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Monday, 16 March 2015

[HOW] Expanded Spellcasting Rules...

As per the Heroes & Other Worlds' core rules, a mage casting a spell with an IQ requirement equal to or less than his own IQ statistic rolls 3d6 against the sum of his IQ and his skill level in the spell.

However, if he tries to cast a spell with an IQ requirement higher than his IQ, he needs to roll more dice against the same target number (see table at right).

This is really the only new rule (the addition of dice for higher IQ spells), the rest is a simply the tables to chart the effect of a mishap.

Unless wizards are regularly attempting spells way beyond their IQ, then these tables will rarely come into play.

As always a low score is good (even though these are harder to come by the more powerful the spell) and high scores are bad... potentially very bad!

Check the die roll against this table to see if the wizard has fumbled his spellcasting:


If a magical mishap is indicated roll a d666 (essentially a d366): a d6 on the first table below followed by a d66 on the indicated table for the result (obviously this can be streamlined by rolling a die of one colour for the first table and the d66 pair as normal, all at the same time).

[Please note these tables are really just examples that I would use in my campaign world, feel free to modify them to suit your setting]
1-2: Table A
3-4: Table B
5-6: Table C
TABLE A 

d66
Result
11
A random inanimate object within 60' becomes animate - and frisky!
12
Spellcaster changes skin colour for 1d6 hours. Roll on sub-table -
  • (1) Blue
  • (2) Red
  • (3) Orange
  • (4) Mauve
  • (5) Green
  • (6) Yellow
13
A random inanimate object within 120' explodes (blast radius 10') causing 1d6 damage.
14
Spellcaster's clothing evaporates (only non-magical garments).
15
Spellcaster soils himself.
16
Caster loses (1-3)/gains (4-6) 4d6 lb weight (permanent).
21
Caster grows (1-3)/shrinks (4-6) 2d6 inches in height (permanent).
22
Caster grows little horns on top of his head for 1d3 weeks
23
Caster ages (1-3)/gets younger (4-6) by 2d6 years.
24
Caster develops nauseating body odour which increases chances of attracting a random wandering monster. This lasts for 1d6 hours and cannot be removed prematurely by bathing.
25
Caster is irrevocably wiped from the space/time continuum... for 5d6 minutes then returns to exactly the same spot with no recollection of lost time.
26
Regardless of what caster is standing on a field of yellow and white daisies pop up in a 1d6 x 5' radius circle around him.
31
Caster changes sex (1-4 male to female/female to male; 5 Androgynous; 6. both sexes simultaneously).
32
Roll again and effects then kick in after a (1-2) 1d6 hour; (2-3) 1d6 day; (5-6) 1d6 month delay.
33
Roll again and effect targets a random member of the caster's party instead.
34
Instant mind swap with nearest sentient lifeform of comparable size (be it monster, party member, animal etc) for 1d6 x 10 minutes.
35
Physically exchanges places with nearest living blood relative.
36
Changes race to that of nearest sentient lifeform of comparable size.
41
Caster develops overpowering craving for a pint of ale (even if previously teetotal), to such an extent that all die rolls (except damage) he makes will be at -2 until he satisfies that craving
42
Starts laughing loudly and uncontrollably for 1d6 minutes, then burps.
43
Caster's footwear contracts so that it is too uncomfortable to wear.
44
Caster collapses and starts flapping around like a fish out of water for 1d6 minutes.
45
A cow appears.
46
Tears a man-sized hole, in front of caster, in space and time to the room where the PLAYERS are! Will stay open for 10d6 seconds.
51
Caster believes he has "wasps in his brain" for 1d6 minutes.
52
Caster regresses/devolves to a primitive/neanderthal state for 1d6 hours (halve IQ, add +3 to ST and EN, skills are limited by the fact that he cannot use 'advanced' technology, such as pens, paper, crossbows etc, speech is limited to grunting which means no magical spells either).
53
Caster's skin hardens - permanently giving him a natural  -1 AR but also a -1 penalty to DX.
54
Caster regenerates into a totally new person of the same sex and race (but of random appearance) - rerolling all stats (on 3d6-3 or three ‘average dice’, her choice but most use same method for all rolls). All old  memories, skills, experience points etc are retained. Change is permanent.
55
Caster's head swells up to the size of a watermelon for 1d6 hours.
56
Caster goes deaf for 1d6 x 10 minutes.
61
Caster forgets a random, uncast, spell must spend the normal amount of XP, and time, relearning it at skill level one again.
62
Everyone - within 100' of caster - forgets who they are and what they doing (for 2d12 hours) and must piece together who they are from the 'clues' at hand.
63
For next 2d6 days caster's spells only work if he sings the required incantation.
64
Random male party member experiences painful priapism for 1d6 x 10 minutes - very distracting, all die rolls (excluding damage) at -3.
65
Rain of (1-2) frogs, (3-4) fish or (5-6) blood for 1d6 minutes, centred over caster's head but expanding out to 1d6 x 5' (even if indoors) radius circle.
66
Caster's skin, muscles and organs become transparent (so, from a distance he appears as a clothed skeleton) for 1d4 hours.


