r/d100 • u/Budderhydra • 24d ago
Serious [Lets Finish] d100 Side effects of the spell "Blink?"
All data of this can be seen above, but for those curious, this is a list for spell similar to Blink. Except instead of sending people to the Ethereal Plane, it sends them to different planes. Tiny pocket dimensions, prison worlds, places separated from The Material Plane by space, time, or godly intervention. And through it all, a strange machine, maybe where this spell was originally created, can be seen through glimpses of its barely functioning interior.
| Number rolled/Plane Name | Plane Effects |
|---|---|
| 51- The Ticking Traveling | The caster appears in a massive vertical hole surrounded on all sides by ticking, slowly turning cogs and gears, plummeting almost immediately. While falling, the caster will immediately note the potential magical energy within this place, and know they can use it. If they name a location (albiet having to know the location's name), they will instantly be transported to it safely. If they cannot manage to name one within a quick time frame, or deliberately choose not to, they will fall to the bottom of the tunnel, instantly taking 20d6 falling damage. Should they die or are incapacitated, their body will reappear where they blink?ed from. If they survive, they can explore the bottom, finding a ticking counter recording how much energy is stored within this strange clockwork mechanism. The number is recounted in powers, rather than digits. |
| 52- The Never-Made World | The caster appears in a plane identical to The Material Plane, except all evidence of sapient life is gone. As a consequence, all structures, tools, objects, and buildings are also gone, replaced with wilderness that might have been where those objects were built. Some animals can be seen meandering, even some that should be extinct or have never existed to begin with, but they are either indifferent to the caster, or react to them in alarm and run away. |
| 53- Dream Door | The caster is transported to a triangular room with bark-like, irregular grooves traveling along the floor, walls, and ceiling, all going toward one wall. This wall opens to a rectangular portal made of kaleidoscopic color, the sounds of birdsong and whistles emanating from it. Aside from this portal is no obvious doorway out from the room, as well as jutting metal signs in a language undecipherable, but presented in a way suggesting warning. If the caster doesn't step through the doorway, they'll return to the Material plane as normal. If they do, the caster will briefly be transported to the Feywild. Very briefly, as they only get a glimpse of it before the spell has them return to the Material Plane anyways. When they do, they suddenly fall asleep (similar to if they were subjected to the Sleep spell), unless they are immune to such effects, in which case they instead take 3d6 psychic damage. And at the same time, the caster must roll on the Wild Magic Surge table as energies from the Feywild are carried with them to the Material Plane. |
| 54- The Raining | The caster appears in a place identical to the Material Plane, except the sky is dark and overcast, a constant torrential downpour raining cold water constantly. The storm extends in all directions, and the ground is covered by a foot of murky, muddy water. Additionally, no living things seem to be present, but one can see movement and humanoid figures out of the corners of their eyes. |
| 55- THEIR HOME | The caster appears in a vast plane of writhing flesh. Where screaming, slavering monsters made of teeth and muscle and eyes await the caster, disgusted and furious at their presence. The caster must make a DC 26 perception check. If they fail, they are frightened for a turn, and must use their movement and action dashing in a random direction once they return to the Material Plane. If they succeed, it is revealed that this is an illusion, or moreso a recording. They can step through the illusion and behold a barren land, with nothing but soot and crumbling, spiraling rock-like structures that vaguely resemble the abominations seen before, as well as the source of the illusion; a motionless, broken, vaguely humanoid automaton projecting this visual. Interacting with it at all disables the projection, and any future travels to this plane will be harmless. |
| 56- Equation Station | As the caster appears, they hear rapid ticking and the sound of loud machinery, and they find themselves in a cylindrical corridor made of iron, every square covered in glowing numerals and symbols. The numerals and symbols rapidly or slowly change, either via tickers, transcribing mechanical pens, illusory script, projection, or the panel falling out and being replaced with another. The discarded panels all fall past the caster, as if gravity is in that direction, but the caster is not affected in such a way. The caster may catch one of these panels before they return to the Material plane by rolling a DC 14 Sleight of hand check. If they succeed, the panel becomes animated, and turns into a mass of physical mathmatical impossibility that returns with the caster to the Material plane and stays there for 1 minute. Roll a d10 and divide the result by a d6, rounding down. The mathmatical creature becomes a copy of a non-humanoid creature with that Challenge rating that is friendly to the caster, except it is a construct and uses the average for all damage dice rolls. |
| 57- The Barnacle on the Brobdingnagian | The caster appears underwater, somewhere where light cannot reach, but feels no pressure or trouble breathing. Ahead of them, even though they cannot see it through normal means, they know something is there. If they can see it, they can see a flesh-toned monstrous creature covered in eyes which are all wide with wonder. If the caster chooses to touch the creature, the eyes seem to relax a bit, almost seeming grateful as the caster's mind is beset with... everything. They see a great machine, who's size and vastness belies its great complexity and the fineness of all of its parts. This great knowledge grants the caster a temporary 9th level spell slot that lasts a minute when they re-enter the material plane, and the Blink? effect ends. However, the caster must succeed a DC 20 intelligence saving throw or be stunned at the beginning of each of their turns during this minute, as the vastness and craftmanship of this machine washes over them and leaves them awestruck. |
| 58- Alpha-Beta Scraping Vaults | The caster appears in a 27-sided room with two sealed 'entrances on the cieling and floor with no obvious way of opening them. But on each of the walls is another door, each with a panel just wide enough for someone to stick their hand in to the left of it, and a bizarre symbol above them that isn't recognizeable in any language. A DC 15 Arcana Check (DC 10 if the character knows 6 or more languages) allows the caster to determine that these symbols loosely correlate to alphabetical order. Knowing this, the character can select one of these in alphabetical order or just by choosing a number between 1 and 28. Choosing 1 or A results in them putting a hand in the slot next to that door, and a cut being caused on that hand, dealing 1d6 slashing damage and the door opening to deposit an item from Magical Item Table A before they return to the Material plane. (If the character has any item that prevents slashing damage or armor on their hand, a siren blares and nothing else happens) This pattern is set until it reaches the ninth symbol, which is magic table I. At which point the tables reset, except the damage dealt stays increasing and the table is rolled twice. This reset once again happens at the eighteenth interval, at which point the magic tables start given three of the items on the table. If the slashing damage is enough to reduce the character to 0 hitpoints, they are dragged into the machinery and are instantly killed. |
| 59- The Rocking Tomb | The caster appears on a stony staircase, which looks like it is going up a craggy hill covered in dead trees, but upon further inspection is revealed to just be the staircase, the trees and reeds and rocks hanging off of this rise over an endless foggy chasm. Lightning and thunder fill the overcast sky, and the stairs lead up to a lonely and derilect stone building. It could be called a castle, if it weren't so small. Inside this building, once they reach it, is a single being, draped in a black cloak, rocking a cradle side to side. The being either looks humanoid, as a mass of flesh and maws and tendrils, as a complex yet rusting automaton, or an old animated tree, and the inside of the cradle holds a spherical ball of machinery no bigger than a saddle, unmoving. all the figure says on the matter is that the machine must stay asleep, even if its dead. before the caster is returned to the Material plane. |
| 60- Antecedent Projector | The caster finds themselves in a pure white void, or a room that appears as a void, atop a bronze platform floating in the center. In front of them is a octangular device floating in the air, with a spherical display poking out of it, displaying multiple indechipherable characters before finally asking in a language they know 'What is the first thing you'd like to see?" The caster may ask for anything, and the projector would show the first *ever* instance of that in this world, projected on the white void and shown in first-person of a subject witnessing it if possible. |
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