Sorcerous Critical Failure/Mishaps:
Though not listed in the individual Spell/Ritual descriptions, any time a spell or ritual is critically fumbled, roll on the Sorcerous Mishaps Table.
NOTE: If the GM feels the result will have little impact on the area it affects, he can call for it to be re-rolled. (Such as Infanticide in an area where there are no infants to be affected by the mishap.)
Sorcerous Mishaps Table: (Roll 4D12)
4) Elemental Vulnerability/Resistance: Within 10' per level of the Sorcerer all (including Sorcerer) must make Fortitude check or roll D100: 01-50: gain an elemental vulnerability that they did not have prior. (GM rolls for the vulnerability you gain.) or 51-100: Gain an elemental resistance that they did not have prior. (GM rolls for the resistance you gain.)
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5) Summoned By Alien Sorcerers: Your mishap has caused you to be accidentally summoned to some other world by alien sorcerers, no saving throw. (There is a 50% chance that the environment alone kills you when you arrive.)
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6) The Flaying: Within 10' per level of the Sorcerer all (including Sorcerer) must make Fortitude check or their skin (or scales) peels forth from their bodies, inflicting 4D6 points of damage and if BEA is above 6, it is reduced to 6. If lower than six, you lose one point of BEA.
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7) Inside Out Warping: Within 10' per level of the Sorcerer all (including Sorcerer) must make Fortitude check or their flesh begins to warp inside out. The process takes 2D4 actions per individual and inflicts 2D6 points of damage per action. If by some miracle the character is still alive, reduce BEA to 3, halve CHA and reduced CON & DEX by one each.
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8) Forbidden Sorcery: The spell/ritual you just critically failed is erased from your mind and you can NEVER learn it again, even if it's in your Grimoire. Attempting to learn it again gives you dread and ignoring that, each attempt permanently drains you of one point of WIS and INT.
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9) Dead To Sorcery: The ability to perform ANY Sorcery spell or ritual has been stripped from you permanently. Any bound Shub-Spawns may attempt to contest your control over them and you lose any link with existing familiar or dominated thralls. (You can still perform Formulae and other non-spell/ritual abilities of the Sorcerer class.) Other Sorcerers within 10' radius per level of the caster must make a saving throw or suffer the same fate. (The caster who rolled this critical failure/mishap does NOT get a saving throw however.)
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10) Dead Sorceries: For the next 1D6 days, no form of Sorcery will work within a 1D6 sub-hexes radius of where the Sorcerer failed his/her casting.
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11) Starfall: Your Sorceries have pulled a dead starship from orbit in the "Sky Islands" debris ring. It falls within this sub-hex within 1D4 minutes and destroys everything in that sub-hex. Everything within 1D4 surrounding sub-hexes take 1D4x100 hit points damage if exposed and 1D4 x 20 if under very solid shelter. The characters will easily see it burning up on it's way towards them.
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12) Silence Falls: Within a 1D4 sub hex radius around the Sorcerer everything becomes completely silent for: Roll D%:
01-50 = 1D4 minutes.
51-75 = 1D4 hours.
76-99 = 1D4 days.
00 = 1D4 weeks.
No noise is possible for the rolled duration.
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13) Massive Landscape Change: The landscape within 1D4 sub-hex radius of the Sorcerer begins to extreme change. Desert becomes forest, rivers becomes glass, plains become mountains & hills, etc... This process begins immediately and the change is complete within 6D6 hours.
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14) Mass Petrification: Within 10' per level of the Sorcerer all (including Sorcerer) must make Fortitude check or become petrified as their bodies are bathed in extra-dimensional sorcerous radiation. Even if targets make their saving throws, they gain one random mutation, if applicable to their race.
