Into the Abyss: Exploring the World of Random Occult Effects

By admin

A random occult effect generator is a tool that generates random effects or outcomes related to the occult or supernatural. It is commonly used in role-playing games, storytelling, or creative writing to add an element of unpredictability and mystery to the narrative. The main purpose of a random occult effect generator is to provide inspiration for creating unique and unexpected events, often involving magic, supernatural beings, or mystical phenomena. These can range from small magical effects like creating sparks or making objects levitate, to more significant consequences such as summoning a mythical creature or opening a portal to another dimension. Such generators typically work by utilizing a random number or word generator algorithm, with each result corresponding to a pre-defined occult effect. The effects themselves can be based on various occult traditions, mythology, or the imagination of the generator creator.


Next up, you determine movement with 2d10, with 10 entries provided - these can include phasing, jumping, levitating and the like, and the entries are presented in a concise manner. For attack method, we roll 1d10, with 7 entries, one of which is "multiple" - bash, spikes, etc. Some of these decrease damage die size, some enhance it, and projectiles are possible. After this, we come to the first half of what can be considered to be the "heart" of this book: The massive 1d100-tabke of distinctive features, quite a few of which do have game effects and sub-entries. Unless I have miscounted, a total of 54 entries are included in the table, though e.g. distinctive markings has its own 8-entry subcategory, while the 100th entry has 6 sub-entries, one of which could e.g. result in damage dealt to the creature exchanging souls with it. You roll on this table until the creature feels complete according to your own aesthetics.

Artworks are stunning, full-color, and littered throughout - from the cover to the interior artworks, they tend to be evolutions of the artwork of previous editions, which is a nice touch. In the end, I could have lived without the introductions and artwork, and would have preferred more content, but then again, I m a weirdo who is more impressed by content than awesome artwork.

Random occult effect generator

The effects themselves can be based on various occult traditions, mythology, or the imagination of the generator creator. One of the key advantages of using a random occult effect generator is its ability to spark creativity and push the boundaries of storytelling or game scenarios. By introducing unexpected and magical outcomes, it encourages players or writers to think outside the box and come up with unique solutions or plot twists.

Random Spellbook Generator

Generating spellbooks is always a hassle. Each book is its own unique collection of spells, requiring considerably more care and effort to assemble than other classes of magical items. At the same time they tend to be throw-away items, something for the party wizard to study in his downtime before pawning it off. So I really don't want to put a lot of effort into making these things, especially if I'm just stocking the local magick shoppe with merchandise my wizard player might not even purchase.

I still plan on improving this further, but I feel it's far enough along to share it and get some feedback. I do plan on including more sources as well (in the immediate future, Ultimate Combat and Advanced Class Guide are priorities). Any feedback, questions, feature requests, or bug reports are welcome.

So can inappropriate spells be replaced with homebrew spells when they occur? If there is a GMs choice that comes up, that is just as well.

Fun. The only error I noticed in generating a handful of spellbooks was that Ear-Piercing Scream was misspelt.

It's quite interesting looking at such a spellbook and imagining what it says about the wizard who compiled it.

Do all spells have an equal chance of showing up, or are some spells more likely to occur?

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Thanks for this! Lots of wizard NPCs in my games and my random spellbook generation has heretofore been very time-consuming.

Goth Guru wrote:

So can inappropriate spells be replaced with homebrew spells when they occur? If there is a GMs choice that comes up, that is just as well.

Sure, the GM absolutely has final say over what they bring into their game. If you want to tweak these random spellbooks after generating them, power to you.

avr wrote:

Fun. The only error I noticed in generating a handful of spellbooks was that Ear-Piercing Scream was misspelt.

avr wrote:

It's quite interesting looking at such a spellbook and imagining what it says about the wizard who compiled it.

One of the first spellbooks I generated was a 5th level Evoker whose only two 3rd level spells were Daylight and Tiny Hut.

The occasional surreal result is one of the charms of using random generators.

Ciaran Barnes wrote:
Do all spells have an equal chance of showing up, or are some spells more likely to occur?

Spells from your specialty school are significantly more likely to appear, and spells from opposition schools won't appear. Otherwise yes, all spells have an equal chance of appearing. (Edit: also you're guaranteed at least one specialty school spell at every included spell level)

Adding some more weighting options is definitely something I'd consider doing. Weighting by source seems to be the easiest approach, and I could replace the checkboxes with weighting sliders for each source to give the user control over that. Weighting by individual spell may be more problematic since there's no way I could fit that on the user interface, so I'd need to apply my own subjective discretion to determine what the weighting should be. Still, this would allow iconic spells like fireball, dispel magic, or invisibility to be prioritized. I'm definitely open to any suggestions people may have on the matter.

