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Spells going Awry

I
n the event that a Mage or Witch goes over their
spells per day and fails their percentile die, roll a
d100. Refer to the spell mishap table below.

Spell Mishap Tables


d100 Not for the Feint of Heart
1-2 An extra extremity begins to sprout from your body, growing from a random point over the course of 3 days. Roll a d6
to determine the location. 1 chest, 2 stomach, 3 side, 4 back, 5 shoulder, 6 neck. The extrimity hangs limply and
sometimes reaches out to grab at things.
3-4 The caster grows a mouth on each of his or her hands, if your actual mouth is covered or tongue is removed they can
cast a spell for you in your place with a 50% chance of failing.
5-6 You have a secret that you wish to tell your friends each night for the next 1d6 days. You feel the urge to tell them at
night, especially when they're sleeping.
7-8 Beacon of Sin. Others find it hard to repress taboo desires around you. A trail of incest and lynchings is left in your
wake for the next d6 weeks, with 6 being permanent
9-10 Thick, inch long crimson maggots pour from the caster's every orifice for the next d4 rounds, popping and melting as
they fall
11- Geometric outlines raise beneath your skin and twist and grind against each other like a puzzle desperately trying to
12 solve itself. Hope it doesn't, 1% chance it does.
13- Your jaw dislocates and your throat dangles like a crop. Your jaw now hinges on over-elasticised tendons and your
14 throat can stretch and swell like that of a pelican or frog
15- Luminous orange anemone fronds grow in and around your eye sockets, engulfing your eyes. You can see normally in
16 light (from the small black dots at their tips), and in darkness you can sense your surroundings within 50'. 50%
chance of blindness, but you can still sense your surroundings.
17- You find a surprisingly large rotting rat. You tear its head off and go on your way. You can no longer make a decision
18 without consulting the divine Verminhead
19- Bloodthirst. Until you drink blood, any kind of blood, temporarily decrease your HP by 1 every 10 minutes. If your HP
20 reach zero gain a random insanity and roll on the transmutation table
20- Worms emerge from your flesh, their voices rising in a Gregorian chant to accompany your own as you cast the spell.
22
23- Save vs. Magic (DC 10 plus spell level) every time you want to read something from your spellbook. If you fail all you
24 can read is a shorthand account of all your personal shortcomings in the hand of whoever you have held most dear in
life.
25 A pale green mist billows from the caster's mouth and they lose consciousness for d4 turns. During this time the
player may control the mist. They cannot communicate, move at a Lightly Encumbered rate, can expand to fill a 30'
radius, and are affected by things as a normal mist would be. Anyone who breathes in the mist must save vs. Poison or
die as their lungs liquefy.
26 Everything the Caster is wearing melts off of his or her body. (Magic items get their own save.)
27- The caster's Strength increases to 18 and they fly into a murderous frenzy. Any wound they sustain immediately sprays
28 acidic boiling black blood. This lasts for d8 rounds, after which the caster blacks out for that many hours
29- Everyone around the caster sees him split into two exact copies of himself. There's a 50% chance that the caster is
30 the real version. If you kill the real caster, assume the copy is real. After sometime, one night the caster will begin to
sleep walk and attempt to consume a party member.
31- Hundreds of blueish 6 inch long tendrils grow below your jaw and down your throat. They thirst for blood
32
Spell Mishap table
continued
Not for the Faint of Heart....
d20 Detrimental Mishap
33- Your legs become pudgy and pink and your feet turn black like frostbite. When the flesh sloughs away from your feet
34 they are cloven like a pig's. Two pudgy, pliable arms gradually grow from just above your hips, if a pig had fingers they
would look like this
35- You lose 1d4 levels.
36
37- Insantly the casters neck explodes and out falls an infant, if the players keep the infant it grows into a full adult
38 overnight, it has all the stats and abilities of the caster but is a female version.
39- The caster grows a long leathery tongue. Everytime this spell is cast the tongue 2 feet longer. On the 4th time this spell
40 is cast, the tongue turns into a pink leathery serpent falls out. The caster loses his tongue in the process and cannot
cast spells with verbal components until his tongue is restored.
41- The caster body begins to rip apart and collapsing on itself, his bones start to turn into strange metalic copper rods that
42 begin to form a circle where the caster stood. A gate to a random location in the Abyss opens up. Anyone within 10ft of
the caster is immediately sucked in.
43- The caster begins to weep violently, then his throat expands and he screams for the rest of his life.
44
45- Your legs crunch and break under your own weight. You fall to the ground in a heap, when you look down, your legs
46 have turned into black puddles of acidic sludge. Within the sludge crawl thousands of tiny red spiders.
47- Hours later after casting this spell, slowly at first, the flesh of your stomach begins to twist inwards. It continues to
48 churn into your body until a spiralling tunnel gapes between your ribs and groin, seen from the front it seems to extend
