When an instantiation or instantiations appear, perform the following steps:
1. Determine Corporeality
Roll a d4:
1. Entirely incorporeal. Can neither physically affect the world, nor be affected by it, except through magic spells. Appears like a gossamer-thin approximation of its form.
2. Mostly incorporeal. Can pass through walls and is unharmed by non-magical weapons. Appearance is noticeably faded and transparent.
3. Semi-corporeal. Can pass through walls and takes half damage from non-magical weapons. Appearance is translucent.
4. Fully corporeal. Acts as though it is fully present in our reality.
2. Determine Time Span
Roll a d6 to determine the number of turns for which the instantiation appears.
3. Determine Power.
Roll a d6+1 to determine Hit Dice. For every Hit Dice, the instantiation has a spell-like ability which it can cast once.
4. Determine Spell-Like Abilities.
Dice
|
Ability
|
Dice
|
Ability
|
Dice
|
Ability
|
1
|
Blink
|
11
|
Feeblemind
|
21
|
Fire Shield
|
2
|
Hold Person
|
12
|
Telekinesis
|
22
|
Call Lightning
|
3
|
Slow
|
13
|
Polymorph Other
|
23
|
Dispel Magic
|
4
|
Scare
|
14
|
Confusion
|
24
|
Stinking Cloud
|
5
|
Dimension Door
|
15
|
Knock
|
25
|
Shatter
|
6
|
Web
|
16
|
Enlarge
|
26
|
Wall of Fog
|
7
|
Wizard Lock
|
17
|
Darkness 15’ Radius
|
27
|
Ice Storm
|
8
|
Magic Missile
|
18
|
Shadow Monsters
|
28
|
Hallucinatory Terrain
|
9
|
Shield
|
19
|
Paralysation
|
29
|
Phantasmal Force
|
10
|
Fireball
|
20
|
Hold Portal
|
30
|
Disintegrate
|
5. Determine Basic Torso
Roll to discover the basic body shape of the instantiation.
Dice
|
Basic Form
|
1
|
Horizontal disc
|
2
|
Vertical disc
|
3
|
Sphere
|
4
|
Oblong
|
5
|
Cylinder
|
6
|
Cube
|
7
|
Blubbery mass
|
8
|
Stick
|
9
|
Ring or circle
|
10
|
Humanoid torso
|
6. Determine Arms/Hands
Dice
|
Arms/Hands
|
1
|
Human arms
|
2
|
Grasping claws on the end of long worm-like arms
|
3
|
Hooks on the end of whip-like arms
|
4
|
Pincers
|
5
|
Weak, pawing hands
|
6
|
Tentacles
|
7
|
Gulping mouths on the end of sinewy arms
|
8
|
Curious, searching feelers
|
9
|
Sharp spikes for arms
|
10
|
Hands with long, alien, suckered fingers
|
7. Determine Locomotion
Dice
|
Locomotion Method
|
1
|
Hovering
|
2
|
Too many legs
|
3
|
Insectoid, chitinous legs
|
4
|
Membranous wings
|
5
|
Sliding along the ground
|
6
|
Thick, lumbering legs
|
7
|
Thin, gracile legs
|
8
|
Absurdly long striding limbs
|
9
|
Pair of humanoid legs
|
10
|
Immobile
|
8. Determine Substance
Dice
|
Substance
|
1
|
Fleshy
|
2
|
Reptilian
|
3
|
Insectoid
|
4
|
Hairy
|
5
|
Metallic
|
6
|
Crystalline
|
7
|
Stone-like
|
8
|
Perfectly smooth
|
9
|
Plant-like
|
10
|
Liquid contained in an invisible membrane
|
9. Determine Attack Method
Roll a d4 to determine.
1. Psychic blast. Attack ignores AC.
2. Physical attack. Uses arms/hands.
3. Beam. A line of force or burning light.
An instantiation has one attack doing d6+1 DMG for every 2 HD it has.
For psychic blasts, you could use Wisdom as AC, provided you use ascending AC and treat Wisdom as willpower.
ReplyDeleteI wish I had my psionics handbook to hand.
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