Dice Roll | Result | |
---|---|---|
1 | Butterfly: A swarm of butterflies flutter from your hand before swirling lackadaisically around you, and you can direct the swarm to move 20 feet per round for a minute. In combat opponents 10 feet in the vicinity of the butterfly swarm must make a wisdom saving roll (16) or are fascinated for 1d4 turns (2d4 for fey creatures, including gnomes). | |
2 | Frog: Upon activation the frog leaps onto the ground and grows exponentially in size large enough to carry the party on its head. For the next 2.5 hours, the frog will transport the party across any body of fresh water before crumpling into wet mush. Before that time, though, it is surprisingly water resilient and tough. | |
3 | Scorpion: Upon activation, the user sprouts a scorpion tail, that could deal 1d10 damage and imparts the poison effects of fire ink (sickened, however creatures with fire resistance are immune). | |
4 | D6 Dice: The origami structure flattens conveniently allowing the adventurer to tuck it on their person. To activate the die, they bring it to their mouth and exhale into a opening on one edge of created by the folds, which can be done in a free action.The player gets to roll a d6 and add the total to any of their attack roll or skill checks. | |
5 | D4 Dice: Same as above, but this pointy die allows the player to add 1d4 damage to a successful hit. | |
6 | Crane: A red-crowned crane has a calming effect and emanates a certain regality when it sits upon the palm of the owner. Upon activation time slows for the user and it dawns on them that they might make a limited wish (as per limited wish spell with 80 percent chance of success). The holder is also keenly aware that it can banish the incorporeal undead, and might be compelled to do so. If the limited wish spell fails, they holder still gets a +4 morale bonus on saves and attack rolls for the next 4 turns. | |
7 | Fangs: A relatively simple design looks comically like a pair of lips with two triangular teeth peeking from the upper portion. The user slaps the fangs over their own mouth and for the next two rounds they double their speed, gain the effects of blur and heal themselves 1/10th of any damage they deal, with a minimum of 1 hp. | |
8 | Mask/helm: when placed on someone’s head, they become blinded, deaf and mute until they can destroy the paper. | |
9 | Kite shield: if you have it at the ready (tucked in a glove or sleeve perhaps) you can toss it as a reaction to block one attack you can see | |
10 | Sphinx: Once placed on a path or doorway grows to life-size and refuses to allow anyone to pass unless an appropriate answer to a riddle is supplied. Will defend itself but will not attack first. Refer to bestiary for stats. Cannot be activated during combat. | |
11 | Parakeet: Despite being brightly green once activated the parakeet attempt to be inconspicuous. The user can teach it a short message which it will repeat at a trigger determined by the user. In all respects it behaves as the spell Magic Mouth except its duration is 2 hours. | |
12 | Blue Bird: The user can speak a message of up to 140 characters. Upon completion of the message, the blue bird multiplies into a flock and scatters delivering the message to every sentient creature in 10 mile radius. If it is in a settlement, can be adjusted to convey a message only within the limits of the settlement. | |
13 | Violin: The violin floats and adjust its size according to the desire of the user. In most respects it behaves like the Exquisite Accompaniment spell (granting a bard the same benefits), floating beside the user and responding to their intentions. In addition, any players of any class gain +4 on skill checks related to performances like oratory (soliloquies, speeches), dance or singing. | |
14 | Saxophone: The golden curvy instrument invites you to blow it. Once you do, a cascade of notes, physically manifested spills from its body, much like the Solid Note spell but en masse. The notes appear to be musical notation in tangible form but generally conforms in quality to the intention of the user. The notes can be placed anywhere, even in mid-air and it will remain in place resisting any force against it. However, it will fail and disappear at a successful strength check of 10 + 2 x Charisma Modifier of the user. | |
15 | Pigeon: can be taught a message, no matter how long, and a person. The pigeon will then find a way to deliver that message, no matter where the receiver is, and is very hard to catch. | |
16 | Head: after the folding is finished, the head instantly collapses and disappears. The user will then hear good advice for the next 2 hours. | |
17 | Sword: after the folding is finished, the sword becomes harder, and gives out a metallic shine. Can cut through organic matter easily, but will break if hit with another metallic weapon, or destructive damage. Has 3d6 + 5 base damage. | |
18 | Book: the folder can decide on a topic they want to learn more of. The book will contain 100 pages of relevant information about that, even if nobody knows. Cannot tell the future. | |
19 | Drop: after folding, the paper becomes soggy and kneaded. It can be thrown to create a portal that will quickly dispense water, enough to fill an ordinary living room. May or may not contain some fishes. | |
