Sorcerous Side Effects:
Duration of Side Effect:
1 = 6D10 melee rounds
2 = 6D10 minutes
3 = 2D12 hours
4 = 3D10 days
5 = 2D6 months
6 = Permanent
1) Casting spells that require body parts of specific race/gender individuals
will consume any and all suitable parts within range of the spell/ritual
be it the sorcerer's component stash or limbs/organs of other's nearby.
Such individuals are allowed a Will save to avoid the effects. The caster
is not immune, if he/she is among those who would be suitable component
material, however he/she gets a Will save. (Sorcery bonuses apply.)
2) Any living creature within range of the spell is also affected by any
mishap results that you suffer from miscasting a spell, however they can
make a Will save to avoid these affects, unlike the caster.
3) Your sorcery causes psionics to have a penalty of one, plus one more for
every three full levels of your character while they are attempted within
the range and duration of any of your spell/ritual effects.
4) Sorcerers and creatures who perform sorcery will be roughly aware of your
location within 1D6 sub-hexes any time you perform Sorcery.
5) When you perform sorcery spells/rituals, your aura is visible. One can get
an idea of your levels of chaos, balance or order affiliation. They will
also gain insight into any strong personality traits, even those you might
normally keep hidden from your allies.
6) Anytime you perform spells/rituals, there is a percentage chance of 80%,
minus 5% for each level of your character that minor but annoying things
slip though into your world form the dreamlands, hyperspace or other
planes/dimensions. Examples could be tiny ghostly energy feeding je lly-
fish, alien star-fleas, interdimensional electric shock butterflies, etc...
Treat as small swarm animals. If in proximity to a major monument, shrine,
or sleeping god, there is a 1 in 6 chance this wakes the god or draws the
attention of it's worshipers/minions.
7) When you perform spells/rituals, those of the same race as yourself must
make Will saves, if within range of spell/ritual effects or age 1D4 years.
8) When you perform Sorcery spells/rituals, the surrounding area becomes
colder and frost forms. It does not cause damage, unless duration of the
sorceries last over an hour, in which 1 hit point of cold damage will be
inflicted per hours. (3 hit points per hour and temporary -2 DEX for any
cold blooded creature or being that is ill suited for cold temperatures.)
9) Spectral Flames form around the caster as he/she performs his/her sorcery.
Anything worn at the beginning is fine, however anyone or anything he/she
touches after spell casting and/before the duration ends will take 1D4
fire damage, plus 1D4 more per three full levels of the caster. Nothing
worn at the time of the casting will be harmed by the spectral flames,
including combustable items. HOWEVER if something not worn by you is
ignited in close proximity THOSE flames might ignite combustable items on
your person.
10) Sorcerous Swarms! When you perform Sorcery spells/rituals, you begin to
attract swarms of bugs, worms and other invertibrates. This causes you a
penalty of -2 for all attacks and skills while the swarm is present and
your movement is at 2/3 the normal rate. (Round up.)
11) Weeping and Sweating Blood. When your perform any Sorcery, be it rituals
or spells, all within 5 feet, per level of your character, will begin to
sweat and weep blood if they fail a Fortitude saves. This lasts for the
random duration rolled. Each minute those afflicted will take 1 hit point
damage. Targets can make another save every 1D6 minutes, rolling once for
all within the area of effect. This side effect does not affect the caster.
12) Mutative Healing. When you perform sorcery spells/rituals, for one melee
per level of your character, all living creatures within 5 feet, per level
of your character radius will be healed 1D6 hit points. If any such
creature has no injuries on any melee round in which this sorcerous side
effect heals, the target(s) must make Fortitude saves at a penalty of the
healing roll, divided by half. (round down.) those who fail this saving
throw will roll on the negative mutation table. This side effect does not
affect the caster.
13) Null Gravity. When you performs sorcery spells/rituals, for one melee per
level of your character, gravity within 5 feet radius per level of your
character ceases to exist. This affects you and all within the radius.
14) New Elemental Vulnerability. Anytime you perform spells/rituals, all who
are within 5 foot radius per level of your character must roll for a new
Elemental Vulnerability. If they roll an existing one, then it gets one
step worse. For example, if it was double damage, it becomes triple damage.
These effects are permanent, however do not affect the caster.
15) Gold Turns to Lead. When you perform sorcery spells/ritual, within 5 feet
radius per level of your character, any gold will transmute permanently to
lead. Any Robot or Alien Tech (Including Cybernetics) must make a Fortitude
save, based on their owner, or be effectively neutralized. There is a 25%
plus 5% per level of your character that any tech so affected is considered
scrap and cannot be repaired.
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