TABLE B

d66
Result
11
Caster's body is wracked with excruciating pain for 1d3 minutes. He must make a 3/ST check or pass out for 3d6 minutes. During the initial attack, even if he stays conscious, he is unable to do anything except writhe around and scream loudly.
12
The caster is struck down with the "dancing sickness" and must keep dancing and moving for the next (1d3+3) days. He loses one point of EN per day and, once a day, must make a 3/ST check or collapse from exhaustion (0 EN). This, however, will break the fever and he can recover normally. However, if  he rolls a "3" on one of these saves then he suffers a random, possibly fatal, effect:
  • (1) Takes 3d6 damage from exhaustion
  • (2) Has a heart attack - make a 4/ST check or die
  • (3) Has a stroke (permanent loss of 1d3 from IQ, ST, EN and DX).
13
A shower of hot sparks (causing 1d3HP damage to all within 10ft of caster) falls from the sky/ceiling over the caster's head.
14
Caster grows additional limbs. The DM will need to determine the benefits/penalties, depending on the size, age, race etc of the caster. Roll to see limbs are grown -
  • (1) An extra arm (1-2. left side; 3-4. right side; 5. out of chest; 6. out middle of back)
  • (2) Two extra arms (roll as above, but twice)
  • (3) An extra leg (between his existing legs)
  • (4) Two extra legs (outside his existing legs)
  • (5) Large wings (1. Gull, feathery/White/angelic; 2. Raven, feathery/Black; 3. Leathery, reptilian; 4. Leathery, bat-like/Red/Demomic). These grant power of flight at a speed equal to (1.5 x ground movement rate), but are large, even when folded, and cumbersome in tight spaces.
  • (6) Roll twice and combine results.
15
The caster is transformed into an animated scarecrow. He keeps his same statistics and skills, will only take 1 damage per hit (+ ST bonus & magic) from sharp weapons, although he takes full damage from crushing weapons. He is, however, unable to use any fire-based spells, has a phobia of naked flames (will tolerate candles and torches, but will stay as far away from them as possible) and takes triple damage from any fire attacks against him. This is a permanent change.
16
Spellcaster's nose turns into a small pig snout (for 1d6 days).
21
Festering boils erupt over the caster's body and unless magically cured will hang around (occasionally bursting and oozing puss) for 2d6 days - during which time the afflicted takes a  -1DEX penalty (as free movement is slightly inconvenienced by the growths).
22
The next time the caster tries to sleep he will be plagued by hideous nightmares, meaning not only will he not regain any hit points through resting but he will be unable to regain any cast spells from the previous day. This only happens once, but the following day he will be so shaken all die rolls (except damage) suffer a -1 penalty.
23
The caster's IQ is halved (halves round down) for 3d6 minutes and he becomes sexually attracted to the nearest humanoid form of any gender and species (note this can be a statue or a mannequin, as well as fellow party members, monsters etc - depending on location).
24
For 1d6 days the caster will become very indecisive, will always act last (regardless of Initiative score) in any combat situation, and unable to decide on a course of action, what spell to cast, which route to take etc until he makes a 4/IQ save (check for every major decision). Mostly played for laughs, except in serious life and death situations when his decisions will be controlled by the dice.
25
A random humanoid within 20ft of the caster breaks wind very loudly.
26
The caster's body painfully (take 1d6+2 damage) contorts and reshapes itself as he grows extra muscle and toughens up, leaving him with a +1d6 bonus to his ST.
31
Caster's eyes turn red and he exudes an unnerving aura. (Non-monstrous) Animals will be afraid of him, making it impossible for him to ride a horse, be around pets etc People will be naturally distrusting of him. This lasts for 3d6 days.
32
For 1d6 hours the caster is transformed into a random small animal. All his clothes, equipment etc that he was carrying fall off, naturally. The creature retains the caster's IQ, but cannot communicate and has the ST and physically abilities of his new form. To determine creature, roll on sub-table -
  • (1) Kitten
  • (2) Puppy
  • (3) Duckling
  • (4) Bear cub
  • (5) Wolf pup
  • (6) Mouse
33
