Magic: Spell Mishap Table (5E Rules)

The following rules are designed for use with the Aetaltan glyph casting rules for 5E.

Spell Mishap Table

When an arcane spellcaster rolls a critical failure on their spellcasting roll, roll once on the spell mishap table. When rolling on the spell mishap table:

  • Add the modified essence point cost of the spell to the roll.
  • The spell does not go off unless the mishap description specifies otherwise.
  • The essence point cost for the spell is still expended normally unless the mishap description specifies otherwise.

 

Spell Mishap Table

d100Roll  Mishap Effect
1 - 2 A pitiful dusting of sparks pop from your fingertips. They have no game effect and instantly disappear.
3 - 4 Your eyelashes increase in length by 50%. The effect lasts 1d6 days.
5 - 6 One random object on your person begins giving off an odor like rotting flesh. The effect continues until you spend an hour cleaning it.
7 - 8 All the food you are carrying rots and becomes inedible.
9 - 10 Everything under 5 lbs sitting on a solid surface within a 10 ft radius is pushed five inches away from you.
11 - 12 You're blind! You suffer from the blinded condition for a number of hours rounds to the modified essence point cost of the spell.
13 - 14 Your eyes glow green for 1d6 hours.
15 - 16 An illusion of the last thing you ate appears in the air before you. It persists for 1d10 rounds.
17 - 18 You extinguish every non-magical light source in a 30 ft radius.
19 - 20 You and everything you are carrying are now soaking wet.
21 - 22 Insects and arachnids of all kinds are drawn to you. Any insects or arachnids that come within 50 feet rush to you. If they are biting or aggressive, they will choose to attack you over other targets. The effect continues for 1d6 hours.
23 - 24 The air fills with the smell of burned hair.
25 - 26 Four multi-colored lights appear in the air before. Behaves as the Dancing Lights spell, but you have no control over the effect.
27 - 28 A tiny, sweet smelling puff of purple smoke shoots from your fingertips.
29 - 30 You create a thunderous boom that can be heard for miles. You and everyone within a 20 foot radius must make a DC 10 Constitution save or be deafened for 1d4 rounds.
31 - 32 Any non-magical clothing you are wearing instantly rot away. Armor is not affected.
33 - 34 Over the next 24 hours you lose all of your body hair, although it will grow back.
35 - 36 The seams on any backpacks, pouches, or sacks you are carrying suddenly burst, scattering their contents on the ground around you.
37 - 38 There is a short burst of light followed by a tinkling sound. You now see that everything within a 20 ft radius is coated with a sprinkling of glittery dust. The glitter dust is especially difficult to remove, requiring an DC 15 Agility check to remove from each item. The dust does adhere to invisible creatures and objects, rendering them effectively visible.
39 - 40 There is a rude noise followed by the unmistakable and overpowering stench of flatulence.
41 - 42 A streak of white appears in your hair. If you have no hair, a giant white blotch appears on your face.
43 - 44 Your hand bursts into flame and you suffer 1d4 damage.
45 - 46 You drop into a deep magical sleep for 2d10 minutes. Nothing will wake you before that time.
47 - 48 The spell goes off, but it saps your energy. You suffer one level of exhaustion.
49 - 50 You become invisible (as the Greater Invisibility spell) for 1d4 rounds.
51 - 52 Your muscles tighten and you quickly discover that you are paralyzed. You suffer from the paralyzed condition for the next 1d6 rounds.
53 - 54 The backlash of magical energy stuns you. You suffer from the stunned condition for 1d6 rounds.
55 - 56 The nearest flammable object not on your person catches on fire. The object and, if applicable, the individual holding it suffer 1d4 damage.
57 - 58 The spell goes off as normal, but you suffer 1 point of corruption.
59 - 60 You grow thick, coarse, black hair over your entire body. It slowly falls out over the course of 1d4 days.
61 - 62 The floor becomes greasy and slick. Treat the area as if a grease spell was cast on the ground, centered on you.
