User Tools

Site Tools


mishap

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
Next revisionBoth sides next revision
mishap [2019/12/28 15:31] – [Magical Mishap Table] andrewmishap [2020/01/17 14:31] – [Abjuration Magical Mishap Table] andrew
Line 6: Line 6:
 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. 
  
-==== Magical Mishap Table ==== +==== Generic Magical Mishap Table ==== 
-^Roll^Mishap Effect^ +^D20 Roll^Mishap Effect^ 
-|1| Magical backlash! Caster takes 1d6/spell level force damage| +|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| +|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| +|4-5|Orb of darkness surrounds the party for one fight| 
-|6-7| Bizarre gravity, heavy or light| +|6-7|Bizarre gravity, heavy or light| 
-|8-9| Caster emits blinding bright light to all+|8-9|The caster emits blinding bright light| 
-|10-11| The spell affects the wrong target| +|10-11|The spell affects the wrong target| 
-|12-13| Significant collateral damage| +|12-13|The spell creates significant collateral damage| 
-|14-16| Caster is stunned, CON check to resist+|14-16|The caster is [[conditions#stunned|stunned]] for one round
-|17-19| Caster is weakSTR check to resist|+|17-19|The caster gains a level of [[stress|exhaustion]]CON check to resist|
 |20| A different, random spell is cast| |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|
 +|4-5|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| 
 +|6-7|The spellcaster can't speak for the next minute, instead creating noises like breaking glass|
 +|8-9|The spellcaster loses the ability to hear anything for the next minute, instead only hearing noises like breaking glass|
 +|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 spell is cast|
 +
 +==== Spiritualism Magical Mishap Table ====
 +^D20 Roll^Mishap Effect^
 +|1|Magical backlash! Caster takes 1d6/spell level psychic damage|
 +|2|Mischievous spirits begin to follow the caster, animating the caster's equipment and mundane objects|
 +|3|The caster's visage is permanently made strange and horrible to those in the spirit world. 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|A thunderous light and sound echoes through the spirit world, potentially drawing the attentions of demons and spirits nearby|
 +|10-11|The spell affects the wrong target|
 +|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 abjuration spell is cast|
 +
 +
 ===== Divine Spellcasting Mishaps ===== ===== Divine Spellcasting Mishaps =====
  
  
 +
 +//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.txt · Last modified: 2020/02/04 15:49 by andrew