[D5] Tricks


[D5.0] Tricks (General Rules)

Tricks are usually some sort of trade-off effect or a puzzle that needs to be figured out. Monsters from the Trick's dungeon generally ignore Tricks, but summoned and transported monsters do not ignore Tricks (they require some familiarity with to be immune to).
 
Tricks that are illusionary in nature can be "disbelieved" by spending a 0 action and making an Int check. If you attempt to disbelieve something and
Once you disbelieve or make a save against a Trick, you generally don't have to do it again; you are now immune to that Trick.
 
Tricks usually have charges (sometimes Elevators, Gates, and Illusions do not). You can either have a set number of charges, or give the trick a 10% change of suddenly being out charges with each use. In practice, I usually have a trick run out of charges when it becomes tiresome or abusive.
 
Tricks cannot be picked up or moved in general, unless the whole room is moved (e.g. Estate Transference). Even if the DM decides they can be picked up, Tricks frequently have an Ego score (1d100 per multiplier).
 
Some Tricks (especially the DMG1 ones) do not have exact game effects; the precise amount of damage or whatever should vary by DL and the importance of the Trick to the DM anyway. Sometimes a Trick is a throwaway point resolved with one Remove Tricks roll, sometimes it's an important component of the dungeon. Because of this, this list of Tricks are just general ideas to spark the DM's imagination. If nothing comes to mind during play, you can roll twice on the table and create a combination Trick using two results (this is almost always enough to spark my imagination, even when it's 2 AM and I'm fatigued from running D&D all night!).
 
If not given, the physical form a Trick has can be rolled on the following table:
 
Monster Generators:
 
Monster Generators have a DL rating, usually starts with the Dungeon Level of the current dungeon.
They "awaken" if they gain line-of-sight with a player character.
They summon a monster of their DL rating every segment; the summoned monster is not sick.
 
It takes DL*DL*10 dmg (or a Remove Tricks) to reduce the DL rating of a Monster Generator by 1.
They have AC 0, cannot be backstabbed or overhit, but you can crit on a Monster Generator.
If a DL I Monster Generator takes 10 dmg (or is Removed Tricks), it is destroyed.
 
The total damage to completely destroy a Monster Generator (from full strength all the way down to destroyed) is as follows. This also serves as a quick reference to see what DL a Monster Generator becomes after taking a lot of damage (e.g. a DL VI generator at 910 hp takes 600 dmg, it is now a DL IV generator).
DL I = 10, DL II = 50, DL III = 140, DL IV = 300, DL V = 550, DL VI = 910, DL VII = 1400, DL VIII = 2040, DL IX = 2850, DL X = 3850
Form Source d29
Altar DMG1 1
Arch DMG1 2
Ceiling DMG1 3
Container (Barrel, Jar, Vase, etc.) DMG1 4
Dome DMG1 5
Door DMG1 6
Door, Secret DMG1 7
Fire DMG1 8
Fireplace DMG1 9
Force Field DMG1 10
Fountain DMG1 11
Furnishings DMG1 12
Idol DMG1 13
Illusion DMG1 14
Machine DMG1 15
Monster DMG1 16
Painting DMG1 17
Passage DMG1 18
Pedestal DMG1 19
Pillar or Column DMG1 20
Pit DMG1 21
Pool DMG1 22
Room (Floor) DMG1 23
Stairway DMG1 24
Statue DMG1 25
Tapestry DMG1 26
Vegetation DMG1 27
Wall DMG1 28
Well DMG1 29

