Spell Failure

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This is rolled if the caster critically fails a CAST DC. Unless it states so, the PE is expended even though the spell fails and the spell only cast's normally unless it's stated.

Spell Failure Rolls (1d100) (2d10)


1-3. Spell goes wild and hits both the target and the caster
4. Spell is cast in a random direction (within the spell’s range) and hits a target
6-7. Spell does not cast
8. Spell casts in reverse and hits the caster
9. Spell hits a random target (within the spell’s range)
10-11. Spell explodes in a 10’x10’ radius around the caster dealing damage that the spell would of done.
12-15. Spell does double damage to the caster
16-18. Spell hits internals causing the caster's legs to become disabled till healed
19-21. Spell hits internals causing the caster's arms to become disabled till healed
22. Spell hits internals causing the caster's head to become disabled till healed
23-25. Cellular complications and caster loses –1 to a random resistance (they can go into the negatives).
26-27. Metabolic complications and caster loses –1 to a random skill the player has levels in.
28. Character loses a level on the spell being performed. If the spell is at the lowest level, the target forgets the spell.
29. Spell casts normally
30-32. Surge of magical energy races through the caster and 50 PE is expended as well as the spell amount.
33-34. Spell casts normally but caster goes deaf for 1d4 hours
35. Magical energies cause caster to go blind for 1d4 hours, Spell casts normally.
36. Chaos rips caster apart dealing 2d20 damage.
37-38. A flash of magical energies stun all targets (including caster) in a 20’ radius for 1d4 rounds.
39-40. The spell confuses the caster for 1d4 rounds.
41. The spell doesn’t cast nor is PE expended
42. Spell casts normally but forgets the spell afterwards for 2d4 days
43. Spell casts normally
45-46. Spell does half damage and effects (range, duration,etc.)
47-50. Spell turns into a confuse loop spell around the caster affecting all targets (confuse loop at same level as spell failed)
51. Caster is polymorphed into a common sheep for 1d8 days, Spell does cast normally
52. Kinetic force blasts the caster back 2d20’ as the spell casts normally
53-54. A cholera of blue flames engulf the caster and all targets in a 10’ radius doing 3d6 damage.
55. A annihilation force fries one of the caster’s magical items making them useless for 1d4 rounds.
56-58. Caster loses 2d6 HP and it is drained to a random target in a 50’ radius.
59-60. Caster dehydrates and loses 20 HP.
61. The spell intensifies and does double damage and effects (range, duration, etc.)
62. Spell casts normally
63-66. Spell creates a powerful toxin in the character’s system that does 2d6 damage every hour for 2d8 hours, the character cannot heal naturally until the time as passed
67-70. Character flinches and wastes triple the amount PE for the spell.
71-72. The character self-destructs in a 10’ nova doing damage equal to the caster’s current HP, caster is then reduced to 0 HP.
73-75. Character’s body is rushed with toxic endorphins and they are poisoned for 1d4 rounds.
76. Character gets a concussion and is in a coma for 1d4 rounds
77-79. Character becomes paralyzed for 1d4 rounds.
80-82. Character's skin becomes pale and frozen and suffers frostbite for 1d4 rounds.
83-84. Character’s dialogue and speech become jibberish and non-understandable for 1d10 hours.
85. The character’s alignment are switched to the polar opposite for 1d4 hours.
86. The spell casts but double the amount of PE is expended. If the character doesn’t have enough, the extra PE is taken from HP (5 PE equals 1 HP)
87. The spell doesn’t cast and loses the ability to apply any resistances from elements for 1d4 hours
88-90. The spell sears the caster's skin and they suffer Burn for 1d4 rounds.
91. Character cannot add in their MGD to reduce damage from magical effects for 1d4 rounds.
92. Character cannot add in their DEF to reduce damage from physical effects for 1d4 rounds.
93-95. Spell does not cast but PE is expended
96-99. Spell casts normally
100. Supra surge of neural and physical energies. Target cannot apply their DEF or MGD or Resistances to reduce damage for 1d4 hours.

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