creating press on nails

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The Curse of Hollow Bridge Cast Legends speak of a small town with a cursed bridge. Hollow Bridge, they called it, a place where darkness loomed and fear gripped the hearts of all who crossed. Tales of the bridge's curse have been passed down for generations, whispered in hushed voices around campfires and shared as cautionary tales. According to the legends, the curse was cast upon Hollow Bridge many centuries ago by a vengeful sorcerer. The sorcerer, they say, had been wronged by the people of the town and in his rage, he cast a spell that would forever haunt the bridge and its inhabitants. The curse, it is said, manifests in strange and unsettling ways.



Wild Magic Surge Generator

Generate random wild magic surges for a wild magic sorcerer or any time your players take a walk through a wild magic zone.

d20 surge roll (if casting 1st level spell or higher): 1. Wild Magic Surge!

Wild magic surge: You cast Fireball as a 3rd level spell (20 ft, 8d6, DEX) centered on yourself.

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You like wild surges? This has a lot of them. (1 Viewer)

It is a d10,000 chart of surge effects. You never have to worry about getting the same result twice with it. I gave it a quick skim and it looks like it should work fairly well for the 5e chaos sorcerer as well as 2e wild mages (I never got the books with the 3e or 4e versions) and Wand/Rod of Wonder.

Now if he would only write one for the Bag of Beans.

Zounds!

Frog of Paradise
Validated User

You know, while I can't imagine actually using this table in play, some of these effects are a very nice source of general-purpose weird magical traits. Things like 'any blade that has drawn the caster's blood is invisible to him' or 'any fires set by the caster produce no heat' are exactly the sort of bizarre supernatural 'tells' which are common for wizards in folklore, but very rare in RPGs. Well worth skimming through, I'd say.

Particle_Man

Semi-Retired
Validated User

Interesting. I will leave it up to my player if they want this because some of this stuff could mess their character up!

rumble

Better than Soylent Cola
Validated User 20 Year Hero! A number of these would also make excellent artifact side effects.

Castille

MetaTemporal Adventurer
Validated User

10,000 Random Magical Events are AWESOME. I've used these anytime a spellcaster botched a spell no matter the game. The most chilling words a DM can say is "No visible effect. " :
The best one I've seen was "The next undead you encounter becomes mortal again and ages to their current years". Which I said was that 'No Visible Effect'. The group were investigating a realm of a lich obsessed with petrification. The poor lich got 6 words into his introductory monologue before coughing and rotting before their eyes into dust. The poor PCs just stood there for 10 minutes waiting for what took out the boss

DMH

Master of Mutant Design
Validated User 20 Year Hero!

Heh, that is cool.

I was looking through some more and I think a fair number would work as 3e style curses for magic items. Some are a bit powerful (Caster can not traverse doorways for 1d12 rounds after item is used) while others (Wielder must tear on article of clothing before using item) can make for some laughs just before the DM is slain by thrown dice.

Endless Rain

Pathfinder 1e DM
Validated User

I'd like to warn you that a few of these could wreck your campaign, due to doing stuff like having the nearest city razed to the ground, or having it deserted or conquered by Orcs or Undead. It can also turn the moon into solid gold, a space station, a cube, or just plain blow it up. (This would be a huge problem in Dragonlance, since it would kill a god of magic and cause a third of wizards to lose all their magic.) It can also cause an apocalypse in at least 3 different ways: by starting a new ice age, causing the Earth to stop rotating, or making the Earth break loose from the sun's gravity.

erik42

0

I love this list. Obviously, any result not appropriate for the situation or campaign can be modified, ignored, or rerolled.

DMH

Master of Mutant Design
Validated User 20 Year Hero!

I'd like to warn you that a few of these could wreck your campaign, due to doing stuff like having the nearest city razed to the ground, or having it deserted or conquered by Orcs or Undead. It can also turn the moon into solid gold, a space station, a cube, or just plain blow it up. (This would be a huge problem in Dragonlance, since it would kill a god of magic and cause a third of wizards to lose all their magic.) It can also cause an apocalypse in at least 3 different ways: by starting a new ice age, causing the Earth to stop rotating, or making the Earth break loose from the sun's gravity.


That is what DM interpretation is for. Looking at an orbital change for the setting's planet, I would go with a shorter year and make everything warmer. Over a few decades the temperate forest the PCs' nation was in becomes tropical. Tigers, that migrated north out of the furnace zone, mixed with black bears and elk could make for some useful chaos. Not to mention weretigers and other tropical monsters.

Wild Surge Table

A sorcerer whose innate arcane ability comes from the wild forces of chaos can unleash surges of untamed magic. When a sorcerer casts a sorcerer spell, the DM can have the player roll a d20. If a 1 is rolled, the DM may have the player roll on the Wild Magic Surge table to create a random magical effect.

