| Roll | | Effect |
| -3 | |
Nothing bad happens, and the mage gets 1-6 free recovery!
|
| -2 | |
Nothing happens - this time.
|
| -1 | |
The wizard experiences a chilling sense of foreboding...
|
| 0 | |
The mage's skin and clothing crawl with strange energies, sparks,
or other visual effect for 3-18 minutes, and his eyes glow bright,
making Stealth impossible and frightening small animals and many
"mundanes."
|
| 1 | |
The mage is struck with violent headaches that prevent any action
other than suffering. The headaches last 3-18 rounds, unless the
mage failes a fair Toughness roll, in which case they last 3-18
minutes! Result 0 also applies.
|
| 2 | |
The mage becomes horribly nauseous and weak, taking a -2 to all
actions. This lasts 1-6 hours, after which the mage must make
a great Toughness roll to get over the sickness; if he fails, try
again once per hour.
|
| 3 | |
The mage is cursed with nightmares for 4-24 days. After the first
night, the mage is at -1 to all actions due to fatigue and stress.
The penalties last until the mage gets a normal night's sleep!
|
| 4 | |
Any failed casting roll that the mage makes is treated as a
critical failure! This lasts for 2-7 weeks.
|
| 5 | |
The mage's mind is bent. The GM should assign one debilitating
mental fault by fiat. It takes effect immediately, and lasts one
day. Each day thereafter, the mage may make a fair Willpower roll
to shake it off.
|
| 6 | |
The mage has weakened the binding forces around him. His Threshhold
for the next 1-6 weeks is reduced by 2-12. The mage is aware of a
reduction, but not of it's severity! Result 0 also applies.
|
| 7 | |
The caster gains a minor fault. After 3-18 days have passed, the
mage may buy it off with experience points, causing it to simply
fade away. If the mage does not wish to, or doesn't have the
points, then it becomes permanent. ANY minor fault is legal; the
mage can get ugly, go insane, and so on.
|
| 8 | |
The mage's Threshold is reduced by 3-18; the change lasts 1-6
months! In addition, the mage's spellcasting will be at a -1
penalty for 2-12 weeks. Result 0 also applies.
|
| 9 | |
As per 7, but the mage gains a serious Fault.
|
| 10 | |
The mage is aged 15-25 (2d6+13) years, or a number of years equal
to the mana cost of the spell that caused the calamity, whichever
is worse!
|
| 11 | |
Roll again on this table but the result affects a companion of the
mage (chosen randomly).
|
| 12 | |
The mage gains multiple faults (2 to 4, depending on severity).
These are permanent.
|
| 13 | |
The mage loses permanently the ability to use a single art/realm
combination (such as Create Fire). The skills are still known, but
cannot be used. Note that a mage that lost "Create Fire" could
still Destroy Fire or Create Water. The mage must make a fair
Willpower roll. If it is sucessful, he chooses which combination
is lost. If not, the combination is chosen at random. On a Terrible
failure, the GM chooses the mage's most useful or favorite form!
|
| 14 | |
The mage loses one Gift, or has an attribute lowered on level.
Choose randomly.
|
| 15 | |
The mage becomes a wandering Mana-Scar! Spells cost double within
a 10-mile radius of the mage, and Recovery is HALTED in the same
area! Every mage in the region will be gunning for him... The
duration, in days, equals the cost of the errant spell, plus one.
Result 0 applies for the ENTIRE duration.
|
| 16 | |
The mage takes a penalty to all spells! The mage must make a
fair Willpower roll. If it is successful, the penalty will heal
one level every week. If not, the healing rate is one per month!
|
| 17 | |
A plague or curse (locusts, storms, etc) descends on the region,
lasting for 3-18 (or more) weeks. No one will be able to trace this
to the mage (-8 to divination attempts on the subject), but the
mage will know the fault is his... Be grotesque and CRUEL.
|
| 18 | |
The spell propagates out of control. Harmful spells will affect
everybody and everything nearby, allies and enemies alike.
Beneficial spells will do likewise, but will go "over the top"
and cause dangerous side-effects (a healing spell might raise all
the local dead, creating a horde of restless zombies out for
revenge!) Information magic will overload the mage's mind, causing
a "fright check" and nightmares as in 3. Missile spells will seem
normal to the caster, but have so much punch that they drill
through their target and through EVERYTHING ELSE FOR MILES beyond,
and so on.
|
| 19 | |
The mage permanently loses the ability to cast spells, (but not the
skills - small comfort). At this level and above, the spell that
causes the roll fails unless a great Willpower roll is made by the
mage.
|
| 20 | |
As per 19, and a rift opens up in the local fabric of space-time,
with appropriate consequences: anyone standing nearby may get
sucked into another dimension, or something else may come out!
The wizard must make a superb willpower roll; if successful, the
rift closes by itself after 2-12 hours. Otherwise, it becomes
a permanent feature of the local landscape.
|
| 21 | |
As per 19, and something happens to the region the mage is in.
There is a 50/50 chance that magic itself is changed (the region
becomes aspected, certain spells function erratically, or some
such). Otherwise, the change is to the physical world - weather,
birth rate, crops, or something else. Sometimes the result is good,
sometimes bad (50/50). The duration is equal to the cost of the
spell, in days.
|
| 22 | |
As per 21, but the effect is always bad, and very severe.
|
| 23 | |
As per 22, but the effect is permanent.
|
| 24 | |
As per 23, but the wizard is now cursed by a god or other being.
Treat the curse as a very powerful fault, causing massive bad luck
and eventually terminating in some unpleasant fate. Alternately,
the wizard himself is transformed permanently into a monster of
some sort: a vampire, ghost, werewolf, or something. If he has
any children at this point, the curse may be propagated...
|
| 25+ | |
As per 22, but a GLOBAL change occurs. In addition, the mage must
make a superb Toughness roll. If this roll is failed, the mage is
consumed in a backlash of magical energy, and explodes. The
explosion causes damage equal to the Calamity roll, and fades
at a rate of 2 points per yard from the wizard (who of course is
dead). If the Toughness roll is made, the backlash is less dramatic;
the wizard takes 4-24 points of internal burning damage (no
defenses apply), but doesn't explode.
|