Warning, if you intend to play Arcadian Sunset, the following post might be considered a spoiler.
If you read the magic post, I have expanded the seven schools from Wonder & Wickedness into fourteen by adding three schools from Marvels & Malisons, and also four new ones created by me (But populated in large with spells from Vaginas are Magic and Eldrich Cock). Now M&M don't have miscasts so that was something I had to complement them with, and obviously the new schools would need them as well. In writing these miscasts I have tried to embrace the idea of spells being trapped spirits. In this paradigm miscasts represent the spirits temporarily breaking free and working for its own agenda. I have tried to include some (partly) beneficial effects as well as the negative ones, and at least one with long reaching consequence, beyond even the party. When it comes to Apotropaism (anti-magic) I have opted to make somewhat nicer miscasts, this is because it is a school that is likely to be used in situations where disruptions and therefor miscasts will be common, and if using Apotropaism to defend against hostile magic as rule leads to worse result than not using it, it would be a rather pointless magic school. For the spells from VaM and EC which have their individual miscast tables. Roll a d12 and look at the individual table for values 1-6, for 7-12 reroll on the school table.
So when do miscasts happen? There are a number of situations.
- When casting the spell from your spellbook, without memorization.
- When you becomes disturbed casting the spell, for example by suffering damage.
- When casting while encumbered.
If any of these conditions apply you need to test your will to avoid the miscast table. And if more than one of these conditions apply, you will get one disadvantage for each one beyond the first.
Miscast Tables:
Physiurgy
- The spell leaves the sorcerer and take up residence in the target.
- The sorcerer’s hair grows quickly and continually at a rate of 20cm per hour; it is also slightly animated, and grabs at the sorcerers arms and legs if long enough. If not regularly cut, the hair tangles the sorcerer’s arms. if the hair reaches their knees or beyond, reduces their movement to half normal speed. Any hair cut off rots away in moments.
- Twenty-five years of the sorcerer’s life drop away in an instant, possibly making them a very small child. If the sorcerer is younger than twenty-five then they disappears into cosmic pre-birth.
- All animals in the vicinity are brought back to life. This includes rations and leather, which will crawl and flap about blindly.
- The sorcerer loses the ability to perform physiurgy, and the sorcerer can never be healed or cured by physiurgy spells. Except for one more time. The sorcerer is aware of this.
- The spell will have the opposite of the intended effect. Instead of healing, it will damage, instead of curing disease it will cause a new disease.
- The sorcerer will start to dream of a far off place free from disease and trouble that they has never been to. The dreams will continue until they go there.
- Whenever the sorcerer heal someone, the damage/sickness needs to be transferred to some other person nearby.
- The sorcerer becomes 20 years older.
- Everything on the same landmass as the sorcerer gains the ability of regeneration. Healing any damage from physical violence, poison etc, but not from starvation.
- The spell-spirit is let lose. Treat as if the Summon spell (see LotFP Rules & Magic) has been cast, with the creature having Hit Dice equal to the level of the spell originally attempted +1d4. The creature is automatically out of control. It addition to its other powers it can cast it's "spell" at will, but each time it does so it takes 1d6 damage. You are no longer able to cast this spell.
- An entirely different spell from the physiurgy school has been cast. Roll a d10 on the list for the physiurgy school. (reroll if the intended spell comes up) with a 1d10 effective sorcerer level. If the spell requires a specific target or target area, determine this randomly.
Apotropaism
- There’s a supernatural voice within the head of the sorcerer that is attempting to guide them towards something. It could be good, or bad, but there is no way to tell for sure until they reach it.
- Elsewhere across the dimensions, an spirit/undead/demon of HD equal to that of the sorcerer has emblazoned upon its alien mind the name, nature, and history of the sorcerer, who becomes its enemy. It is then transported to the same plane as the sorcerer, 1d20 km distance, and seeks to slay the sorcerer. However, before death, it wishes to embarrass, harass, bedevil, and otherwise cause all manner of harm possible to the sorcerer and their friends and allies.
- The sorcerer swaps life force and bodies with the nearest living thing.
- An inanimate object in the sorcerer’s possession gains sentience and a voice.
- The sorcerer’s hands find a mind of their own and take a severe disliking to the tyranny of the mind. They set about choking the sorcerer to death, only to lapse back into servitude as soon as they passes out.
- The sorcerer is swept away to safer place. Treat as if the target of All Alone in their Nirvana.