You are surrounded by faint, ethereal music for the next minute.

Random Roll: d50 = 49

d50 d100 Effect
1 d100: 01-02 Effect: Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
2 d100: 03-04 Effect: For the next minute, you can see any invisible creature if you have line of sight to it.
3 d100: 05-06 Effect: A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears I minute later.
4 d100: 07-08 Effect: You cast Fireball as a 3rd-level spell centered on yourself.
5 d100: 09-10 Effect: You cast Magic Missile as a 5th-level spell.
6 d100: 11-12 Effect: Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
7 d100: 13-14 Effect: You cast Confusion centered on yourself.
8 d100: 15-16 Effect: For the next minute, you regain 5 hit points at the start of each of your turns.
9 d100: 17-18 Effect: You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
10 d100: 19-20 Effect: You cast Grease centered on yourself.
11 d100: 21-22 Effect: Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
12 d100: 23-24 Effect: Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect.
13 d100: 25-26 Effect: An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.
14 d100: 27-28 Effect: For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
15 d100: 29-30 Effect: You teleport up to 60 feet to an unoccupied space of your choice that you can see.
16 d100: 31-32 Effect: You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
17 d100: 33-34 Effect: Maximize the damage of the next damaging spell you cast within the next minute.
18 d100: 35-36 Effect: Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.
19 d100: 37-38 Effect: 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.
20 d100: 39-40 Effect: You regain 2d10 hit points.
21 d100: 41-42 Effect: You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.
22 d100: 43-44 Effect: For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
23 d100: 45-46 Effect: You cast Levitate on yourself.
24 d100: 47-48 Effect: A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
25 d100: 49-50 Effect: You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
26 d100: 51-52 Effect: A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
27 d100: 53-54 Effect: You are immune to being intoxicated by alcohol for the next 5d6 days.
28 d100: 55-56 Effect: Your hair falls out but grows back within 24 hours.
29 d100: 57-58 Effect: For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
30 d100: 59-60 Effect: You regain your lowest-level expended spell slot.
31 d100: 61-62 Effect: For the next minute, you must shout when you speak.
32 d100: 63-64 Effect: You cast Fog Cloud centered on yourself.
33 d100: 65-66 Effect: Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
34 d100: 67-68 Effect: You are frightened by the nearest creature until the end of your next turn.
35 d100: 69-70 Effect: Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
36 d100: 71-72 Effect: You gain resistance to all damage for the next minute.
37 d100: 73-74 Effect: A random creature within 60 feet of you becomes poisoned for 1d4 hours.
38 d100: 75-76 Effect: You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
39 d100: 77-78 Effect: You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.
40 d100: 79-80 Effect: Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
41 d100: 81-82 Effect: You can take one additional action immediately.
42 d100: 83-84 Effect: Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
43 d100: 85-86 Effect: You cast Mirror Image.
44 d100: 87-88 Effect: You cast Fly on a random creature within 60 feet of you.
45 d100: 89-90 Effect: You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.
46 d100: 91-92 Effect: If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
47 d100: 93-94 Effect: Your size increases by one size category for the next minute.
48 d100: 95-96 Effect: You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
49 d100: 97-98 Effect: You are surrounded by faint, ethereal music for the next minute.
50 d100: 99-00 Effect: You regain all expended sorcery points.

The curse, it is said, manifests in strange and unsettling ways. Some claim to have seen shadowy figures lurking in the corners of their eye, only to vanish when they turn to look. Others speak of hearing disembodied whispers in the dead of night, their words too faint to understand but heavy with malice.

Creating press on nails

Those who have crossed the bridge after dark speak of a chilling atmosphere that seems to seep into their very bones. They describe feeling an overwhelming sense of dread, as if being watched by unseen eyes. Some even claim to have been physically pushed or touched by an unseen force, leaving them with unexplained bruises and scratches. Over the years, numerous attempts have been made to lift the curse from Hollow Bridge. Local priests have performed rituals and blessings, hoping to bring peace to the troubled spot, but to no avail. It seems that the curse is deeply rooted, defying all attempts to break its hold. Despite the terrifying legends and reported encounters, some brave souls still dare to cross Hollow Bridge. They walk swiftly, heads held high, refusing to let fear take hold. Whether out of curiosity or necessity, they face the darkness that haunts the bridge, hoping to prove its legends wrong. Is Hollow Bridge truly cursed, or are these stories merely figments of overactive imaginations? That remains a mystery. What is certain, however, is the lasting impact the curse has had on the town and its people. Hollow Bridge continues to hold a place in their collective memory, a reminder of the unknown forces that may lurk just beyond our understanding..

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creating press on nails

creating press on nails