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 329 tables, or look at tables in a specific category:
 
 
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.
 
Unusual Treasure Containers
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1 | 1 | Submersed in a barrel of brine. |
| 1 | 2 | In a dimensional pocket visibile from only one direction. |
| 1 | 3 | As parcels, each piece, including coins, individually wrapped in silk. |
| 1 | 4 | Sewn inside (roll again: 1-3 a limbless, headless, mummified torso 4-6 a bag made from the whole hide of a humanoid). |
| 1 | 5 | Suspended in the air from long bamboo poles, each individual piece on a seperate pole. |
| 1 | 6 | Completely encased by an insect hive. |
| 2 | 1 | In a tapered coffer carved from a giant tusk. |
| 2 | 2 | Completely encased in mineral deposits. |
| 2 | 3 | Completely encased in amber. |
| 2 | 4 | In a Japanese style puzzle box. |
| 2 | 5 | Enclosed in a bag woven from hair. |
| 2 | 6 | Inside the hollow brass figure of a common animal. |
| 3 | 1 | Inside a carved, giant nut. |
| 3 | 2 | Completely encased in tar. |
| 3 | 3 | Fashioned into a moving automaton. |
| 3 | 4 | Arranged on the floor as a treasure map. |
| 3 | 5 | Arranged on the floor encoding a rare spell. |
| 3 | 6 | In a coffer fashioned from platemail welded together by lightning. |
| 4 | 1 | Bricked up in a small shrine. |
| 4 | 2 | Sealed inside clay spheres. |
| 4 | 3 | Fashioned into windchimes. |
| 4 | 4 | Rolled up in a musty carpet. |
| 4 | 5 | Stacked precariously around a deep hole. |
| 4 | 6 | Roll again: 1-3 sealed in sheets of crimped lead 4-6 bound together in a clump with platinum wire. |
| 5 | 1 | Encased in a cube of wax. |
| 5 | 2 | Arrayed on the petrified statues of the original owners. |
| 5 | 3 | Sealed in a clear glass sphere. |
| 5 | 4 | In a cage constructed of bones. |
| 5 | 5 | Hidden in wooden dolls arranged in dioramas. |
| 5 | 6 | In a continuously writhing clump of worms. |
| 6 | 1 | Levitating. |
| 6 | 2 | Strapped to the backs of several monkeys trained to evade. |
| 6 | 3 | In a coffer carved from a giant oak burl. |
| 6 | 4 | In the chitinous husk of a giant insect. |
| 6 | 5 | Floating on crystal rafts in a pool of acid. |
| 6 | 6 | In an open fire (roll again if the treasure includes anything flammable). |
 
 
Item Types
 
Once you've determined the item, you may roll to see if it's magical
1-5 no 6 yes - except for wands and scrolls, which are always magical,
and bags of powder (roll on their table below)
Most items also have some chance of having one or more precious stones in them.
If the item is a rope, sack, hat, glass eyes, bag of powder, or scroll, it has no chance.
Otherwise, roll 1 dice: 1-4 nothing 5 one precious stone 6 roll one dice, and the item has that many precious stones (all the same type).
If necessary, roll on the 'Precious and Semi-Precious Stones' table below to decide what type.
 
