Random Tables of the Salamandar

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Animals

Roll d100.

  1. Albatross
  2. Ant
  3. Antelope
  4. Ape
  5. Armadillo
  6. Asp
  7. Baboon
  8. Badger
  9. Barracuda
  10. Bat
  11. Bear
  12. Beaver
  13. Beetle
  14. Boar
  15. Bull
  16. Butterfly
  17. Camel
  18. Cat
  19. Centipede
  20. Chameleon
  21. Cheetah
  22. Cicada
  23. Cockroach
  24. Coyote
  25. Crocodile
  26. Deer
  27. Dog
  28. Donkey
  29. Duck
  30. Eagle
  31. Elephant
  32. Elk
  33. Falcon
  34. Ferret
  35. Fish
  36. Fly
  37. Fox
  38. Frog
  39. Gila monster
  40. Giraffe
  41. Goat
  42. Gorilla
  43. Hawk
  44. Hedgehog
  45. Honey bee
  46. Horse
  47. Horseshoe crab
  48. Hummingbird
  49. Hyena
  50. Iguana
  51. Jackal
  52. Jellyfish
  53. Kangaroo
  54. Lemur
  55. Lion
  56. Lobster
  57. Locust
  58. Magpie
  59. Mole
  60. Mongoose
  61. Monkey
  62. Moose
  63. Mule
  64. Octopus
  65. Opossum
  66. Ostrich
  67. Otter
  68. Owl
  69. Ox
  70. Panther
  71. Parrot
  72. Peacock
  73. Pig
  74. Platypus
  75. Porcupine
  76. Rabbit
  77. Racoon
  78. Ram
  79. Rat
  80. Rattlesnake
  81. Rhinoceros
  82. Scorpion
  83. Sheep
  84. Skunk
  85. Sloth
  86. Spider
  87. Sponge
  88. Squid
  89. Squirrel
  90. Stingray
  91. Stork
  92. Swan
  93. Tiger
  94. Tortoise
  95. Vulture
  96. Walrus
  97. Wasp
  98. Wolf
  99. Worm
  100. Yak

Body Parts

Roll d12.

  1. Head
  2. Face, d6
    1. Jaw
    2. Mouth
    3. Nose
    4. Ears
    5. Eyes
    6. Entire face
  3. Neck, d4
    1. Throat
    2. Back of neck
    3. Left side of neck
    4. Right side of neck
  4. Shoulders, d4
    1. Left shoulder
    2. Right shoulder
    3. Collarbone
    4. Back of shoulders
  5. Chest
  6. Abdomen
  7. Back
  8. Side, d6 even left/odd right
  9. Butt
  10. Groin
  11. Arms, d12 even left/odd right
  12. Legs, d12 even left/odd right

Mage Rites

Roll d4⬩6.

Spells

Mage

Roll d4⬩6.

Mystic

Roll d4⬩6.

Tempt the Fates

Unless otherwise specified, the spell succeeds in addition to the effects listed. Ongoing effects without a duration are permanent. Treat ongoing effects on creatures as curses.

Roll d100.