63 - 64 Your hair changes to an unnatural color. Roll 1d6 to determine what color: 1 = White, 2 = Green, 3 = Blue, 4 = Red, 5 = Purple, 6 = Silver
65 - 66 You're mute! You are unable to speak for a number of hours equal to the modified essence point cost of the spell.
67 - 68 You're deaf! You suffer from the deafened condition for a number of hours equal to the modified essence point cost of the spell.
69 - 70 You're blind! You suffer from the blinded condition for a number of hours equal to the modified essence point cost of the spell.
71 - 72 The spell goes off but it targets a random person within range.
73 - 74 The spell goes off but it targets you (if original cast on another person) or the nearest person (if originally cast on yourself).
75 - 76 You hear creaking, groaning, and the sound of rustling leaves. In a matter of seconds, every plant in a 40 foot radius doubles in size.
77 - 78 The spell goes off normally, but the essence point cost is doubled.
79 - 80 Something about your essential nature changes. Animals avoid you, and all future Animal Handling checks are made at disadvantage.
81 - 82 The magical energies twist around you and when the power fades you are petrified. You suffer from the petrified condition until cured.
83 - 84 Flames surround you. It has no impact on you or any items you are carrying when the mishap occurred, but anything you touch takes 1d6 points of fire damage on a failed DEX save or half damage on a successful save.
85 - 86 The spell does not cost any essence points, but the power is drained as hit points from the nearest living being. If the creature is drained to 0 hp and all essence points are not accounted for, the effect hops to the next nearest creature to drain the remainder.
87 - 88 The spell goes off as normal, but you suffer 1d4 points of corruption.
89 - 90 An inch long pair of goat horns erupt from your skull. The pain is exquisite and you take 1d6 points of damage. The horns are permanent.
91 - 92 You permanently lose a percentage of your body weight equal to the modified essence point cost of the spell.
93 - 94 You permanently lose a percentage of your height equal to the modified essence point cost of the spell.
95 - 96 You grow younger. Reduce your age by 1d4% of your current age. Game effects from age apply.
97 - 98 You suddenly age. Increase your age by 1d4% of your current age. Game effects from age apply.
99 - 100 Triple the spell effect and cost.
101 - 102 A body part drops harmlessly off your body. There is no blood or pain. Roll 1d10 to determine which part: 1 = Arm, 2 = Hand, 3 = Finger, 4 = Leg, 5 = Foot, 6 = Toe, 7 = Nose, 8 = Lips, 9 = Eye, 10 = Ear
103 - 104 The spell goes off as normal, but you suffer 1d8 points of corruption.
105 - 106 You transform into a different race as if you'd been brought back to life with the Reincarnate spell.
107 - 108 One living being, chosen at random, within a 50 ft radius of your position suffers as if it were struck successfully by a Disintegrate spell.
109 - 110 You blink your eyes and suddenly, you realize that you've switched bodies with the nearest sentient creature. Both you and your victim retain your original INT, CHA, and WIS scores. You also both retain any non-physical spellcasting ability, skills, feats, and powers (although depending on who you switched bodies with you may or may not be able to effectively use these abilities - for instance, a bear can't replicate the verbal components of spells learned as a human).
111 - 112 You explode. The splinters of tooth and bone cause 4d6 damage to everyone in a 20 foot radius. DEX Save for half damage.
113 - 114 Your spirit is torn from your body and thrust onto the Essential Plane. Your body dies.
115 - 116 You feel your bones crack and your flesh twist. Your arms and legs switch positions. The excruciating pain causes 5d6 damage.
117 - 118 An essence rift opens momentarily creating an essence void. Roll 1d4 to determine the void's power level.
119 - 120 An Essence Void with a power level of 1d4 is created with a radius of 2d6 yards. It lasts 1d4 years.

 

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All game rules published under Open Game License v 1.0a.

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