Roll 2 dice, then a 3rd if necessary.
| 1st dice | 2nd dice | 3rd dice | result |
| 1 | 1-2 | no need to roll again | armour |
| 1 | 3-4 | 1-2 | armour |
| 1 | 3-4 | 3-4 | bow |
| 1 | 3-4 | 5-6 | arrows |
| 1 | 5-6 | no need to roll again | helmet |
| 2 | 1-2 | 1-2 | comb |
| 2 | 1-2 | 3-4 | sling |
| 2 | 1-2 | 5-6 | spear (roll again: 1-2 can only be used hand-to-hand 3-4 can only be thrown 5-6 can be used at close range or thrown) |
| 2 | 3-4 | no need to roll again | shield |
| 2 | 5-6 | 1-2 | shield |
| 2 | 5-6 | 3-4 | war hammer |
| 2 | 5-6 | 5-6 | axe |
| 3 | 1-2 | no need to roll again | sword |
| 3 | 3-4 | 1-2 | sword |
| 3 | 3-4 | 3-4 | belt |
| 3 | 3-4 | 5-6 | boots |
| 3 | 5-6 | no need to roll again | potion |
| 4 | 1-2 | 1-2 | potion |
| 4 | 1-2 | 3-4 | cloak |
| 4 | 1-2 | 5-6 | gloves |
| 4 | 3-4 | no need to roll again | scroll |
| 4 | 5-6 | 1-2 | tapestry |
| 4 | 5-6 | 3-4 | necklace |
| 4 | 5-6 | 5-6 | bell |
| 5 | 1-2 | no need to roll again | wand |
| 5 | 3-4 | 1-2 | wand |
| 5 | 3-4 | 3-4 | bowl |
| 5 | 3-4 | 5-6 | broom |
| 5 | 5-6 | no need to roll again | ring |
| 6 | 1-2 | 1-2 | carpet |
| 6 | 1-2 | 3-4 | crystal ball |
| 6 | 1-2 | 5-6 | musical instrument (roll on the Musical Instruments table for what type) |
| 6 | 3-4 | 1-2 | powder (in a bag) |
| 6 | 3-4 | 3-4 | glass eyes |
| 6 | 3-4 | 5-6 | mirror |
| 6 | 5-6 | 1-2 | rope |
| 6 | 5-6 | 3-4 | sack |
| 6 | 5-6 | 5-6 | hat |
 
 
Precious and Semi-Precious Stones
source or inspiration:
ZeFRS 
This table can give widely different results. GMs may want to first decide on the total value, then generate precious stones to that total.
The 'value' is in the standard coin of your game world, for example gold pieces.
 
Roll 3 dice.
| 1st dice | 2nd dice | 3rd dice | result | value |
| 1-2 | 1-2 | 1-2 | agate | half. |
| 1-2 | 1-2 | 3-4 | garnet | 1 |
| 1-2 | 1-2 | 5-6 | mother-of-pearl | 1 |
| 1-2 | 3-4 | 1-2 | quartz | 2 |
| 1-2 | 3-4 | 3-4 | amber | 3 |
| 1-2 | 3-4 | 5-6 | chalcedony | 4 |
| 1-2 | 5-6 | 1-2 | coral | 5 |
| 1-2 | 5-6 | 3-4 | jet | 5 |
| 1-2 | 5-6 | 5-6 | lapis lazuli | 7 |
| 3-4 | 1-2 | 1-2 | as above. |
| 3-4 | 1-2 | 3-4 | malachite | 7 |
| 3-4 | 1-2 | 5-6 | as above. |
| 3-4 | 3-4 | 1-2 | onyx | 8 |
| 3-4 | 3-4 | 3-4 | as above. |
| 3-4 | 3-4 | 5-6 | turquoise | 10 |
| 3-4 | 5-6 | 1-2 | as above. |
| 3-4 | 5-6 | 3-4 | aquamarine | 20 |
| 3-4 | 5-6 | 5-6 | as above. |
| 5-6 | 1-2 | 1-2 | pearl | 100 |
| 5-6 | 1-2 | 3-4 | opal | 150 |
| 5-6 | 1-2 | 5-6 | sapphire | 300 |
| 5-6 | 3-4 | 1-2 | topaz | 300 |
| 5-6 | 3-4 | 3-4 | amethyst | 500 |
| 5-6 | 3-4 | 5-6 | jade | 750 |
| 5-6 | 5-6 | 1-2 | ruby | 1000 |
| 5-6 | 5-6 | 3-4 | emerald | 2000 |
| 5-6 | 5-6 | 5-6 | diamond | 3000 |
 
 
Magic Armour, Helmets and Shields
 
Roll 1 dice.
| 1 | The armour gives greater protection than normal armour of its type. |
| 2 | The armour gives the same protection as normal armour of its type, but is lighter and easier to wear. |
| 3 | The armour gives the same protection as normal armour of its type, but gives greater protection against a particular type of enemy (if your game is using the Creature tables, optionally the GM may roll 1 dice for what type of creature: 1 Monsters 2 Animates 3 Spirits 4 Beasts 5 Folk 6 humans). |
| 4 | as above. |
| 5 | The armour gives the same protection as normal armour of its type, and grants another ability - roll on the Blessings table. |
| 6 | The armour gives inferior protection to normal armour of its type, but grants another ability - roll on the Blessings table. |
 