  1. The spell fails peacefully. A seed appears in your hand.
  2. The spell fails and eradicates itself from your memory. It takes a week of study or worship to remember how to cast it.
  3. The spell fails as the magic lurches and collapses in on you. Roll d6 for each row of your inventory. On a 1, the items in that row (or parts thereof) liquify into a pinkish goo.
  4. The spell fails and the world swims in confusion as you shapeshift into a random animal for 10×1d6 minutes. Your mental faculties remain, but you cannot speak.
  5. The spell affects everyone present except for the intended target.
  6. The spell fails and you are flung 30ft backwards. If you hit a creature of your size or smaller, you both take d6 damage. If you hit something solid, you take d8 damage.
  7. Instead of the intended spell, you cast a random spell from your class list on the same target at the same Intensity, Duration, and Expanse.
  8. Visions of an entire life, neither your own nor that of anyone you recognize, flash through your mind at blistering speed. In your confusion the spell fails, but parts of the vision stick with you. Learn the skills of Painting and Shrimping.
  9. The spell fails as a wave of nausea ripples out from you. Everyone present must save versus Magic or lose a turn vomiting slick red fish.
  10. The spell fails, but you hardly notice as you are consumed by an intense orgasm.
  11. The spell fails and you are blinded for a turn as black ooze pours out around your eyes.
  12. The spell fails with a sucking sound. Your ears pop from the change in pressure as a portal spits out a creature nearby and then shrinks closed.
  13. The spell fails and you switch places with the target. If you were the target, you teleport to a random place nearby.
  14. The spell fails, but a large and detailed mural appears on a nearby surface depicting exactly how you intended the casting to go.
  15. The spell fails and instead summons a great quantity of water directly over your head, which comes crashing down complete with whatever happened to be swimming in it.
  16. The spell fails with a sickening, thrumming roar. Your hair and nails wither and fall from you.
  17. The spell fails and sputters, surrounding you with a putrid cloud of stinking gas.
  18. The spell fails and your head swims with hallucinatory visions for 10×1d6 minutes. Save versus Magic to take any actions.
  19. The spell fails and its magic veers into the bodies of the dead. All dead creatures in the area, including food and leather goods, are reanimated.
  20. The spell fails and its magic instead animates an item on your person. The object sprouts little arms and legs and begins to run about, determined not to be caught.
  21. You lock eyes with the target and find yourselves unable to look away until you both save versus Magic simultaneously. If you are the target, you are compelled to seek out your reflection.
  22. Time warps around you. For 4 rounds, you and anyone within 5ft of you move at half speed and take two turns to accomplish an action.
  23. Unseen bells toll at a deafening volume for d6 rounds, rendering conversation impossible.
  24. The magic reacts with something in the air. The sharp smell of ozone permeates; everyone present must save versus Rot or take d6 damage.
  25. All of your clothes mend themselves and appear brand new: starched, vibrant, and ironed.
  26. All exposed flames in the area flare up with a blinding flash; each has a 1-in-6 chance of turning into an angry fire elemental.
  27. The flesh of your casting hand dies. Over the next week it will rot away and slough off, leaving a bare but functional skeletal hand behind.
  28. Magic reverberates off the walls, which begin to sweat luminous blue liquid. It is a potent hallucinogen that can be absorbed through the skin.
  29. A great whoosh sweeps through the area and all light sources are extinguished.
  30. Sticky black tar rains from the sky or ceiling.
  31. There is a loud crack, and a shower of dust rains down. Whatever was above you, there is now a 3ft diameter hole in it leading all the way to the sky.
