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TABLES FOR FABLES
A collection of free tables for fantasy role-playing games.
 
Welcome to Tables for Fables. This is a collection of random tables, all of which:
 
  • have a fantasy theme,
  • are systemless - that is, don't use statistics or terms from a single game, and
  • use only normal, six-sided dice (d6s).
If you have a table that you want to contribute, please email me (news AT apolitical DOT info).
 
You can look at all 342 tables, or look at tables in a specific category:
 
Magic and Religion(36 entries)
Treasure(23 entries)
Wilderness and Worlds(52 entries)
Dungeons and Combat(42 entries)
Personalising Characters(90 entries)
Settlements and Countries(82 entries)
Adventure Ideas(87 entries)
Creating Creatures(32 entries)
 
Please note that magic items are in the Treasure section, not the Magic and Religion section.
 
Many of the ideas in these tables are used in the automatic Adventure Ideas Generator.
 
Priests
source or inspiration: James Hutchings
 
This table provides alternatives to the traditional 'cleric' class.
 
Roll 1 dice.
1There are adventuring priests, who may or may not have magical abilities.
2There are adventuring priests, but they never have magic powers. No temple with have anything to do with magic.
3There are adventuring holy men and women with magic powers, but they aren't priests. Officials of a church will always be non-player characters.
4There are priests with magic powers, but they never adventure. Player characters can go to them for healing, blessing etc, but they won't be player-characters themselves.
5All magic powers come from a god or goddess. There are no wizards other than priests (roll again 1-3 player characters may be priests 4-6 player characters can't be priests).
6People believe that priests have magic powers, but they are a combination of scientific knowledge, and the psychological effect of people's belief in the priests' powers. Optionally roll again: 1-3 priests believe they have magical abilities 4-6 priests know that they're tricking people.
 
 
Near-Death Experiences
source or inspiration: Mike Hensley
 
When a character comes close to death, and recovers, the GM might declare a chance that they should roll on this table. The chance should be higher if they're cured by magic than if they recover naturally.
 
Roll 2 dice.
1st dice2nd diceresult
11-2The character has a disease. Optionally, roll 2-4 times on the 'Disease 2: Symptoms' table in the 'Wilderness and Worlds' section.
13-4As above, but the character has no symptoms of the disease. Instead, they infect others with it.
15-6An evil supernatural creature such as a demon or ghost is brought into the world. They are unable to directly harm the character, but will work for their death. Roll again for the creature's appearance: 1-2 the creature looks and speaks exactly like the character 3-4 the creature seems to be a normal member of the character's species 5-6 the creature is obviously supernatural.
21-2A close relative or friend of the character dies.
23-4The character's recovery drains the life-force of someone nearby.
25-6The character is disfigured.
31-2The character gains occult knowledge, which however drives them close to madness, and gives them a frighteningly unearthly appearance.
33-4The character appears cured, but starts to waste away from an unknown cause. If left untreated, rather than die, they will become an undead creature such as a zombie or vampire. This affliction can only be cured magically.
35-6The character is uncannilly lucky for the next month.
41-2The character gains wisdom and an air of holiness.
43-4The character becomes uncannily brave for the next year.
45-6The character is given a glimpse of the future.
51-2The character is severely weakened for the next month.
53-4The character is actually dead, and their body is inhabited by an evil supernatural creature.
55-6Roll on the 'Effects of Powerful Magic on the Caster' table in the 'Magic' section.
61-2As above, but roll twice.
63-4As above, but roll three times.
65-6Roll twice on this table, ignoring and re-rolling this result.
 
 
Requests Through Prayer
source or inspiration: James Jarvis
 
Count results less than 3 as 3, and those of more than 18 as 18.

Depending on the game world any character might be able to make a request by prayer, or only priests. There might also be a limit to how often a character can make a request. For example, once every 24 hours. Or, each extra attempt in a particular period of time might attract a penalty.

Examples of modifications to the roll could be:

-1 for each week the character has been lax in their devotions (for example missing church)

+2 if the attempt is made at a temple dedicated to the deity (or at a place associated with the deity; for example, some might be associated with crossroads, or running streams)
+2 if the character has a relic of the deity.

-1 to +2 based on the Charisma, Willpower or similar attribute of the character.

+1 to 6 if the character has made an appropriate donation, sacrifice, penance (as appropriate to the deity).
 
Roll 3 dice, use the total.
3Atonement Required: The request is refused. Roll 3 dice. The character must spend this many days in prayer, fasting, and contemplation, or other form of continuous worship as appropriate to the deity, before they can make any request again.
4Atonement Required (as above).
5Stern Refusal: The request is refused. For any future requests, the character should take 2 from the roll, until they get a result of 'granted' or 'atonement required'. Multiple 'stern refusals' add together. For example two stern refusals will give a -4 penalty. The character can choose to atone, as if they'd gotten a result of 'Atonement Required', to get rid of any penalty from this result.
6Stern Refusal (as above).
7Stern Refusal (as above).
8Refusal.
9Refusal.
10Refusal.
11Refusal.
12Refusal.
13Granted.
14Granted.
15Granted.
16Granted.
17Granted.
18Granted.
 
