Saturday, August 24, 2019

Miscast table: Illusion spells

I'm creating custom tables of miscast results for various types of magic. I could use the standard D&D division of magic schools (Abjuration, Evocation, etc.), but I've decided to go with six similar, but slightly different categories, that sort of make sense to me and fit the spells in Lamentations of the Flame Princess:
  • Teleportation, dislocation, movement and polymorph type spells
  • Illusion and invisibility spells
  • Mind altering spells, charms, telepathy
  • Elemental-, energy- and nature-based spells
  • Necromancy and life-force altering
  • Metamagic (spells affecting or modifying other spells or spellcasting abilities)

I will be posting them as they are completed. For the first installment, I present you the illusion miscast table, heavily inspired by theories of light.

Miscast effects for illusion and invisibility spells

  1. Those newfangled scientists say vision is the perception of light reflected from objects. For the following 1d6 months, the caster is physically hurt by looking at certain materials. If the caster looks at a surface that is at least palm-sized for longer than 1 round, they take 1d6 damage. Roll 1d6: 1 steel, 2 wood, 3 linen, 4 paper (ouch!), 5 gold, 6 human skin.
  2. The trusted old school scientists say vision is possible due to the human eye emitting special “eye beams” that trace the world around us. The caster’s “eye beams” become lethal death rays for 1d12 rounds. They burn through organic matter (including the caster’s eyelids) for 1d6 damage per round, but don’t set things on fire. The “eye beams” have a range of [caster level times 10’]. Mirrors and other shiny surfaces reflect the rays in a random direction – if there is a lot of this going on, everybody in the area must save against Devices every round to avoid being hit. While this effect is on, the caster is effectively blind. After the duration of the effect, the caster remains blind for 1d6 days.
  3. According to the corpuscular theory, light is made up of minuscule particles called “corpuscles”. They now hate the caster. For the following 1d10 days, anytime the caster does something that requires vision & concentration (aiming a weapon, reading, scouting), the corpuscles play tricks and the caster just cannot achieve anything unless they successfully save against Breath.
  4. The caster’s perception of reality is warped for 1d6 hours. For any object or person they encounter the Referee can roll 1d6, on a 1 the caster is adamant it is an illusion and refuses to think otherwise. Any illusions encountered during this period is automatically believed.
  5. People’s shadows are slaves! The caster’s shadow breaks free of its shackles, and is now a cunning, dangerous monster. HD = [caster level], AC as leather, Move as unencumbered human, Morale 8, 1 soul-rending attack for 1d3 damage [1d6 if HD > 5], immune to physical damage, but can be tortured with bright lights (torch or stronger do 1d6+ damage). A super bright light triggers a Morale check. The shadow can either use its attack or try to break free another shadow slave. That shadow’s master must save against Magic. The shadow knows who has the worst save.
  6. The caster becomes Visible for 1d6 hours. This is a sort of reverse Invisibility... It means that the caster is seen by everybody in a [caster level times 10’] radius. They are literally noticed through walls or in complete darkness. No material can block Visibility.

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