  32. Your fingernails grow long and iridescent. Until they are cut, reduce your Agility and your Magic save by 1.
  33. Your bones liquefy and you collapse into a puddle. Your body becomes as pliable as an octopus. Roll attacks and Agility tests with disadvantage. You can fit through spaces as small as a fist.
  34. Establish a psychic link with the target for 6 hours. Any damage or healing to either of you, including from this spell, affects both of you. If you are the only target, instead become super sensitive such that any damage or healing to you increases by 50%.
  35. A spring of cool, clear water wells up from the ground. Anyone who drinks from it finds it fresh and delicious, and ages 1 year.
  36. The temperature plummets. Water freezes, frost covers the walls, and prolonged exposure risks frostbite.
  37. All containers in the area overflow with fruit, nuts, and seeds. Whatever is not eaten rots in 24 hours.
  38. The nearest weapon animates and begins hacking wildly at anyone nearby for 6 rounds.
  39. Everyone in a 30ft radius feels their hands twitch and spasm, and drops anything they're holding.
  40. You sink waist deep into the ground, regardless of its material.
  41. There is a wrenching snap as your left and right hands switch places.
  42. A massive hand of pure white, crisscrossed with fractal red cracks, thrusts up from the ground and begins grasping about.
  43. Gravity is reoriented for d6 rounds. Whichever way the 6 is pointing is the new down.
  44. A chicken appears atop the target's head. It squawks loudly and holds on for dear life, flapping away for balance and pecking at anyone who tries to remove it.
  45. Everything in your possession made of metal grows painfully hot for 10×1d6 minutes. Drop metal items you're touching or take d4 damage.
  46. Your body appears to catch fire. The fire is not hot, causes no damage, and does not burn anything, but provides light equivalent to a large bonfire. The fire slowly dwindles to nothing over one hour.
  47. Your heart stops, and yet you live. You no longer need to eat, sleep, or breathe. However, whenever you regain Flesh you do so at half the normal rate.
  48. Roll d6. A random body part grows (even) or shrinks (odd) by a factor of 2.
  49. Thick yellow blisters erupt on a random body part. The pus inside happens to be highly flammable.
  50. The surrounding area transmutes into living flesh.
  51. A mouth grows from a random body part. For the most part it just breathes loudly and tries to bite anything that comes near it, but as soon as you tell a lie it will scream the truth.
  52. A perfect 2 inch cube of dull green appears in your pocket. It is as light as wood, but seems impervious to damage.
  53. You are filled with a ravenous hunger. Save versus Rot to take any action other than eating until you consume a day's rations.
  54. Your feet and lower legs begin to swell alarmingly large. In 1 round, your movement is reduced to 10ft as your feet feel at once clumsy and light. In 2 rounds, you are flipped upside down by the buoyancy of whatever is inside your legs, and you are lifted off the ground at 10ft per round.
  55. You find you have a new, unshakeable craving.
    1. Horse meat
    2. Dirt
    3. Seawater
    4. Raw eggs
    5. Raw potatoes
    6. Chalk
    7. Hair
    8. Paper
  56. The temperature soars. Suffer a point of fatigue for every 10 minutes or 1 round of combat in the area.
  57. The spell runs out of control and is cast at profound/lasting/ many.
  58. You no longer cast a shadow.
  59. You develop a terrible allergy to gold. Anything more than fleeting contact turns your skin into an angry, itching rash.
  60. Roll d6. On an even result your age doubles; on an odd result your age halves.
  61. An awful wave of vibration rattles your bones. For the next d12 hours your joints make loud snapping sounds whenever you move.
  62. A mutant feature grows on your body.
    1. Rabbit ears
    2. Fish lips
    3. Bird feathers
    4. Insect eyes
    5. Deer tail
    6. Monkey tail
    7. Hooves
    8. Fish scales
    9. Antlers
    10. Forked tongue