 
Magic Carpets
 
Roll 1 dice.
| 1 | Flies (roll again: 1-2 anyone can make it fly by willing it to do so. Keeping it airborne requires one person's full attention. 3-4 as for 1-2, but only those with enough intelligence, willpower or magical ability - whichever is appropriate to your game - can successfully make it fly 5-6 the carpet has its own personality. It will usually cooperate with its 'owner', but may need to be persuaded). |
| 2 | Portable trap: When any living thing steps on it, they will sink into it as if it were a pit of quicksand. The carpet can still be wrapped up and carried like a normal carpet. |
| 3 | The carpet gives out an aura of homeliness, which might cause creatures near it to refrain from violence and feel relaxed and safe. The longer the carpet has stayed, unrolled, in the one place, the more likely it is to work. |
| 4 | The design on the carpet changes, giving warnings and clues. |
| 5 | Grants another ability - roll on the Blessings table. |
| 6 | Grants another ability - roll on the Blessings table. |
 
 
Magic Brooms
 
Roll 1 dice.
| 1 | Flies (roll again: 1-2 anyone can make it fly by willing it to do so. Keeping it airborne requires one person's full attention. 3-4 as for 1-2, but only those with enough intelligence, willpower or magical ability - whichever is appropriate to your game - can successfully make it fly 5-6 the broom has its own personality. It will usually cooperate with its 'owner', but may need to be persuaded). |
| 2 | If used to sweep any surface, it will 'clean' it of traps. |
| 3 | it can be used to 'shoo' away any creature the size of a human child or less. |
| 4 | If swept over a creature's skin, it will 'clean' away the ugliness, making them temporarily more attractive. |
| 5 | Grants another ability - roll on the Blessings table. |
| 6 | Grants another ability - roll on the Blessings table. |
 
 
Magic Mirrors 1: powers
 
The GM should also roll to see if the mirror is alive (1-3 yes, 4-6 no).
If it is, the spirit of the mirror will appear as the reflection of whoever's holding it.
 
Roll 1 dice.
| 1 | Anyone who fails to resist it will look into the mirror, regardless of what else is happening. Unintelligent creatures may try and attack their reflection. |
| 2 | If someone holding the mirror is wounded, sometimes the reflection will be wounded instead. The mirror loses all magic if the reflection 'dies'. The reflection 'heals' at the same rate as whoever's holding it. It can't, and doesn't need to, eat or sleep. The reflection may benefit from magical healing, but spells cast on the holder don't affect the reflection or vice versa. |
| 3 | The reflection may cast spells that are opposite of any spells the holder can cast. The holder pays whatever the cost of casting the spell is. |
| 4 | Roll on the Blessings table. |
| 5 | Roll on the Blessings table. |
| 6 | Roll on the Blessings table. |
 
 
Magic Mirrors 2: drawbacks
 
Roll 1 dice.
| 1 | No drawback. |
| 2 | If the mirror is alive, the spirit of the mirror will become jealous of other reflections (eg lakes, normal mirrors, polished surfaces etc) and will try and stop the person who holds it casting such reflections, or may refuse to help if they do. If the mirror isn't alive, no drawback. |
| 3 | If the mirror is alive, the spirit of the mirror will want to take over the identity of whoever looks into it, and will try and trick the holder into allowing this to happen. Roll again to see how this can happen: 1-2 if the mirror is placed so that someone who's held it for a certain length of time is reflected in it while they sleep, 3-4 by finding another such mirror, and holding them facing each other, 5-6 by the holder changing their clothes so that everything on the left side is now on the right and vice versa, or writing their name backwards. If the mirror isn't alive, no drawback. |
| 4 | The holder will, unless strong of will, spend more and more time looking into the mirror. |
| 5 | If the mirror is broken, the holder (or the last person to hold it) will be seriously wounded. |
| 6 | If the same person holds it for a long time, their reflections other than in the mirror (eg in lakes, normal mirrors, polished surfaces) will start to have wills of their own. |
 