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15) Manifestation of the Exotic Landscapes: Your mishap has caused the landscape in 2D4 sub-hex radius of the sorcerer to begin to change. Within 2D4 days it will take on some strange exotic details. Possibly fractal patterns, extra-dimensional non-euclidean geometry, small mountains that appear as claws, teeth or tusks rising from the ground, spiral or round rock formations, cubical or pyramid shaped geology, pools of strange exotic liquids, floating rock islands, unusual atmosphere/gasses in the area, etc...
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16) Electromagnetic Shockwave: Your sorceries released a massive shockwave that destroys all space alien technology within 10 feet per level of the Sorcerer. (Robots and Cyborgs get Fortitude save at -5) All technology beyond that range but no further than 1D4 sub-hexes is deactivated for 1D6 melee rounds.
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17) Byakhee Swarm!: Your sorceries have enraged a swarm of 6D6 Byakhee who will decend from the sky to tear you to shreds within 2D4 minutes.
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18) Gateway To A Distant World: A portal to another world will open within 1D6 x 10 feet of you. It remains for 6D6 hours.
Roll 1D8 for Location:
1) Yuggoth:
2) Fourth Planet of Celaeno:
3) Fomalhaut:
4) Glyu-Uho (Betelgeuse):
5) Haddath
6) Xoth
7) Yaddith
8) Earth (at some point in time/parallel reality. Great time to introduce some Earth human characters.)
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19) Infliction of Unlife: Within 3D4 subhexes the dead will rise as skeletons and zombies, including animals, giant insects and dinosaurs! These things roam the land until destroyed. Any mummies that have crumbled to dust in this area will be restored to Unlife and made whole. (Including any who's dust might be in your components...) Any humanoids who have expired from disease in this area will rise as Disease Guardians.
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20) Dream Of Me: Within 1D4 (10 mile) Carcosa hexes, people will be afflicted with dreams of YOUR memories every time they sleep while in the effected area for 1D6 days. They will learn your dark secrets and fear as well as your true nature. If any of these individuals are Psychics, they get a +5 to any ability rolls related to detecting, remotely observing or mind reading/mind controlling you. You are also -3 to save vs such activities against these individuals. This affect lasts for the duration.
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21) The Lands Are Shaped By Your Fears: Within a 2D4 sub-hex radius of where the spell/ritual misfired, within 2D4 months will be completely changed to reflect the fears and insanities of the Sorcerer. Cliffs and Mountain sides will rise or crumble to form visages of gods, people or other things that you fear. Things & people of such nature will be drawn to this area by instinct. While you are within this area you are filled with dread and make all SAN & Insanity checks with a -5 penalty. Murphy's law will be in overdrive. If something bad can happen to you within this land, it will. All difficulty checks for skills will at -10 and enemies will have a +2 to hit you.
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22) The Lands Are Shaped By Your Dreams: Within a 2D4 sub-hex radius of where the spell/ritual misfired, within 2D4 months will be completely changed to reflect the dreams, aspirations & ideals of the Sorcerer. Cliffs and Mountain side will rise or crumble to form visages of gods, people or things that you love, adore, worship & cherish. Things & people of such nature will be drawn to this area by instinct and inspired. While you are within this area you are filled with inspiration. You have a +5 to all SAN and Insanity checks, +10 to any skill check and enemies have a -2 to hit you.
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23) The Lands Are Shaped By Your Memories: Within a 2D4 sub-hex radius of where the spell/ritual misfired, within 2D4 months will be completely changed/altered by your memories/life experiences. Perhaps you saw a clawed hand reaching from the ground at some point? A small mountain forms from the earth resembling that memory. Work with the GM on the details. These memories drawn upon should reflect events that have happened to your character in game or be based on rolled backgrounds.
