Random Personal Effects Generator
The Random Personal Effects Generator is a tool to use to make your PCs more interesting. The character could be the child of a powerful magic user who used spells too much, or the character may have been experimented on some time in life. This page is devoted to make your characters a little more unique. There are things on here that would make your character more powerful or much weaker. Download either the TableSmith Version, which has expanded tables, or the DOS Version of this generator.
Begin by rolling a d100 and looking at the table below. There are sub-charts that go with some of the effects. Just click on the link to get to the appropriate chart(s).
Start here...
- No unusual effect
- Add Dice to Ability (cannot go above 25)
- Subtract Dice from Ability (cannot go below 3)
- Add Dice to Game Effect as if Ability is Higher
- Roll ability then game effect.
- Subtract Dice from Game Effect as if Ability is Lower
- Roll ability then game effect.
- Casts a School of Magic as a Natural Ability. Roll the Wizard School then the Spell Frequency.
- Casts a Sphere of Magic as a Natural Ability. Roll the Clerical Sphere then the Spell Frequency.
- Immune to a School of Magic. Roll the Wizard School then the Spell Level.
- Immune to a Sphere of Magic. Roll the Clerical Sphere then the Spell Level.
- No resistance to a School of Spells. Roll the Wizard School.
- No resistance to a Sphere of Magic. Roll the Clerical Sphere.
- Use of Magic Items
- Can use all Magic Items
- Can not use any Magic Items
- Cause all Magic Items to dysfunction in a Radius.
- Can only use a type of Magic Item
- Can not use a type of Magic Item
- Cause a type of Magic Item to dysfunction in a Radius.
- Attract all Magic Items in a Radius.
- Cause all Magic Items to loose their power in a Radius.
- Cause all Magic Items to be hidden in a Radius.
- Destroy all Magic Items in a Radius.
- Other Magical Properties
- Magic dead
- Wild Magic zone in a Radius.
- d100% Magic Resistant
- Magic Attracter
- Immune to Effect (1)
- No resistance to Effect (1)
- Immune to a Type of Weapon
- Take ×2 dmg from a Type of Weapon
- Immune to a Weapon Material
- Take ×2 dmg from a Weapon Material
- Immune to Non-Magical Weapons
- Take ×2 dmg from Non-Magical Weapons
- Immune to Magical Weapons
- Take only Magical Damage
- Take ×2 dmg from Magical Weapons
- Know 1 Language that Parent knows
- Know all Languages that Parent knows
- Unable to Learn Languages Parent knows
- Unable to Learn any Language other than Racial Language
- Non-Weapon Proficiency Check Modifier
- Know 1 Non-Weapon Proficiency that Parent knows
- Know all Non-Weapon Proficientcies that Parent knows
- Unable to Learn Non-Weapon Proficientcies Parent knows
- Unable to Learn a Type of Non-Weapon Proficiency
- Know 1 Weapon Proficiency that Parent knows
- Know all Weapon Proficientcies that Parent knows
- Unable to Learn Weapon Proficientcies Parent knows
- Unable to Learn a Weapon Type
- Born at 1d4 level
- Unable to advance past 5d4 level
- Alignment
- Saving Throw Modifier
- Natural Armor Class Modifier
- THAC0 Modifier
- Surprise Modifier
- Warrior's Attacks
- 3att/2 rds
- 2att/rd
- 5 att/2rds
- 3att/rd
- Can not make a Critical Hit
- Wild Magic Surge Accompanies all Critical Hits
- Ranger's Animal Follower(s)
- Repel all Animals in a Radius.
- Thief's Backstab
- ×2
- ×3
- ×4
- ×5
- Wild Magic Surge accompanies failed Backstabs
- Priest's Undead Turning (roll 1d8 for Turning Level)
- Attract Undead in a Radius.
- Wild Psionic Devotion
- Wild Psionic Science
- Unable to use Psionics
- Special Attack Ability
- Breath Weapon (Effect (2), and then Dice Table for dmg)
- Gaze
- Paralysis
- Stone
- Stun
- Death
- Touch (Effect (3), and then Dice Table for dmg)
- Vocal
- Deafen
- Fear
- Terror
- Flight
- Handicapped
- Color blind
- Blind
- Tone Deaf
- Deaf
- Mute
- No taste buds
- Abnormal Size
- Taller than average by 1'
- Shorter than average by 1'
- Taller than average by 2'
- Shorter than average by 2'
- Abnormal Skin
- Fur covered
- Amphibian
- Reptilian
- Fish scales
- Feathers
- Insectoid
- Hairless
- Invisible
- Unusual color
- Ultra-Sensitive
- Abnormal Bones
- Wooden
- Steel
- Silver
- Gold
- Platinum
- Diamond
- Fragile
- Unbreakable
- Abnormal Blood
- Icor
- Poisonous
- Different color
- Abnormal Head
- Enlarged
- Shrunk
- Horns
- Hairless
- Abnormal Hair
- Odd color
- Odd Texture
- Uncuttable
- Bald
- Invisible
- Metallic
- Abnormal Eyes
- Glowing
- Appearance of None
- Odd color (Player chooses color)
- Odd position
- Only one eye
- More than 2 eyes (d4+2)
- Infravision
- Color blind
- Light Sensitive
- Unable to see in the dark
- Abnormal Ears
- Lobeless
- Only ear holes
- None
- Extra-Sensitive hearing
- Nearly deaf
- More than 2 ears (d4+2)
- Abnormal Nose
- Oversized
- Only nose holes
- None
- Animal appearance (player chooses animal)
- Extra-Sensitive
- No sense of smell
- Abnormal Mouth
- Unusual Color Lips
- No Lips
- Oversized
- More than 1 (d4+1)
- Abnormal Teeth
- Enlarged
- Fangs
- Fangs with venom
- Gem (player chooses gem type)
- Metal (player chooses metal type)
- Two sets of teeth
- Abnormal Arms
- Twice average size
- Shorter than average
- No elbow joint
- No wrist joint
- More than 2 arms (d4+2)
- Animal
- Abnormal Hands
- Elongated Fingers
- One less finger
- Double Jointed Fingers
- Animal Claws
- Snake Fingers
- Webbed
- Abnormal Legs
- Twice average size
- Shorter than average
- No knee joint
- No ankle joint
- More than 2 legs (d4+2)
- Animal
- Abnormal Feet
- Elongated toes
- One less toe
- No toes
- Animal Paws
- Claws for toes
- Webbed
- Abnormal Nails
- Gem
- Metallic
- None
- Unbreakable
- Wings
- Tail
- Gills
- Change skin color at will (non-natural colors)
- Skin color changes when magic is used (non-natural color) in a Radius.
