Miscast Table
When you roll a Critical Miscast, you must roll on this table. Whatever the DC was for The Spellcasting Roll, subtract 12 from that number and add that the d12 roll.
This means 1st Level Spells add +0 and 5th Level Spells add +8.
d12+ | Miscast Name | Miscast Effect |
---|---|---|
1 | Fatigue | You become Exhausted. |
2 | Stochastic | Cast a random Known Spell of the same Spell Level at the chosen target(s) for the original spell, ignoring the normal targeting rules. |
3 | Refraction | The spell targets you and only you. |
4 | Discordant | You forget the failed spell. You remember it after a Long Rest. |
5 | Inaccurate | The spell targets a random ally and only that ally. |
6 | Glitter | Attacks against you Advantage until you Recover. |
7 | Wound | You become Wounded. |
8 | Shroud | You snuff out all light, mundane and magical, within 1 Zone of you. |
9 | Instability | You have Disadvantage on The Spellcasting Roll for Spells of the same Spell Level until you Recover. |
10 | Big Hole | You and all creatures Engaged with you fall into a 1 Zone deep sinkhole. Affected creatures may use a Reaction to make a DC 15 Physical Defense Check to avoid falling in. |
11 | Explosion | You and all creatures Engaged with you take 1d6 Fire damage per Spell Level. |
12 | Devastation | Roll two more times and combine both effects |
13 | Manacursed | You become Vulnerable to all Damage Types until you Recover. |
14 | Discorporate | A random piece of Equipment vanishes forever. |
15 | Curse of the Mundane | You have Disadvantage on The Spellcasting Roll until you Level Up or otherwise remove this curse. |
16 | Petrification | You become stone, you are Paralyzed until the end of your next Turn. |
17 | Horror | You glimpse a piece of Thuulc itself, make a DC 15 Mental Defense Check. On a failure, you are Incapacitated with shock and horror. You may repeat this Check at the start of your Turn. |
18 | Vanishing | A random magic item you have vanishes forever. |
19 | Planar Tear | A planar tear appears. A dreadful monster (Level 15 or higher) will come through every Round until you close it. You may make a DC 20 Mental Defense Check as an Action to close it. |
20 | Doom | Your doom is inevitable. |