 
Spellbooks and Equivalents
source or inspiration: Max Davenport
 
This table generates the object that a magician uses to store their spells
 
Roll 2 dice.
1st dice2nd diceresult
11-2A book. To the uninitiated, the spells will appear to be recipes.
13-4A book. To the uninitiated, the spells will appear to be poetry.
15-6A book. To the uninitiated, the spells will appear to be meaningless sentences.
21-2A book. To the uninitiated, the spells will appear to be drawings.
23-4A book. To the uninitiated, the spells will appear to be maps.
25-6A book. To the uninitiated, the spells will appear to be written in an unknown language.
31-2A book. The spells aren't in any kind of code, but the book is alive and will defend itself fiercely.
33-4A staff whose carvings give the details of spells.
35-6The magician's hair (possibly including their mustache and/or beard) is knotted in a way which represents the spells (roll again if the magician is bald and has no beard or mustache). The hair will become less knotted as their magical energy is used.
41-2A talking mirror.
43-4A talking mask, which looks like the magician's own face.
45-6A large shell. The magician whispers spells into the shell, and puts it to their ear to hear them.
51-2A box of pills, which the magician needs to take to cast a spell.
53-4A pouch of magical tobacco. The smoke curls in such a way as to remind the magician how to cast the spells.
55-6A shortwave radio. When tuned to a secret frequency, an announcer can be heard reading the magical formulas.
61-2A star chart, giving the location of the (roll again 1-2 gods 3-4 demons 5-6 aliens) who send the magician their spells.
63-4The magician is subscribed to a newspaper whose articles give spell formulas in code.
65-6A chess board (or go, checkers, backgammon, or a similar game in your game world). Certain positions of the pieces correspond to particular spells.
 
 
Titles of a Magician
source or inspiration: James Hutchings
 
Roll 2 dice.
1st dice2nd diceresult
11-2Augurer.
13-4Conjurer.
15-6Diviner.
21-2Elementalist.
23-4Enchanter.
25-6Magus.
31-2Necromancer.
33-4Prestidigitator.
35-6Seer.
41-2Shaman.
43-4Soothsayer.
45-6Sorcerer.
51-2Thaumaturge.
53-4Wise Woman or Cunning Man.
55-6Witch or Warlock.
61-2Wizard.
63-4Use the 'Good Magical Creatures' tables instead, in the 'Magic and Religion' and 'Creating Creatures' sections.
65-6Use the 'Evil Magical Creatures' tables instead, in the 'Magic and Religion' and 'Creating Creatures' sections.
 
 
Effects of Hearing a Swansong
source or inspiration: James Hutchings
 
This table refers to the myth that a swan, just before it dies, will sing a beautiful song.
If the players are the kind to kill a swan in order to hear the song, the GM might specify that this won't work (for example the swan might refuse to sing if its murderers will hear).
 
Roll 2 dice.
1st dice2nd diceresult
1-21-2The player will become obsessed with hearing another swansong, and will slowly waste away if they aren't pursuing this aim.
1-23-4The player will become terrified of hearing another swansong, to the point that they may become crippled with fear in the presence of a swan. If they actually hear another swansong they will lose the fear (and must roll again on this table as anyone else would).
1-25-6The player's singing voice will improve, but only when they're singing sad songs.
3-41-2The player's ability to write songs and poetry, but only sad songs or poetry, will improve.
3-43-4The player will be prone to crippling fits of melancholia, when they'll be almost unable to act. Only magic can cure this affliction.
3-45-6The player will learn the identity (and location) of their one true love.
5-61-2The player will have an increased ability to communicate with, and gain the trust of, all birds.
5-63-4The player will be completely unable to harm any bird (or eat any bird) - even monstrous ones, and even if they're being attacked. Only magic can remove this inability.
5-65-6The player, just before they die, will themselves sing a 'swansong', which will cause any who hear it to roll on this table.
 
 
Spell or Magic Item Names: part 1
source or inspiration: Max Davenport (permission given),
and Uncle Bear (Creative Commons license)
 
For spells, these tables work best with whichever of the name tables (in the 'Personalising Characters' section) best fits your game world.
The name can go at the start or the end - for example, 'Seti's Melancholy Bargain' or 'The Melancholy Bargain of Seti'.

For magic items, you might want to use the type of item (eg wand, ring, cloak) as well as, or instead of, a name:
for example 'The Wand of the Melancholy Bargain', or 'Seti's Wand of the Melancholy Bargain'.
Sometimes these tables will generate a name which suggests a particular type of item: for example 'Ariana's Remarkable Cage'.
 
Roll 3 dice.
1st dice2nd dice3rd diceresult
111-2Abhorrent.
113-4Aggravating.
115-6All-Knowing.
121-2All-Seeing.
123-4Arcane.
125-6Audacious.
131-2Augmentative.
133-4Auspicious.
135-6Beatific.
141-2Bedeviling.
143-4Benevolent.
145-6Burning.
151-2Cacophonous.
153-4Canine.
155-6Chimerical.
161-2Conquering.
163-4Consummate.
165-6Corrupting.
211-2Crepuscular.
213-4Delerious.
215-6Dimensional.
221-2Disintegrating.
223-4Dissonant.
225-6Dolorous.
231-2Elaborate.
233-4Eldritch.
235-6Elemental.
241-2Empyrean.
243-4Enduring.
245-6Enervating.
251-2Enfeebling.
253-4Enigmatic.
255-6Enraging.
261-2Ethereal.
263-4Excruciating.
265-6Feline.
311-2Flaming.
313-4Fortuitous.
315-6Fulminating.
321-2Ghoulish.
323-4Gibbering.
325-6Glittering.
331-2Grandiloquent.
333-4Gratifying.
335-6Hallucinatory.
341-2Harmonious.
343-4Hermetical.
345-6Hideous.
351-2Ignescent.
353-4Impedimental.
355-6Improbable.
361-2Indomitable.
363-4Inexorable.
365-6Invisible.
411-2Irascible.
413-4Iridescent.
415-6Legerdemainic.
421-2Lissome.
423-4Lurid.
425-6Magnificent.
431-2Malign.
433-4Malevolent.
435-6Melancholy.
441-2Mesmeric.
443-4Metamorphic.
445-6Mordant.
451-2Multipotent.
453-4Mutable.
455-6Mystifying.
461-2Nourishing.
463-4Nullifying.
465-6Numinous.
511-2Ostentatious.
513-4Ungainly.
515-6Pernicious.
521-2Perseverant.
523-4Persnickety.
525-6Phantasmagoric.
531-2Phantasmal.
533-4Phlegmatic.
535-6Prismatic.
541-2Protective.
543-4Risible.
545-6Prestidigitative.
551-2Propitious.
553-4Protective.
555-6Pugnacious.
561-2Puissant.
563-4Remarkable.
565-6Ruinous.
611-2Salubrious.
613-4Sanctimonious.
615-6Scintillant.
621-2Sickening.
623-4Spidery.
625-6Staggering.
631-2Stinking.
633-4Tenebrous.
635-6Triumphant.
641-2Truculent.
643-4Tumultuous.
645-6Undulating.
651-2Unending.
653-4Unstoppable.
655-6Vampiric.
661-2Vexatious.
663-4Vitriolic.
665-6Vulpine.
 