[D5] Tricks


[D5.1] x1 Tricks

x1 Trick Source d125
Aging (roll for the Trick's physical form in [D5.0]) DMG1 1
Animated (roll for the Trick's physical form in [D5.0]) DMG1 2
Anti-Magic (roll for the Trick's physical form in [D5.0]) DMG1 3
Appearing/Disappearing (roll for the Trick's physical form in [D5.0]) DMG1 4
Asks (roll for the Trick's physical form in [D5.0]) DMG1 5
Attacks (roll for the Trick's physical form in [D5.0]) DMG1 6
Attributes, rearranges Stats (roll for the Trick's physical form in [D5.0]) DMG1 7
behind rubbish Jamis_Buck 8
behind tapestry Jamis_Buck 9
Changes - Alignment (roll for the Trick's physical form in [D5.0]) DMG1 10
Changes - Attribute (roll for the Trick's physical form in [D5.0]) DMG1 11
Changes - Class (roll for the Trick's physical form in [D5.0]) DMG1 12
Changes - Minds From Body to Body (roll for the Trick's physical form in [D5.0]) DMG1 13
Changes - Sex (roll for the Trick's physical form in [D5.0]) DMG1 14
Collapsing (roll for the Trick's physical form in [D5.0]) DMG1 15
Combination lock (roll for the Trick's physical form in [D5.0]) DMG1 16
Directs (roll for the Trick's physical form in [D5.0]) DMG1 17
Disintegrates (roll for the Trick's physical form in [D5.0]) DMG1 18
Distorted - Height/Depth (roll for the Trick's physical form in [D5.0]) DMG1 19
Distorted - Width/Length (roll for the Trick's physical form in [D5.0]) DMG1 20
down-sliding Jamis_Buck 21
Electrical Shock (roll for the Trick's physical form in [D5.0]) DMG1 22
Elevator room (with lever to select DL) DM 23
Elevator room, descends 1 level and will not ascend for 30 turns. DMG1 24
Elevator room, descends 2 levels and will not ascend for 30 turns. DMG1 25
Enlarge/reduces (roll for the Trick's physical form in [D5.0]) DMG1 26
Enrages (roll for the Trick's physical form in [D5.0]) DMG1 27
False (roll for the Trick's physical form in [D5.0]) DMG1 28
false wall Jamis_Buck 29
Flesh To Stone (roll for the Trick's physical form in [D5.0]) DMG1 30
Fruit (roll for the Trick's physical form in [D5.0]) DMG1 31
Gaseous (roll for the Trick's physical form in [D5.0]) DMG1 32
Gate (to random plane) in room (can be dispelled, or closed by a x1 or higher being passing through from this side) DM 33
Geas/Quest (roll for the Trick's physical form in [D5.0]) DMG1 34
gesture trigger Jamis_Buck 35
Gravity - Greater (roll for the Trick's physical form in [D5.0]) DMG1 36
Gravity - Lesser (roll for the Trick's physical form in [D5.0]) DMG1 37
Gravity - Nil (roll for the Trick's physical form in [D5.0]) DMG1 38
Gravity - Varying (roll for the Trick's physical form in [D5.0]) DMG1 39
Greed-Producing (roll for the Trick's physical form in [D5.0]) DMG1 40
Illusionary wall concealing a chamber with monster and treasure DMG1 41
Illusionary wall concealing a chute below DMG1 42
Illusionary wall concealing a pit above DMG1 43
illusory wall Jamis_Buck 44
Intelligent (roll for the Trick's physical form in [D5.0]) DMG1 45
Invisible (roll for the Trick's physical form in [D5.0]) DMG1 46
magic word trigger Jamis_Buck 47
Magical Pool/Throne: Adjusts a random ability score permanently, roll 1d6: (1-2) +1d4, (3-4) -1d4, (5-6) +1d4 to one and -1d4 to another DMG1 48
Magical Pool/Throne: Does a High Frequency Sample DM 49
Magical Pool/Throne: Grants a wish, but pool has an alignment (rolled randomly, not known to PCs unless they cast Know Alignment), wish might be reverse or twisted if differing alignments DMG1 50
Magical Pool/Throne: Teleports (roll 1d4): (1) Back to surface, (2) Elsewhere on this DL, (3) 1 DL down, (4) 100 miles away outside DMG1 51
Magical Pool/Throne: Turns gold into platinum (50%) or lead (50%) DMG1 52
Magical Pool: Effect of a randomly determined potion (will repeat same potion effect as last drink 75% of the time) DM 53
Magical Pool: Heal (75%) or Poison (death/40) (25%) DM 54
Magical Throne: Has an Ego score of 1d100, gives person +1d10 Chr and +1QM action while sitting in the chair DMG1 55
Magical Thrones: There are two thrones; If a person sits in each one: their personalities, mental abilities and consciousnesses switch bodies DM 56
magically reinforced Jamis_Buck 57
Mirage Arcana of a powerful monster (not actually there) DM 58
Monster Generator: Animal (summons an Animal every segment) Gauntlet 59
Monster Generator: Beholder (summons a Beholder every segment) Gauntlet 60
Monster Generator: Dragon (summons a Dragon every segment) Gauntlet 61
