Miscasting

Well, it invariably happens. You go to cast the spell, and you're staring the roll in the face. You blew it. NOW what? Well, if staff is around, you can ask them to help you interpret the miscast, but they're not there 24/7 (and even if they were, this is the system they'd use).

First, you roll 1d10. Add the Spell Level. Then add modifiers as follow:

Upset or highly emotional when casting: +1
Spent at least 10 minutes meditating before casting: -1
Rushed the spell (halved time for ritual spell): +3
Casting location is noisy or unstable: +3
Caster has successfully cast this spell before: -3
Caster has never tried this spell before: +3
Caster has tried and failed to cast this spell before: +1

Whatever the final result of that total is the miscast level. This miscast level is then compared to one of the following tables, in order of relevance: quick cast spell, summoning spell, white magic, black magic.

QUICK CAST TABLE
1-4 Spell still works.
5-7 Spell works, but either duration/damage/effect is halved or spell only has partial effect.
8-10 Spell works, but caster takes 5 LP per Power Level damage.
11-13 Spell is completely reversed in effect.
14-15 Spell affects the wrong target.
16+ Spell has a completely unexpected effect.
SUMMONING TABLE
1-4 Spell still works.
5-7 Spell is delayed. Appears as a failure, but then works later.
8-10 Spell works, but being is summoned somewhere else.
11-13 Spell summons something other than desired. (Same power level).
14-15 Spell summons different, more powerful creature, who arrives later. Spell appears as a failure.
16+ Spell opens a dimensional gateway to a random dimension. May pull people through, or something could come through from other side.
WHITE MAGIC TABLE
1-4 Spell still works.
5-7 Spell is delayed. Appears as a failure, but then works later.
8-10 Spell works, but either duration/damage/effect is halved or spell only has partial effect.
11-13 Spell works, but only has a trivial effect.
14-15 Spell affects the wrong target.
16+ Spell has a completely unexpected effect.
BLACK MAGIC TABLE
1-4 Spell is delayed. Appears as a failure, but then works later.
5-7 Spell works, but caster gains Bad Luck equal to Power Level for 24 hours.
8-10 Spell works, but caster takes 5 LP per Power Level damage.
11-13 If spell was meant to harm enemy, it harms caster or ally. If meant to help caster or ally, it works in reversed fashion.
14-15 Spell does 5 LP per Power Level damage to everyone in room.
16+ Spell has a completely unexpected effect.
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