These are rolled
whenever a spell fails, is interrupted, or a random magical burst
comes over a magic user and causes a disastrous magical accident. You
may also roll on this table as a result of tampering with or being
exposed to chaotic energies or angering a powerful being by casting a
spell against it, or trying to imprison it against its will.
Roll 1d4 for
spells the caster casts on themselves or centered on themselves.
Roll 1d4+4 for
spells the caster targets on others.
Roll 1d6+3 for
spells cast on an area or inanimate object.
Roll 1d10 for a
totally random spell-disaster. On a roll of 10, reroll with a 1d8 and
change the target or origin point of the cataclysm to be the nearest
character with the lowest Charisma. They are treated as the “Caster”
or the “target” of the cataclysm.
[1]
The caster's body undergoes a rapid change; select a random animal
and roll a 1d10x10 to determine the percentage of how much you turn
into that animal physically. Low percentages like 10-20% will only
affect cosmetic things like eye, hair, and skin colors and coverings,
but higher percentages may warp limbs into halfbred shapes or entire
body parts into an animal form. If the caster already has a secondary
form they can transform into, or is a shape changer, then the
percentage roll is only a 1d6x10% of a warp to their 'true' form.
[2]
With a breathless scream, the magic-user is transported away into
another dimension. The area where they are taken has a constant,
almost imperceptible drone of their final scream until they return.
While gone, the caster is trapped in an ultra-bright realm that burns
their eyes; there they are enslaved by multicolored spirit beings
which lash them with whips for failing at impossible tasks (Herd
these dead chickens with your hands tied behind your back! Shift the
color violet to a different hue!) Once they return to the mortal
realm in 2d6 days at the area where they disappeared, they are forever
changed. They take one point of Wisdom damage each day they were
missing and have a permanent rainbow of flashing lights inside their
eyes. They can now cast a single 1st
level spell once per day without needing to move, speak, or use a
component simply by forcing it out of their powerful magical eyes.
Once per season, a multicolored demon crawls out of their eyelids
while they sleep; creating havoc in the realm of mortals, but leaving
the affected caster alive so they can act as their gateway.
[3]
The magic user feels a pulse of energy flow out of them, and a
feeling of intense self pity. Everyone who isn't in sight range of
the magic user when this cataclysm occurred now despises the
magic-user innately. Animals have this feeling too; all reaction
checks are rolled at either an instant attack or the worst possible
result besides an instant attack. The only way to avoid this is for
the magic user to stay as hidden as possible; masks and cloak to hide
their wretched appearance, spells or silence to hide their putrid
voice, etc. This effect can never truly be cured, but each remove
curse “unlocks” one reaction check result higher for the
magic-user to be able to roll now. Finding help is extremely
difficult. As an added effect, each village within a 3 mile radius
has all of its wanted posters change into the face of the magic-user,
sketched in the usual style.
[4]
The caster panics as they can no longer see, hear, or speak; but then
suddenly see themselves from a different angle. In the air, a heavy
gray stone materializes. If stones are common in the area, or a stone
of similar size was the focal point of the spell, then this stone
becomes the channeling stone described in the rest of this cataclysm
instead of a new one appearing.
This
stone has become the focal point of the caster's sense of sight and
hearing as well as the only way for them to speak. It is extremely
heavy and is as encumbering as a large stone that one man could lift
with both arms would be. The caster can only cast spells on targets
visible through this stone, not their physical body, and all of their
spells and magic now ebb from this stone. This effect is permanent.
Any damage to the stone causes damage to their hit points, but not
their physical body, and as such cannot be healed by first aid. If
the caster's body is killed, they may make a saving throw versus
death for their spirit to live on inside the stone. They take 1d4
levels of level drain from the strain of death. They can no longer
move, but can still use magic from the stone.
If the caster has
another magic catastrophe while their magical aura is trapped within
the channeling stone, or if a dispelling force of significant power
is used on the stone, it instead splits open. Inside, the caster's
face is revealed as an amorphous soup that constantly swirls and
twists into copies and multiple angles of itself, and they feel as
though someone is dancing on their grave. If any physical attack
strikes this inner stone-spirit face, the caster is instantly slain.
