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Spell Casting Fumbles


Before I begin, let me say that a fair few of the results from these tables are either taken directly from, or inspired by, a similar chart by Philip Hibbs, see http://www.snark.freeserve.co.uk/spellfumbles.html, especially the ones about delaying the time to cast.

These charts are for, funnily enough, when people fumble spell casting. It's an extra load of charts, but you might want to use them, especially if you have a lot of powerful spell casters. Certainly it'll make people think twice about using magic willy nilly. As it stands spells fumble on a 96-00, if you use these rules change that, and make a spell fumble just as any other skill.

Whenever anyone fumbles on a magical spell, roll 1d10, add the pointage of the spell (so a Bladesharp 5 is a 5 point spell, the pointage of sorcery spells is the amount of Art levels used in casting it, for Rune Magic it is simply the points in the spell; do not add magic points for boosting the spell) and check Table (i). This will then send you to another table, which you roll 1d100 for. Easy. No matter what happens, unless stated otherwise, the caster loses at least one magic point just as you normally would for a failed casting.

Spells cast by invoking St. Malkion never fumble. If a ritual fumbles only use these charts if no special result has been listed for what occurs if a fumble result comes up. Casters may not intentionally fumble.

I also recommend the introduction of a new skill, which is pretty rare and not studied by many since the fall of the magical universities of the God Learners:

Control Spell Mishap (New Skill)
Magical Skill; Base 00%
The character has learnt to control the magical energies that they utilise. Whenever they fumble with a spell they can use this skill. A success means they can choose to roll twice on the chart and select whichever fumble they wish. On a special the fumble is downgraded by one table (so a roll on table (iii) no becomes a roll on table (ii) whilst a roll on table (ii) becomes no roll at all!). A critical means the fumble has been avoided. A fumble whilst using this skill means the casters attempt to control the energies have gone awry! Roll twice on the appropriate table and apply both results.

Table (i)

Roll 1d10 and add one per point of the spell. This indicates which table to now roll on.

ResultFumble Table
2-7Table (ii)>
8-12Table (iii)
13-23Table (iv)
24-32Table (v)
33+Table (vi)

Table (ii)

1d100Mishap Effect
01-15No additional effect.
16-35Lose all the magic points in the spell.
36-45Lose no magic points, but instead lose all the magic points in the spell as fatigue points. These return at the rate of one per hour.
46-55Casters hair stands on end for 1d6 MR.
56-62Caster aquires a squeaky voice.
63-69There is a very loud noise, like a bang, in addition to the failure to cast the spell.
70-76An enormous shower of lights appears around the caster illuminating him for all to see.
77-83Anything held by the caster explodes into fire and forces him to drop it (no damage though).
84-90Caster turns an odd colour for 1d6 hours.
91-99Re-roll twice on this table and apply both results.
00Re-roll on table (iii).

Table (iii)

MORE!
1d100Mishap Effect
01-10No additional effect.
11-40Lose all the magic points invested in the spell.
41-50Lose all the magic points invested in the spell and lose an equal amount of fatigue points. These return at the rate of one per hour.
51-53A random location is rendered paralyzed for 1d3 rounds. If this is the head or chest the character is prone but still conscious.
54-60The magical effort damages the character. They take 1d3 general hit points.
61-62The character suffers a temporary loss of Presence. They lose 3 points. If this takes the character beneath zero Presence (almost certain in the case of non-sorcery using characters) this is the percentage chance of the character being rendered permanently incapable of learning and utilising sorcery).
63The entire area becomes covered in some substance, such as soot, or dirt, or feathers, whatever the GM chooses. It covers an area with metres equal to the number of magic points used in the spell.
64-71Spell affects the wrong target. Randomize from the selection of all viable targets in range. In the case of touch spells the caster counts as a viable target. If there are no viable targets, they simply lose all magic points in the spell.
72-80For the next 1d6 MR the caster must add 3 SR to their casting time.
95-99Re-roll twice on this table.
00Re-roll on table(iv)

Table (iv)

1d100Mishap Effect
No effect.
Caster loses all magic points invested in the spell.
Caster loses all magic points invested in the spell, and loses twice that amount as fatigue points. These return at the rate of one per hour.
The caster, and everyond in Mindlink with the character (including familiars and allied spirits, and bound power spirits) lose all the magic points used in the spell.
A random hit location is rendered paralysed for 2d10 rounds. If this is the head or chest the character falls unconcious.
The character suffers a temporary loss of Presence. They lose 2d6 points. If this takes the character beneath zero Presence (almost certain in the case of non-sorcery using characters) this is the percentage chance of the character being rendered permanently incapable of learning and utilising sorcery).
Spell effect is reversed.
The magical effort damages the character. They take 1d3 general hit points.
The magical effort damages the character. They take 1d3 general hit points. This must be healed like poison damage.
The magical effort damages the character. They take 1d6 general hit points as damage.
A random spirit is summoned to the area.
For the next 1d6 days the character must add 3 SR to their casting time.
The spell burns the associated rune into the ground. Caster is stuck to the rune with a 'glue' of STR equal to the magic points used in the spell.
Caster loses twice the amount of fatigue points as magic points invested in the spell and becomes exceedingly tired. A penalty of one to Move is suffered until a full night of rest is had.
Spell goes off, but it isn't the right spell! Randomise a spell. It has points equal to the spell cast and is boosted with as many magic points as the caster boosted it with.
Lose 1d6 STR. These return at the rate of one per turn.
Lose 1d6 CON. These return at the rate of one per turn.
Lose 1d6 DEX. These return at the rate of one per turn.
The character cannot use Divine Intervention for the next 1d10 rounds.
The characters hair turns grey. This is permanent.
Re-roll twice on this table.
00Re-roll on table (v)