    11. Second row of teeth
    12. All your fingers become the same length
  63. Your pockets, bags, and any other containers on your person overflow with small animals.
  64. When you are wounded your body gushes something other than blood. If you are killed, your body bursts open with a flood of the material.
    1. Black bile
    2. Insects
    3. Milk
    4. Paint
    5. Sand
    6. Seawater
    7. Tiny birds
    8. Wine
    9. Sap
    10. Oil
    11. Worms
    12. Fine gravel
  65. A horde of angry, stinging insects swarms to the area of the spell.
  66. The surrounding area transforms to resemble a biome.
    1. Desert
    2. Forest
    3. Glacier
    4. Grasslands
    5. Crystal cave
    6. Jungle
    7. Lake
    8. Barren rock
    9. Saltwater swamp
    10. Salt flats
    11. Tundra
    12. Bog
  67. Thick, dark smoke pours out of your orifices and obscures the area.
  68. The next time you speak, you reveal a closely held secret instead of what you intended to say.
  69. The target's clothes and your own disintegrate into dust.
  70. Thick, warm fur sprouts all over your body.
  71. Your skin turns vibrant, glowing pink.
  72. A field of mushrooms sprouts, surrounding you and the area of the spell.
  73. You fall deeply in love with the target.
  74. A black tree erupts from the ground in front of you. If anything dies in the presence of the tree, the tree sprouts a hard, spiny fruit with the creature’s soul inside.
  75. A beauty mark appears on your body. Roll for its location.
  76. Your hair gently curls.
  77. You are framed with a golden light for 10×1d6 minutes.
  78. Fresh bark begins to scab over your skin. In 24 hours it grows tough. Reduce your Agility by 1 and increase your unarmored AC by 1.
  79. For d6 hours you can speak with animals, but cannot understand or be understood by people.
  80. Time warps around you. For d4 turns, take 2 actions and move at double speed.
  81. The area is blanketed in magical darkness for d4 rounds.
  82. All doors in the area slam open. Bags and trunks spew their contents about.
  83. You produce an egg of mottled grey-green. Each night that you rest with full Flesh, you have a 1 in 6 chance to lay another.
  84. d100 percent of the coins on your person corrode to worthlessness.
  85. You sense one of the wild gods watching you. They may grant you a blessing or a curse, depending on whether your next action pleases them.
  86. Sprout an extra finger on each hand.
  87. Anything wooden on your person grows tendrils at unnatural speed and seeks to root itself deeply in the earth.
  88. The spell fizzles and is cast at curious/fleeting/one.
  89. The last full meal you ate appears in front of you in perfect order. If you taste it, you realize with horrifying certainty that it is made of your own flesh, but find yourself unable to stop eating. If you consume the whole meal, take d6 Flesh damage. If anyone else tastes it, they find it disgusting but you suffer no harm.
  90. Become instantly, thoroughly drunk. Roll Agility and Wits tests with disadvantage for 10×1d12 minutes.
  91. Magic guides your hand. The next attack you make today is an automatic Crit.
  92. Freely choose this spell's Intensity, Duration, and Expanse.
  93. Regain d6 Grit as your skin glows with soft lilac light.
  94. Regain any Mana you spent to cast this spell.
  95. Roll Agility tests with advantage for the next 10 minutes. During this time you can leap vertically up to twice your height.
  96. Gain a flash of insight into the energies of every living being within 100ft of you. You know the location of all such beings at this instant.
  97. Searing energy surrounds you and protects you from all physical damage until the end of the next round.
  98. Gain a flash of insight into the workings of your mind, body, and soul. Optionally swap any two ability scores or any two saving throws.
  99. Your features subtly shift, just enough to render you stunningly attractive.
  100. Gain a flash of insight into the workings of this spell. Whenever you cast it in the future, optionally increase or decrease one effect by one step.

