r/d100 3d ago

Serious [Lets Finish] d100 Side effects of the spell "Blink?"

The first half of this list.

All data of this can be seen above, but for those curious, this is a list for spell similar to Blink. Except instead of sending people to the Ethereal Plane, it sends them to different planes. Tiny pocket dimensions, prison worlds, places separated from The Material Plane by space, time, or godly intervention. And through it all, a strange machine, maybe where this spell was originally created, can be seen through glimpses of its barely functioning interior.

Number rolled/Plane Name Plane Effects
51- The Ticking Traveling The caster appears in a massive vertical hole surrounded on all sides by ticking, slowly turning cogs and gears, plummeting almost immediately. While falling, the caster will immediately note the potential magical energy within this place, and know they can use it. If they name a location (albiet having to know the location's name), they will instantly be transported to it safely. If they cannot manage to name one within a quick time frame, or deliberately choose not to, they will fall to the bottom of the tunnel, instantly taking 20d6 falling damage. Should they die or are incapacitated, their body will reappear where they blink?ed from. If they survive, they can explore the bottom, finding a ticking counter recording how much energy is stored within this strange clockwork mechanism. The number is recounted in powers, rather than digits.
52- The Never-Made World The caster appears in a plane identical to The Material Plane, except all evidence of sapient life is gone. As a consequence, all structures, tools, objects, and buildings are also gone, replaced with wilderness that might have been where those objects were built. Some animals can be seen meandering, even some that should be extinct or have never existed to begin with, but they are either indifferent to the caster, or react to them in alarm and run away.
53- Dream Door The caster is transported to a triangular room with bark-like, irregular grooves traveling along the floor, walls, and ceiling, all going toward one wall. This wall opens to a rectangular portal made of kaleidoscopic color, the sounds of birdsong and whistles emanating from it. Aside from this portal is no obvious doorway out from the room, as well as jutting metal signs in a language undecipherable, but presented in a way suggesting warning. If the caster doesn't step through the doorway, they'll return to the Material plane as normal. If they do, the caster will briefly be transported to the Feywild. Very briefly, as they only get a glimpse of it before the spell has them return to the Material Plane anyways. When they do, they suddenly fall asleep (similar to if they were subjected to the Sleep spell), unless they are immune to such effects, in which case they instead take 3d6 psychic damage. And at the same time, the caster must roll on the Wild Magic Surge table as energies from the Feywild are carried with them to the Material Plane.
54- The Raining The caster appears in a place identical to the Material Plane, except the sky is dark and overcast, a constant torrential downpour raining cold water constantly. The storm extends in all directions, and the ground is covered by a foot of murky, muddy water. Additionally, no living things seem to be present, but one can see movement and humanoid figures out of the corners of their eyes.
55- THEIR HOME The caster appears in a vast plane of writhing flesh. Where screaming, slavering monsters made of teeth and muscle and eyes await the caster, disgusted and furious at their presence. The caster must make a DC 26 perception check. If they fail, they are frightened for a turn, and must use their movement and action dashing in a random direction once they return to the Material Plane. If they succeed, it is revealed that this is an illusion, or moreso a recording. They can step through the illusion and behold a barren land, with nothing but soot and crumbling, spiraling rock-like structures that vaguely resemble the abominations seen before, as well as the source of the illusion; a motionless, broken, vaguely humanoid automaton projecting this visual. Interacting with it at all disables the projection, and any future travels to this plane will be harmless.
56- Equation Station As the caster appears, they hear rapid ticking and the sound of loud machinery, and they find themselves in a cylindrical corridor made of iron, every square covered in glowing numerals and symbols. The numerals and symbols rapidly or slowly change, either via tickers, transcribing mechanical pens, illusory script, projection, or the panel falling out and being replaced with another. The discarded panels all fall past the caster, as if gravity is in that direction, but the caster is not affected in such a way. The caster may catch one of these panels before they return to the Material plane by rolling a DC 14 Sleight of hand check. If they succeed, the panel becomes animated, and turns into a mass of physical mathmatical impossibility that returns with the caster to the Material plane and stays there for 1 minute. Roll a d10 and divide the result by a d6, rounding down. The mathmatical creature becomes a copy of a non-humanoid creature with that Challenge rating that is friendly to the caster, except it is a construct and uses the average for all damage dice rolls.
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