Spell/Rune Crafting Side-Effects Tables:


Critical Weaving Fail Tables:

Base Option

RollEffect
3Spell fails entirely. Caster takes 1d of injury
4Spell is cast on caster (if harmful) or on a random nearby foe (if beneficial)
5-6Spell is cast on one of the caster’s companions (if harmful) or on a random nearby foe (if beneficial)
7Spell affects someone or something other than its intended target friend, foe, or random object. Roll randomly or make an interesting choice
8Spell fails entirely. Caster takes 1 point of injury
9Spell fails entirely. Caster is stunned (IQ roll to recover)
10-11Spell produces nothing but a loud noise, bright flash of light, awful odor, etc
12Spell produces a weak and useless shadow of the intended effect
13Spell produces the reverse of the intended effect
14Spell seems to work, but it is only a useless illusion. The GM should do his best to convince the wizard and his companions that the spell did work!
15-16Spell has the reverse of the intended effect, on the wrong tar get. Roll randomly
17Spell fails entirely. Caster temporarily forgets the spell. Make an IQ roll after a week, and again each following week, until he remembers
18Spell fails entirely. A demon or other malign entity appropriate to the setting appears and attacks the caster. (The GM may waive this result if, in his opinion, caster and spell were both lily-white, pure good in intent.)

2nd Option:

RollEffect
3Spell fails entirely. Caster takes 1d of injury
4Spell is cast on caster. If it’s beneficial, then he’s also stunned (IQ-2 roll to recover)
5Spell is cast on one of the caster’s companions (roll randomly). If it’s beneficial, then the target is also stunned (IQ-2 roll to recover)
6Spell is cast on a nearby foe (roll randomly). If it’s harmful, then the target automatically makes any HT rolls required as a result, and is filled with hatred for the caster
7The nearest tree or wooden object bursts into flower
8Spell is cast on something – anything – other than its intended target. Roll randomly or make an interesting choice
9Spell fails entirely. Caster takes 1 point of injury
10Spell fails entirely. Caster sees a wondrous vision of a mystical otherworld, and must make an IQ roll or be mentally stunned
11A brief rain of golden flowers falls on the caster, or over the target area of an Area spell
12Spell produces a weak and useless shadow of the intended effect
13Spell produces the reverse of the intended effect
14Spell has the reverse of the intended effect, on the wrong target (roll randomly)
15Spell fails entirely. Caster temporarily forgets the spell. Make an IQ roll after a week, and again each following week, until he remembers. Studying the spell before then is a waste of time
16Spell seems to work, but this is only a useless illusion
17Spell fails entirely. Caster turns into a wild boar for a week
18Spell fails entirely. Caster, his allies, and anyone else nearby are transported to a mystical otherworld, or an angry and powerful faerie is summoned to the scene, or caster loses a point of HT and gains a -10-point Divine Curse somehow related to the spell (GM’s option)

3rd Option:

RollEffect
3Spell seems to work, but this is only a useless illusion
4Spell fails entirely. Somewhere else, a “backblast” does something awful to something the caster values, proportionate to the spell’s power and intent
5Caster loses a point of Will, permanently
6Caster loses a level of Appearance, permanently, in a manner appropriate to the spell. Create Fire might cause unsightly burn scars, while Madness may subtly unhinge the caster’s eye sockets, giving a wild, staring effect
7Spell is cast on loved ones, friends, allies, innocent bystanders, or the caster (in that order) if harmful, or on foes if beneficial
8Spell fails entirely. Caster takes 2 points of injury, and the wound immediately becomes infected (see Infection, p. B444)
9Caster must make a Fright Check at -5 as horrific visions of the afterlife of the damned fill his eyes
10Spell does nothing except drench the vicinity in an odor of brimstone centered on the caster
11Spell produces the reverse of the intended effect
12Spell produces the reverse of the intended effect, on some random, inconvenient target nearby
13Spell fails entirely. Caster takes 1 point of injury as his arms erupt in boils
14Spell fails entirely. The room fills with buzzing insects pouring from caster’s mouth
15Spell creates vermin – rat, giant cockroach, immense tapeworm, etc. – inside the caster (stomach, throat, etc.). Depending on the nature and location of the vermin, this may cause severe injuries, probably at least 2d. At minimum, it will be very bad for the caster’s medium-term health
16Spell fails entirely. One of the caster’s hands withers
17Spell fails entirely. Caster ages 4d years
18Spell fails entirely. A demon, different from any demon with whom the caster has dealings, appears and attempts to wreak havoc – attacking the caster if he gets in the way. The caster may use black/demonic magic to fight it; there’s little honor or fellowfeeling among such creatures