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24) Banishment of Minor Dieties: Any minor gods within a 2D4 sub-hex radius of the Sorcerer will be banished to another planet, pocket dimension, Dreamlands, Hyperspace, The Outer Darkness, etc... until summoned back into this world with Sorcery. This will not affect Great Old Ones and other major Gods. Though any minor dieties, such as local Shub-Spawn gods, constructed gods, etc... will be. Another side effect is that somewhere hidden within the
roll sub-hex region, 1D4+1 rituals related to summoning each of these banished gods will via sorcery inscribe themselves into cave or ruin walls. Stones might rise from the earth revealing the secret sigils & incantations. A passing Sorcerer might find the rituals(s) scribed into their grimoires overnight. How and where is up to the GM, but these gods have a way of returning eventually...
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25) Micro Singularity: A small black hole forms within the Sorcerer's heart, causing him/her to implode, sucked into the singularity, as well as everyone and everything else not secured to the ground within a 10' per level of the caster radius if they do not make a Reflex save at -3. This takes place over one melee round and everyone who saves who was within the area of affect lose their next action.
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26) Slumber of Gods: Any minor gods within a 2D4 sub-hex radius of the Sorcerer will be driven into their lairs to slumber for 1D4 years, unless awoken by cultist or summoning sorceries. There is a 1 in 6 chance that any active Great Old One or other Greater God within range will also be affected, though only going dormant for 1D4 days after returning to their lair.
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27) The Screaming Burning Sky: Within a 2D4 sub-hex radius of the Sorcerer, the sky above begins to burn and screams as if thousands of tormented souls. Anything above 1D4 x 100 feet in the air (above where the Sorcerer is) will take 1D4 x 100 hit points of fire damage. This last for 1D4 melee rounds.
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28) Infanticide: All infants of sentient humanoids within a 2D4 sub-hex radius of the Sorcerer die.
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29) Cast Into Dim Carcosa: The Sorcerer and all within 10' per level, are cast into the street of Dim Carcosa, in the City of Carcosa.
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30) Sacrificial Ally: Somewhere in the world a person who is of great significance to the Sorcerer to keep alive must make a Fortitude save at -5 or die. This is determined by the GM. It could be an ally player character, the keeper of some lost knowledge the Sorcerer is seeking or a loved one who the character makes actual role play interaction with.This will never be a trivial henchman.
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31) Plague Across The Land: Your Sorcerous Mishap has infected all within 1D4 sub-hexes (including the Sorcerer) with a disease, who fail a Fortitude check at -5. GM determines the symptoms, but for game purposes afflicted are -1 to CON, DEX & STR (temporary), -1 to hit & saving throws as well as taking 1D4 hit points damage per day. It lasts for 2D4 days per individual if not cured. There is a 1 in 6 chance that the disease becomes an epidemic.
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32) You Have Created a God: Somewhere within 1D4 (10 mile) Carcosa hexes, an otherwise trivial entity or object that has been worshiped as a diety has had life breathed into it though your Sorcerous Mishap. Such an entity will be treated as a minor Great Old One.
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33) You Have Revived a Dead God: Your Sorcerous Mishap has literally brought a Dead God back to life somewhere within 1D4 (10 mile) Carcosa Hexes. There is no other side effects other than the possibility of having to deal with it as some point...
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34) You Have Awoken a Minor Great Old One: Some god was awoken by your Sorcerous mishap and is drawn to you. This includes a strange storm & earthquake. (If a weird storm table is available, roll on it.) The god cannot rest and is agitated as long as you are alive! It and it's minions will pursue you until you are dead or you have found a way to banish it.
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35) Shatter Arms & Armor: All weapons & armor within one sub-hex per level of the Sorcerer is reduced in quality by 1D6 Ranks, possibly destroying most weapons and armor in that area.
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36) Sorcerous Radiations: Everyone within 30' per level of the Sorcerer must save vs Fortitude at -5 or gains one Sorcerous Corruption and 1D4 Random Mutations, as well as aging 6D6 years.
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37) Star Storm: Within one sub-hex per level of the Sorcerer is bombarded by a freak meteorite storm! Everyone in the area has a 1 in 20 chance of being hit for 1D10 x 10 hit points of damage! There is also a 1 in 6 chance of the meteorite having extra-dimensional properties.
