Critical Spell Success

3 = Cosmic Concurrence: While the universe is in total sympathy with the caster the spell goes off for maximum effect and the following: Living targets are blessed / cursed for 1d6 luck / unluck (treat as a transform at maximum dice), Inanimate objects DEF and BODY are reduced / added by 1.

4-5 = Premium Mana Used: Dish out the spell for 1.5 x effect and make the target squeal like a piggy.

6-8 = Found a Hole! Ignore the target's Defenses & Armor and you sneak one in. If this is not applicable go to result 4-5.

9-11 = Harmonic Sweet Spot: The spell has maximum effect.

12-13 = The Stars are Right! No END cost for spell as the cosmos pays the bill for the caster. If this is not applicable go to result 16-17.

14-15 = Faster Than They Are: Any characteristic checks or skill rolls the target must make against the spell automatically fail. If this is not applicable go to results 16-17.

16-17 = Righteous Mana Tapped: Show them all what spell casting really means for 2 x effect.

18 = You Are a Spell Casting Super Stud: roll twice again on this table.

Spell Fumble

3 = Tear in Reality: Congratulations, you have broken the universe. In Star Trek terms what appears 1d6 hexes from the caster is a hole in the space-time continuum so shout out "My god it's (insert technobable appropriate to the theory of magic you follow here)!" and roll your EGO check: critical success - you quickly counter the rift before harm is done, so tell your fellow party members how lucky there are to have you along for these things; success - while you shut the rift anyone in the hex with the rift takes 1-3 dice of energy bast; failure - the rift is out of control and wanders around randomly at Speed 3, move rate 3 hexes, for a round. Anything hit by the vortex takes a 1 to 6 dice of energy bast damage. You may spend a full phase to make an EGO check to shut the vortex; critical failure - you created a vortex as describes under failure, except it covers six hexes and does 6d6 damage. While you dodge this one you can contemplate that you cannot try to shut it. Fortunately there are other things that will so roll a 2d6; on a 3 or less the Secret Guardians of Reality shut the vortex and dump a d6 of unluck on you because you deserves it.

4 = Mana Flare-Up: Your spell is released in an uncontrolled fashion as a explosion, make an EGO check. Critical success - you are able to successfully dissipate the feed back to no effect; success - you are able to redirect the energy away from you and there is a explosion equal to the caster's EGO 2d6 hexes away from the caster; failure - there is a explosion equal to your EGO in your hex; critical failure - you get to take the explosion like a man as it becomes critical hit.

5-6 = Runaway Spell: Caster loses control of the flow of mana. Roll your EGO: critical success - you shut it down for no ill effects. Success- you shut it down before only loosing double the spell's END cost. Failure - you lose END as per the spell for every action you get until you shut the spell down with another EGO roll. Critical failure - as previous, except the END loss is doubled. 0 END spells go to result 16.

7-8 = It's a Dud! The magical energies fail to manifest correctly. Check INT: Critical success - you force the spell to happen anyway at 25% effect; success - there is a load "boof" but nothing more; failure - you pump double the END into the spell before you give up still getting a "boof"; critical failure - blindly ignoring the facts you throw all of your END into the spell before it goes "boof".

9-10 = "Nanu, Ecto, achm,..er?": Caster is confused about spell, roll INT: Critical success - say "the portents are just not correct here" and otherwise pretend you aborted the spell; success - spell does not go off but END is spent; failure - you got the spell wrong, spend the END and must make a Perception roll to correct the mistake before you can cast it (correctly) again; critical failure - not only did you get it wrong your are convinced this is the way to cast it and must make a Perception and INT roll every time you cast this spell until you get it right.

11-12 = Caster Drops Focus, Clumsy You: roll DEX: critical success - say "of course, it goes this way" to explain your fumbling and otherwise pretend nothing has happened; success: you caught it, it takes a 1/2 phase to ready Focus again but otherwise no harm done; failure: you dropped it 0-2 hexes away and the Focus takes 1 die damage; critical failure - you drop your Focus and kick it away; focus goes 2-12 hexes away and takes your STR as damage. If no Focus is used, go to result 13-15.

13-15 = "Ha! Take that! Oh, sorry! Not you that is.": Spell hits wrong target: some character or object gets the spell instead of the intended recipient. Roll INT: critical success: you perceive the problem in time and may chose to abort the spell or choose another target besides the original one; success - you may abort the spell; failure - spell hits wrong target; critical failure - spell hits the wrong target as a critical success.

16 = Open the Book to the Wrong Page: Caster chooses wrong spell. One random spell from the magic-user's list is cast instead at the target.

17 = Mispronunciation: By accident you said certain forbidden words while casting, what is paying attention? Roll INT: critical success - quickly adding a well time cough keeps you from saying the forbidden words so you skate free this time; success- realizing what you just did you quickly foist the blame off on another party member who gains a demon as hunted; failure- you gain a demon as a hunted; critical failure - lucky you, you gain a demon prince as a hunted.

18 = "Make me really hurt": you say as you roll twice again.



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