4th Option:

RollEffect
3Spell fails entirely. Caster is partially dazzled for 2d minutes: -2 to defense rolls, -4 to Vision rolls, attack rolls and anything else requiring visual judgment
4Spell is cast on caster (if harmful) or on a random nearby foe (if beneficial)
5Spell is cast on one of the caster’s companions (if harmful) or on a random nearby foe (if beneficial)
6Spell fails entirely. Caster is completely deafened for 2d minutes
7Spell affects someone or something other than its intended target – friend, foe, or random object. Roll randomly or make an interesting choice
8Spell fails entirely. Caster is partially dazzled, as 3, but only for 2d seconds
9Spell fails entirely. Caster is stunned (IQ roll to recover)
10-11Spell produces nothing but random bizarre noises, an intricate lightshow, a strangely evocative but unidentifiable odor, etc
12Spell produces an obviously illusory shadow of the intended effect
13Spell produces the reverse of the intended effect
14Spell appears to work, but the effects seem to have a mind of their own. They will behave extremely strangely – usually in a way that’s totally useless to the caster
15-16Spell has the reverse of the intended effect, on the wrong target (roll randomly)
17Spell fails entirely. Caster temporarily forgets the spell. Make an IQ roll after a week, and again each following week, until he remembers. Studying the spell before then is a waste of time
18Spell produces an apparently completely real effect, without doing anything useful. In fact, it’s “possessed” by an independent spirit, which renders the magic more “solid” to use it as a body, with powers appropriate to the spell’s nature. This body may resemble an elemental creature, a mass of organic matter, a floating ball of light, etc. The creature is whimsical or seemingly insane, and may be malicious toward the caster or anyone else in the vicinity. It can’t be dispelled, and is very hard to harm, as it can draw on local mana to regenerate. It will probably eventually wander off, but it will then cause trouble for everyone it meets

5th option:

RollEffect
3Spell fails entirely. Caster takes 1d of injury in a bizarre/dramatic way: livid wounds, strangely shaped burns, etc
4Spell is cast on caster (if harmful) or on a random nearby foe (if beneficial)
5One item that the caster was carrying or wearing (roll randomly) ceases to exist, permanently
6Spell is cast on one of the caster’s companions (if harmful) or on a random nearby foe (if beneficial)
7All magic ceases to work within 3d yards of the caster’s position at the moment of casting, for 1d hours. Treat the area as having no mana (or equivalent). If the caster leaves the area, he is still unable to work magic for 1d+2 minutes
8Spell fails entirely. Caster suffers a bizarre temporary disfigurement – a strange-colored scar, glowing eyes, large pointed teeth, a growth of fur, etc. Treat this as Unnatural Features 2. Make a HT-2 roll after 24 hours, and again each day thereafter, to see if this disappears
9Spell fails entirely. Caster is stunned (IQ roll to recover)
10Spell produces nothing but strange sounds and smells, distortions in the appearance of everything in the vicinity, etc
11Spell produces a minor reality distortion around the caster for 1d hours – bizarre sounds, shimmering lights, etc. Treat this as Unnatural Features 5
12Spell has no actual effect, but everyone observing the caster or the spell’s intended target becomes aware that something was attempted, and has a vague idea what. If they compare impressions, though, their ideas turn out to be contradictory
13Spell produces the reverse of the intended effect
14Spell appears to work. However, this is a déjà vu effect; after 2d seconds, revert to the moment of casting. The target and bystanders realize that nothing has happened, but may have a good idea what was attempted. Caster must roll IQ-2 not to proceed on the belief that the spell worked; he may retry every 3 seconds until he succeeds
15Spell has the reverse of the intended effect, on 1d+1 different targets (roll randomly)
16Spell fails entirely. “Fortean” events ensue within 2d miles of the location over the next week – rains of frogs, minor timeslips, persistent attacks of déjà vu for anyone in the area, clocks running backward, etc. Furthermore, everyone in the area somehow knows that the caster is involved with all this. He may acquire Reputation -1 or -2 with these people for a few months as a result
17-18The spell works, possibly in an exaggerated or misdirected form – and the universe manifests a sapient, free-willed being of superhuman power whose purpose is to dissuade the caster from manipulating reality in dangerous or excessive ways in future. This entity may order the caster to fix some problem immediately or suffer punishment, stay around for a few months in immaterial form and intervene occasionally to change things, or simply incapacitate the caster in some way. It isn’t omnipotent or omniscient, but raw force doesn’t work against it, and it ignores magical attacks; it must be assuaged, waited out, or outwitted

