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Spell Failure

Spell Failure


Miscast results for Failure to save against Spell:

J.1.A Directional/Range Spell Miscasts

01-02
Spell Fails; Able to recast that spell after d4 rounds
03-04
Spell Fails; Spell Lost, unable to cast again
07
Spell Misfires; range altered to 0"
08-09
Spell Fails; Roll S.S. or be unable to cast any spells for 20-Level rounds
10-11
Spell Fails; Amnesia for 20-Level turns
12-14
Spell Fails; Confused for 2d6 rounds
15-16
Spell Misfires; Reverse effect (fire is cold, light is dark, etc.)
17
Spell Misfires; 1/2 effects
18-19
Spell Misfires; 1/4 effects
20-22
Spell Misfires; Roll d10 for new direction (8 is self, 9 is up, 10 is down)
23-24
Spell Misfires; Double effect
25
Spell Misfires; Triple effect
26-27
Spell Misfires; Double range
28-29
Spell Misfires; Roll to hit
30-32
Spell Misfires; Fires to 20 feet toward casters "handed side" of target
33
Spell Misfires; Appears/hits at triple the distance intended
34
Spell Fails; Caster has a stroke; (S.S. or die) in coma until Healed
35
Spell Fails; All spellcasting ability lost for 1 week or Restoration
36-37
Spell Misfires; One attribute doubles
38-39
Misfire; Affected by muscle spasms(DEX-3) -15% to casting for 1 day
40-41
Misfire; HEADACHE!! -25% to cast until healed
42
Misfire; can you say "Amnesia"? Huh? What? Until Restoration
43-46
Misfires Internally; take d3 x level of spell in damage
47-49
Failure; Struck unconscious for =Level of spell in Turns or Healed
50
Failure, Roll S.S. or roll for a mental illness (10% gain Psionic Wild Talent)
51-52
Next spell thrown will fail, and Wild Surge will result
53-54
A Null-magic zone is produced, 5’ per spell level centering at the intended target area
55-56
Area of effect takes a different shape
57-59
Spell affects only the target’s possessions
60-61
Spell is delayed in occurring by 1 turn to 24 hours (d6(turn) d30-5 (hr)
62-63
Spell effect becomes permanent if spell was transitory, or dissipates if permanent
64-65
Spell changes to spell of differing school, and level may change by 1 (d3)
66
Spell becomes an intrinsic ability that can be used 1x/day
67
Spell is lost from the mind of the caster, never to be learnable again
68
Local magic surge sets off one item (wand, etc) in 20’ radius of the target per # difference of save missing success
69
Spell switches on and off at target area for 3d30 rounds
70
70 Failure, Time slows for target: 1 round passes in real time for d6 rounds
71
71 Failure, Target and random sentient within 30’ exchange personalities, or if alone, Target’s spirit floats free and body is left in coma
72
Mage gains the attention of his Deity or Alignment being
73-76
Spell is successful; -1d4 to victims’ saving throw.
77-78
Result like Wand of Wonder 1-5 20% each at target
79-80
Spell is successful, but previously unknown spell of same level randomly replaces the intended spell in memory
81-99
Roll on Wild Surge Tables d00: 01-45 A; 46-00 B
00
Caster becomes a Wild Magic Specialist Mage with no opposing school

J.1.B Person/Self-affecting Spell Miscasts

01-02
Spell Fails; Able to recast that spell after d4 rounds
03-04
Spell Fails; Spell Lost, unable to cast again for 1d6 rounds
07-09
Spell Fails; Roll S.S. or be unable to cast any spells for 20-Level rounds
10
Spell Fails; Amnesia for 20-Level turns
12-14
Spell Fails; Confused for 2d6 rounds
15-16
Spell Misfires; Reverse effect (fire is cold, light is dark, etc.)
17-18
Spell Misfires; 1/2 effects
19-21
Spell Misfires; 1/4 effects
22
Spell Misfires; Roll randomly for new target
23-25
Spell Misfires; Double effect
26-27
Spell Misfires; Triple effect
28-29
Spell Misfires; +20% to cast for remainder of day
28-29
Spell Misfires; Roll to hit
30
Spell Misfires; Blinded
31-32
Spell Misfires; Lose spell and an additional spell slot of similar level
33
Spell Fails; Mute until cure spell is cast on mage
34-35
Spell Fails; Affected by insomnia & nightmares for 2d4 weeks
36-37
Spell Misfires; One attribute doubles
38-39
Misfire; Affected by muscle spasms(DEX-3) -15% to casting for 1 day
40-41
Misfire; HEADACHE!! -25% to cast until healed
42
Misfire; can you say "Amnesia"? Huh? What? Until Restoration
43-46
Misfires Internally; take d3 x level of spell in damage
47-49
Failure; Struck unconscious for =Level of spell in Turns or Healed
50
Failure, Roll S.S. or roll for a mental illness (10% gain Psionic Wild Talent)
51-52
Next spell thrown will fail, and Wild Surge will result
53-54
A Null-magic zone is produced, 5’ per caster level centering at the intended target area
55-56
Area of effect takes a different shape
57-59
Spell affects only the target’s possessions
60-61
Spell is delayed in occurring by 1 turn to 24 hours (d6(turn) d30-5 (hr)
62-63
Spell effect becomes permanent if spell was transitory, or dissipates if permanent
64-65
Spell changes to spell of differing school, and level may change by 1 (d3)
66
Spell becomes an intrinsic ability that can be used 1x/day
67
Spell is lost from the mind of the caster, never to be learnable again
68
Local magic surge sets off one item (wand, etc) in 20’ radius of the target per # difference of save missing success
69
Spell switches on and off at target area for 3d30 rounds
70
70 Failure, Time slows for target: 1 round passes in real time for d6 rounds
71
71 Failure, Target and random sentient within 30’ exchange personalities, or if alone, Target’s spirit floats free and body is left in coma
72
Mage gains the attention of his Deity or Alignment being
73-76
Spell is successful; Extra effect or duration
77-85
Result like Wand of Wonder 1-5 20% each at target
86-00
Roll on Wild Surge Tables d00: 01-45 A; 46-00 B

General Examples:

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