01-09
Hit exposed area, damage +50%
Cold
01-40
Limb frozen, cure within 10 rounds or lose it (roll on limb table)
Electricity
01-20
Hits unprotected area, +50% damage
Poison
01-40
Temporary insanity, lasts for 3-18 (3d6) days
Acid, dissolving
01-40
Limb struck, use limb chart or DM's choice
Fire
10-40
All oil, alchohol, or other flammables explode for 1/2 damage each
41-45
If holding metal item, it melts onto hand permanently (only if
fire is strong enough)
46-50
Destroy 1-4 items, take full damage
51-54
One eye burned, +10% damage, see slashing
55-60
Both eyes burned, +25% damage, see slashing
61-66
Blinded for 1-6 rounds
67-74
Smoke inhalation, out of action for 1-3 rounds
75-80
Flame gets under clothes or armor, +50% damage and plasma loss
for 2x bleeding damage
81-99
Burn face and skin, causing scars and -3 Chr., must cure for
5x damage to regain Chr.
00
Inhale flame, save vs. death at -5 or lungs burned out
41-50
1-6 non-magical glass and metal items turn brittle; save at -5 if
struck (even weapons)
51-60
Severely frozen, Str. and Dex. -2 for 2-12 rounds
61-70
Go into shock from cold (same effects as being unconcious).
Roll less than CON on d20 every round to come out the next
round unharmed
71-75
Body completely numbed- all surface nerves paralyzed for 1-3
hours: will not know damage taken per each blow, must roll under
Dex. on d20 for each attack or will drop weapon
76-88
Severe frostbite- lose toes, nose, etc.
89-99
Flesh frozen and gangrene will set in, +25% damage
00
Blood crystalized, save vs. death at -5 or will be lethal.
21-40
Go into convulsions for 1-3 rounds, +10% damage
41-46
All potions carried make saving throw or are changed: 50% useless,
40% new effects, 10% poison
47-52
If wearing metal armor, welded inside, +50% damage
53-65
Severe burns at entry and exit points, +25% damage
66-70
One limb burned off (roll on removal table), +75% damage
71-80
Nervous system damaged: lose 1d4 of dexterity (regained if healed
for 5x damage)
81-85
Nervous system damaged: lose 1d4 of wisdom (regained if healed for
5x damage)
86-90
Nervous system damaged: lose 1d4 of intelligence (regained if
healed for 5x damage)
91-93
Temporary amnesia lasts 10-29 (9+d20) days. Save vs. paralyzation
or also lose all experience, spells, etc. until memory regained.
94
Permenant amnesia. Save vs. paralyzation or lose all experience.
95-98
Temporary insanity (1-8 days)
99
Permenant insanity
00
Strikes heart, save vs. death at -5 or massive coronary failure
41-49
Permanent insanity
50-59
Lingering results- poison won't leave system for 5-7 days and
there will be "flashbacks" which do 10-80% (10d8) of poison damage
60-79
Unusually high dosage, effects (damage) +50%
80-97
One score lowered 1-2 must neutralize poison and heal 5x damage
to regain
98-99
Save vs. poison or enters major artery: damage +300%
00
Poison has unique effect on this individual; save vs. death
at -5 (or at +5 for non-damaging poisons) or fatal
41-60
Hits exposed area, +50% damage
61-70
All items close to area hit save at -3 or destroyed
71-77
Acid gets into potion flask, water skin, etc.
78-82
One eye blinded, damage +10%, see slashing
83-90
Both eyes blinded, damage +25%, see slashing
91
Hair burned off, -3 damage
92-00
Severe facial damage, -3 CHR (if possible), heal damage x6 to regain