Monster Generator: Elemental (summons an Elemental every segment) Gauntlet 62
Monster Generator: Giant (summons a Giant every segment) Gauntlet 63
Monster Generator: Golem (summons a Golem every segment) Gauntlet 64
Monster Generator: Humanoid (summons a Humanoid every segment) Gauntlet 65
Monster Generator: Insect (summons an Insect every segment) Gauntlet 66
Monster Generator: Lycanthrope (summons a Lycanthrope every segment) Gauntlet 67
Monster Generator: Ooze (summons an Ooze every segment) Gauntlet 68
Monster Generator: Outer (summons an Outer every segment) Gauntlet 69
Monster Generator: Plant (summons a Plant every segment) Gauntlet 70
Monster Generator: Reptile (summons a Reptile every segment) Gauntlet 71
Monster Generator: Undead (summons an Undead every segment) Gauntlet 72
Monster Generator: Water (summons a Water every segment) Gauntlet 73
Monster Generator: Weird (summons a Weird every segment) Gauntlet 74
Moves/Rolls (roll for the Trick's physical form in [D5.0]) DMG1 75
One-Way (roll for the Trick's physical form in [D5.0]) DMG1 76
passwall Jamis_Buck 77
Pivots Two Possible Ways (roll for the Trick's physical form in [D5.0]) DMG1 78
Points (roll for the Trick's physical form in [D5.0]) DMG1 79
Poison (roll for the Trick's physical form in [D5.0]) DMG1 80
Polymorphing (roll for the Trick's physical form in [D5.0]) DMG1 81
pressure-plate trigger Jamis_Buck 82
push-brick trigger Jamis_Buck 83
Randomly Acts (roll for the Trick's physical form in [D5.0]) DMG1 84
Releases - Coins (roll for the Trick's physical form in [D5.0]) DMG1 85
Releases - Counterfeit Coins (roll for the Trick's physical form in [D5.0]) DMG1 86
Releases - Gem/Jewelry (roll for the Trick's physical form in [D5.0]) DMG1 87
Releases - Magic Item (roll for the Trick's physical form in [D5.0]) DMG1 88
Releases - Map (roll for the Trick's physical form in [D5.0]) DMG1 89
Resisting - General (roll for the Trick's physical form in [D5.0]) DMG1 90
Resisting - Specific (roll for the Trick's physical form in [D5.0]) DMG1 91
Rising/Sinking (roll for the Trick's physical form in [D5.0]) DMG1 92
rotating wall Jamis_Buck 93
Shifting (roll for the Trick's physical form in [D5.0]) DMG1 94
Shoots (roll for the Trick's physical form in [D5.0]) DMG1 95
side-sliding Jamis_Buck 96
Sliding (roll for the Trick's physical form in [D5.0]) DMG1 97
Sloping (roll for the Trick's physical form in [D5.0]) DMG1 98
Spinning (roll for the Trick's physical form in [D5.0]) DMG1 99
stuck Jamis_Buck 100
Suggests (roll for the Trick's physical form in [D5.0]) DMG1 101
Suspends Animation (roll for the Trick's physical form in [D5.0]) DMG1 102
Symbiotic (roll for the Trick's physical form in [D5.0]) DMG1 103
Takes/Steals (roll for the Trick's physical form in [D5.0]) DMG1 104
Talks - Intelligently/Normally (roll for the Trick's physical form in [D5.0]) DMG1 105
Talks - Nonsense (roll for the Trick's physical form in [D5.0]) DMG1 106
Talks - Poetry / Rhymes (roll for the Trick's physical form in [D5.0]) DMG1 107
Talks - Singing (roll for the Trick's physical form in [D5.0]) DMG1 108
Talks - Spell Casting (roll for the Trick's physical form in [D5.0]) DMG1 109
Talks - Yells/Screams (roll for the Trick's physical form in [D5.0]) DMG1 110
Teleports (roll for the Trick's physical form in [D5.0]) DMG1 111
Treasure disguised to appear as something else DMG1 112
Treasure hidden behind a loose stone in the wall DMG1 113
Treasure hidden by Illusion (to change or hide appearance) DMG1 114
Treasure hidden by Invisibility DMG1 115
Treasure hidden in secret compartment in container DMG1 116
Treasure hidden in secret space under contoiner DMG1 117
Treasure hidden inside ordinary item in plain view DMG1 118
Treasure hidden under a heap of trash/dung DMG1 119
Treasure hidden under a loose stone in the floor DMG1 120
Treasure in a secret room nearby DMG1 121
up-sliding Jamis_Buck 122
Wall 10' behind slides across passage blocking it for from 40-60 turns. DMG1 123
Wish Fulfillment (roll for the Trick's physical form in [D5.0]) DMG1 124
Wish Fulfillment, Reversal (roll for the Trick's physical form in [D5.0]) DMG1 125

[D5] Tricks


[D5.2] x2 Tricks

x2 Trick Source d3
Gate (to random plane) in room (cannot be dispelled unless a x2 or higher being steps through from this side) DM 1
Monster Generator in room (summons a monster every segment) DM 2
Sphere of Annihilation in room S1 3