No save.
[5]
The spell cast doesn't take effect. Instead, black sand starts to
pool up in shadows of the areas and subjects of the spell, which
become black-sand people. The beings can speak in a low, crumbly
voice and will offer to perform the original intent of the spell that
failed in return for ripping a few pages from the casters spell book.
For example, if you cast a Fireball on a group of orcs, the black
sand people will offer to kill them for you to get at your spellbook.
If the spell was more benign, such as a spell cast to heal a group of
people or over an area then the black-sand mercenaries will offer to
do their best to help, once again at the price of damaging your
spellbook. The black-sand people do not take rejection lightly and
have a 3 in 4 chance of following the magic-user and their group to
either ask again and harass them or try to steal or damage the
spellbook while they sleep.
The black-sand
people are only interested in the spellbook and if given it they will
rip out 1d4+1 spells from it, one of which must always include the
spell used to create them by accident. The black-sand people can't
cast spells but are interested in understanding the magic that
created them to see if they can create more or return to their home
dimension.
Black
Sand Mercenaries
(3 HD, -2 to hit from weakness, +5 AC, sand strike at 1d3 or will
pick up weapons, stealth, magic sense and Read
Magic
passively)
Morale- 11
Number- The number of targets of the original spell plus spell level
of the original spell
The Black-Sand Mercenaries are physically weak but driven beings
which wish to understand their origin, but are not above striking a
deal. Their form is hard to injure due to being made of shifting
sand, and they will pick up and use any weapons in the area. By being
able to shift into a small pile or light dusting of sand at any time
and being pitch black in color they can use stealth in dark places to
catch almost anyone unaware; surprise on 5 in 6 chance. They cannot
move in this sand-pile form, so they cannot use it to slip through
cracks in doors or windows, but they could use it to hide in small
objects to jump out and attack and they are smart enough to use such
tricks.
Finally the black sand people can sense the magic user, their
spellbook, and have the power of being able to read magic at all
times; this power extends to even rendering them immune from
explosive runes or other traps written into the magic user's
spellbook; as they were spawned from it.
[6]
The spell cast doesn't take effect. Instead, the target (if singular) and
the caster or the caster and the nearest person that was a target (if
plural) suddenly burst forth a powerful magical curiosity. If the
target of the spell was an inanimate object or a general area, then
the nearest living person and the caster are both affected. Both
suddenly sprout a long, tendril-like eel of arcane energy from their
nose or equivalent organ. The eels are exactly long enough that the
two of them can meet in the middle. They are always opposite colors
to each other- and have the opposite emotion towards each other as
their creators. If the caster was casting a spell on a friend, the
eels will snap viciously at each other. It is possible to contain the
eel by pulling on it, but it will just as much bite its own master's
hand if held back from killing its rival. The eels can tug on the
body they attached to, requiring a saving throw modified by strength
to avoid getting pulled close so the eels can fight again. If one of
the eels die, the other cries in triumph and is freed from the
nostril of the person who succeeded. The other character experiences
one level of level drain from the astral repercussions of their
parasite's death.
The freed eel now can do as it will, but will accompany the person whom it was bound due to a sense of affection, and become a loyal pet, despite its betrayal of your allies aura.
The freed eel now can do as it will, but will accompany the person whom it was bound due to a sense of affection, and become a loyal pet, despite its betrayal of your allies aura.
If the caster was casting an offensive spell on a target they hated;
the eels have the opposite personality. Instead, the two eels are
constantly wrapping around each other in a mating embrace; wishing
nothing more then to stay together. Ripping them apart causes them to
whine and snap back at their owners, and if one of the eels dies the
other is free and will attack whoever caused its lover to die.
If the emotions of the caster and target are more neutral; a more
arbitrated effect based on the situation occurs. If the caster was
casting a spell on another for the promise of payment, then the eels
instead bites the hands of the caster to give to the other eel. If
the caster was casting a spell on his master and failed, then the
master's eel will bite the master's lips to keep him silent as to
listen to the 'wisdom' of the apprentice magic user, their roles
reversed.