The caster is left permanently, physically weakened by the spell and his ST, DX and EN are permanently reduced by 1d3. His current EN is also temporarily halved (but can still be regained by the usual methods of rest, cure spells, medicine etc).
34
From now on all food and drink consumed by the spellcaster tastes like ashes and poison and he can only gain sustenance from drinking blood. He is not a vampire though and gains no other abilities or weaknesses, he just has a very refined palate. As a curse, this can be lifted by use of a "remove curse" spell.
35
For the briefest of moments (although it's a lifetime for him) the spellcaster's mind is opened to the cosmic infinite, granting him an insight into everything, tearing the mask off Nature and showing him the face of God. He must make a 6/IQ or be struck permanently insane. However, if he makes the roll his IQ receives a boost of +1d6 points and he becomes totally insufferable and smug as the ultimate 'know-it-all' (although his mind has actually forgotten 99.999999999999 per cent of what he saw and learned). If the DM needs to select a form of insanity he should roll on his "insanity table" of choice (the insanity is curable by whatever methods are normal for that in your campaign).
36
Caster (although he doesn't realise it for quite some time) stops ageing and will never physically get older (and will be immune to all magical, supernatural etc methods of forced ageing). He is not immortal though and can still die from wounds etc or once his allotted time is up. He'll just leave a beautiful corpse!
41
Caster ages (1-5)/gets younger (6) by 4d6 years.
42
Caster hears a noise (that only he can hear), but cannot pinpoint where it is coming from. This will continue for 1d6 minutes, then happen an hour later for another 1d6 minutes. For the type of sound, roll on sub-table -
  • (1) Scratching (mouse-like)
  • (2) Children laughing
  • (3) Bestial snuffling
  • (4) Clanking of chains
  • (5) Drip, drip, drip...
  • (6) Sighing
43
Caster's nose melts off his face, just leaving a pair of slits for nostrils (permanent).
44
Caster's nose grows an extra 1d4 inches (permanent).
45
Caster goes blind for 1d6 x 10 minutes.
46
Caster's hair falls out - and will never grow back.
51
Caster's hair changes colour (permanently). Roll on sub-table -
  • (1) Blue
  • (2) Ginger
  • (3) Green
  • (4) Orange
  • (5) Bright Yellow
  • (6) Grey
52
A random limb on the spellcaster withers and becomes permanently useless (or until a remove curse is cast). DM to adjudicate specific penalties for withered limb. Roll to discover which limb:
  • (1) left leg
  • (2) right leg
  • (3) left hand
  • (4) right hand
  • (5) left arm
  • (6) right arm
53
Nearest female humanoid (party member, civilian or monster) is suddenly (1d6+2) months pregnant with caster's child (even if spellcaster is a woman!).
54
SPELLPOCALYPSE! All the spellcaster's unspent spells for the day are cast at once - targeting random subjects within their range and costing their usual EN. If this cost drains him of all EN and ST, he explodes causing 3d6 to everyone within 10ft, 2d6 out to 20ft and 1d6 at 30ft. However, if he survives, he is then left with no magical capability for 48 hours, extreme fatigue and must take twice as long to regain his EN/ST after that 48 hours has passed.
55
The DM passes a note to the spellcaster's player that says "nothing happens", but swears him to total secrecy or he will suffer a random effect when he breaks his 'vow of silence'.
56
The next time the caster opens his mouth to speak out comes...
  • (1) A puff of smoke
  • (2) A venomous snake
  • (3) A swarm of wasps
  • (4) A large (but not monstrous) spider
  • (5) Bubbles
  • (6) An egg
61
Roll again and double the strength of the effect (double range/penalties/damage etc)
62
Roll twice more and combine the two effects.
63
If in an enclosed space (indoors, in a dungeon etc) the caster suddenly becomes extremely claustrophobic and must get aside via the shortest, and fastest, route possible. Effect only wears off once out in the open again.
64
Caster goes berserk and attacks nearest sentient lifeform (fellow party member, monster, animal etc) in a murderous rage (gaining +2 to hit, but a -2 penalty to defensive reactions) until knocked unconscious. When wakes will have calmed down.
65
Caster suffers nose bleed and loses 1 EN.
66
Caster is forcefully thrown backwards 2D6 x 10 feet (DM to adjudicate damage if he hits a wall etc)


