The second installment of my custom miscast tables, detailing the unforeseen consequences of meddling with space, time, and matter! These are quite elaborate, with sub-tables inside some of the results.
Mechanical clarifications:
Mechanical clarifications:
If an effect lowers hit die, re-roll the character’s hit points
with the remaining and take the lower result as new maximum. If the
current hit points are thus over the maximum, they drop too (but
otherwise no damage is taken). Dropping to 0 or less hit dice
automatically kills the character.
For
these miscast effects, “one random target of the spell” means one
of the following array: the caster plus all others targeted by the
spell (friend or fore); or just the caster, if the target is
inanimate.
Teleportation, dislocation, movement and polymorph type spells
- As space folds and reorganizes, some body parts cannot keep up. Roll 1d6, one random target of the spell loses:
1-2 an arm, 3-5 a leg, 6 an eye.
This also means the loss of 1 hit die. Re-roll hit points with the remaining. - One random target of the spell disappears for 1d6 hours, then rematerializes – tired, hangover, dehydrated, confused, but also sort of euphoric. Treat this as failed Carousing (with no experience points awarded) and roll on the campaign’s harshest Carousing Mishaps table. If no such table is available, the affected character makes all saving throws and attack rolls at a -4 penalty for the next 24 hours.
- The mind of the caster is displaced by an alien entity. At the end of the given duration the caster’s mind returns to its body, with no recollection of what happened during this period. The possession event causes a loss of [caster level times 200] experience points. Roll 1d4 to see what the alien entity does while in control of the host body:
1 stays for 1d4 hours and wants to learn about humanity's weaknesses (this knowledge will eventually be used during the invasion of Earth by vampyres form outer space),
2 attacks a random nearby target using the caster’s best weapon or spell for 1d8 rounds,
3 behaves completely normal (and the character is under the player’s control), but then takes over when the character goes to sleep. Its goal is to assemble a homing beacon / teleportation pad / arcane gateway to bring more of its kind to Earth. It needs seven rest periods of work to accomplish this. The possession lasts 1d10 days. The character is always exhausted.
4 casts all of the caster’s prepared spells, one per round, than leaves the body. If the caster has no spells prepared, the entity risky casts a randomly determined highest level spell form the caster’s spellbook. The entity’s behavior depends on a Reaction roll, it can use the spells to aid or hinder the host’s party. - The quantum disturbances cause sudden and irreversible changes in the body of one random target of the spell. No saves apply. Roll 1d6:
1-2 the spell Enlarge is cast on the victim, their body ripples and grows to 150% its previous size, ruining all clothes and armor,
3-4 the spell Shrink (reversed Enlarge) is cast on the victim, their body ripples and shrinks to 50% its previous size, rendering all armor unusable,
5 the victim’s body is fused with a fly that happens to be in the spell’s area of effect; from now on this character is a hideous man-fly-thing, unable to speak, digestive fluid dripping from the mouth (1 spit attack per day, 20’ range, 2d8 damage), hideous compound eyes with a 270° field of vision. The thing, fortunately, is sterile.
6 Janus! A second face appears on the back of the victim’s head. It duplicates the victim’s looks. All the organs are completely functional, but the victim still has only a single brain to process all the information. For one month, no benefits can be gained from the second face, and all actions are with a penalty (-4 on attacks, -1 on skills, etc.). For a full year, while they learn to coordinate their faces, they gain 10% less experience points. - One random target of the spell fuses with whatever material they are in contact with (standing on, wearing, holding – in this order, so a standing victim will fuse with the ground, a flying victim will fuse with their clothes, a naked flying victim will fuse with the sword they hold, a flying naked unarmed person is lucky (?)). The “depth” of the fusion is only 1d6 inches, but there is no harmless way to separate the two materials any more. The separation (amputation) will cause the loss of 1 hit die. Re-roll hit points with the remaining.
- The caster falls into a relativity trap. For the following 1d6 hours, all their movement is halved, their attacks and saves are made with a -4 penalty, as their perception of the world doesn’t line up with the realities of outside observers. For each hour spent in the trap, they age 1 year.
Ha that Fly reference, great table!
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