- Change hair color at will (non-natural colors)
- Hair color changes when magic is used (non-natural color) in a Radius.
- Change nail color at will (non-natural colors)
- Nail color changes when magic is used (non-natural color) in a Radius.
- Carnivorous
- Herbivorous
- Aura
- Communicate with
- Animals
- Inanimate Objects
- Plants
- Undead
- Know history of (by touch)
- Animals
- Inanimate Objects
- Plants
- Undead
- Blessed
- Cursed
- Addicted to Magic Energies
- Touch Befouls
- Touch Purifies
- Unable to remember the past after sleeping
- Unusual Sleep
- Hardly ever wakes up
- Needs twice as much
- Needs half as much
- Does not need sleep
- Unusual Eating
- Can't stop
- Needs twice as much food
- Needs half as much food
- Does not need to eat
- Unusual Drinking
- Can't stop
- Needs twice as much liquid
- Needs half as much liquid
- Does not need liquids
- Lycanthropy
- Planar Creature characteristics
- Divinity
- Demi Power
- Lesser Power
- Intermediate Power
- Greater Power
Sub-tables
Click the subtable name for the chart to roll.
- Ability Scores (d6)
- Strength (d6)
- Hit Probability
- Damage Adjustment
- Weight Allowance
- Maximum Press
- Open Doors
- Bend Bars/Lift Gates
- Dexterity (d3)
- Reaction Adjustment
- Missile Attack Adjustment
- Defensive Adjustment
- Constitution (2d3-1)
- Hit Point Adjustment
- System Shock
- Resurrection Survival
- Poison Save
- Regeneration
- Intelligence (2d3-1)
- # of Languages
- Spell Level
- Chance to Learn Spell
- Maximum # of Spells per Level
- Spell Immunity
- Wisdom (d4)
- Magical Defense Adjustment
- Bonus Spells
- Chance of Spell Failure
- Spell Immunity
- Charisma (d3)
- Maximum # of Henchmen
- Loyalty Base
- Reaction Adjustment
- Strength (d6)
- Alignment (d4)
- Lawful
- Chaotic
- Good
- Evil
- Color (d10)
- Red
- Orange
- Yellow
- Green
- Blue
- Purple
- White
- Black
- Colorless
- Glows (roll d6 on this table)
- Dice (d6)
- d4
- d6
- d8
- d10
- d12
- d20
- Effects Table 1 (d8) Table 2 & Table 3 (d6)
- Acid
- Cold
- Electricity
- Fire
- Energy Drain—Gas—Poison
- Gas—Sonic—Energy Drain
- Poison
- Sonic
- Magic Item (d20)
- Magical Liquids
- Scrolls
- Rings
- Rods
- Staves
- Wands
- Books
- Gems & Jewelry
- Clothing
- Boots & Gloves
- Girdles & Helms
- Bags & Bottles
- Dust & Stones
- Household Items
- Musical Instruments
- Weird Stuff
- Humorous Items
- Armor and Shields
- Weapons
- Artifacts
- Modifier (d8)
- -4
- -3
- -2
- -1
- +1
- +2
- +3
- +4
- Radius (d6)
- 1' or Touch
- 5'
- 10'
- 20'
- 50'
- 100'
- Saving Throw (d10)
- Paralyzation
- Poison
- Death Magic
- Rod
- Staff
- Wand
- Petrifaction
- Polymorph
- Breath Weapon
- Spell
- Priest Spheres (2d8+d10-2)
- All
- Animal
- Astral
- Chaos
- Charm
- Combat
- Creation
- Divination
- Elemental (d4)
- Air
- Earth
- Fire
- Water
- Guardian
- Healing
- Law
- Necromatic
- Numbers
- Plant
- Protection
- Summoning
- Sun
- Thought
- Time
- Travelers
- War
- Wards
- Weather
- Wizard Schools (d20)
- Abjuration
- Air
- Alchemy
- Alteration
- Artifice
- Conjuration/Summoning
- Dimension
- Divination
- Earth
- Enchantment/Charm
- Fire
- Force
- Geometry
- Illusion/Phantasm
- Invocation/Evocation
- Mentalism
- Necromancy
- Shadow
- Song
- Water
- Spell Frequency (d4)
- Common
- Uncommon
- Rare
- Very Rare
- Spell Level - Priest (d8)
- 1st
- 2nd
- 3rd
- 4th
- 5th
- 6th
- 7th
- Re-roll
- Spell Level - Wizard (d10)
- 1st
- 2nd
- 3rd
- 4th
- 5th
- 6th
- 7th
- 8th
- 9th
- Re-roll
- Weapon Material (d4)
- Bone
- Metal
- Stone
- Wood
- Weapon Type (d4)
- Bludgeoning
- Piercing
- Slashing
- Missile