20 | Lamp: can be rubbed to release the Paper Genie, that can make 3 minor wishes come true. After using those wishes, both the Genie and the lamp disappear. The Genie can only come out once a week. [Examples: a wish can create up to 50gp, reasonably good non-magical weapons, cure minor diseases or create a wand that can cast a level 3 or lower spell. A wish cannot create stronger magic, teach the users new magics, affect an unwilling person directly, or anything that could quickly change the course of history.] | |
21 | Bar: can be activated to become a solid gold bar, worth a grand total of 200gp. Without using magic means, it is indistinguishable from normal gold, except from the fact that it disappears after 2 hours. | |
22 | House: grows to become a comfy house, suitable for the environment it is located. The house lasts a week, before disappearing, and safely teleporting everything in it to the ground. | |
23 | Cup: can dispense infinite beer. Lasts 1 hour. | |
24 | Bowl: can be heated to create a nutritious, but papery meal that recovers all your HP and one third of your spells. Can be used 10 times before disappearing. | |
25 | Bomb: has a small hole, in which the user must place an activation mechanism. That mechanism can be a code whispered onto the hole, a rope, some magic, etc. Will blow up violently, spreading sharp paper pieces everywhere. Can be enchanted with different elemental magic, to have different effects. | |
26 | Impossible Cube: this very hard origami takes 3d6 minus your Intelligence modifier hours to make, as it defies the laws of geometry. When it's completed, though, it quickly grows, multiplying it's impossible edges everywhere, and corrupting all it touches. Will eventually stop, after devastating a big area. After the expansion, the paper collapses, leaving a bunch of distorted and impossible insanity-destroying shapes behind. The corruption can only be undone by a Wish. | |
27 | Dragon Egg: A multifaceted oval resembling a fabergé egg. The egg hatches. Rolling a d6 determines the result, 6 produces a black dragon hatchling; 5, red dragon; 4, green; 3, blue; 2, white; and 1 a duck. After that, it will help the party. Has the stats and personality of the respective creature. If it manages to survive long enough, can grow and become an adult. | |
28 | Chameleon: whichever character folds the Chameleon is affected by the Invisibility spell. | |
29. | Fortune Teller - Despite its name, this oragami fold does not tell your fortune. Instead it tells you a random thought that the target has had within the last few minutes. The thought appears in writing under the flap that is lifted. One can increase the chance of getting a thought pertaining to a specific subject if they ask the target about it first. | |
30 | Owl: The folder is granted darkvision out to 120 ft until the next sunrise, upon which the owl disintegrates. | |
31 | Boat: Upon creation, the boat expands into a rowboat that seats four. The boat can be used for the next three hours, as after that it becomes soggy and unusable. | |
32 | Ladybug: Due to its lucky nature, the ladybug’s folder is granted one reroll a day for the 1d4 days. | |
33 | T-Rex: The origami figure is relatively simple, perhaps a first draft of what might have been a fiercer creature. Once activated it expands to 6 feet in height. Its claws are too close to his body to be of any use, but its look particularly savage. It fights as an ally in battle and will allow any friendly PC to mount it as a rider relatively easily. | |
34 | Brachiosaurus: This long necked dinosaur sprouts to any size up to 30 feet. Once it reaches that length it is prone to chew on any available foliage to exhaustion. Its narrow neck and its tough surface affords an easy grip to even the clumsiest adventurer, allowing them to climb up with more ease than the typical wall and a providing a chance to catch themselves if they were to slip. | |
35 | Pyramid: Set it down and a pyramid with a 60-foot‐square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lord's lair, and its sarcophagus contains treasure of the GM's choice. Once the treasure is removed the pyramid turns into a blank sheet of papyrus. | |
36 | Black Cat: After folding the black cat it will shake and jump out of your hand and turn into a black cat only visible to you. Through out the day the cat will follow you and inflict bad luck upon those who wish you harm or simply dislike you. It does this by knocking things off onto the person, tripping them, scratching a hole in their bags, ect. Cat disappears after 13 days unless one does a familiar ritual upon it to make it your new permanent familiar. If you do it is now a visible normal black cat that has the power to turn one enemy roll into a natural 1 once a day. | |
37 | Star: It glows bright light in a 60 ft radius but does not blind your allies even if they have light sensitivity. Can be thrown as a ranged attack and on a hit it explodes and does 4d12 radiant damage in a 5ft radius. | |
38 | Tree: Placing the tree down will grow any type of tree that is desired by the user. | |
39 | Plane: The paper plane grows large enough to sit 6 medium sized people within it. Once inside the person who folded the plane may speak the name of a plane and the plane will fly to the desired plane. | |
40 | Lotus: After folding the lotus one can eat it to remove any debuff or curse or one can set it upon the water where it will grow large enough so the one who set it down can sit inside. When one sits within the lotus shall close and the person shall be resurrected as a Protector Aasimar and the lotus will sink into the water. | |
41 | Turtle: The folder has their lifespan increased by 150 years. | |
42 | Key: Can unlock any door with a keyhole using this key. Can be used 1d4 times before ripping on the lock. | |
