Miscast Table
1d6 → | 1-2 | 3-4 | 5-6 |
---|---|---|---|
3d6 + CN ↓ | Environment | Caster | Everyone in short range of the caster |
<7 | The sky darkens, cloud shaped like lurking monsters form overhead | Choose between: - The caster is deafened by wax in their ears for hours - The caster gains nightmares next night and wakes up fatigued | Sonic boom: everyone gets a deafened condition. |
7 | All animals flee the area for hours | Choose between: - The caster smells bad for hours - The caster’s eyes fill up with blood and sweat; and is blinded for minutes | Tremor: everyone falls prone. |
8 | The milk turns sour and the beer turns bad in the region | Choose between: - The caster hears screams: gain a fear and deafened condition - The caster gets terrible itches for 3d6 hours; disadv to physical tests | All belts and buckles loosen and fall off. |
9 | Crops in the region blight | Choose between: - The caster gets flung 2d6 meters in a random direction - The caster becomes drained of energy, gain a fatigued condition | A strong wind blows from the caster, knocks everyone 2d6 meters away, and gain a prone condition. |
10 | The next animal born is mutated (two-headed, no fur, demonic tail,…) | Choose between: - The caster becomes paranoid, gains a fear condition - The caster gets a nasty diarrhea and vomits violently for hours. Gain fatigue. | Everyone gets sand in their eyes and gains a blinded condition. |
11 | A dark mist spreads over the land, and stays for 2d6 days | Choose between: - Animals growl at the caster or flee from them for 1d6 days - The caster sees illusions (GM discretion) | Everyone feel drained of energy and gains fatigue condition. |
12 | Blood starts dripping from a nearby wall | Choose between: - The caster’s hands and fingers swell for 1 day: disadv on all tests requiring hands - The caster loses second sight for 1d6 days | Everyone in range stinks for days. |
13 | A thunderstorm breaks out and the temperature in the area drops by 15 degrees for days | Choose between: - The caster is paralyzed for 1 turn - The caster feels compelled to betray an ally. Must make a WP test on every occasion, until done so | Animals get angry for days at everyone in range of the caster. |
14 | 2d6 chittering imps appear and terrorize the region | Choose between: - The caster cannot cast spells for 1d6 hours - The caster gains hallucinations of insects crawling everywhere, feared condition and make irrational acts | Everyone bleeds from their eyes and gains a blinded and bleeding condition. |
15 | Plants die in the caster’s tracks for 24 hours | Choose between: - The caster’s clothes entangle and choke the caster: entangled condition and endurance test or lose 1d6 L every turn (until entangle condition and clothes removed, max 2d6 turns) - The caster’s skin blisters: disadv to tests using hands, half movement speed, cures in days | Everyone gets a nasty diarrhea and vomits violently for hours: disadv. to all tests. |
16 | All fires, torches, furnaces within 1 mile radius snuff out immediately | Choose between: - The caster gets sores, with puss exploding; this looks disgusting and is painful; until healed normally (days) - One of the caster’s limbs is frozen and becomes useless for days (roll randomly) | A shockwave is blasts out of the caster: everyone takes 2d6 stun damage (IR applies). |
17 | Some animals in the vicinity explode | Choose between: - The caster instantly goes to 0 stun points and falls unconscious - The caster accidentally raises 2 nearby dead bodies that attack the caster as zombies | Everyone enters frenzy (except if immune to psychology), and must pass a Courage (WP) test to return to normal, with a fatigue condition. |
18 | All mirrors within a 1 mile radius explode | Choose between: - The caster suffocates for 2d6 turns, make an endurance test or suffer 1d6 stun damage every turn (IR ignored) - The caster is left speaking in tongues for hours. Incantations for spells are impossible. | Everyone gets disadvantage to all tests next turn. |
19 | It rains blood for hours | Choose between: - The caster enters a frenzy. They must pass a Courage (WP) test to return to normal, with fatigue condition. - Aetheryc shock: gain 2d6 L wounds and a stunned condition | Everyone gets paranoid and takes a fear condition. |
20 | Choose between: - You cause earthquake, buildings get damaged - An insect plague starts, and terrorizes the region for days | Choose between: - The caster is turned into a sheep or toad for 1d6 hours - The caster is transported to a chaos realm for 1d6 minutes and then returns to the same spot | Everyone is suffocating for 1d6 rounds: pass an endurance test or suffer 1d6 stun damage (IR ignored). |
21 | All water in the region spoils and smells like sulfur for weeks | Choose between: - The caster accidentally summons a wolf, swarm of rats/insects/birds that attacks caster - The caster loses all fortune points | If the original spell was damaging: the original target immediately heals to full health. Otherwise roll again. |
22 | Choose between: - Spiders wrap everything in webbing overnight - Everyone in a 1 mile radius gets a terrible headache | Choose between: - The caster starts bleeding from eyes and ears: blinded, deafened and bleeding conditions - The caster catches on fire, gain 1d6L wounds (ignore armor) and an ablaze condition | A fireball bursts out in random direction dealing 2d6+1 L damage (AP counts) and an ablaze condition. |
23 | Everyone in a 1 mile radius gets nightmares the next nights, and oversleeps | Choose between: - The caster starts levitating for 1d6 minutes, floats with the wind, goes up at a rate of 1d6 x10 meter/minute, then falls - A demon is accidentally summoned and attacks the caster | Lightning strikes the area, hitting everyone with 2d6 L damage (metal armor ignored). |
24 + | Choose between: - The winds of magic in the area become polluted: disadv to all casting tests for days - Random objects in the area spontaneously combust | Choose between: - If the original spell is a damaging spell, it affects the caster instead of the original target - The caster becomes feeble: all physical stats are reduced to 1 for 1d6 days | Fire erupts from the ground: everyone in range takes 1d6L damage (AP counts) and an ablaze condition, flamable objects catch on fire. |