 
Spell or Magic Item Names: part 2
source or inspiration: Max Davenport (permission given),
and Uncle Bear (Creative Commons license)
 
Roll 3 dice.
1st dice2nd dice3rd diceresult
111-2Abyss.
113-4Acid.
115-6Affliction.
121-2Agent.
123-4Anchor.
125-6Armour.
131-2Arrival.
133-4Augury.
135-6Aura.
141-2Banishment.
143-4Bargain.
145-6Bauble.
151-2Binding.
153-4Blade.
155-6Blindness.
161-2Bolt.
163-4Bond.
165-6Bubble.
211-2Cage.
213-4Charm.
215-6Cloud.
221-2Command.
223-4Conjuration.
225-6Contagion.
231-2Cornucopia.
233-4Dance.
235-6Dart.
241-2Deceit.
243-4Demand.
245-6Diablerie.
251-2Ditty.
253-4Diversion.
255-6Dodge.
261-2Doom.
263-4Door.
265-6Dweomer.
311-2Evocation.
313-4Eye.
315-6Fever.
321-2Figment.
323-4Finger.
325-6Fit.
331-2Flame.
333-4Flesh.
335-6Fog.
341-2Fright.
343-4Frost.
345-6Gate.
351-2Gaze.
353-4Glance.
355-6Globe.
361-2Gloom.
363-4Grace.
365-6Grease.
411-2Growth.
413-4Guardian.
415-6Hand.
421-2Hex.
423-4Idol.
425-6Insult.
431-2Iron.
433-4Jar.
435-6Jig.
441-2Languor.
443-4Laughter.
445-6Leap.
451-2Meteor.
453-4Mirage.
455-6Mist.
461-2Mouth.
463-4Net.
465-6Oath.
511-2Oddment.
513-4Pattern.
515-6Phantom.
521-2Refuge.
523-4Retreat.
525-6Roar.
531-2Rune.
533-4Scourge.
535-6Servant.
541-2Shield.
543-4Sigil.
545-6Simulacrum.
551-2Sleigh.
553-4Spark.
555-6Sphere.
561-2Suggestion.
563-4Summoning.
565-6Swarm.
611-2Swoon.
613-4Sword.
615-6Talisman.
621-2Tide.
623-4Tower.
625-6Vault.
631-2Veil.
633-4Vigour.
635-6Visage.
641-2Vision.
643-4Vista.
645-6Wall.
651-2Ward.
653-4Web.
655-6Weird.
661-2Whimsy.
663-4Whisper.
665-6Word.
 
 
Magical Specialties
source or inspiration: James Hutchings
 
Roll 1 dice.
1Earth.
2Air.
3Fire.
4Water.
5roll again: 1-3 Metal 4-6 Wood.
6roll again 1-3 Light 4-6 Darkness.
 
 
Effects of Star Signs
source or inspiration: James Hutchings
 
Fire Element will make the character braver and more confident, but also less sensible.
Earth Element will make the character practical and sensible, but also less confident in social situations.
Air Element will make the character a better communicator, but also tense and more prone to panic.
Water Element will make the character perform better in both physical and intellectual areas, but also worse in spiritual ones.

Cardinal Quality will make the character braver and more determined, but also less able to learn new things, or act as part of a team.
Fixed Quality will make the character more inclined to uphold the status quo.
Mutable Quality will make the character more adaptable, particularly in social situations, but also more unlucky and likely to attract problems.

Thanks to Wikipedia for the 'information' used in this table.
 
Roll 2 dice.
1st dice2nd diceresultElementQuality
11-3AriesFireCardinal
14-6TaurusEarthFixed
21-3GeminiAirMutable
24-6CancerWaterCardinal
31-3LeoFireFixed
34-6VirgoEarthMutable
41-3LibraAirCardinal
44-6ScorpioWaterFixed
51-3SagittariusFireMutable
54-6CapricornEarthCardinal
61-3AquariusAirFixed
64-6PiscesWaterMutable
 
 
Effects of Birth Year
source or inspiration: James Hutchings
 
Thanks to Wikipedia for the 'information' used in this table.
 