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38) Blood Storm: Within one sub-hex per level of the Sorcerer storm clouds form and rain blood of the same type as the Sorcerer for level minutes. (For spell/ritual purposes it is treated as your blood.)
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39) Night becomes Day/Day becomes Night: Within one sub-hex per level of the Sorcerer Day becomes Night and Night becomes day. Somehow space/time in the area above the affected area changes for level minutes.
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40) Monument To The God: If there is a god within 2D4 sub-hexes of the sorcerer without a monument, one will form within 1D4 months from rising stones which will crumble to reveal it's visage. If there are no local gods to draw upon, roll on the Sorcerous Side Effect/Sacrifice Chart below and a monument to the god rolled will form.
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41) Exotic Alien Flora & Fauna: As a result of your miscast sorceries, 2D4 sub-hexes of the sorcerer will sprout new alien plants &/or fungi and existing animal life will mutate into new types of creatures. In most cases these will flourish if not wiped out and may introduce complications to the local ecology.
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42) Evolution/De-Evolution of Man: As a side-effect of your miscast sorceries all races of men within 2D4 sub-hexes must make a Fortitude save or find that their biology has been altered. All affects will take place over the course of 2D4 hours of this side-effect.
*Those of half-human physiology: have a 01-50% chance of turning into their non-human side completely or 51-100% of becoming pure human of their specific type. (In either case, free of mutations, including beneficial ones, like mutant powers or psionics.)
*Maggot Men have a 01-50% chance of turning into a full Shub-Spawn or 51-100% chance of becoming pure human of their previous human half.
*Gaunt Men have a 01-50% chance of turning into an artifact of considerable power or 51-100% chance of becoming pure human of the type they were before they became a Gaunt Man/Woman.
For other Humans Roll on the Chart: (Roll 1D100):
1-5) Lose all elemental vulnerabilities.
6-10) Lose all elemental resistances.
11-15) Lose any existing Mutations. If no mutations exist, you gain one Mutant Power, randomly rolled or determined by the GM. (GM discretion.)
16-20) Gain +1D4 in the STR attribute.
21-25) Lose -1D4 in the STR attribute.
26-30) Gain +1D4 in the CON attribute.
31-35) Lose -1D4 in the CON attribute.
36-40) Gain +1D4 in the DEX attribute.
41-45) Lose -1D4 in the DEX attribute.
46-50) Gain +1D4 in the INT attribute.
51-55) Lose -1D4 in the INT attribute.
56-60) Gain +1D4 in the WIS attribute.
61-65) Lose -1D4 in the WIS attribute.
66-70) Gain +1D4 in the CHA attribute.
71-75) Lose -1D4 in the CHA attribute.
76-70) Gain +1D4 in the BEA attribute.
71-75) Lose -1D4 in the BEA attribute.
76-80) Develop Dwarfism. If already an existing or you suffer from Giantism either condition goes away.
81-85) Develop Giantism. If already an existing or you suffer from Dwarfism either condition goes away.
86-89) Gain 1D6 Random Mutations. If you have any existing mutations, you are cured of all mutations instead, including beneficial mutant powers.
90-99) Become different race of human (roll for type, re-rolling if same type as previous) and roll again on this chart, re-rolling results of 90+.
100) Become an entirely new Color/Race of Carcosan Human. (Pink, Violet, Turquise, Ochre, Gold, Silver, Bronze, Rainbow, Blergle, etc...) The GM determines this race's new resistances/vulnerabilities.
Roll for New Exotic Color: (Roll 1D12)
1) Pink
2) Violet
3) Turquise
4) Ochre
5) Gold
6) Silver
7) Bronze
8) Rainbow
9) Amber
10) Maroon
11) Copper
12) Blergle (New exotic alien color, Credit: Beloch Shrike on G+)
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43) Gateway Across The World: A permanent two way gate will form between this location and a randomly determined hex elsewhere in the world. GM should have you rolls four ten sided dice in a roll to determine what Carcosa hex the other side is. This gateway will manifest as a stone archway, the doorway of a ruins, a well or some other suitable physical area that can act as a gate. This gate will also become nearly indestructible.