 TABLE C

d66
Result
11
Caster instantly grows facial hair (even if female). If ever shaved off with grow back in (1d6 x 10) minutes. Roll for type -
  • (2) Pointed goatee
  • (3) Soul patch
  • (4) Enormous handlebar moustache
  • (5) Pencil moustache
  • (6) Hitler/Chaplin moustache
  • (7) Full, bushy
  • (8) Massive mutton chop sideburns
  • (9) A Van Dyke 
  • (10) Chinstrap beard
  • (11) 5 o’clock shadow/stubble
  • (12) Beard down to waist
12
The caster gains a powerful insight into the workings of magic +1 IQ.
13
A portion of the caster’s sanity slips away (-1d3 IQ and exhibits a random insanity:
(1) vivid hallucinations, (2) delusions of grandeur, (3) believes he is a famous person from local myth or legend, (4) obsession with random person in group, (5) obsession with random item in his possession, (6) split personality).
14
One eye (at random) goes milky, sight is lost in it (-1DX penalty with missile weapons)
15
Grows a functioning third eye in (1-2) middle of forehead, (3) palm of random hand, (4) back of head (5) chest (6) random cheek
16
Tongue becomes forked.
21
Develops a limp, movement rate is halved.
22
Muscles atrophy (-1d3 ST).
23
Back becomes hunched.
24
Eyes becomes lizard-like.
25
Becomes flatulent and odorous.
26
Develops an irrational fear and hatred of (1) horse, (2) dogs, (3) birds, (4) water, (5) trees, (6) the opposite sex.
31
Parts of caster’s body fall off: (1) a random ear, (2) nose, (3) 1d6-1 fingers on random hand, (4) 1d4 toes on random foot, (5) genitalia, (6) roll twice and add results.
32
Features become: (1) sunken, (2) skull-like, (3) lizard-like, (4) bird-like, (5) cat-like, (6) lop-sided.
33
The caster spontaneously combusts, bursting into bright blue magical flames that cause 6d6 damage (he may attempt a 4/ST to take only half damage). Anyone within five feet will take half damage (3/DX to avoid all damage). The fires go out after a single round.
34
The caster contracts “the shakes” (-1d3DX). Permanent effect.
35
The caster screams and collapses, clutching at his head which is wracked with excruciating pain for 1d3 minutes. He must make a 3/ST check or pass out for 4d6 minutes. When he recovers, he has forgotten a chunk of his life and lost 1d3 levels from his skills (randomly select the skills, one level is lost from each).
36
The caster goes as stiff as a board and falls over (taking 1d6-1 damage). He will remain paralysed for 3d6 minutes.
41
A six-foot apple tree bursts out of the ground, (2d6) feet away  from the caster directly (1-2) in front/(3-4) behind/(5-6) to the left/(7-8) of him. Anyone standing where the tree erupts up out the ground is knocked out of the way - in a random direction - for 1d6-1 damage.
42
Caster shouts the rudest string of expletives he can think of at full volume.
43
Unknown to the caster - unless he is with them - his nearest blood relative dies suddenly of a heart attack  - unless it is a fellow player-character, in which case they suffer a stabbing heart attack that causes 6d6 damage. Save with a 4/ST to halve damage.
44
Caster starts sobbing uncontrollably and can't stop for 3d6 minutes (after two-thirds of that duration has elapsed he starts crying blood. There are no physical ill effects, but it quickly becomes very messy).
45
The caster's fingernails harden like claws and he can now use them in physical combat to cause 1d6 damage per strike.
46
