Critical Spell Miss
A critical spell miss occurs when a natural 1 is rolled on a casting roll (CR). When this happens, the Game Master (GM) consults the Critical Spell Miss table to determine the additional effects. The table is usually kept by the GM, while the player rolls the casting check.
| Roll d20 | Result |
|---|---|
| 1 | Catastrophic Backlash: Spell turns on the caster, who takes maximum spell damage (no roll allowed). |
| 2 | Arcane Fizzle: The spell collapses harmlessly. No effect, no additional consequence. |
| 3 | Magical Feedback: No effect. The caster takes 1d10 damage per spell level as arcane energy lashes back. |
| 4 | Reality Tear: A brief tear in the weave causes instability. Creatures within 10 feet must succeed on an AGI or END check or be knocked prone or restrained for 1 round. |
| 5 | Distorted Effect: The spell manifests weakly in a random direction or at a random target at 25% strength. |
| 6 | Mental Strain: Half effects, and the caster suffers a -5 penalty to INT checks for the next hour. |
| 7 | Arcane Recoil: Half effects, and the caster is pushed back 3d10 feet and knocked prone. |
| 8 | Spell Drain: Half effects, and the caster forgets the spell (cannot cast it again until proper rest is taken). |
| 9 | Unintended Target: Normal effects occur, but the spell affects a random valid target instead of the intended one (allies may be included). |
| 10 | Magical Backwash: Half effects, and the caster’s casting speed is doubled for 1 hour. |
| 11 | Sensory Overload: Half effects, and the caster is deafened for 1d4 rounds. A WIL check can be made to resist panic or confusion. |
| 12 | Magical Flash: Half effects, and the caster is blinded for 1d4 rounds. A WIL check can be made to maintain focus. |
| 13 | Arcane Lockup: No effect, and the caster cannot cast spells for 1d4 rounds. |
| 14 | Elemental Surge: Half effects, and 1-6 minor elemental explosions occur, each dealing 1-10 damage. Creatures may attempt an AGI or END check to avoid damage. |
| 15 | Focus Shatter: Half effects, and the caster suffers a -10 penalty to all spell rolls for the next hour. |
| 16 | Wild Manifestation: Half effects, and a strange, thematic magical effect occurs (illusory creatures, flickering lights, whispers, warped gravity, etc.). |
| 17 | Mana Burn: Normal effects, but MP cost is doubled (minimum 25 MP lost). |
| 18 | Spell Echo: Half effects, and the failed spell recasts itself at the start of the next round with a random target or direction. |
| 19 | Arcane Fracture: Half effects, and any spell cast by the caster in the next hour also causes half effects. |
| 20 | Total Loss of Control: Roll twice on this table and apply both results. |
