Random Charm Generation (Midnight)

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Table 1: Appearance

d% Appearance

01-08

Smooth pebble

09-14

Roughly carved idol

15-20

Etched flint

21-26

Broken arrowhead

27-32

Sprig of holly

33-38

Perfectly straight twig

39-44

Whittled statue

45-50

Lightning-singed bark

51-56

Flat metal ring

57-62

Thin chain

63-68

Twisted wire strands

69-74

Silver coin

75-80

Leafy vine

81-86

Dirt clod

87-92

Woven grass

93-00

Pressed flower

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Table 2: Type

d% Type

01-60

Minor, roll on Table 3

61-85

Lesser, roll on Table 4

86-95

Greater, roll on Table 5

95-00

True, roll on Table 6

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Table 3: Minor Charm Effects

d% Effect

01-10

+2 to Fort save

11-20

+2 to Search check

21-30

+2 to Will save

31-40

+2 to Open Lock check

41-50

+2 to attack roll

51-60

+2 to Jump check

61-70

+2 to Hide check

71-80

+2 to Reflex save

81-90

+2 to Bluff check

91-00

+2 to Heal check

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Table 4: Lesser Charm Effects

d% Effect

01-10

+1 to Fort saves for 1 min.

11-20

+1 to Ref saves for 1 min.

21-30

+1 to Will saves for 1 min.

31-40

+1 to AC for 1 min.

41-50

+1 to attacks for 1 min.

51-60

Purifies up to one cubic foot of water

61-70

Detects magic in object touched

71-80

Allows caster to discern north.

81-90

Detects poison in object touched

91-00

Cures 1 hp

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Table 5: Greater Charm Effects

d% Effect

01-08

Endure elements (cold only) for 8 hrs.

09-14

Endure elements (heat only) for 8 hrs.

15-20

+2 to Fort saves for 1 min.

21-26

+2 to Ref saves for 1 min.

27-32

+2 to Will saves for 1 min.

33-38

+2 to AC for 1 min.

39-44

+2 to attacks for 1 min.

45-50

+4 to Jump check

51-56

+4 to Hide check

57-62

+4 to Bluff check

63-38

+4 to Search check

69-74

+4 to Heal check

75-80

+1 to all Str-based skill checks for 1 min.

81-88

+1 to all Dex-based skill checks for 1 min.

89-00

Immediately recover from being shaken, sickened, or dazzled.

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Table 6: True Charm Effects

d% Effect

01-08

Energy resistance 3 (cold)

09-14

Energy resistance 3 (fire)

15-20

Immunity to lycanthropy

21-26

Immunity to vermin poison

27-32

+4 to Will saves vs. compulsion effects

33-38

+4 to Fort saves vs. disease

39-44

+4 to Ref saves vs. spells with energy descriptor

45-50

May always take 10 on Swim checks, even if helpless

51-56

Grants Sanctuary spell during surprise rounds

57-62

Vermin may not approach within 5 ft.

63-38

Grants Greater Invisibility against Fell

69-74

Absorbs the first point of damage from any spell effect

75-80

Shortens the duration of any harmful spell cast on the character by one round

81-88

Attempts to describe the character always fail

89-00

All animal attitudes toward the wearer improve by one step