Roll 2 dice.
1st dice2nd diceresult
11-3Rat makes a character more charismatic and shrewd, but also more obstinate (in game terms, less able to learn new things).
14-6Ox (sometimes Water Buffalo) makes a character calmer and more logical, but also more narrow-minded and materialistic (in game terms, less able to get on with those who are different from themselves, and more likely to be overcome by greed).
21-3Tiger makes a character braver and more powerful, but also more quick-tempered, and likely to be more generous than is good for them. It also makes a character more likely to oppose the current structure of their society.
24-6Rabbit (sometimes Cat) makes a character more gracious and soft-spoken (in game terms more charismatic, particularly in formal situations), but also likely to be moody (in game terms, likely to have random periods where they're less good at everything due to not putting enough effort in).
31-3Dragon makes a character stronger and more decisive, but also more likely to be dogmatic, tyrannical and over-bearing (in game terms, likely to offend people with different opinions, and in situations where the character has some power).
34-6Snake makes a character wise and mystical, but also a bad communicator.
41-3Horse makes a character more flexible (in game terms, better at learning new things) and intelligent, but also more gullible and anxious.
44-6Sheep (sometimes Goat) makes a character more creative and determined, but also more moody (in game terms, likely to have random periods where they're less good at everything due to not putting enough effort in). The character will also be more likely to seek a peaceful occupation than a violent one.
51-3Monkey makes a character more inventive (in game terms, better able to cope with unpredictable situations), but also more jealous and suspicious (in game terms, less able to form friendships with others, and more likely to see bad motives in others that aren't really there).
54-6Rooster makes a character more of a perfectionist. In game terms, if they can perform a task at all they're more likely than others to do a spectacular job, but tasks will also take them longer than most people (whether they succeed or not).
61-3Dog makes a character more sociable and intelligent, but also more quarrelsome and stubborn (in game terms, less able to learn new things).
64-6Pig (sometimes Wild Boar) makes a character braver and more intelligent, but also more gullible and materialistic (in game terms, more likely to be overcome by greed). The character will also be more likely to seek a peaceful occupation than a violent one.
 
 
Combining Magic Potions
source or inspiration: Dungeons and Dragons' Dungeon Masters Guide (1st edition)
 
This table gives the effect of mixing, or drinking, two magic potions of different kinds.
 
Roll 1 dice, then keep rolling if required.
1st dice2nd diceresult
11-3The potions explode
14-6The potions create a cloud of deadly gas
21-3The potions create a cloud of poisonous, but most likely not fatal, gas
24-6Neither potion has any effect
3no need to roll againOne potion (randomly determine which one) has its normal effect, the other has no effect
4no need to roll againBoth potions have half their normal effect
5no need to roll againBoth potions have their normal effect
61-3One potion (randomly determine which one) has no effect, the other has twice its normal effect
64-6Combining the potions makes a new effect, which is not the effect of either potion
 
 
Familiars: Species (British)
source or inspiration: James Hutchings
 
This may be used to decide a wizard or witches' familiar.
Obviously this table should be modified in the case of animals which don't exist in your game world.
Optionally, the GM may make another roll to see if the familiar can talk: 1-3 yes 4-6 no.
 
Roll 2 dice.
1st dice2nd diceresult
11-3black cat.
14-6cat - roll on the 'Cat Colouring' table in the 'Personalising Characters' section for colouring.
21-3owl.
24-6crow.
31-3dog.
34-6frog.
41-3toad.
44-6roll again: 1-3 rabbit 4-6 hare.
51-3snake.
54-6roll again: 1-3 weasel 4-6 monkey.
61-3mouse.
64-6rat.
 
 
Familiars: Name (British)
source or inspiration: James Hutchings
 
Roll 3 dice.
1st dice2nd dice3rd diceresult
1-21-21-2Black Jenkin (re-roll if the animal isn't black).
1-21-23-4Vinegar Tom.
1-21-25-6Grezzel Greedyguts.
1-23-41-2Piteous Mew (re-roll if the animal isn't a cat).
1-23-43-4Pyewacket.
1-23-45-6Bidd.
1-25-61-2Sack and Sugar.
1-25-63-4Oberon.
1-25-65-6Greymalkin.
3-41-21-2Elimanzer.
3-41-23-4Tom Twit.
3-41-25-6Pigwiggen.
3-43-41-2Robin Goodfellow.
3-43-43-4Brouny.
3-43-45-6Tibb.
3-45-61-2Great Browning.
3-45-63-4Little Browning.
3-45-65-6Ball.
5-61-21-2Peck in the Crown.
5-61-23-4Tom Tumbler.
5-61-25-6Tom Tit Tot.
5-63-41-2Puppet.
5-63-43-4Walliman.
5-63-45-6Fat Sack.
5-65-61-2Roll on the 'Titles of an Aristocratic Ruler' table in the 'Settlements and Countries' section, using (roll again: 1-3 the title of a male ruler, 4-6 the title of a female ruler).
5-65-63-4The familiar is named after a god or goddess in your game world.
5-65-65-6The familiar has a name that could be given to a human or other intelligent creature in your game world (you might want to roll on one of the 'Names:...' tables, in the 'Personalising Characters' section).
 
 
Familiars: Species (Egyptian)
source or inspiration: James Hutchings
 
Optionally, the GM may make another roll to see if the familiar can talk: 1-3 yes 4-6 no.
 
Roll 1 dice.
1baboon.
2scorpion.
3scarab.
4snake.
5jackal.
6cat.
 
 
Familiars: Species (North American)
source or inspiration: James Hutchings
 
Optionally, the GM may make another roll to see if the familiar can talk: 1-3 yes 4-6 no.
 
Roll 2 dice.
1st dice2nd diceresult
1-21-2coyote.
1-23-4raven.
1-25-6eagle.
3-41-2bear.
3-43-4fox.
3-45-6puma.
5-61-2rabbit.
5-63-4otter.
5-65-6wolf.
 