6th Option

RollEffect
3Spell fails entirely. Caster takes 1d of injury and hears quiet laughter from petty spirits
4Spell fails entirely. A spirit with powers related to the type of magic attempted manifests and makes trouble for the caster for 1d+2 seconds, and then vanishes
5Spell is cast on caster (if harmful) or on a random nearby foe (if beneficial)
6Spell is cast on one of the caster’s companions (if harmful) or on a random nearby foe (if beneficial)
7Spell affects someone or something other than its intended target – friend, foe, or random object. Roll randomly or (preferably) make a plausible choice in the persona of a whimsical spirit
8Spell fails entirely. Caster is stunned (IQ roll to recover)
9Spell fails entirely. Caster suffers the equivalent of an occurrence of the Phantom Voices disadvantage at the -10-point level, lasting 2d minutes
10-11Spell produces nothing but a babble of incoherent voices, flickering images and lights, bizarre odors, etc
12Spell produces a strange and useless shadow of the intended effect, as the spirits act out what was required without applying themselves
13Spell produces the reverse of the intended effect
14Spell seems to work, but this is a phantom illusion created by a spirit. The spirit attempts to plant the delusion in the caster’s mind that he succeeded. It must win a Quick Contest of Will with the caster to do so; its Will is 14
15Spell has the reverse of the intended effect, on the wrong target (roll randomly)
16Spell fails entirely. Caster suffers Nightmares (6) and Sleepwalker (9) for the next 1d+2 nights
17Spell fails entirely. If the caster attempts to cast it again during the next 1d weeks, he must roll vs. HT. Failure means the spell fails and he’s struck mute for 1d minutes. Success lets him cast normally
18Spell fails entirely. An extremely powerful spirit manifests, with a dangerous attitude toward the caster (perhaps the caster exploited its friends or subjects, or made annoying waves on the spirit plane). It may simply attack, but it’s more likely to set out to dissuade the caster and everyone else from such behavior. It might deliver educational and very public harm to the caster, take him as a slave or a pet, “invite” him to a dinner party that lasts several years, or engage him in a deadly game with his friends and enemies as playing pieces

Calamity Tables:

RollEffect
3-10Nothing happens – this time
11, 12Wizard suffers from the Nightmares disadvantage (p. B144), with a self-control number of 9, for 4d days
13Wizard’s grasp of his own magic weakens. Reduce his threshold by 2d+5 for the next 1d weeks. The wizard is aware that his threshold has fallen, but not by how much
14As 13, but threshold reduction is 4d+10 and the effect lasts 1d months. In addition, all of the wizard’s spells are at -3 to skill for 2d weeks
15Wizard’s Magery gains the Radically Unstable Magery limitation (p. 26) at the -30% level. If he already has this, then it becomes the -50% version. If he already has that – or if he lacks Magery – then any attempt to cast a spell results in an automatic critical failure. In all cases, the problem lasts for 1d+1 week
16Caster gains a -5-point disadvantage of the GM’s choice. After 3d days, he has the option of buying it off for 2 bonus character points (it simply fades away). If he lacks the points, or doesn’t want to spend them, then the disadvantage becomes permanent. Any disadvantage is possible – the wizard can become ugly, marginally insane, etc., at the GM’s whim
17As 16, but the disadvantage is worth -10 points, and costs 5 points to buy off
18As 16, but the disadvantage is worth -15 points, and costs 7 points to buy off
19Wizard loses the ability to cast a single spell, chosen at random from his spell list, permanently. He still knows the spell, and it can still count as a prerequisite, but he can never cast it
20As 16, but there are multiple disadvantages worth -30 points in total, and costing 15 points to buy off
21As 15, but the problem lasts for 1d+1 months. At the end of that period, the wizard must roll against Will + Threshold Magery. Failure means that the condition becomes permanent. In extreme cases, this can cause the permanent loss of useful spellcasting ability
22Roll again with the same modifier. The result affects a randomly chosen companion of the wizard! If it’s one that affects spellcasting and the wizard has no casters among his companions, or if the wizard is operating completely alone, then roll twice (with the same modifier) and apply both results to the wizard himself
23Wizard permanently loses 1dx5 points of advantages, attributes, and/or secondary characteristics. Determine what’s lost randomly
24Caster becomes a living “mana-scar”! Within a 3d-mile radius of the wizard, casting and maintenance costs double (in terms of tally additions and, if regular spellcasting is possible in the setting, energy cost), and tally recovery halts. This effect lasts for 3d weeks. It also ends in the event of the wizard’s death. Enemies or impatient allies may decide on a quick solution
25Wizard’s skill with all spells is reduced by 3d+5. Thispenalty “heals” at a rate of -1 per day
26As 25, but “healing rate” is only -1 per week
27Wizard ages 2d+13 years
28A plague or a curse (locusts, storms, etc.) descends on the region, lasting for 3d weeks. No one will be able to trace this to the wizard, but he’ll be aware that it’s his fault. This can drive a benevolent wizard mad as he witnesses the suffering and destruction. Even vicious wizards may be inconvenienced – and worry that they’ll somehow be blamed. The GM should be grotesque and cruel
29Wizard permanently loses the ability to cast spells (but not the knowledge – small comfort). The generous GM can treat this as a Divine Curse disadvantage (p. B132); the wizard might have a chance of eliminating the problem, given heroic effort or perhaps impressive and profound thaumatological research. Remember: at this level or higher, the spell may fail
30-39As 29, plus something permanent happens to the state of magic in a large region around the place where the casting went wrong. Perhaps all spells are cast at -2 in that kingdom from then on, or a certain class of spells functions erratically. The GM should be creative! If the wizard is found to be the culprit (and every concerned and able group will have a diviner on the job), then he could be a hunted man. Others may assume that killing him will remove the curse; they might be right. The wizard cannot get rid of the personal effect (if at all) without removing the problem from the region, and vice-versa
40+As 30-39, but the change is global. In addition, the wizard must make a HT-6 roll. Failure means he’s consumed in a backlash of magical energy and explodes: he dies automatically (reduced to -10¥HP) and the explosion does (Will + Threshold Magery) dice of crushing explosive damage! Success on the HT-6 roll means a lessdramatic backlash: the wizard takes 2d dice of damage and doesn’t explode. If this kills him, then the global change may fade over a period of weeks or years – or it may stand as a memorial to his folly

Additional (minor) Ideas:

  • The nearest tree(s) or Plant(s) burst into flower
  • The nearest tree(s) or Plant(s) wither and die
  • Caster takes 1 point of injury
  • Minor additional residue buildup
  • Spell produces a weak and useless shadow of a secondary spell as a side effect
  • Spell causes a minor, temporary cosmetic mutation
  • Spell causes a brief change in local lighting levels, startling (but not harmful) temperature variations for a few seconds, peculiar sound effects, etc.
  • Spell fails entirely. Caster is surrounded by a flurry of dramatic and inconvenient sparks, illusions, etc, which do him 1 point of injury and singe his clothing or equipment, etc

Mutation Ideas:


Blood Substitution:

  • Electricity
  • Fire
  • Wind
  • Light
  • Matter (Mud, Water,etc)
  • Smoke
  • Mist
  • Poison
  • Essence/Mutagen
  • Small Birds
  • Insects
  • Tar

Horns

  • Bull
  • Ram
  • Deer
  • Stag
  • Moose