- The sorcerer cannot sleep until they are reduced to zero hit point. They suffer 1d6 points of damage per day they misses sleep; this cannot be healed naturally or by magic until they finally gets some sleep. If reduced to zero hit points, they then sleeps unceasingly for a length of time equal to all the sleep they missed; nothing, not even further damage by weapon or slapping, wakens them from this sleep. This sleep cures all the damage suffered due to the wakefulness. The sorcerer is forever immune to sleep spells and the like.
- Electronics, other magic, magnetism and more just don’t work around the sorcerer.
- The sorcerer is unable to speak without swearing, thus making magic impossible for the duration. Lasts d6 hours.
- Evil spirits attack the sorcerer, disguised as their dead loved ones, explaining how disappointed they are in the sorcerers life choices.
- The spell-spirit is let lose. Treat as if the Summon spell (see LotFP Rules & Magic) has been cast, with the creature having Hit Dice equal to the level of the spell originally attempted +1d4. The creature is automatically out of control. It addition to its other powers it can cast it's "spell" at will, but each time it does so it takes 1d6 damage. You are no longer able to cast this spell.
- An entirely different spell from the apotropaism school has been cast. Roll a d10 on the list for the apotropaism school. (reroll if the intended spell comes up) with a 1d10 effective sorcerer level. If the spell requires a specific target or target area, determine this randomly.
Arachnomorphosis
- The sorcerer gains the ability to “spin” web. It is strong and valuable and can be used to create armor.
- Whenever the sorcerer go near plants, spiders burst forth from them. Also the plants find this uncomfortable and become hostile to sorcerer. Whenever the sorcerer comes nearby they become animated and try to make life a bit harder for the sorcerer.
- The sorcerer shrinks to the size of a tarantula.
- The sorcerer turns into a human sized spider.
- There’s something wooden and plantlike growing inside the sorcerer, and it will never stops. But continue to grow, trying to find its way out.
- The area is covered by web. The sorcerer becomes trapped. Others may save with dexterity.
- Spiders become attracted to the sorcerer. They are continually swarmed by normal small spiders; whenever they go into a barn, cellar, or dungeon, they are as a veritable cloud around them and upon every surface nearby. Whenever the sorcerer passes within a km of giant spiders, they are compelled to follow the sorcerer at their swiftest speed and attack them.
- The sorcerer no longer speaks or understands any known tongue, instead favouring a slightly unpleasant language made up of shrieks and mumbles.
- All weapons of war in the vicinity turn into flowers.
- The spiders decide that enough is enough, and form a kingdom of their own. They elect a monarch, start building cities, create a regular army and then declare war on mankind.
- The spell-spirit is let lose. Treat as if the Summon spell (see LotFP Rules & Magic) has been cast, with the creature having Hit Dice equal to the level of the spell originally attempted +1d4. The creature is automatically out of control. It addition to its other powers it can cast it's "spell" at will, but each time it does so it takes 1d6 damage. You are no longer able to cast this spell.
- An entirely different spell from the arachnomorphosis school has been cast. Roll a d10 on the list for the arachnomorphosis school. (reroll if the intended spell comes up) with a 1d10 effective sorcerer level. If the spell requires a specific target or target area, determine this randomly.
Blood Sorcery
- A sickness overcomes the sorcerer, causing them to cough up a blood. The blood flows away as though in a hurry to be somewhere, where it forms a doppelganger of the sorcerer. The doppelganger is similar to the sorcerer in most regards, but it is also jealous of the sorcerers life, and will try to gain everything the sorcerer have for themselves.
- Whenever the sorcerer suffers damage from a slashing or cutting weapon, the blood spilt instantly transforms into a goblin or like creature upon hitting the ground. For each 6 damage taken, one goblin is formed. Each has 5 hit points, with the odd remaining hit points, up to 6, forming the last goblin. These creatures are utterly inimical to the sorcerer, and attack them at every opportunity.
- The sorcerers blood becomes extra tasteful for vampires and cannibals, and provides twice the nourishment.
- The sorcerer begins to bleed from their eyes. It does not harm them, but looks hideous. This lasts for the rest of the day, but can come back if the sorcerer becomes emotional.
- Any time the sorcerer passes within the area of light cast by a light source, be it candle, torch, lantern, bonfire, or even a light, daylight, or continual flame spell, the light source have a one in six chance of going out (if it is a continual flame, the flame returns when the sorcerer leaves its area of light).
- The sorcerer’s blood becomes thin and slick, as they suffers from hemophilia. Every time the sorcerer is cut they starts to bleed profusely.
- The sorcerer develops a taste for the flesh of humans. and can only subsist on such flesh; all other foods are regurgitated or simply provide no sustenance. For every day they goes without the flesh they suffers 1d6 points of damage, which cannot heal naturally or be cured by magic until they once again consumed forbidden flesh.
