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The Wheel of Fate is a major artifact of surpassing power. Its powers are godlike
and some wonder who created it. The wheel appears as a large 10’ X 10’ roulette wheel
and is extremely heavy, even supernaturally so. Only a strength check of 45 will
successfully move it and picking it up requires a lifting capacity of 5 tons. Dragging it
requires a capacity of 10 tons, and so can be even harder. As much as the table itself
resists movement, the wheel spins at the slightest touch and will spin three times for any
given individual, although many results will add or detract from this total. Once an
individual has made their allotted spins, a DC 45 strength check is required to budge the
wheel. In that case, only poor results will be rolled. A character with the luck domain or
a pertinent luck feat can successfully tweak the results of the roll, by rerolling a bad roll
before it takes effect. In this circumstance, the DM should tell the character only that
something bad was about to happen and have them spin again. If a character makes 10
spins, that is the upper limit and no more spin again results will be honored, instead
passing on to the next item down the chart as the spinner pushes just a little further than
physics would permit. Likewise, if any option seems inappropriate to the DM, they
should feel free to use this method to find better options. The final four options cannot be
naturally spun and are for just this occurrence or some spectacular spin which the DM
feels should push into the realms of the less than percentile chances. As an option, the
wheel avoids rolling the same numbers repeatedly. Therefore, 5 100s in a row would net
first 100, then 101, 102, 103, and 104. It is also possible to alter the spin, once. This
takes a successful DC 45 Strength check in mid spin and can move the pointer up or
down 1 plus 1 per 5 points above 45.
Currently, the dragons Scarla and Tyrsis keep the wheel safe in their possession.
Previously, the dragon Flirstikyron had discovered it hidden in the lava fields and hidden
it from his mother. It’s history beyond that is hazy at best. But back several centuries it
once resided in a thriving city once centered over the volcano from whence the lava fields
have spread. The existence of this city is a fact that few of even the longest lived scholars
are even aware.
Change Alignment
1 Instantly 26 Change any creature's alignment permanently.
Defeat the next
monster you meet to
2 gain a level 27 Lose a level, unless you defeat the next monster.
A forgotten creature once imprisoned is released. This
You are Imprisoned! person knows only that you released them and feels
3 (As spell) 28 intense gratitude.
-1 to all saves,
4 permanently 29 +1 to all saves (unnamed bonus) permanently
Avoid any situation you For the next week, your worst case scenerios will all come
5 wish, once 30 true.
Enmity between you
6 and an outsider 31 An outsider will do you a favor.
7 Lose a spin 32 Spin again, double the given effect.
Gain 25 pieces of
jewelry or 50 gems 20000gp land on you. Make a reflex save or be pinned
8 (your choice) 33 and start suffocating.
Lose 1d4+1
intelligence. Gain an
9 extra spin. 34 Gain 1d4+1 to your primary stat.
Gain 10k experience
10 or 2 more spins 35 Lose 10k xp and you must spin again
Gain a Major Magic
Weapon (of a kind you
11 can use) 36 Lose your primary weapon.
Gain the service of a Gain a 4th level fighter, who works to slay you when given
12 4th level fighter 37 the chance.
You are granted 1d4 You are granted 1d4 wishes, which twist in the worst
13 wishes 38 possible manner.
One of your friends
14 turns against you. 39 One of your enemies gets a soft spot for you.
Immediately lose all Become forgotten, by everyone, even party members.
wealth and real Party members watching get a DC 21 Will save. If
15 property. 40 successful, they remember that they once knew the victim.
Defeat dread wraith or Resurrect instantly with no level loss, the next time you
16 be forever destroyed. 41 die.
Gain a +2 inherent
bonus to an ability
17 score. 42 Gain a -2 inherent penalty to a stat.
Gain a beneficial
medium wondrous Reduce the power a random magical item to the next
18 item and 50k xp 43 lower version.
Your equipment becomes magic (1d4+2 items become
19 Lose all magic items. 44 lesser wondrous or magical items)
Gain +6 to diplomacy
checks and a small
20 keep 45 Gain +6 to intimidate checks and a dungeon
Be faced with an unresolvable dilemma. An either/or that
Know the answer to has serious negative consequences for the character
21 your next dilemma. 46 either way.
Body Functions, but
body is trapped
22 elsewhere. 47 Suffer a geas from a good/evil outsider
Gain 1d3 lbs of You suddenly owe 100k gp to the dwarven mafia. Debt
23 unworked eternium 48 collectors incoming. Your name is mud financially.
Summon a monster Lose to a boosted version of yourself (+2 to all stats) and
equal to your CR. If become that version. Defeat it and gain only xp. Whoever
you defeat it, you gain is defeated disappears. Party members are free to
24 a level. 49 interfere.
Gain a template(1d3,
half-fiend, half-
celestial, or half- Lose a template, if applicable. Otherwise, gain a -1 level
25 dragon) 50 adjustment.