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Arcane Spellcasting Mishaps
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 stunned for one round |
17-19 | The caster gains a level of 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 petrifying them for 10 minutes |
4 | The legs and torso of everyone within 10' of the caster are locked solid by an unyielding force restraining them for 10 minutes |
5 | The spellcaster's allies within 10' are all staggered for one round |
6 | The caster draws the attention of a vengeful demon, who will possess a body and attempt to assassinate the caster sometime in the near future |
7 | The caster sees everyone as a decaying corpse, immediately gaining a level of stress and requiring a WIS check to communicate with any ally or else they gain additional levels of stress until the effect ends after 1D6 hours |
8-9 | All within 15' of the spellcaster loses the ability to speak or hear anything for the next minute, instead only hearing noises like breaking glass |
10-11 | The spellcaster magically gains +6 temporary hit points |
12-13 | The spell affects the wrong target, perhaps helping an enemy rather than allies |
14-15 | The caster is drained until their next safe rest |
16-17 | The caster is stunned for one round |
18-19 | The caster gains a level of exhaustion from fighting against the order of the universe |
20 | A different, random spell Abjuration spell is cast |
Curses Magical Mishap Table
D20 Roll | Mishap Effect |
1 | Magical backlash! Caster takes 1d6/spell level necrotic damage |
2 | The caster's soul is stolen by the spirits of the land, preventing the spellcaster from casting any spells until they and their allies recover the soul by doing a favor for the spirit |
3 | The caster is cursed with an irrational fear of caves if underground or of the open sky if outside which forces a WIS check to prevent acquiring a level of stress each round they are not blinded by a band of thick material or hood |
4 | Unbeknownst to the caster, one of their allies chosen at random is cursed with a magical disease such as lycanthropy that only shows up later |
5 | All the caster's allies within 15' are slowed for 1 minute |
6 | Anyone who does a paid service for the spellcaster or their allies incurs a debt to the demon lord Azazeal but they don't necessarily know this so they are all mysteriously slain or disappear when the prince of the second world comes to collect |
7 | The spellcaster's eyes begin to bleed uncontrollably, causing 1 necrotic every round until a successful medicine or herbalism check is made to staunch the bleeding which effectively blinds them until they can take an extended safe rest |
8-9 | A thick, choking fog covers the entire battlefield/area, making visibility beyond 30' impossible for 10 minutes |
10-11 | For one minute, an ally of your choice may make an extra melee attack using a quick action and moves 10' faster |
12-13 | The spell affects the wrong target |
14-15 | The caster is poisoned until their next safe rest |
16-17 | The caster is stunned for one round |
18-19 | The caster gains a level of stress |
20 | A different, random spell (perhaps of the same type) is cast |
Divination Magical Mishap Table
D20 Roll | Mishap Effect |
1 | Magical backlash! Caster takes 1d4/spell level psychic damage |
2 | The caster's future is sullied with bad energy, and is permanently cursed |
3 | Despite how hard they try, the caster is cursed not able to enter a place of worship such as a church, mosque, or temple |
4 | All of the caster's allies within 30' are magically cursed for 1D6 days |
5 | All the caster's allies within 30' are drained for one day |
6 | The caster peers into the void, and sees something peering back – expect an attack from a random spiritual being in the next 2D6 days |
7 | The caster's eyes permanently change in their look of their pupil shape, size, and color |
8-9 | In a 60' radius of the caster all sound and sight “echoes” for the next 10 minutes, making all in the area Disoriented |
10-11 | An ally gains Advantage on their next D20 roll |
12-13 | Unbeknownst to the caster, the spell finds the wrong target |
14-15 | The caster is drained until their next safe rest |
16-17 | The caster is stunned for one round |
18-19 | The caster gains a level of stress as they learn some things that are not meant for mortals to know |
20 | A different, random divination spell is cast |
Elementalism Magical Mishap Table
D20 Roll | Mishap Effect |
1 | Magical backlash! Caster takes 1d8/spell level fire/lightning/acid/cold damage |
2 | The magic backs up on the caster, stuck in their hand. They lose 1D8 HP and are maimed by the mishap |
3 | The caster is cursed to always have bad, uncomfortable weather follow him wherever he goes |
4 | Everyone within 30' including the caster and his allies are blinded for 1 minute |
5 | The caster's allies are staggered for 1D6 rounds |
6 | The spirits of the land are not pleased and immediately dispatch an appropriate spirit or elemental to appear and bring the caster back to the realm of the elves for trial |
7 | An immense celestial object tumbles from the heavens slowing as it approaches and hovering 100 feet above the point where the spell failed this perfect sphere of obsidian is 20' across and will detonate causing fires, earthquakes, and a thunderous ice storm that melts and floods destroying everything within a half mile sometime in the next 1D6 days |
8-9 | The air around you starts to burn and sting forcing all to make CON checks or take 1D6 fire, cold, acid, or lightning damage on their turn for 1 minute |
10-11 | One target of the spellcasters choice takes 1D6 fire,cold,acid, or lightning damage determined by the GM |
12-13 | The spell hits the wrong target |
14-15 | The caster is staggered until their next safe rest |
16-17 | The caster is stunned for one round |