Pathfinder Rulebook Subscriber

This is a nice tool, but it would be nice to have some spells always in the list. i.e. an Evoker will always have fireball. A weighting system may be a way to do this.

Opposition school spells still should show up, but with a low chance. Some spells are occasionally worth two spell slots to mem.

Support for elementalists would be nice too.

Toblakai wrote:

This is a nice tool, but it would be nice to have some spells always in the list. i.e. an Evoker will always have fireball. A weighting system may be a way to do this.

I wouldn't say that Evokers would always have Fireballs, but weighting such an iconic spell higher than others makes a lot of sense to me. The difficult question is which spells and how much higher should they be weighted. That's a very subjective question.

I think I will make an effort this weekend to rework the back-end randomizer to support more nuanced weighting. I'm not sure how I'm going to weight the spells, but I'll get the support in there so that it's not a pain to implement in future. At very least this will let me introduce opposition spells as being unlikely rather than impossible.

Toblakai wrote:
Support for elementalists would be nice too.

Yeah, I think that's doable. I'm adding it to the to-do list.

Time wizards are more likely to have expeditious retreat and haste. Less likely to have slow and hold person.

I've updated the spellbook generator. The program now supports elemental specialization and opposition options, and has a toggle to specify the maximum number of pages the spellbook can contain.

Note that unlike the conventional spell schools, the elemental options are Wizard exclusive and will have no effect if you try to use them on other classes. The spellbook generator also has an upper limit on how much content it will generate for a single spellbook, so there's no point to having spellbooks with four digit page counts (the theoretical maximum is 720 pages used, but realistically you probably won't see higher than 500 even with a 20th level Wizard)

I've already done a lot of work towards supporting spell weighting, and the bulk of the work now is in actually deciding which spells to give increased weighting to. Some are obviously iconic, like Magic Missile or Invisibility or Dispel Magic, but there are a lot of spells that straddle that line. Glitterdust, Black Tentacles, or Sending; spells that are very common, but not really iconic in the way the three I mentioned earlier.

@Goth Guru: I won't be weighting by theme. I am definitely open to general suggestions of which spells should be weighted highly for any Wizard. Both Haste and Slow are very iconic Transmutation spells in my view, for instance.

I wouldn't say that Evokers would always have Fireballs, but weighting such an iconic spell higher than others makes a lot of sense to me. The difficult question is which spells and how much higher should they be weighted. That's a very subjective question.
Random occult effect generator

Additionally, a random occult effect generator can also serve as a useful tool for game masters or writers who want to maintain a sense of fairness and impartiality in storytelling. By letting chance decide the outcome of supernatural events, it avoids potential favoritism or biased decision-making. In conclusion, a random occult effect generator is a valuable resource for generating unique and mysterious outcomes in role-playing games, storytelling, or creative writing. It adds an element of surprise and unpredictability to the narrative while sparking the imagination of the players or writers..

Reviews for "The Ultimate Pendulum: Unlocking Random Occult Effects"

1. Sarah - 2/5 stars - I was really excited to try out the "Random occult effect generator" as I am a fan of anything related to the occult. However, I found the generator to be quite disappointing. The effects it generated were dull and lacking any creativity. It was as if the generator simply picked random words from a dictionary and put them together. Additionally, the interface was not user-friendly and it took me a while to figure out how to navigate through the different options. Overall, it was a letdown and I wouldn't recommend it to anyone looking for interesting and unique occult effects.
2. John - 1/5 stars - I had high hopes for the "Random occult effect generator" but it turned out to be a complete waste of time. The effects it generated were generic and cliché, lacking any real thought or depth. It felt like I was using a basic online text generator rather than a specialized occult tool. The user interface was also confusing and it took me a while to understand how to use it properly. I also encountered several glitches and bugs that made the whole experience frustrating. I would not recommend this generator to anyone looking for quality occult effects.
3. Emily - 2/5 stars - The "Random occult effect generator" had potential, but it fell short in execution. The effects it generated were repetitive and uninspired, making it feel like I was going in circles rather than exploring new occult concepts. The interface was also clunky and not intuitive, making it difficult to navigate through the different options. Overall, I was left unimpressed and unsatisfied with this generator. I would suggest looking for more reputable and well-crafted occult tools instead.

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