 
Musical Instruments
 
Roll 1 dice.
| 1 | Drums. |
| 2 | Lute. |
| 3 | Dulcimer. |
| 4 | Lyre. |
| 5 | Flute. |
| 6 | Pan Pipes. |
 
 
Magic Musical Instruments 1: who can use
 
Roll 1 dice.
| 1-2 | Anyone, even those who normally couldn't play it. |
| 3-4 | Only those of the required class (if your game uses classes), or with the required skill (if your game uses skills) - for example, only bards, or only those with a 'play music' skill. |
| 5-6 | Anyone who makes a successful check on a particular attribute (for example Dexterity). |
 
 
Magic Musical Instruments 2: power
 
In addition to their power, the GM may optionally make another roll:
if this comes up 1, the instrument will only play merry jigs. If it comes up 6, the instrument will only play solemn airs.
 
Roll 1 dice.
| 1 | Anyone who fails to resist it must dance. |
| 2 | Anyone who hears it feels refreshed and brave. |
| 3 | It produces music like that played by a master musician. |
| 4 | It mesmerises one kind of beast. |
| 5 | It's an anti-instrument: instead of sound, playing it produces silence. |
| 6 | Roll on the Blessings table below. |
 
 
Magic Musical Instruments 3: alive?
 
Roll 1 dice.
| 1 | no. |
| 2 | no. |
| 3 | no. |
| 4 | no. |
| 5 | The instrument is posessed by the spirit of a great musician. |
| 6 | The instrument itself is alive and intelligent. |
 
 
Scrolls or Wands
 
Roll 1 dice.
| 1-2 | The scroll has the secrets of several spells; however characters may only use them if they have the ability to learn those kinds of spells. |
| 3-4 | The scroll has a spell, which anyone can use, even if they normally couldn't learn this spell. |
| 5-6 | The scroll grants another ability - roll on the Blessings table. |
 
 
Magic Weapons 1: Hand-to-Hand Weapons
 
For spears that can be both used hand-to-hand and thrown,
roll on the 'Ranged' table below rather than this one.
 
Roll 1 dice.
| 1 | Roll again: 1-3 the weapon does more damage than a normal example of its type 4-6 the weapon has the same effect as if it was covered in poison. |
| 2 | The weapon is lighter and easier to use than a normal example of its type. Examples: in a game where magicians can't use swords, a sword which actually can be used by magicians. In a game where weapons require a minimum level of Strength, a staff which requires far less Strength than normal staves. |
| 3 | The weapon is more likely to hit than a normal example of its type. |
| 4 | The weapon acts as a normal example of its type, but is more likely to hit and does more damage against a particular type of enemy (if your game is using the Creature tables, optionally the GM may roll 1 dice for what type of creature: 1 Monsters 2 Animates 3 Spirits 4 Beasts 5 Folk 6 humans). |
| 5 | The weapon acts as a normal example of its type, and also grants another power - roll on the Blessings table. |
| 6 | The weapon exists in both the mortal and spirit worlds. Thus, it can do damage to creatures like ghosts who are normally immune to mortal weapons. |
 