- The great being of salt has its attention on the soccer. When they bleed, the wounds will not stop through natural means.
- The sorcerer turns into a vampire.
- The greatest vampire in the land awakens, and becomes strangely aware of the sorcerer.
- The spell-spirit is let lose. Treat as if the Summon spell (see LotFP Rules & Magic) has been cast, with the creature having Hit Dice equal to the level of the spell originally attempted +1d4. The creature is automatically out of control. It addition to its other powers it can cast it's "spell" at will, but each time it does so it takes 1d6 damage. You are no longer able to cast this spell.
- An entirely different spell from the blood sorcery school has been cast. Roll a d10 on the list for the blood sorcery school. (reroll if the intended spell comes up) with a 1d10 effective sorcerer level. If the spell requires a specific target or target area, determine this randomly.
Atrophism
- Any iron or steal the sorcerer touches or wears rusts and turns to dust, even through a cloth or glove or other garment.
- All exposed liquid within 12 meters turns to milk. That milk then curdles.
- All metal within 20 meters becomes incredibly hot for d6 turns. Anyone wearing armor or carrying weapons must take d6 Damage per turn.
- The sorcerer slowly forget everything about themselves. Every time they try to remember something about themselves there is a one in three chance that they permanently loses that memory.
- The spell cast is permanently replaced with another spell.
- All the sorcerer's gold turns to lead.
- All vegetation within a km withers and dies. Any normal, non-sentient and non-monstrous plants smaller than and within s meter of the sorcerer wither and die if they remains in the area for a minute or more. Sentient plants feel deeply uncomfortable near the sorcerer and is at disadvantage. Larger plants such as saplings and trees grow sickly, but do not die unless the sorcerer remains within range for an hour or more per century of age of the tree.
- The sorcerer’s teeth all fall out. The sudden loss causes them to be at disadvantage to making magic due to their poor diction. After a nights sleep a fresh set grow in.
- The spell being cast won’t stop. It goes completely haywire, out of control, firing off madly until the sorcerer is subdued.
- The sorcerer is afflicted with the Idea of Thorns
- The spell-spirit is let lose. Treat as if the Summon spell (see LotFP Rules & Magic) has been cast, with the creature having Hit Dice equal to the level of the spell originally attempted +1d4. The creature is automatically out of control. It addition to its other powers it can cast it's "spell" at will, but each time it does so it takes 1d6 damage. You are no longer able to cast this spell.
- An entirely different spell from the atrophism school has been cast. Roll a d10 on the list for the atrophism school. (reroll if the intended spell comes up) with a 1d10 effective sorcerer level. If the spell requires a specific target or target area, determine this randomly.
Yam-Yub
- All primary and secondary sex characteristics become exaggerated. For example breasts and dicks grows to gigantic size, on the border of what seems humanly possible.
- The sorcerer will begin to start feeling the urge to lay an egg, then it happens! Roll on encounter table to see what hatches from the egg.
- The sorcerer suddenly splits into two separate yet identical versions of themselves, one good, one evil. One female one male. Flip a coin to see which is the evil one. One of these will quickly try and escape. The only way the sorcerer can return to normal is to retrieve the other and merge back into one by touching them.
- The sorcerer is overcome with amorous intent for the nearest person, this will last until they have sex.
- Whenever the sorcerer has sex, they and them partner switch physical sexes (if applicable). they cannot switch back by having sex with the same partner.
- The sorcerer becomes sexless, and lose all sex characteristics. The sorcerer’s genitalia, external and internal, disappear. Urine is now released through the anus. Secondary sex characteristics become androgynous.
- Every time the sorcerer has sexual intercourse with a member of the opposite sex, they becomes pregnant (if the sorcerer is male, they impregnates their partner). The pregnancy is startlingly quick, lasting merely nine days, and unfortunately, the child born is a demon, utterly inimical to its “parent”! The demon is of a random level of power, no greater in HD than twice the level of the sorcerer of the curse, and in addition to any other powers, has the ability to take the form, with an appearance that makes the relationship obvious and undeniable. Each such child seeks to slay its accursed “parent,” but first wishes to destroy them and all them friends, allies, accomplishments, and causes, in a manner as painful and degrading as possible.
- The sorcerer starts to pour sweat from all their sweat glands profusely for 1D6 hours.
- The sorcerer changes biological sex, but keeps the same gender and sexual preference. They also becomes incredibly sexy.