43 | Heart: The folder has their constitution increased by 1 if they eat it or they can give it to someone they love to give a life ward to said person that stays active till used. | |
44 | Red Dragon: The red dragon grows into the size of the hand, whipping its head and tail, snapping and nibbling at the folder's fingers. Thankfully, the attacks does no damage. The Red Dragon then leaps and searches the room, drawn to any treasure, regardless of how well hidden. The Red Dragon deftly avoids any effects of traps protecting the treasure, effectively neutralizing it. Once it accesses the treasure, it combusts and is reduced to tiny handful of ashes. If there's no treasure of note in the room, it sits on the shoulder of the folder for 10 hours until it detects treasure outside the bodies of the folder and their allies. | |
45 | Green Dragon: Green Dragon grows into the size of hand of the folder and regally steps off the hand in front of any book presented to it. The folder can ask three questions to the dragon. The book opens as if under the effects of thaumaturgy, pages quickly flipping in succession. The process takes 10 seconds per 100 pages, upon completion the dragon collapses into 1-3 sheafs of paper with a precis summarizing the content of the book and the answers and citations to the questions if they exist in the book. | |
46 | Blue Dragon: The Blue Dragon grows into the size of the hand of the holder and immediately takes flight. It zeros in on any illusion and jealously blasts it with a tiny cone of blue light. Any minor illusion is banished. Major illusions fail or flicker momentarily, revealing whatever is occluded before it is restored. | |
47 | Dragonfly: The dragonfly expands to a size of a melon. It hovers in the air appearing daintily. But when the folder gestures at an object it finds a way to grip it delicately with its legs and lifts it in the air. The dragonfly will deliver the object (up to 25 lb) to any location that the folder is familiar with up to 7 miles. Upon delivery, the dragonfly reverts to a non-magical origami shape | |
48 | Box: When the box is folded a (cr appropriate) monstrosity, undead, aberation, ooze, and fiend jump out and attack the folder and their allies. Once the enemies are defeated the box explodes and a Planetar appears. In thanks for releasing the Planetar it will offer a butterfly pendant that can be used to summon the Planetar once to aid the heroes in time of need. It then flies off to do good for it's god. | |
49 | Crown: When the crown is worn once can take an action point to a location and a palace will begin to form that will belong to the one wearing the crown. The crown then becomes a true crown but without power. | |
50 | Calla lily- This slender origami structure is surprisingly realistic, absent of sharp folds and favoring gentle slopes instead. When visibly worn on the body of the folder, the person gains an aura of innocence. Lawful pursuers ignore the wearer, leaving the area if there are no other persons it recognizes. If interrogated, the wearer’s words appear truthful, even under the effects of a magical compulsion such as zone of truth, but only if a deception would incriminate the wearer. Other deceptions might be recognized by a perceptive interrogator. While the enchantment is powerful, it ends after 5 minutes and the calla lily conspicuously wilts. | |
51 | Origami mustache: has the unique ability to appear like a normal mustache to everyone including the wearer. | |
52 | Praying Mantis: The Praying Mantis looks particularly pious with its front legs raised before it thorax. Once it is activated, every party member that is associated with a deity finds their connection to their divinity to be much clearer and more focused. Divine casters gain a +2 on rolls associated with divinity and on tasks related to their deity. May also work with certain non-clerical faiths associated with nature. Effects last 24 hours. | |
53 | Eagle: This simple design folds flatly, somewhat less flashy then other examples, but when the folder crushes it in her hand, her vision feels sharper and sensitive. The range of her sight is doubled effectively gaining low light vision. In addition, ranged attacks using bows and crossbows gain +2 on attack rolls. Effects last 4 hours. | |
54 | Rabbit: After crushing the figure in the their fist, the folder gains the effects of the Haste spell, increasing their speed by 30 feet, gaining a +1 bonus on attack rolls a +1 dodge bonus to AC and a +1 to dex or reflex saves. Effects last 5 minutes. | |
55 | Polar Bear: The origami figure is a head of a polar bear and when placed over the face of the folder, they change into a polar bear. The effects corresponds to the spell Polymorph, except the effects last 15 minutes. | |
56 | Mouse: When the folder places the mouse on the floor in a room, this cute origami mouse scurries to the nearest wall and makes a circuit around the perimeter. If you watch it closely, the mouse pauses at any secret mechanism, whether a secret door, hidden safes or traps. The folder knows what the mechanism is, and will have advantage on skill checks involving interacting with it. Or they might convey that information to another person who adds +5 to skill checks | |
57 | Snowflake: When the folder lets this origami figure falls to the floor, the immediate area begins to snow. The folder can increase the intensity and range of the snowfall (for up to 3 miles) for 3 hours, and causing it to cease at any time. | |