 
Magic Weapons 2: Ranged Weapons
 
This table may be used for weapons or ammunition (for example, both for magic bows and magic arrows).
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1 | 1-3 | Roll again 1-3 the item does more damage than a normal example of its type 4-6 the weapon has the same effect as if it was covered in poison. |
| 1 | 4-6 | The item is lighter and easier to use than a normal example of its type. Examples: in a game where magicians can't use longbows, a longbow which actually can be used by magicians. In a game where longbows require a minimum level of Strength, a longbow which requires far less Strength. If the item is ammunition, this may apply to the weapon it's fired from: for example, an arrow may lower the Strength requirement to use a bow to fire it. |
| 2 | 1-3 | The item is more accurate than a normal example of its type. |
| 2 | 4-6 | The item acts as a normal example of its type, but is more likely to hit and does more damage against a particular type of enemy (if your game is using the Creature tables, optionally the GM may roll 1 dice for what type of creature: 1 Monsters 2 Animates 3 Spirits 4 Beasts 5 Folk 6 humans). |
| 3 | 1-3 | The item acts as a normal example of its type, and also grants another power - roll on the Blessings table. |
| 3 | 4-6 | The weapon exists in both the mortal and spirit worlds. Thus, it can do damage to creatures like ghosts who are normally immune to mortal weapons. |
| 4 | 1-3 | The item seeks out exposed flesh. If it's used against an opponent that isn't completely covered in armour, it's likely to be treated as if the opponent wasn't wearing any armour. Creatures which aren't made of flesh, for example golems, will be immune. |
| 4 | 4-6 | The item has more range than a normal example of its type. |
| 5 | 1-3 | Those who wield it may aim and fire far more quickly than normal. |
| 5 | 4-6 | When fired, the ammunition emits an unearthly shriek that strikes fear into its enemies. For a weapon, it will have this effect on any ammunition fired from it. For a spear, it will only have this effect when thrown, not when used hand-to-hand. |
| 6 | 1-3 | If the item is a weapon that requires ammunition, such as a crossbow or bow, it grows its own ammunition. If the item is ammunition, for example an arrow or throwing spear, it breeds new examples of its type if placed alone with another of the same type. Re-roll if the item is a sling, because slings use stones, which are usually readily available anyway. |
| 6 | 4-6 | The item has influence over others of its kind. An opponent using the same type of item will find it far more difficult to hit anyone who carries this item. If the item is ammunition and it's used, the effect will continue until the end of that battle. |
 
 
Bags of Powder
 
Roll 1 dice.
| 1 | The powder has a magical effect when eaten - roll on the 'Blessings' table below. |
| 2 | As above, but the effect happens with the powder is spread on the skin. |
| 3 | The powder is an ingredient in a medicine. The powder has no medical effect in its current form. |
| 4 | The powder is an ingredient in a spell. The powder has no magical effect in its current form. |
| 5 | The powder is a herb or spice (optionally, roll on the 'Herbs and Spices' table below). |
| 6 | The powder is poison (roll again: 1-3 when eaten or inhaled, 4-6 on contact with skin). |
 
 
Herbs and Spices
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1 | 1-2 | cinnamon. |
| 1 | 3-4 | cloves. |
| 1 | 5-6 | cumin. |
| 2 | 1-2 | ginger. |
| 2 | 3-4 | grains of paradise. |
| 2 | 5-6 | liquorice. |
| 3 | 1-2 | mustard seeds. |
| 3 | 3-4 | nutmeg. |
| 3 | 5-6 | pepper (roll again: 1-2 black 3-4 white 5-6 green). |
| 4 | 1-2 | peppermint. |
| 4 | 3-4 | salt. |
| 4 | 5-6 | star anise. |
| 5 | 1-2 | strawberry leaves. |
| 5 | 3-4 | sweet cicely. |
| 5 | 5-6 | tea bush. |
| 6 | 1-2 | thyme. |
| 6 | 3-4 | witch-hazel. |
| 6 | 5-6 | wormwood. |
 
 
Magic Hats
source or inspiration: zanshin from the
Trollbridge forum.
 
Roll 1 dice.
| 1 | Guard's Helm: Projects a forcefield around the user, which acts as armour. The user may wear normal armour as well. It also increases the wearer's endurance. |
| 2 | Wizard's Hat: Increases the wearer's ability to cast and resist magic. |
| 3 | General's Helm: Increases the wearer's ability to resist fear and mind control, and to intimidate and lead others. |
| 4 | Thief's Hood: When the wearer wishes it, it will be difficult or impossible for anyone who doesn't know them personally to remember anything about their appearance, beyond their species and gender. |
| 5 | Swashbuckler's Feathered Hat: The wearer has a higher chance of success when attempting acrobatic feats (including in combat), but only for feats which are sufficiently dangerous. |
| 6 | Hat of Plenty: Once a day a meal can be taken from the hat. |
 