Caster spews out a jet of flame from his mouth (range: 1d6 x 10 feet) that does (the skill level of the cast spell x 1d6) damage to anything (or anyone) it hits. Those hit may make a 3/DX to halve the damage.
51
Caster's head slowly revolves (painlessly) through 360 degrees, then he spews a jet of pea-soupy vomit (2d6) feet straight forward. Anyone who witnesses this must make a 3/IQ (versus fear) or be shaken for 2d6 minutes (-1 all die rolls). Anyone hit by vomit makes the save at a -2 penalty.
52
The caster's face - and face alone - ages (10 x 1d6) years. This can only be reversed by a remove curse spell, or something stronger.
53
A random inanimate, and non-magical, item on the caster's body, in his hands or in his backback/sack etc explodes in a small puff of flames. The item is lost, vaporised, and the caster - along with anyone within five feet - suffers 1d6 damage.
54
The spellcaster grows a pair of ass’s ears. These stay for around for 1d4 days and don't grant any other boni.
55
The spellcaster grows a tail. It comes bursting out through his trousers and/or robe. It will only hang around for 1d6 days. Roll on sub-table for type -
  • (1) Donkey
  • (2) Pig
  • (3) Cat
  • (4) Serpentine
  • (5) Monkey
  • (6) Horse
56
Unknown to him, the spellcaster has acquired a 50 per cent magic resistance, which means all magic cast against him (including positive, curative types etc) has only a 50 per cent chance of working from now on (permanent).
61
The caster, and all sentient lifeforms within 250ft, find themselves - and everything they were holding (or is in some way attached to their body) relocated (teleported) one mile (5,280ft) to the (1) east/(2) west/(3) north/(4) south (roll d6 ignore 5 or 6). They will not materialise inside a solid object, but appear in the next available space in the same direction.
62
The caster has a vision (which the DM then needs to decide whether it is a portent of a future happening or just a daydream). Roll on sub-table for content of vision -
  • (2) Seven geese flying backwards
  • (3) A gate of iron slamming shut
  • (4) The caster's god pointing at him
  • (5) A stone skimming across a flat, silent lake
  • (6) A one-armed old man gesturing the caster to follow him
  • (7) The land's capital city in flames
  • (8) A thin woman giving birth to a giant snail
  • (9) A sacred-looking tree falling over in an empty grove
  • (10) A trio of small dragons coiled around a naked, white-haired woman
  • (11) A creature with glowing red eyes and insect-like wings flying at the caster
  • (12) The caster's mother trying to whisper something in his ear, but he can't make it out.
63
The caster grows 1d3 extra (1-3) fingers/(4-6) toes on (1-2) left side/(3-4) right side/(5-6) both sides. Will probably need bigger shoes if he gains extra toes and will require tailor-made gloves for extra fingers. There are no boni for these extra digits as they will probably not be as strong or flexible as the originals (permanent).
64
The caster grows thick hair over his face, ears, upper arms, legs and back (permanent)
65
Spellcaster wets himself.
66
The caster’s soul is lost of The Great God T’Ao (see the houserules on ‘lost souls’).

2 comments:

  1. Tim would you like to submit this for inclusion in the Cauldron?

    ReplyDelete
    Replies
    1. I'd be honoured to have it considered. Could you remind me of the correct email for submissions?

      Delete

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