[D6] Specials


[D6.0] Specials (General Rules)

Specials are continuous effects that cover a large area (generally the entire room or, in extreme cases, the entire dungeon).
Monsters are not immune to Specials, even monsters from this dungeon (or this room). Even the monster that created the Special is not immune to it. This is one primary difference between a Trick and a Special.
Making a save vs. a Special does not make you immune to it. You must save again at every one of it's intervals (generally every segment). This is another important difference between a Trick and a Special.
Specials cannot be moved unless the whole room is moved (e.g. Estate Transference), and sometimes even then they won't move.
Since Specials cover the entire room, a physical form (similar to what's done for Tricks in [D5.0]) is not needed. However, the DM can optionally have an item in the room that turns the Special on or off, or an item that must be destroyed to turn the Special off. This may be desirable for the DM if the Special has a really nasty effect.

[D6] Specials


[D6.1] x1 Specials

x1 Special Source d24
A random psionic frequency functions at (50%) zero effect (50%) double effect DM 1
A random school of Wizard magic functions at (50%) zero effect (50%) double effect DM 2
A random sphere of Priest magic functions at (50%) zero effect (50%) double effect DM 3
Distance Distortion: All distances in room are tripled DM 4
Distance Distortion: Everyone in the room (incl. PCs) are in the same "group"; all area affects cover the entire room; "Hole in the Middle" does not function DM 5
DRZ (Dispel Radiation Zone) - radioactive effects (e.g. Psi9) get countered; existing radioactive effects have SL% chance of being dispelled per segment DM 6
Gas in room: Blindness (must save every segment) DMG1 7
Gas in room: Fear (must save every segment) DMG1 8
Gas in room: Obscures vision DMG1 9
Gas in room: Poison (must save every round or slain) DMG1 10
Gas in room: Sickness/Nauseated (must save every segment) DMG1 11
Gas in room: Sleep (must save every segment) DMG1 12
Gas in room: Strength (all in room get +1d6 Str while in room) DMG1 13
Gravity high 1d6+1 G (see [C8]) DM 14
Gravity low 1/(1d6+1) G (see [C8]) DM 15
Innate abilities cannot be cast in the room, existing effects are OK DM 16
Magic cannot be cast in the room, existing effects are OK DM 17
Proof against Teleportation (includes Blinking within room, Plane Shifting, etc.; nothing comes in or out without walking) DM 18
Psionics cannot be cast in the room, existing effects are OK DM 19
Radiation (Psi9) of RS=1d12 (doesn't fluctuate) DM 20
Radiation (Psi9) of RS=1d12 (fluctuates each round) DM 21
Rogue abilities cannot be cast in the room, existing effects are OK DM 22
Tempus Fugit (time within the room flows at 5x rate compared to outside the room) DM 23
Turning Undead is at -1d4 CL and -1d6 to the 1d20 turn roll (the 1d4 and 1d6 are fixed amounts, rolled once) (1 in 4 chance this is a bonus instead) DM 24

[D6] Specials


[D6.2] x2 Specials

x2 Special Source d9
Dimensional Mine Generator (one mine per segment, hits a random player or monster, takes 1d100 dmg and is Wrenched) DM 1
DIZ (Dispel Innates Zone) - innates get countered; existing innate effects have SL% chance of being dispelled per segment DM 2
DMZ (Dispel Magic Zone) - spells get countered; existing magical effects have SL% chance of being dispelled per segment Q1 3
DPZ (Dispel Psionics Zone) - psionics get countered; existing psionic effects have SL% chance of being dispelled per segment DM 4
Ego of items is doubled in room, all intelligent items and artifacts in room get +1E action DM 5
Nothing in the room can be affected by Invisibility, Dust of Disappearance, Displacement DM 6
Roll 1d3+1 times on the x1 Special table; duplicated results are doubled/tripled/quadrupled DM 7
Saving Throws cannot be made in the room except on a natural 20 (with no adjustments or die setting effects whatsoever). DM 8
Time Stop - Room is permanently and continuously Time Stopped, only creatures with Time/Reality Stability, Immune Time, or a personal bubble of Time can function here. DM 9

[D6] Specials


[D6.3] x3 Specials

x3 Special Source d2
DXZ (Dispel Concordant Zone) - concordant spells get countered; existing concordant effects have SL% chance of being dispelled per segment DM 1
Gods cannot see, hear, or sense into this room unless they are actually there; Divine Intervention fails DM 2