Mishaps and Dooms
Spell casting is dangerous. Mishaps and Dooms are the result of over-channeling magical power.
Mishaps and dooms occur when doubles and triples are rolled on Magic Dice.
All PCs can suffer from mishaps and dooms. All PCs can cast spells.
Doubles and Triples
If the caster rolls doubles on their magic dice, a magical mishap occurs with the spell behaving as written. If multiple doubles are rolled, the highest number takes precedence.
If the caster rolls triples on their magic dice, they receive 1 doom. The spell behaves as written. If multiple triples are rolled, all dooms are counted.
A mishap and a doom can occur on the same roll.
Mishaps
d6 | Mishap |
---|---|
1 | For the next 24 hours, you receive Fatigue on 3-6 of the Magic Dice when casting spells. |
2 | A splitting headache strikes you. Suffer 1d6 CTRL damage. |
3 | You suffer terrible magic burns. Adds a Spellburn (Wound) to your inventory. Must be healed. |
4 | Your nerves tingle. You are deprived. |
5 | You cannot cast spells for 6 hours. |
6 | The spell has a chain reaction, determined by the referee. Take an additional Fatigue. |
Dooms
Dooms are progressive and can be removed with quests.
Count | Dooms |
---|---|
1st | Lose the ability to cast spells for 24 hours. |
2nd | Lose the ability to cast spells for 3 days. |
3rd | Lose the ability to cast spells permanently. |
Mishaps and Dooms Probability
#d6 | Mishap chance (%) | Doom chance (%) |
---|---|---|
1 | 0 | 0 |
2 | 17 | 0 |
3 | 44 | 3 |
4 | 72 | 10 |
5 | 96 | 19 |
6 | 99 | 32 |
7 | 100 | 47 |
8 | 100 | 63 |
9 | 100 | 78 |
10 | 100 | 93 |
11 | 100 | 98 |
12 | 100 | 99 |
13 | 100 | 100 |