 
Blessings
 
This table can be used for the properties of magic items, or for other benign magic effects.
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1 | 1 | Ability to control a particular species of animal or monster. |
| 1 | 2 | Ability to control plants. |
| 1 | 3 | Ability to take on a particular animal form. Usually grants some of the powers of that animal (eg for birds, the ability to fly). |
| 1 | 4 | Inhumanly good hearing. |
| 1 | 5 | Inhumanly good sight. |
| 1 | 6 | Inhumanly good climbing ability. |
| 2 | 1 | Increased speed. |
| 2 | 2 | The ability to shrink to a tenth of normal size. |
| 2 | 3 | Wounds will heal faster than normal. |
| 2 | 4 | The 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. |
| 2 | 5 | The ability take on a gas-like form, flowing under doors or avoiding damage (equipment and clothes are not effected, the magic item itself is). |
| 2 | 6 | Increased size and strength. |
| 3 | 1 | Increased courage, and become more intimidating. |
| 3 | 2 | Invisibility. |
| 3 | 3 | Skin gives protection as if it was very light armour. |
| 3 | 4 | Resistance to poison, and increased ability to detect poison. |
| 3 | 5 | Ability to smell gold (not treasure in general). |
| 3 | 6 | Ability to summon a useful supernatural creature (eg a genie). |
| 4 | 1 | Ability to walk on water. |
| 4 | 2 | Ability to see through walls. |
| 4 | 3 | Resistance to magic. |
| 4 | 4 | Resistance to cold, and less likely to be attacked by creatures who are native to cold climates. |
| 4 | 5 | Ability to carry far more bulk and weight than would be normal. |
| 4 | 6 | Ability to teleport small distances. |
| 5 | 1 | Invulnerability to non-magical fire. |
| 5 | 2 | Ability to breathe underwater, improved swimming ability, and less likely to be attacked by sea creatures. |
| 5 | 3 | Increased ability to find food and water and sense danger in forests, and less likely to be attacked by creatures native to forests. |
| 5 | 4 | Increased ability to find food and water and sense danger in deserts, and less likely to be attacked by creatures native to deserts. |
| 5 | 5 | Increased ability to find food and water and sense danger in mountains, and less likely to be attacked by creatures native to mountains. |
| 5 | 6 | Ability to speak extra languages. |
| 6 | 1 | Increased ability to sense lies. |
| 6 | 2 | Ability to move silently. |
| 6 | 3 | Ability to see in darkness. |
| 6 | 4 | Mysterious 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. |
| 6 | 5 | Roll again, but the magic item is alive and intelligent (this may be a help or hinderance). |
| 6 | 6 | as above. |
 
 
Secrets of the Ancients A
 
Roll on tables A, B and C, and combine (in that order) to get the name of an unfathomable device of the Ancients.
 
Roll 3 dice.
| 1st dice | 2nd dice | 3rd dice | result |
| 1-2 | 1-2 | 1-2 | all-seeing. |
| 1-2 | 1-2 | 3-4 | analytical-predictive. |
| 1-2 | 1-2 | 5-6 | antedeluvian. |
| 1-2 | 3-4 | 1-2 | chromatic. |
| 1-2 | 3-4 | 3-4 | core. |
| 1-2 | 3-4 | 5-6 | cycloptic. |
| 1-2 | 5-6 | 1-2 | dimensional. |
| 1-2 | 5-6 | 3-4 | electrical. |
| 1-2 | 5-6 | 5-6 | electromagnetic. |
| 3-4 | 1-2 | 1-2 | endochronic. |
| 3-4 | 1-2 | 3-4 | fey. |
| 3-4 | 1-2 | 5-6 | forbidden. |
| 3-4 | 3-4 | 1-2 | gamma. |
| 3-4 | 3-4 | 3-4 | geomantic. |
| 3-4 | 3-4 | 5-6 | gravitational. |
| 3-4 | 5-6 | 1-2 | gravitomagnetic. |
| 3-4 | 5-6 | 3-4 | hydromantic. |
| 3-4 | 5-6 | 5-6 | infernal. |
| 5-6 | 1-2 | 1-2 | magnetic. |
| 5-6 | 1-2 | 3-4 | neutrino. |
| 5-6 | 1-2 | 5-6 | non-Euclidian. |
| 5-6 | 3-4 | 1-2 | phased. |
| 5-6 | 3-4 | 3-4 | quantum. |
| 5-6 | 3-4 | 5-6 | resonating. |
| 5-6 | 5-6 | 1-2 | stochastic. |
| 5-6 | 5-6 | 3-4 | temporal. |
| 5-6 | 5-6 | 5-6 | steam. |
 
