally move an manipulate that object within a short range each round. Lasts for one minute.

68

Memory Switch Level Roll 1d6 + 2
The user selects a point within long range and the minds of all thinking creatures of the cyphers Level or lower within immediate range are attacked. Victims are dazed and take no action this round, also they have no memory of the preceding hour.

69

Alarm Level Roll 1d6 + 2
For 12 hours you ward an area of your choosing up to a long range. If any creature larger than tiny enters the area other than those you specify a chime rings out.

70

Living Weapon Level Roll 1d6 + 3
You grow Resolve: {claws|horns|spikes} that you can use as a melee weapon. These are considered a medium weapon that you are trained in. It lasts for a number of hours equal to the cypher Level.

71

Anti-Magic Zone Level Roll 1d6
For 1 minute you create an immediate range area around the cypher where magic does not work. Some very powerful magic may continue to function.

72

Sustenance Level Roll 1d6 + 1
The user can go without food or water for a number of days equal to the cypher Level.

73

Memory Level Roll 1d6
Allows the user to mentally record everything they see for 1 minute and store it flawlessly in their mind forever. You can use this to study something someone else teaches you like opening a lock, learning a code, etc.

74

Environment Field Level Roll 1d6 + 2
Creates an aura 1 foot around the user that creates the temperature and atmosphere to sustain life safely for 24 hours.

75

Phasing Level Roll 1d6 + 1
The user is out of phase with solid matter for one minute. You can pass yourself through solid objects while insubstantial.

76

Emotion Level Roll 1d6 + 2
The target strongly feels a specific emotion for 1 hour. Resolve: {20%?Anger|20%?Fear|20%?Lust|15%?Sadness|10%?Complacency|10%?Joy|Love}.

77

Psychic Message Level Roll 1d6 + 2
The user sends a one way telepathic message to anyone they know at any range.

78

Paralysis Level Roll 1d6 + 2
If the victim fails a might defense they cannot take any actions for Level rounds.

79

Linked Minds Level Roll 1d6
For one hour you link minds with up to 5 other creatures. Each creature can psychicly communicate with each other.

80

Numbing Level Roll 1d6 + 2
At long range one of the targets limbs becomes numb and useless for 1 hour.

81

Immobile Rod Level Roll 1d6 + 4
Once activated this cypher does not move ever. It can be dislodged with a might check, however it is forever ruined after that.

82

Reflex Enahancer Level Roll 1d6
For one hour the difficulty of any non combat task involving manual dexterity is 2 steps easier.

83

Repair Modron Level Roll 1d10
This cypher summons a modron who will repair one broken object. It can create necessary parts for most anything, GM discretion.

84

Divine Secret Level Roll 1d6
The user can ask the GM a question and get a general answer. The difficulty of the task is based on what knowledge you seek.

85

Repeater Level Roll 1d6 + 1
For the next minute the user's ranged weapon fire an additional shot with ammo created by the cypher. The shot can be aimed at the same target or a target an immediate distance from the main target.

86

Enslave Level Roll 1d6 + 2
If you touch a creature with this cypher whos level is this level or lower it is immediately calmed and awaits your commands. It is enslaved for a number of hours equal to the cypher Level minus the creatures level (If 0 it is enslaved for 1 minute).

87

Sleep Level Roll 1d6 + 2
A victim you touch is put to sleep for ten minutes, but could be awoken with a violent action or very loud noise.

88

Divine Aid Level Roll 1d6
Decrease the difficulty of your next action by 3 steps.

89

Stasis Level Roll 1d6
Put a subject you touch into stasis for cypher Level days. When it awakes it has no memory of any passing time.

90

Strength Enhancer Level Roll 1d6
The difficulty of any non combat task involving raw strength is decreased by two steps for one hour.

91

Telepathy Level Roll 1d6 + 2
For one hour this cypher allows long range mental communication with anyone the user can see.

92

Subdual Field Level Roll 1d6 + 3
This device creates an invisible field that covers an immediate area within long range. While in the field if they fail an intellect defense they cannot take any hostile actions. This effect remains for 1d6 rounds after they leave the field.

93

Perfume Level Roll 1d6
This cypher emits a smell. The area around the cypher smells of Resolve: {roses|lavender|rotting meat|sewage|fresh pine|oranges|strawberries} for 24 hours. This can overpower other smells easily and even negate some magical effects that rely on smell.

94

Banquet Level Roll 1d6
When used this cypher creates a large meal to serve up to 8 creatures.  It provides tables and chairs if necessary.  The meal can last up to 2 hours or until dismissed.

95

Cleaning Crew Level Roll 1d6
This cypher instantaneously cleanses everything within short range.  It can even do things like restack knocked over books or papers, but they might not be placed back in the original order.

96

Daylight Level Roll 1d6 + 3
Shines bright light in a short distance and dim light out to a long distance.  The area of bright light counts as daylight.

97

Blindsight Level Roll 1d6 + 2
For 24 hours you have blindsight out to a short range, but lose your sense of sight.  You can detect things even if they are still, but cannot use your blindsight for reading or detecting colors etc.

98

Sonic Boom Level Roll 1d6 + 2
This cypher amplifies your voice into a weapon that does 4 sonic damage in a 20 foot cone.  This is an intellect task vs the targets might defense.

99

False Trail Level Roll 1d6 + 2
This causes you to leave tracks and a scent that matches another creature that you have seen for up to 8 hours.

100

Conjure Object Level Roll 1d6 + 2
This cypher summons an obviously magical object that has a mundane value of less than 50gp and a size less than a medium creature.  It persist for 24 hours.