18-19 | The caster gains a level of exhaustion |
20 | A different, random elementalism spell is cast instead |
Goety Magical Mishap Table
D20 Roll | Mishap Effect |
1 | Magical backlash! Caster takes 1d6/spell level necrotic/fire 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 slowed for 1 minute |
6 | The caster & allies will have a new enemy in the future |
7 | THE WEIRD ONE |
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 slowed until their next safe rest |
16-17 | The caster is stunned for one round |
18-19 | The caster gains a level of stress |
20 | A different, random goety spell is cast |
Hypnosis Magical Mishap Table
D20 Roll | Mishap Effect |
1 | Magical backlash! Caster takes 1d6/spell level psychic damage |
2 | The caster is cursed badly |
3 | The caster is cursed in an annoying way |
4 | The caster and one random ally are cursed to switch bodies, immediately exchanging their equipment and STR, DEX, and CON attributes either permanently or for 1D6 days |
5 | All of the caster's allies are confused for 1 round |
6 | A malevolent corruptor demon with a distinctive personality slips unseen into the spellcaster's mind, which sometimes takes control of the spellcaster's body while they sleep to sabotage the party, steal from allies, or murder allies - but only as long as the spellcaster's true personality sleeps |
7 | THE WEIRD ONE |
8-9 | The environment is changed somehow |
10-11 | Something different but generally helpful happens |
12-13 | The spell affects the wrong target |
14-15 | The caster is disoriented, until their next safe rest |
16-17 | The caster is stunned for one round |
18-19 | The caster gains a level of stress |
20 | A different, random spell (perhaps of the same type) is cast |
Illusion Magical Mishap Table
D20 Roll | Mishap Effect |
1 | Magical backlash! Caster takes 1d4/spell level psychic 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 fascinated |
6 | The caster & allies will have a new enemy in the future |
7 | THE WEIRD ONE |
8-9 | The environment is changed somehow |
10-11 | Something different but generally helpful happens |
12-13 | The spell affects the wrong target |
14-15 | The caster is drained, until their next safe rest |
16-17 | The caster is stunned for one round |
18-19 | The caster gains a level of exhaustion |
20 | A different, random spell (perhaps of the same type) is cast |
Necromancy Magical Mishap Table
D20 Roll | Mishap Effect |
1 | Magical backlash! Caster takes 1d6/spell level necrotic damage |
2 | The spellcaster is cursed to slowly transform into a ghoul, no longer able to be healed by divine magic and requiring the raw flesh of sentient mortals for sustenance, which tastes like dust if not stripped from the still-living and rising again as a fully undead monster if they drop to 0 HP |
3 | Whenever the spellcaster casts any spell in the future, they are cursed to inflict 2 points of necromantic damage on every mortal being friend and foe alike within 30' |
4 | The next ally of the caster to die immediately rises again as a zombie with all their full HP and capabilities bent on killing their former colleagues, forcing all allies to make a WIS check or take a level of stress as they must somehow destroy or incapacitate their ally |
5 | All the caster's allies in the party are drained until their next safe rest |
6 | The caster becomes irresistible to the undead in the future, attracting all undead beings to prefer attacking them as opposed to any allies in any case where the choice is immaterial |
7 | The spellcaster is cursed in that their reflection is always that of an undead revenant |
8-9 | All non-magical vegetation within a one-mile radius withers and dies |
10-11 | The spellcaster takes 1D6 necrotic but also heals all wounded allies within 10' for the same amount |
12-13 | The spell affects the wrong target |
14-15 | The caster is poisoned until their next safe rest |
16-17 | The caster is stunned for one round |
18-19 | The caster gains a level of stress |
20 | A different, random spell (perhaps of the same type) 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 shadow disappears only to return in a few days with help to murder the spellcaster and his allies as they prepare to rest |
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 | All the caster's allies within 30' are slowed for one minute |
6 | The caster attracts the attention of a powerful malevolent spirit who schemes to take possession of the caster's body at their next rest |
7 | The caster's visage is permanently made strange and horrible to those in the spirit world by a curse; It can also be glimpsed in mirrors or other reflective surfaces which could trigger a WIS check or gain a level of stress |
8-9 | A thunderous light and sound echoes through the spirit world, filling an 30' radius area around the spellcaster with roiling spiritual energy cutting any movement in half and making all in the area haunted until the area clears after about 10 minutes |
10-11 | For the next minute, the spellcaster can see any invisible creatures |
12-13 | The spell affects the wrong target, perhaps harming allies rather than enemies |
14-15 | The caster is drained until their next safe rest |
16-17 | The caster is stunned for one round |
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 |
Divine Spellcasting Mishaps
Design Notes
Mishap Table Template
I've got some different ideas here for divine 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.
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 | THE WEIRD ONE |
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 stunned for one round |
18-19 | The caster gains a level of stress or exhaustion |
20 | A different, random spell (perhaps of the same type) is cast |
http://dnd5e.wikidot.com/sorcerer:wild-magic
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