 
Familiars: Species (Australian)
source or inspiration: James Hutchings
 
Optionally, the GM may make another roll to see if the familiar can talk: 1-3 yes 4-6 no.
 
Roll 1 dice.
1dingo.
2wombat.
3platypus.
4kookaburra.
5echidna.
6lizard.
 
 
Titles of a High-Ranking Priest
source or inspiration: James Hutchings
 
If only one title is listed, use it for both men and women. If two, the first is used for men and the second for women.

Those who hold these titles may have political power in the wider world as well as within their church.
 
Roll 2 dice.
1st dice2nd diceresult
11-3Patriarch / Matriarch.
14-6High Priest / High Priestess.
21-3Chief Rabbi.
24-6Archbishop.
31-3Pontifex Maximus.
34-6Abbott / Abbess.
41-3Hegumen / Hegumenia.
44-6Imam.
51-3Mullah.
54-6roll again: 1-3 Mufti 4-6 Grand Mufti.
61-3Lama.
64-6Guru.
 
 
Wilderness Temples
source or inspiration: Advanced Fighting Fantasy
 
This table is designed for temples in wilderness areas. Cities will be likely to have many temples dedicated to competing gods, and each of them will be likely to be smaller (though not necessarily to have less worshippers).
 
Roll 1 dice.
1Monastery or Nunnery - A central garden surrounded by living and worship areas, together with large meeting halls, workshops and so on.
2Pyramid: roll again - 1-2 smooth (Egyptian style), 3-4 stepped (South American style), 5-6 as 3-4, with a sacrificial altar at the top.
3Circle of stones.
4A single, rectangular building.
5A single, domed building.
6Several buildings clustered around a central temple. Roll again for the type of temple, ignoring this result..
 
 
Temples: What God or Goddess?
source or inspiration: James Hutchings
 
Most gods and goddesses will also have minor roles associated with their major one. For example, a god of the sea is likely to also be god of fishing, boats etc. In a society where people only pursued crafts if they were unable to hunt, a god of blacksmiths might also be the god of old age, or of deformity.

Some results are marked with a (+). If you get one of these results, and if the temple is in area where more than one intelligent species lives and intermingles, roll again. On a 1 or 2, the god or goddess used to be whatever the result was, but is now thought of by people in the area as simply a god or goddess of their species. For example: the GM decides to create a temple in a town inhabited by both dwarves and hobbits, for a dwarf god. The GM rolls 6 then 1, getting 'thunder'. They then roll a 1. This means that the god was originally the dwarves' god of thunder, but is now considered (at least in this town) to be simply a god of dwarves.
 
Roll 2 dice.
1st dice2nd diceresult
11roll again: 1-3 king/queen of the gods (+), 4-6 father/mother of the gods (+).
12women.
13men.
14marriage.
15love and beauty.
16marriage, love and beauty.
21fertility and agriculture (+).
22fertility, agriculture, love and sex (+).
23the seas.
24seas and rivers.
25a particular river (roll again if the temple isn't near a major river).
26a particular sea (roll again if the temple isn't near a sea).
31a good god/dess of wealth and prosperity (+).
32a fickle god/dess of wealth and poverty.
33death.
34fire (roll again: In very cold climates 1-3 god/dess of blacksmiths, 4-6 god/dess of the home. In very warm climates 1-3 god/dess of blacksmiths, 4-6 god/dess of disasters In other climates - 1 god/dess of blacksmiths 2-3 god/dess of disasters 4-5 god/dess of the home 6 has a dual nature as both a good and evil god/dess.).
35roll again: 1-2 blacksmiths and magic (+) 3-6 blacksmiths.
36the sun (or one of the suns, if your game world has more than one)(+).
41roll again: 1-2 hunting 3-4 war 5 war and hunting 6 hunting and the wilderness.
42thieves.
43the moon (or one of the moons, if your game world has more than one). If the cycle of the moon in your game world is roughly a month, as it is in the real world, make another roll. On a 1-3 this deity is a goddess, and is also associated with menstruation, and hence fertility..
44roll again: 1-2 art 3-4 music 5-6 art and music.
45wine and/or beer. roll again: 1-2 also food, 3-4 also sex, 5 also music, other than sacred music 6 only wine and/or beer.
46the creator or creators of the universe (+).
51wisdom (+).
52embalming and tombs.
53judgement.
54roll again: 1-4 evil 5-6 magic and evil.
55roll again: 1-3 healing (+) 4-6 healing and magic (+).
56winter.
61thunder (+).
62trickster.
63god/dess of the area that the temple is in.
64floods (may be a good god/dess in areas like ancient Egypt which rely on flooding for agriculture - in this case only, treat as (+)).
65dancing and athletics.
66roll again: 1-2 magic 3-4 magic and healing (+) 5-6 magic and evil.
 
 
Oracles
source or inspiration: James Hutchings
 
Roll 1 dice.
1In a temple.
2In a ruined temple.
3In a forest glade.
4At the centre of a labyrinth.
5In an otherwise abandoned city.
6In a hut or cottage.
 
 
Sacred Objects 1: What Is It?
source or inspiration: Advanced Fighting Fantasy
 
Roll 1 dice.
1Ancient writing or pictures.
2A holy spring (this result may not make sense in a large town or city re-roll if so).
3A holy statue.
4A sacred relic (ie a body part).
5The entire spot is sacred.
6Sacred stone.
 
 
Sacred Objects 2: What Does It Do?
source or inspiration: James Hutchings
 
Roll 1 dice.
1The object has healing powers.
2The object has other powers: roll on the 'Blessings' table below.
3The object is of historical significance.
4as above.
5The object is of symbolic significance only (for example, for a spring, the religion may involve a rite which uses fresh water).
6as above.
 