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44) Ice Age Effect: Within 2D4 sub-hex radius of the Sorcerer, the area will take on the qualities of the Icy Wastes. Snow and Ice will be frequent and the temperatures will drop to below freezing in this area forever. Alternatively if the afflicted area was the Icy Wastes, a massive freezing wind inflicts 2D4x10 cold damage to all within one sub-hex as Ithaqua personally freezes those who would cause disruption in his realm.
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45) Volcano!: Within 2D4 sub-hex radius of the Sorcerer, the land will be immediately upset by earthquakes. Cracks will form releasing smoke, steam, geysers and hot mud, whichever is appropriate for the location. Within 2D8 hours the entire area has turned into a fully active volcano!
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46) Upside Down Raining Blood: Within 10' per level of the Sorcerer it begins to rain blood (same type as Sorcerer) in reverse. As in blood appears to form from surfaces as tiny pools which form droplets that fall upwards into the sky and eventually disappear. Last for level melee rounds. (For spell/ritual purposes it is treated as your blood.)
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47) It's Raining Things: Within one subhex radius per level of the Sorcerer it begins to rain things, like worms, fish, amphibians, insects, etc... for level actions. This does 1 hit point damage per round, but most armor allows you to ignore it.
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48) Apocalypse!: One sub-hex radius, per level of the Sorcerer is wracked with earthquakes, storms, lighting, floods, meteorites. All who are exposed to the elements takes 6D6 damage per melee round. Duration is 1D12 Melee rounds. No spells or rituals will functions during this time and psionics are at ten points more difficult to perform.
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49) Gang of Dimensional Shamblers: Your mishap has caused a gang of 2D4 Dimensional Shamblers to come though a rip in reality. They will focus on killing the Sorcerer first, then his/her companions.
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50) Pack of Hounds from Tindalos: Your mishap has caused a pack of 2D4 Hounds from Tindalos to come though a rip in reality. They will focus on killing the Sorcerer first, then his/her companions.
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51) Fused with the Landscape: Your mishap has caused you to suddenly be fused with the landscape, be it ground, nearby tree, rock, wall, etc... This is fatal and any of your belongings that others might pilfer from your corpse have 30% each item of not being destroyed by the
fusing process. You will appear to be somewhat like Han Solo in Carbonite, but in a much more contorted visage. Others within 10' radius per level of the caster must making Will saves or suffer the same fate. (Caster does not get a saving throw.)
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52) Soul Burning Visage of Fatal Terror: Your mishap has caused you to perceive some vast terror beyond even your soul to comprehend. It is so horrific that it causes your very soul to burn out the inside of your body bursting flames out of your exploding eye sockets and a great
light which is released from your agonized screaming mouth, till your lifeless corpse collapses upon the ground and slowly crumbles into ash over the next 1D4 melee rounds, then dust in the next following 1D4 melee rounds. Others within 10' radius per level of the caster must making Will saves or suffer the same fate. (Caster does not get a saving throw.)
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53) Become a living Artifact: Your mishap has caused your very essence to become fused to a weapon or item in your possession. You will be aware, but you will be extremely limited in what you can do. Another sorcerer may be able to perform any spells you know via possession of your new object form if he/she has beaten you in a contest of Will. You will only be able to communicate via others touching you or if your character possessed a form of telepathy psionic prior. Spells you knew can be cast via you ignoring the need of a foci or physical component, though such spells can only be performed 1D4 times per day and the owner of you must expend the power points required. They cannot perform rituals though your object form, however you can choose to teach spells/rituals to your new owner if you wish or commanded via a Will contest.
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