at least 30' into your body. The twisting flesh of the tunnel emits a faint blue glow, and at the end nothing can be seen
but whispy tendrils of darkness. You feel phantom stomach cramps of hunger around the recently dead. If you do not
consume the dead within 24 hours, your body turns to dust and falls to the floor. Furthermore, anything dead within
100 miles begins to rise again as mindless abominations. Eating the dead buys you additional 24 hours.
49- The first day after casting this spell, the flesh begins to sloth off of your arm revealing muscle and tissue. The next day
50 when you awaken, you notice the muscle and bone has fallen off of your arm in a pile by your bed. If you look closely,
things crawl in it, they speak secrets to you. You're compelled to keep pieces of your arm with you incase they tell you
the secret which you seek.
51- The casters sanity score is reduced to 1.
52
53- Wisdom Save vs. DC of the casters spell save. If successful the caster takes 2d4 damage and a random insanity.
54 Otherwise, after the session inform the player that their consciousness has been consumed and replaced by the
projected consciousness of a lurking fear. From now on they will continue to assist in the party's goals, but do their
best to draw them towards the horror's physical form.
56- The next time the party wakes they will find the caster crusted to their bedding like a chrysalis, their hand sticking out
57 the side like it is expecting to be held. If anyone touches the hand they feel a sting before it shrivels back inside the
crusted shell. Save vs. Poison or the same happens to you the next time you sleep. You may not want to wait to find out
what will eventually hatch from the cocoon.
58- For 1d4 rounds, a void opens up in the casters stomach, on a failed Wisdom save vs the casters DC anyone who looks
59 into his stomach is immediately turned to stone, including the caster.
60- The next time the caster sleeps, he or she has a dream of a hairless demon with bile dripping from its dislocated gullet.
61 The demon is eating someone alive. When the caster awakens they are covered in blood. 1 point of sanity drain. 25%
Chance that the caster attempts to kill one of his party members while they sleep.
62- A black thing begins to tear it's way through the casters stomach. When it does, the skinless dog like creature begins to
63 eat the rest of the caster.
64- The caster suffers from 1d6 points of permanent Intelligence drain.
65
66- Roll on the Minor Mishap table, this effect happens each time you cast the spell.
67
Spell Mishap table continued....
Not for the Faint of Heart....
d20 Detrimental Mishap
68- From the casters mouth emerges a black whisp of smoke, a disembodied voice speaks to you. It grants you the caster
70 one wish. The wish goes horribly wrong.
71- The caster and the nearest animal switch consciousness. If the caster thinks to cast the spell again the bodies switch
72 back, but each time the caster uses this spell, no matter where the animal and the caster are at, they switch bodies. This
time for good.
73- The caster melts into himself becoming a puddle of brown sludge. 50% chance the sludge is aware of itself.
74
75- The next time the party wakes they will find the caster crusted to their bedding like a chrysalis, their hand sticking out
76 the side like it is expecting to be held. If anyone touches the hand they feel a sting before it shrivels back inside the
crusted shell. Save vs. Poison or the same happens to you the next time you sleep. You may not want to wait to find out
what will eventually hatch from the cocoon.
77- For 1d4 rounds, a void opens up in the casters stomach, on a failed Wisdom save vs the casters DC anyone who looks
78 into his stomach is immediately turned to stone, including the caster.
80- The next time the caster sleeps, he or she has a dream of a hairless demon with bile dripping from its dislocated gullet.
81 The demon is eating someone alive. When the caster awakens they are covered in blood. 1 point of sanity drain. 25%
Chance that the caster attempts to kill one of his party members while they sleep.
82- A black thing begins to tear it's way through the casters stomach. When it does, the skinless dog like creature begins to
83 eat the rest of the caster.
84- Over the course of a week, your skin begins to grow strange dark hairs. Your features become more angual after the
85 second week. By the first full moon the caster becomes a werewolf.
86- Roll on the Minor Mishap table, this effect happens each time you cast the spell.
87
88- From the casters mouth emerges a black whisp of smoke, a disembodied voice speaks to you. It grants you the caster
89 one wish. The wish goes horribly wrong.
90- The caster and the nearest animal switch consciousness. If the caster thinks to cast the spell again the bodies switch
91 back, but each time the caster uses this spell, no matter where the animal and the caster are at, they switch bodies. This
time for good.
92- The caster melts into himself becoming a puddle of brown sludge. 50% chance the sludge is aware of itself.
93
94- Spell acts as normal
95
96- Roll 1d6, on a 1-4 spell fails, on a 5-6 your hands wither away and become limp.
97
98- Anything within 100 mile must roll a DC 10 constituion save or die.
99
100 Regain spell slots, and anyone within 10 ft of the casters wounds miraculously heals from all their injuries.

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