 
Sacred Relics
source or inspiration: James Hutchings
 
Roll 2 dice.
1st dice2nd diceresult
11skull.
12skull, covered in gold.
13skull, covered in silver.
14skull, covered in precious stones (optionally, the GM may roll on the 'Precious and Semi-Precious Stones' table in the 'Treasure' section to see which stones).
15skull, with its eyes magically or miraculously preserved.
16jawbone.
21mummified head.
22single tooth.
23teeth.
24heart, with sacred writing on it which keeps it whole.
25heart, unusually large, preserved in liquid.
26heart - preserved in liquid.
31heart - magically or miraculously preserved.
32sexual organs - preserved in liquid.
33sexual organs - magically or miraculously preserved.
34sexual organs - now black and shrivelled, but still obviously of prodigious size.
35whole hand - preserved in liquid.
36whole hand - miraculously or magically preserved.
41finger-bones from both hands.
42finger-bones from one hand.
43single finger-bone.
44single finger-bone.
45skeleton.
46skeleton - clothed.
51skeleton - clothed, and turned into a puppet which priests operate on sacred occasions.
52tanned and cured skin - face only.
53tanned and cured skin - hands.
54tanned and cured skin - entire body.
55mummified body - naked.
56mummified body - clothed.
61entire body - miraculously or magically preserved - naked.
62entire body, miraculously or magically preserved - dressed in humble clothes.
63entire body, magically or miraculously preserved - dressed in fine clothes.
64entire body, magically or miraculously preserved - dressed as a priest.
65Roll again but the object is of an animal.
66Roll again but the object is of an animal.
 
 
Blessings
source or inspiration: Labyrinth Lord
 
This table can be used for the properties of magic items, or for other benign magic effects.
 
Roll 2 dice.
1st dice2nd diceresult
11Ability to control a particular species of animal or monster.
12Ability to control plants.
13Ability to take on a particular animal form. Usually grants some of the powers of that animal (eg for birds, the ability to fly).
14Inhumanly good hearing.
15Inhumanly good sight.
16Inhumanly good climbing ability.
21Increased speed.
22The ability to shrink to a tenth of normal size.
23Wounds will heal faster than normal.
24The ability to fly at the same speed, and causing the same fatigue, as walking or running the same distance across flat, open terrain. If the person with this power is on a horse, then horse and rider can fly at the speed of a galloping horse, and the horse gets tired rather than the rider.
25The ability take on a gas-like form, flowing under doors or avoiding damage (equipment and clothes are not effected, the magic item itself is).
26Increased size and strength.
31Increased courage, and become more intimidating.
32Invisibility.
33Skin gives protection as if it was very light armour.
34Resistance to poison, and increased ability to detect poison.
35Ability to smell gold (not treasure in general).
36Ability to summon a useful supernatural creature (eg a genie).
41Ability to walk on water.
42Ability to see through walls.
43Resistance to magic.
44Resistance to cold, and less likely to be attacked by creatures who are native to cold climates.
45Ability to carry far more bulk and weight than would be normal.
46Ability to teleport small distances.
51Invulnerability to non-magical fire.
52Ability to breathe underwater, improved swimming ability, and less likely to be attacked by sea creatures.
53Increased ability to find food and water and sense danger in forests, and less likely to be attacked by creatures native to forests.
54Increased ability to find food and water and sense danger in deserts, and less likely to be attacked by creatures native to deserts.
55Increased ability to find food and water and sense danger in mountains, and less likely to be attacked by creatures native to mountains.
56Ability to speak extra languages.
61Increased ability to sense lies.
62Ability to move silently.
63Ability to see in darkness.
64Mysterious Knowledge: Once per day, the bearer of this item may ask the GM one question. The question must be able to be answered with a 'yes' or a 'no'. The player can use 'out of character knowledge' in framing the question.
65Roll again, but the magic item is alive and intelligent (this may be a help or hinderance).
66as above.
 
 
Magic Ships
source or inspiration: James Hutchings
 
Roll 1 dice.
1Can also fly.
2Folds up and fits into a pocket.
3Carried in a bottle grows to normal size when the bottle is smashed. If a giant bottle can somehow be built around the ship, the ship and bottle will shrink to its original size (also shrinking anyone on the ship at the time)..
4Sails as fast as if it had a fair wind, regardless of the weather.
5All who crew it will act as expert sailors, regardless of their actual skill, as if they were aided by the benevolent spirits of its former crew.
6Is likely to sail to where the ship wants to go, rather than where you want to go, and regardless of whether the map says the journey is possible.
 
 
Ghostly Whispering
source or inspiration: Tabletop Adventures' 'Bits of Darkness'.
 
Roll 2 dice.
1st dice2nd diceresult
11-2Beware!
13-4Cast off your flesh and join us.
15-6Danger!
21-2Death awaits!
23-4Halt - go back.
25-6It lives! It cannot be killed.
31-2Many enter, but no one leaves.
33-4We were once like yourselves, ere we wandered too deep into these halls (or ..into these hills, into these woods etc as appropriate).
35-6What are you doing?
41-2You cannot help me.
43-4It is too late.
45-6You shouldn't have come.
51-2Why come to die?
53-4Beware the deeps!
55-6Beware the fangs in the darkness!
61-2It is time to feed.
63-4Bring us your life.
65-6(the heroes hear nothing, but feel a sense that something here resents their presence).
 
 
Missionary Attitude
source or inspiration: James Hutchings
 
This table gives a missionary's attitude to the people (or otherwise) they're trying to convert.
It assumes the missionary comes from a different culture.
It also gives the opportunity to make jokes about 'the missionary's position.'
 