Life Events

Roll d100.

  1. Undertake a season of backbreaking work. Increase your Might by 1.
  2. Train with a talented athlete. Increase your Might by 1.
  3. Learn to repair a delicate mechanism. Increase your Agility by 1.
  4. Run for your life, and get away with it. Increase your Agility by 1.
  5. Research an unfamiliar subject. Increase your Wits by 1.
  6. Talk your way out of a precarious situation. Increase your Wits by 1.
  7. Walk away from an accident that by all accounts should have maimed you. Increase your Force save by 1.
  8. Narrowly dodge a lightning strike. Increase your Force save by 1.
  9. Endure a season of blighted crops. Increase your Rot save by 1.
  10. Survive an attempted poisoning. Increase your Rot save by 1.
  11. Aid a mysterious creature in need and receive their blessing. Increase your Magic save by 1.
  12. Overcome an ancestral curse. Increase your Magic save by 1.
  13. Learn to play a musical instrument.
  14. Witness a mesmerizing performance at a traveling fair.
  15. Witness a friend's devastating injury in a jousting match.
  16. Go on a magnificent bender.
  17. Meet someone special while making merry.
  18. Wake up broke, bruised, and hungover.
  19. A corrupt politician makes a deal at your expense.
  20. Someone you admire gains power and wields it well.
  21. Clash with a rapacious tax collector.
  22. Learn a new language from a friend or mentor.
  23. Study the mechanisms of an ingenious siege engine.
  24. Feud with someone who boasts an abundance of schooling and a dearth of common sense.
  25. Win a tournament at a traveling fair.
  26. Attend the magnificent parade of a visiting noble.
  27. Hangers-on get wind of your skills and pursue you for favors.
  28. Discover a new hobby.
  29. Learn a mouthwatering recipe.
  30. Injure yourself in a workshop.
  31. Develop a love for an exotic food.
  32. Sleep on a bed of the softest down.
  33. Fall ill with kidney stones from a rich diet.
  34. Take comfort in religious rites in a time of need.
  35. Witness a priest work a miracle.
  36. Discover a priest abusing their power.
  37. A loved one dies.
  38. Suffer heartbreak.
  39. Fall in love.
  40. Follow a strange creature to an unfamiliar area. Just as it seems ready to lead you to something, it disappears.
  41. Develop a bitter rivalry.
  42. Save someone from grave danger.
  43. Learn a fantastic tale of a long lost ancestor.
  44. Nearly drown.
  45. Suffer betrayal at the hands of someone close to you.
  46. Lose a week of time and wake in an unfamiliar place.
  47. Take a long journey to foreign lands.
  48. Lose your home.
  49. Fall ill with an alarming disease.
  50. A tainted meal or a rare drug takes you on a fantastic trip.
  51. Get in trouble with the law.
  52. Discover a trivial but unrivaled talent.
  53. Nurse a creature back to health.
  54. Move far from your homeland.
  55. A plague tears through the livestock in the area, causing chaos.
  56. A revolt upends the local government.
  57. Discover a terrible secret about someone close to you.
  58. Encounter the undead.
  59. Discover an unexpected fetish.
  60. Develop a dependence on an addictive substance.
  61. A minor trinket saves your skin and becomes a talisman of luck to you.
  62. Receive your fortune from a talented seer. They predict a long life with a peaceful end, but you can tell they are lying.
  63. A vision of an ancestor warns you of a danger concealed in your bloodline.
  64. A dragon wreaks havoc on your town. Rumors abound as to what could have sparked their fury.
  65. A friend strikes a covenant with a pale god of the mountain. Their luck seems boundless until one day you find their corpse, unmarked but frozen solid despite the summer heat.
  66. With their dying breath, someone you scarcely know begs you to safeguard a scratched and dented compass. The needle refuses to point north.
  67. Obtain a curious blade supposedly crafted by merfolk.
  68. A family member or friend turns out to be a bear in disguise. This causes some consternation in the community. Develop a suspicion of anyone large and hirsute.
  69. Assist with a birth under the missing moon. That night will never leave you.
  70. A recurring dream plagues you, of water dripping into your open mouth until you drown in silent agony.
  71. Have a recurring dream of discovering precious treasure.
  72. Find a chunk of a fallen star.
  73. A sinkhole swallows something or someone dear to you.
  74. A vegetable from the garden tells you a fact about your future in a deep, confident voice. No one you tell believes this.
  75. Aid a mystic in dire need. As thanks, they grant you an artifact of a random mystic spell.
  76. Encounter a ghost.
  77. Meet the Empress.
  78. One of your teeth grows and grows without bound until it is unbearable. When you finally wrench it out, the tooth wriggles away into the dirt.
  79. Become desperately lost.
  80. Meet someone in your dreams before you meet them in life.
  81. Develop a fast friendship.
  82. Discover a lost relative.
  83. Raise a pet.
  84. Become a victim of mistaken identity.
  85. Receive a gift from a mysterious benefactor.
  86. Witness a small event, something of no importance except that everyone else insists it happened differently. You know them to be wrong, but you do not know why.
  87. Gain custody of a child unexpectedly.
  88. Discover a secret or a hidden trait that makes you suspect your parents are not your own.
  89. Join or run afoul of a cult.
  90. Develop a close relationship with a mentor.
  91. Suffer a debilitating injury. A mage is able to heal it, but only by replacement from an animal. Roll a random animal and body part.
  92. Suffer a recurring nightmare of discovering your own severed head.
  93. A building collapses with you inside.
  94. Fall victim to a scam.
  95. Make a bet you can't afford to lose.
  96. The Empress conscripts you or someone close to you to fight in one of the endless wars.
  97. Go on a coyote hunt that turns up something far stranger.
  98. A raving mystic of a wild god, hunted by the Church, beseeches you for help. Shelter them or turn them in.
  99. Take a new name.
  100. Break a promise.

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