Table (v)

1d100Mishap Effect
No effect.
Caster loses all magic points invested in the spell.
Caster loses all magic points invested in the spell and loses three that amount as fatigue points. These return at the rate of one per hour.
The caster, and everyond in Mindlink with the character (including familiars and allied spirits, and bound power spirits) lose all the magic points used in the spell.
Caster loses all personal magic points. Thusly they are rendered unconscious.
A random hit location is rendered paralysed for 3d6 hours. If this is the head or chest the character falls unconcious.
The character suffers a temporary loss of Presence. They lose 3d6 points. If this takes the character beneath zero Presence (almost certain in the case of non-sorcery using characters) this is the percentage chance of the character being rendered permanently incapable of learning and utilising sorcery).
Spell effect is reversed.
The magical effort damages the character. They take 1d6 general hit points.
The magical effort damages the character. They take 1d6 general hit points. This must be healed like poison damage.
The magical effort damages the character. They take 2d6 general hit points as damage.
A random elemental or undead monster is instantly summoned to the area. Roll 1d6. On a 1-3 it is an elemental (roll 1d10; on a 1-2 it is small, on a 3-7 it is medium, on a 8-10 it is large), on a 4-6 a random undead monster is summoned, such as a group of 2d6 mummies, or a vampire.
For the next 1d6 weeks the character must add 1d10 SR to their casting time.
The spell is burned from the casters mind. They must relearn it or resacrifice for it.
Take your own magic modifier as a penalty to all skills for next day.
The caster ages one year.
Lose 1d6 STR. These return at the rate of one per day.
Lose 1d6 CON. These return at the rate of one per day.
Lose 1d6 DEX. These return at the rate of one per day.
Lose 2d6 STR. These return at the rate of one per day.
Lose 2d6 CON. These return at the rate of one per day.
Lose 2d6 DEX. These return at the rate of one per day.
Massive magical energy explodes forth, disfiguring the caster. Lose 1d3 APP permanently.
Caster becomes cursed to become a magic spirit upon death. Only a HeroQuest can prevent this.
Can't use Divine Internvention for 3d6 hours.
All the casters hair falls out. If the caster is naturally bald then all the hair on their body falls out.
Re-roll twice on this table.
00Re-roll on table (vi)

Table (vi)

Any roll on table (vi) immediately carries with it the lose of all magic points used in the spell, with the exception of the 'No Effect' result.

1d100Mishap Effect
No effect.
Caster, and everyone and everything, within 100 yards, loses all magic points. Add up all magic points lost in this way. Then divide as damage to general hit points amongst all of the creatures within 100 yards.
The magical effort damages the character badly. They take 3d6 general hit points, and permanently lose 3d10 fatigue points.
The magical energies are uncontinable and literally burn off a part of the caster. Randomly determine a location. This location is lost.
The caster ages 2d20 years. If the roll is above 30 add another 1d20.
Lose 2d6 STR permanently. If this brings a characteristic below zero there is a 50% chance of the character becoming an incomplete creature rather than dying.
Lose 2d6 CON permanently. If this brings a characteristic below zero there is a 50% chance of the character becoming an incomplete creature rather than dying.
Lose 2d6 DEX permanently. If this brings a characteristic below zero there is a 50% chance of the character becoming an incomplete creature rather than dying.
Lose 2d6 STR, CON and DEX permanently. If this brings a characteristic below zero there is a 50% chance of the character becoming an incomplete creature rather than dying.
Some hideous monstrosity from the Underworld or Outer Void is summoned to the area.
A crack is created in reality, joining the spirit plane and the mundane plane for an area equal to 1d20 metres.
A crack is created in reality, creating a permanent chaos maw.
Caster loses 1d6 POW and maximum POW.
Caster swaps mind with a randomly selected nearby creature. This is permanent.
Character becomes one with the Magic Rune. Is removed permanently from play (requires a HeroQuest to get back).
Magical energy causes an explosion. Inflicts 3d6 damage to everything and everyone within 50m.
Caster is pulled onto the HeroPlane somewhere.
Re-roll on this table twice.
Re-roll on this table three times.
Roll 1d20. On a 1-19 roll on this table again. On a 20 a Unique Event takes place along the lines of Sunstop, or all those who died that day returning to life (see Gloranthan Visions. If the GM wishes they can ignore this result and roll again.