Roll 1 dice.
1The missionary believes their hosts' religion is outright evil.
2The missionary has become unsure of what they believe. Roll again, ignoring this result, for the belief they most tend to.
3The missionary believes their hosts are good, but their religion is mistaken.
4The missionary believes their hosts' religion is an unclear, distorted, or primitive version of the priest's own.
5The missionary has started to take on some of the ideas of their hosts.
6The missionary has come to believe that the group's religion is a superior version of the priest's own.
 
 
Medical Treatments
source or inspiration: James Hutchings
 
Roll 2 dice.
1st dice2nd diceresult
11-3Roll again: 1-2 starvation 3-4 all-water diet 5-6 bread and water diet (or the equivalent, eg rice and water).
14-6Roll again: 1-2 prayer 3-4 fasting 5-6 prayer and fasting.
21-3Leeches.
24-6Surgery.
31-3Having a dog lick the wound (re-roll if not relevant).
34-6A broth of herbs.
41-3Making a sacrifice.
44-6Making a doll, and magically transferring the ailment to the doll.
51-3Bleeding.
54-6Finding the enemy who has cursed you.
61-3A pilgrimage.
64-6Roll on the 'Spell Requirements' table below, replacing 'caster' with 'patient' and 'spell' with 'treatment' as required.
 
 
Spell Requirements
source or inspiration: Barbarians of Lemuria
 
Roll 2 dice.
1st dice2nd diceresult
11-3A special item is required (roll again: 1-2 a very common type of item, for example a rooster's feather 3-4 a rare type of item, such as a scroll made of human skin 5-6 as for 3-4, but there is only one such item in the world).
14-6The caster must be able to see their intended target.
21-3The caster must be able to touch their intended target.
24-6The spell requires a long ritual to perform. Roll 1 dice for the number of hours.
31-3A personal item from the target, such as a hair is required. If the target is inanimate, an equivalent such as a stone from the target building.
34-6The caster must conduct lengthy research to gain the special knowledge required for the spell. Roll 1 dice for how many weeks are required - this may be adjusted based on the magician's skills. If the magician doesn't have access to a magical library, they can't cast the spell at all.
41-3The spell may only be cast at a particular time (roll again 1-2 at a particular hour of the day, 3 on a particular phase of the moon 4-5 at a particular day of the year, 6 at a particular hour on a particular day of the year).
44-6The caster must bathe in water and essential oils, and entirely shave their body (roll again: 1-2 nothing else 3 and abstain from sex for a week 4 and fast for a day 5-6 combine the results of 3&4).
51-3The caster must permanently mark themselves with the details of the spell (roll again: 1-2 tattoo, 3-4 scarring 5-6 a brand which never heals).
54-6Casting the spell will (roll again: 1-2 disfigure 3-4 weaken 5-6 corrupt) the magician - or for more varied results, roll on the 'Effects of Powerful Magic' table below.
61-3A sacrifice must be made (roll again: 1-2 a common creature, for example a dog 3-4 a rare creature, for example a unicorn 5 an intelligent creature 6 a particular kind of intelligent creature, for example a child).
64-6The spell can only be cast in a particular place (roll again: 1-2 a common type of place, for example at any place where two rivers meet 3-4 a rare type of place, for example in any temple which has known no worship for at least 100 years 5-6 the spell may only be cast at one place in the world).
 
 
Effects of Powerful Magic on the Caster
source or inspiration: order99 from the Trollbridge forum,
James Maliszewski,
and James V from the RPG Site
 