 
Secrets of the Ancients B
 
Roll 3 dice.
| 1st dice | 2nd dice | 3rd dice | result |
| 1-2 | 1-2 | 1-2 | anti-matter. |
| 1-2 | 1-2 | 3-4 | bewitchment. |
| 1-2 | 1-2 | 5-6 | damnation. |
| 1-2 | 3-4 | 1-2 | dark matter. |
| 1-2 | 3-4 | 3-4 | displacement. |
| 1-2 | 3-4 | 5-6 | dragon. |
| 1-2 | 5-6 | 1-2 | elder. |
| 1-2 | 5-6 | 3-4 | flux. |
| 1-2 | 5-6 | 5-6 | hex. |
| 3-4 | 1-2 | 1-2 | homunculus. |
| 3-4 | 1-2 | 3-4 | immolation. |
| 3-4 | 1-2 | 5-6 | ion. |
| 3-4 | 3-4 | 1-2 | matter. |
| 3-4 | 3-4 | 3-4 | necro-. |
| 3-4 | 3-4 | 5-6 | particle. |
| 3-4 | 5-6 | 1-2 | photon. |
| 3-4 | 5-6 | 3-4 | plasma. |
| 3-4 | 5-6 | 5-6 | polarity. |
| 5-6 | 1-2 | 1-2 | propulsion. |
| 5-6 | 1-2 | 3-4 | were-. |
| 5-6 | 1-2 | 5-6 | summoning. |
| 5-6 | 3-4 | 1-2 | superstring. |
| 5-6 | 3-4 | 3-4 | teleportation. |
| 5-6 | 3-4 | 5-6 | transmutation. |
| 5-6 | 5-6 | 1-2 | vibrational. |
| 5-6 | 5-6 | 3-4 | warding. |
| 5-6 | 5-6 | 5-6 | warp. |
 
 
Secrets of the Ancients C
 
Roll 3 dice.
| 1st dice | 2nd dice | 3rd dice | result |
| 1-2 | 1-2 | 1-2 | beam. |
| 1-2 | 1-2 | 3-4 | capacitator. |
| 1-2 | 1-2 | 5-6 | cauldron. |
| 1-2 | 3-4 | 1-2 | chamber. |
| 1-2 | 3-4 | 3-4 | circuit. |
| 1-2 | 3-4 | 5-6 | coil. |
| 1-2 | 5-6 | 1-2 | compensator. |
| 1-2 | 5-6 | 3-4 | crown. |
| 1-2 | 5-6 | 5-6 | drive. |
| 3-4 | 1-2 | 1-2 | emitter. |
| 3-4 | 1-2 | 3-4 | engine. |
| 3-4 | 1-2 | 5-6 | field. |
| 3-4 | 3-4 | 1-2 | gem. |
| 3-4 | 3-4 | 3-4 | generator. |
| 3-4 | 3-4 | 5-6 | grid. |
| 3-4 | 5-6 | 1-2 | gun. |
| 3-4 | 5-6 | 3-4 | idol. |
| 3-4 | 5-6 | 5-6 | matrix. |
| 5-6 | 1-2 | 1-2 | modulator. |
| 5-6 | 1-2 | 3-4 | projector. |
| 5-6 | 1-2 | 5-6 | ray. |
| 5-6 | 3-4 | 1-2 | regulator. |
| 5-6 | 3-4 | 3-4 | rune. |
| 5-6 | 3-4 | 5-6 | sensor. |
| 5-6 | 5-6 | 1-2 | stone. |
| 5-6 | 5-6 | 3-4 | throne. |
| 5-6 | 5-6 | 5-6 | wand. |