58 | Corgi: The origami grows in size to a regular Welsh Corgi. It scampers around nimbly. In combat encounters with Giants, the party gets a +4 Dodge bonus to AC as it distractingly harasses the opponent avoiding all damages itself. Outside combat, it is strangely attuned to stonework, especially of of Dwarven handiwork. It will help the folder make perception checks on stonework by pointing out inconsistencies or special features, either actively or passively (+2/+4 for stonework of the Dwarven variety). Does not stack with bonuses granted by Dwarven racial features, such as stonecunning. The corgi will remain as companion for 9 hours before shrinking back to size. Can be reused 2 more times. | |
59 | Basset Hound: The origami figure grows in size to a regular basset hound, with droopy ears flapping as it moves. The basset hound moves sluggishly, but assists in survival or investigation checks (gaining +2) though it might cause delays. Once its task is complete, the basset hound flops on its belly and shrinks back in size. Can be reused 2 more times. | |
60 | Pointer dog: The origami figure grows in size to a regular pointer dog. The folder states a creature and the pointer will point its nose in the direction of the closest creature of that type in the vicinity. If the folder knows that a particular creature or person has been in the area that the pointer dog is activated, it can point in the direction of where that specific creature is currently located. | |
61 | Bulldog: The origami figure grows in size to a regular bulldog. The dog lazily plops to the floor and proceeds to nap. The dog improves the reception of the party. Other intelligent creatures must make a will/wisdom save of 18. If they fail, the attitude of the creature towards the party improves by one level—hostile creatures become indifferent, indifferent creatures become friendly. Usable once. | |
62 | Seahorse: Deploying the seahorse origami figure causes the folder to sprout a disturbing exoskeleton over their armor and clothes, segmented to provide incredible ease of movement. The folder gains a natural armor bonus of +4 to their AC. In addition, in combat if a folder does not take a move action on their turn, they gain concealment, the exoskeleton camouflaging with its immediate environment, making attacks on the folder take a 20% chance of missing. The effects only last one encounter, with the armor sloughing off abruptly but strangely the portion covering the head remains in place, creating a unique helmet item, possibly fusing with any headgear the folder is wearing prior. | |
63 | Whale: This relatively simple origami design belies a powerful enchantment. If activated in an open space or open water, the whale grows in size to gargantuan proportions. The whale holds its mouth open for a minute. In that time a willing person or persons can enter the yawning wet cavern and disappear into a pocket dimension. The whale then crumples back into a ball. In that dimension the person finds a yacht beached in side a cavern that could be the inside of some creature and can serve as a surprisingly comfortable domicile, with a magically stocked mini-fridge. The person can retire at this pocket dimension for as long as they please, but when they hope to exit, they are deposited in a location of the DM's choosing and not necessarily where they hoped. Perfect for the adventurer needing to take a break to work on their novel (or when a DM needs to account for a player dropping out of the game for a period of time). | |
64 | Walrus: The Walrus grows in size, gaining anthropomorphic features and clothing, including monoculars, a top hat, a vest and a bushy mustache. Once it's grown to full size, three Eggmen, named Athos, Porthos, and Aramis, materialize and immediately attack the party. While their bodies and heads are bizarrely a single giant egg, they are dressed, and armed, dashingly like bravos, brandishing masterwork rapiers and flintlocks. They shout insults like "Your hair wants cutting." or "You know very well you’re not real." They attack anyone between themselves and the Walrus, something the Walrus takes advantage of by putting himself between the party and the eggmen without quite escaping or defending himself—though he does have naturally thick hide. If the adventurers manage to defeat the dextrous Eggmen, they spill coin and gems upon death like a split piñata (roll 5d100 to determine the GP value in total per eggmen). If the Walrus survives he rewards the players with a purse of iridescent pearls of various hues, among them 3 pearls of power and promptly disappears. If the party does not vanquish all the eggmen after 3d6 rounds of combat, the walrus and the surviving Eggmen disappear, leaving none of their coin, gems, pearls or weapons. You get the impression that the Walrus wasn't a pleasant fellow. | |
65 | Stork: The folder feels a sense of calm and peace as they finish the final fold. Nothing immediately appears to happen but momentarily an actual stork approaches, descending to the party. As it nears it carefully drops a bundle before or directly in the arms of the folder, never settling its feet on the ground. Your party now has a baby. Well, fuck. | |
66 | Fox | |
67 | Rose | |
68 | Peacock | |
69 | Beagle | |
70 | Humming Bird | |
71 | Toucan | |
72 | Swan | |
73 | Anteater | |
74 | Fly | |
75 | Ostrich | |
76 | Pelican | |
77 | Penguin | |
78 | Orca | |
79 | Elephant | |
80 | Narwhal | |
81 | Cardinal | |
82 | Turtle | |
83 | Pig | |
84 | Swallow |
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