Roll 2 dice.
1st dice2nd diceresult
11No harm comes to the magician.
12The caster's hands will change, looking like they belong to the opposite gender - either a very 'masculine' man (hairy knuckles etc) or a very 'feminine' woman. This effect can only be removed by magic. It will not effect the hands' strength, dexterity etc.
13The caster's hands will change, looking like they belong to someone of a different age. If the caster is old, their hands will look like a baby's. If the caster is young, they will look like those of a very old person. If the caster is in the middle of their life, one will look like a baby's and one like a very old person's. The hands will continue to change as the caster ages. This effect can only be removed by magic. It will not effect the hands' strength, dexterity etc.
14Many minor effects make it obvious that magic is being worked in the area: animals panic and can't be calmed, milk sours for no reason, babies have nightmares and so on.
15The magician suffers a small penalty to a few randomly chosen attributes or skills (depending on what your game system uses), which will slowly heal.
16Roll 4 dice. The magician is unable to cast any more magic for that many hours.
21The magician suffers a moderate penalty to a few randomly chosen attributes or skills (depending on what your game system uses), which will slowly heal.
22The magician lapses into insanity for a week.
23The magician's finger- and toe-nails will grow at a fantastic rate.
24Roll 1 dice. The magician appears to age that many years. Their life expectancy is lowered and their physical skills may decrease, but they don't gain any wisdom or experience.
25Roll 1 dice. The magician is unable to cast any more magic for that many days.
26Roll 1 dice. For that many days, the magician is prone to fits of posession or madness. They may babble blasphemies or attack anyone nearby, even friends. They will remember nothing of these episodes once they recover. For each fit, roll 1 dice and multiply by 5 minutes to see how long it lasts.
31Animals will become nervous or angry around the magician. This may effect all animals, or only particular species. The effect may range from noticeable shakiness, to absolute panic, or even to attacking the magician on sight. The effect lasts permanently, although there may be ways to remove it.
32The magician's hair turns white. If it's already white, it falls out..
33The magician develops an incurable wet hacking cough.
34The magician acquires a waxy and pallid complexion. The second time they get this result, the magician is weakened by sunlight. They are about half as effective if in bright daylight. Overcast days, twilight or early morning have no effect. The effect lasts permanently, although there may be ways to remove it.
35The magician's toes and fingers become webbed.
36An unnatural thing appears through a bleeding rift in space and attempts to eat the magician.
41The magician is cursed with a permanent form of insanity (roll again: 1-2 a phobia 3-4 an obsession with acquiring a particular kind of object, 5-6 periodic hallucinations).
42The magician develops a limp in one leg. If they get this result twice, they're unable to walk unsupported.
43The magician develops a facial tic.
44Sores and boils cover the magician's skin.
45The magician periodically breaks into uncontrollable and maniacal laughter.
46The magician's nose begins to rot away.
51The magician loses their sense of (roll again: 1-3 taste, 4-6 smell. If the magician gets this result twice, they have lost both senses).
52The magician develops an allergy to a common (roll again: 1-2 food, 3-4 animal, 5-6 object).
53The magician's lips crack and bleed.
54The magician's tears will look like blood. If the magician gets this result twice, their urine and sweat will also look like blood. A third time, and they really will be blood, and so sweating, crying or urinating will weaken the magician.
55The magician's eyes (roll again: 1-3 bug out, giving them a frog-like appearance, 4-6 sink into their sockets, giving them a skull-like appearance).
56The magician's less-favoured hand withers until it's virtually useless.
61The magician suffers a large penalty to a few randomly chosen attributes or skills (depending on what your game system uses), which will slowly heal.
62From now on, the magician will be prone fits of posession or madness. They may babble blasphemies or attack anyone nearby, even friends. They will remember nothing of these episodes once they recover. There may be medical treatments which will help the symptoms. For each fit, roll 1 dice and multiply by 5 minutes to see how long it lasts.
63Roll 3 dice. The magician appears to age that many years. Their life expectancy is lowered and their physical skills may decrease, but they don't gain any wisdom or experience. The magician can die of 'old age' in this way.
64The magician becomes unnaturally thin and hungry-looking, and requires twice the food they did before. This condition may be treatable.
65The magician takes the form of a randomly chosen monster. Their abilities are the same as that monster, possibly meaning that they can't use magic again, with the exception that they will keep their own intelligence. If there are particularly powerful monsters in your game world, the GM may decide not to have them as possibilities, or to rule that the magician can't gain in power through this effect.
66The next time the magician is touched by the light of the Sun, they will melt away forever.
 
 
Good Magical Creatures - Titles 1
source or inspiration: Abulafia, under the terms of their Creative Commons license.
 
Roll on this table, and the one below. The creature will be known as 'the A of B',
where A is the result on this table, and B is the result of the one below.
For example, if you rolled 1,4,2,2 in that order, the creature would be known as the Queen of Wisdom.
 
Roll 2 dice.
1st dice2nd diceresult
11-3Mother.
14-6Queen.
21-3Herald.
24-6Bringer.
31-3Lord.
34-6Lady.
41-3Knight.
44-6Champion.
51-3Shepherd.
54-6Protector.
61-3Servant.
64-6Heart.
 
 
Good Magical Creatures - Titles 2
source or inspiration: Abulafia, under the terms of their Creative Commons license.
 
Roll 2 dice.
1st dice2nd diceresult
11-3Light.
14-6Hope.
21-3Wisdom.
24-6Mercy.
31-3Justice.
34-6Compassion.
41-3Love.
44-6Forgiveness.
51-3Peace.
54-6Harmony.
61-3Beauty.
64-6Pity.
 
 
Evil Magical Creatures - Titles 1
source or inspiration: Abulafia, under the terms of their Creative Commons license.
 
Evil creatures' titles can be generated in a similar way to those of good creatures, as explained above.
 
Roll 2 dice.
1st dice2nd diceresult
11-2Mother.
13-4Queen.
15-6Herald.
21-2Bringer.
23-4Lord.
25-6Lady.
31-2Champion.
33-4Protector.
35-6Servant.
41-2Heart.
43-4Overlord.
45-6Emperor.
51-2Empress.
53-4Archfiend.
55-6Duke.
61-2Autarch.
63-4Spawn.
65-6Destroyer - in this case only, roll on 'Good Magical Creatures - Titles 2' for the second part of the creatures' name.
 
 
Evil Magical Creatures - Titles 2
source or inspiration: Abulafia, under the terms of their Creative Commons license.
 
Roll 2 dice.
1st dice2nd diceresult
11-2Conquest.
13-4Damnation.
15-6Darkness.
21-2Decay.
23-4Despair.
25-6Destruction.
31-2Dread.
33-4Famine.
35-6Fear.
41-2Fury.
43-4Greed.
45-6Hate.
51-2Madness.
53-4Malice.
55-6Pestilence.
61-2Ruin.
63-4Sorrow.
65-6Terror.
 
 
Magic Symbols
source or inspiration: Pictures from The Lesser Key of Solomon.
Thanks to Casey777 for pointing me towards this.
 
These symbols use Roman letters (the alphabet used in English and other languages).
Depending on your campaign world, you might want to replace these.
 
Roll 3 dice.
1st dice2nd dice3rd diceresult
11-31-3
11-34-6
14-61-3
14-64-6
21-31-3
21-34-6
24-61-3
24-64-6
31-31-3
31-34-6
34-61-3
34-64-6
41-31-3
41-34-6
44-61-3
44-64-6
51-31-3
51-34-6
54-61-3
54-64-6
61-31-3
61-34-6
64-61-3
64-64-6
 
 
 
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