- Vagina becomes portal to hell. Or Cock becomes sentient and possessed by demon.
- The spell-spirit is let lose. Treat as if the Summon spell (see LotFP Rules & Magic) has been cast, with the creature having Hit Dice equal to the level of the spell originally attempted +1d4. The creature is automatically out of control. It addition to its other powers it can cast it's "spell" at will, but each time it does so it takes 1d6 damage. You are no longer able to cast this spell.
- An entirely different spell from the same yam-yub has been cast. Roll a d10 on the list for the yam-yub school. (reroll if the intended spell comes up) with a 1d10 effective sorcerer level. If the spell requires a specific target or target area, determine this randomly.
The Power Cosmic
- A portal is opened to a paradigmatic battleground, allowing an angelic or demonic figure to pop through.
- The misappropriation of magical energy causes time to slide ahead: 1d6 days for every spell level passes instantly. All characters within 5m staying in the same place the entire time. Any environmental effects of the sorcerer being in that spot unmoving for that many days are instantly applied The characters are then affected as if they have not eaten or slept in that entire time.
- A random spectator’s bones mysteriously disappear. Even more mysteriously they doesn’t seem overly put out by it. they can’t fight or cast magic and can only very slowly shuffle about as a gelatinous blob of flesh, but they are generally unharmed. After d6 hours the bones pop back into place from wherever they went.
- The sorcerer suffers a coughing fit for d6 turns, after which d8 gremlins tumble out of their mouth and start biting peoples faces.
- Odd and alien light floods a 25m area, destructive and harmful to physical life, but so strange that biological bodies don’t know the proper response to the harm suffered. Bodies therefore guess at how they are supposed to respond to the malignant force, deciding to “remember” the last damage suffered and recreate that to express the harm caused by the light. Every sorcerer within the area re-suffers the last damage inflicted upon them. If the specific damage suffered cannot be remembered, then surely the foe that caused it can be; assume maximum damage was suffered. If even that cannot be remembered, the sorcerer suffers 1d20 points of damage. If a sorcerer has never before suffered hit point damage and is subject to this effect, it does no damage and instead doubles their maximum (and current) hit point amount.
- Uncontrolled extradimensional radiation floods an area equal to the intended spell level x 5m radius. Every biological creature of at least one Hit Die (except the sorcerer) suffers 1d6 damage. The sum of the damage done is pooled together, and this pool of damage heals the sorcerer up to maximum hit points, but all remaining damage beyond that is subtracted back from the sorcerer’s hit points.
- The sorcerer has a second head burst forth from their shoulders. The second head is them opposite in all things; The second head knows everything the sorcerer knew up to the time of its creation. The sorcerer is usually in control of them body, but there is a 1 in 6 chance per hour that the second head has a chance of taking over the body. Roll a d60 for which minute of the hour the second head takes control. This control then lasts for a d8 turns. After that there is a 1 in three chance that the head keeps being in control for an additional d20 turns, and after that there is a 1 in three chance that it remains in control for an additional d4 days. But during these days the sorcerer has a likewise chance of gaining control. The second head has its own goals and plans, invariably at odds with those of the sorcerer. If the second head is chopped off, it simply grows back within moments. Optionally, if a magical sword is used to chop off the head, the head instead grows its own body, exactly like that of the sorcerer, and becomes an individual on its own. If the second head has the sorcerer’s head chopped off, events transpire in the same fashion... and note that though the sorcerer does not know how the second head can gain its own body, it does.
- All currency in the sorcerer’s possession turns into beautiful butterflies that flap off into the sky.
- Microscopic organisms floating in the air are engorged with strange energies, growing large enough to be seen and emitting glowing hues. They pass through all matter freely and devour all perishables (food, oil, torches, ammunition, gunpowder, basically any item individually accounted for and expended in a sorcerer’s inventory, money and other such valuables excepted) within a 1m per spell level radius.
- The Moon gets increasingly closer to the sorcerer. At a speed of 1000 km per day.
- The spell-spirit is let lose. Treat as if the Summon spell (see LotFP Rules & Magic) has been cast, with the creature having Hit Dice equal to the level of the spell originally attempted +1d4. The creature is automatically out of control. It addition to its other powers it can cast it's "spell" at will, but each time it does so it takes 1d6 damage. You are no longer able to cast this spell.
- An entirely different spell from a random school has been cast. Roll a d14 on the list for the magic school, and a d10 for the spell from that school. (reroll if the intended spell comes up) with a 1d10 effective sorcerer level. If the spell requires a specific target or target area, determine this randomly.
No comments:
Post a Comment