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mishap [2019/12/28 01:13] – created andrewmishap [2020/01/17 14:57] – [Mishap Table Template] andrew
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 When an arcane spell has been cast, it often brings with it the unintended consequences of toying with forces beyond the spellcaster's control.  When an arcane spell has been cast, it often brings with it the unintended consequences of toying with forces beyond the spellcaster's control. 
 +
 +==== Generic Magical Mishap Table ====
 +^D20 Roll^Mishap Effect^
 +|1|Magical backlash! Caster takes 1d6/spell level force damage|
 +|2-3|All non-magical metal within 5' melts or takes 1 point of [[durability]] damage|
 +|4-5|Orb of darkness surrounds the party for one fight|
 +|6-7|Bizarre gravity, heavy or light|
 +|8-9|The caster emits blinding bright light|
 +|10-11|The spell affects the wrong target|
 +|12-13|The spell creates significant collateral damage|
 +|14-16|The caster is [[conditions#stunned|stunned]] for one round|
 +|17-19|The caster gains a level of [[stress|exhaustion]], CON check to resist|
 +|20| A different, random spell is cast|
 +
 +Alternately, tables based on the particular type of arcane magic may be used instead at the GM's discretion.
 +
 +==== Abjuration Magical Mishap Table ====
 +^D20 Roll^Mishap Effect^
 +|1|Magical backlash! Caster takes 1d4/spell level force damage|
 +|2|The caster is cursed to permanently take 1 point of force damage, each time they cast a spell in the future|
 +|3|The caster or a random ally is entombed alive in a crystal of pure magical force, effectively [[conditions#petrified|petrifying them for 10 minutes|
 +|4|The joints in their legs and torso of the caster are locked solid by an unyielding force which keeps them from moving  [[conditions#restrained|restraining]] them for 10 minutes| 
 +|5-6|The spellcaster can't speak for the next minute, instead creating noises like breaking glass|
 +|7-8|The spellcaster loses the ability to hear anything for the next minute, instead only hearing noises like breaking glass|
 +|9|The spellcaster magically gains +6 temporary hit points|
 +|10-11|The spell affects the wrong target, perhaps helping an enemy rather than allies|
 +|12-13|The caster is [[conditions#drained|drained]], until their next safe rest| 
 +|14-16|The caster is [[conditions#stunned|stunned]] for one round|
 +|17-19|The caster gains a level of [[stress|exhaustion]], CON check to resist|
 +|20| A different, random abjuration spell is cast|
 +
 +==== Spiritualism Magical Mishap Table ====
 +^D20 Roll^Mishap Effect^
 +|1|Magical backlash! Caster takes 1d6/spell level psychic damage|
 +|2|The spellcaster is cursed to have mischievous spirits begin to follow them around, animating their mundane equipment and possessions|
 +|3|The caster's visage is permanently made strange and horrible to those in the spirit world by a curse; It can also be seen in mirrors or other reflective surfaces which could trigger a WIS check or gain a level of [[stress]]|
 +|4|The caster is cursed never to lie, instead choking out a putrescent flem-like paste from their mouth whenever they try to tell a falsehood|
 +|5|The caster's shadow disappears only to return in a few days with help to murder the spellcaster and his allies as they prepare to rest|
 +|6|The next door the caster opens leads to the spirit realm|
 +|7|The caster attracts the attention of a powerful malevolent spirit who schemes to take possession of the caster's body at their next rest|
 +|8-9|For the next minute, the spellcaster can see any invisible creatures|
 +|10-11|A thunderous light and sound echoes through the spirit world, potentially drawing the attentions of demons and spirits nearby|
 +|12-13|The caster is [[conditions#drained|drained]], until their next safe rest|
 +|14-15|The caster is [[conditions#stunned|stunned]] for one round|
 +|16-17| Caster gains a level of [[stress|exhaustion]], CON check to resist|
 +|18-19| The caster gains a level of [[stress]] as they catch themselves peering too deep into the infinite of the spirit realm, WIS check to resist|
 +|20| A different, random spiritualism spell is cast|
  
  
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 +
 +//I've got some different ideas here for spellcasting mishaps. --AHS//
 +
 +  * A temporary hole opens up between the second world and the mundane world
 +  * The spellcasting attracts the interest of a denizen of the second world
 +  * The spellcasting attracts the interest of a denizen of the realm of light who wants a favor; reroll the spell check but the spellcaster must complete a boon for the angel
 +  * The spellcasting attracts the interest of a spirit that only they can perceive who attacks/haunts/pesters the zealot until an appropriate exorcism is completed
 +  * The fire of the Lord falls inappropriately, consuming an ally who is a nonbeliever.
 +
 +
 +
 +==== Mishap Table Template ====
 +
 +^D20 Roll^Mishap Effect^
 +|1|Magical backlash! Caster takes 1dX/spell level XXXXXX damage|
 +|2|The caster is cursed badly|
 +|3|The caster is cursed in an annoying way|
 +|4|The caster's allies are cursed|
 +|5|The caster's allies are drained/ staggered/ poisoned/ slowed/ shaken/ fascinated/ disoriented
 +|6|The caster & allies will have a new enemy in the future|
 +|7|
 +|8-9|The environment is changed somehow|
 +|10-11|Something different but generally helpful happens|
 +|12-13|The spell hits the wrong target
 +|14-15|The caster is  drained/ staggered/ poisoned/ slowed/ shaken/ fascinated/ disoriented, until their next safe rest|
 +|16-17|The caster is [[conditions#stunned|stunned]] for one round|
 +|18-19| The caster gains a level of [[stress]] or [[stress|exhaustion]]|
 +|20| A different, random spell is cast|
 +
 +
 +http://dnd5e.wikidot.com/sorcerer:wild-magic
mishap.txt · Last modified: 2020/02/04 15:49 by andrew