[7]
The spell succeeds. However, a magical curse is laid upon anyone who
interacted
with the spell. This includes those struck by it, thus who used or
rode on a summoned object or creature, those who were blessed/cursed,
those who cast the spell that was countered or deflected or boosted
by the caster's own spell, etc. Those who interacted with the spell
gain a dark shroud around their eyes and hands, and feel uneasy.
The next time a cursed person performs an action with a numerical bonus or a power from their class features, creature abilities, ability modifiers and so on have it fail and suddenly locked after the roll. For example, if a fighter who is cursed makes an attack roll, or uses his hearty constitution to hold his breath for a long time is then cursed. His attack bonus from his class disappears as he misses his target, his constitution modifier drops to +0 after his lungs nearly burst, etc. Creatures with daily or at-will powers have the same effect occur; they lose their darkvision or transformation powers after failing their shapeshifting, etc.
The next time a cursed person performs an action with a numerical bonus or a power from their class features, creature abilities, ability modifiers and so on have it fail and suddenly locked after the roll. For example, if a fighter who is cursed makes an attack roll, or uses his hearty constitution to hold his breath for a long time is then cursed. His attack bonus from his class disappears as he misses his target, his constitution modifier drops to +0 after his lungs nearly burst, etc. Creatures with daily or at-will powers have the same effect occur; they lose their darkvision or transformation powers after failing their shapeshifting, etc.
The locked or bonus is now a curse on that person, not being
available again unless a powerful remove curse spell is cast upon
them OR they gain 20,000 xp (in the place of a player character) or
somehow grow +2 HD (in the case of a monster or NPC); natural power
growth is needed to restore them.
[8]
The spell succeeds. However, the caster feels a strange heaviness in
their chest that fades after a few hours. Every dawn and dusk, the
caster has a sudden resurgence of the spell in a minor form centered
on themselves; such as if they failed an offensive elemental spell
then each dawn and dusk they are singed, chilled, zapped, etc. for
one point of damage. If the spell was positive, such as a healing or
buffing spell, then the spell effect still occurs in a lesser way,
but a new negative effect plagues them for the rest of the day, such
as a cure disease means they are affected by diseases until each dawn
and dusk, when they are temporarily cured.
[9]
The object the spell is being cast on, or the most central and
obvious object in the area the spell is being cast, is changed into
an Inanimate Stalker.
Animated objects this way move as makes the most logical sense; cloth
items glide and slither, stone statues move as per their subject
matter, round things roll, etc. These objects also grow six purple
spider legs and fight as a 5 HD creature of the same name.
The object becomes
obsessed with the caster who spawned it; they have a 3 in 4 chance
for the obsession to be murderous, the object wishing to kill the
magic user and their allies, but on the 1 in 4 chance otherwise the
object is obsessed with winning their approval and is a demented
stalker; killing people the caster interact with and putting their
corpses on the caster's doorstep or in their sleeping bag as a trophy
and proof of their devotion. Using these powers in tow; the Inanimate
Stalker seeks to destroy or obsess over the caster who first caused
this magical mistake.
Inanimate
Stalker
(5 HD, +3 to hit, damage and AC according to object, zombie
animation)
Morale- 12
This object has become alive in a curious way. Using both animated
object methods of locomotion along with the strange, alien spider
legs it can move around on its own power and obsesses over a single
person. The object gains attacks and AC based on the object it was
originally; wooden objects gain medium AC but are weak to fire, stone
is very hard but slow, corpses act as zombies and gain many of the
same powers they had in life, etc.
This object can also animate other objects. By touching an object
similar to the original form of this animated being, such as an
animated tree stump touching wood or a painted figure touching
portraits, these other objects can be so animated. This animation is
crude and the new objects are much less powerful and sophisticated
then the original; they use stats as zombies (2 HD, always goes last
in initiative, etc.) but use the same AC and attacks as they would
resonably have as animated objects. They are also very dumb and only
seek to destroy the being that the original Inanimate Stalker is
obsessed with.
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