Inspired by ICRPG and DCC critical fails for spell casters, I have written my own take on critical fail consequences that are less brutal/aggressive as DCC’s typical corruption charts. I have two takes on it. Let me know what you think! What do you use in your games?
Take One (Closest to DCC)
SPELL CRITICAL FAILURE - 1d6
- Lose the spell for the day.
- Reverse the spell.
- 1d4 psychic damage on caster.
- Minor Corruption
- Major Corruption
- Lose the ability to cast spells of the same type for a day.
MINOR CORRUPTION - Temporary - 1d10
- Caster spends the next turn vomiting.
- Horrors distract you from the corner of your eyes. Spell casting is considered HARD for 1d4 ROUNDS.
- Caster develops compulsive behavior for 1d4 days. (Constantly clapping in threes, always shouting, always whispering, excessive profanity (you can just say “cuss”), constantly adjusting uncomfortable clothing, constantly forcing a sneeze, etc)
- Caster has unblinking, glowing eyes like that of a deep sea fish. -1 to all ATTEMPT rolls in lit areas for one day.
- Chills. Caster feels cold and cannot remain quiet due to chattering teeth. Lasts one day.
- A rush of wind and clap of thunder! All NEAR light sources are blown out, but the sound and the lightning has most likely alerted the enemy to your position.
- Hallucinations. You cannot tell friend from foe for 1d4 ROUNDS. (You do not need to attack.)
- Phase out. You become invisible and invulnerable for 1d4 ROUNDS but cannot interact with the world.
- Bodily Transformation! This effect lasts one day. All your equipment magically scales with you and can be used normally. Roll 1d4: (1) You are now half your height. (2) You are now a talking chicken. (3) You are now the opposite gender. (4) You have a third functional limb. You choose what kind of limb.
- Nothing seems to have happened. (However, this spell will trigger in 1d4 rounds.)
MAJOR CORRUPTION - Permanent - 1d10
- Caster develops a strange odor. -1 to Charisma
- Caster’s shadow is now bestial. People who notice don’t trust you.
- Caster has permanent disadvantage on this spell OR casting this spell is always HARD.
- Dogs always bark at you. Animals in general give you a HARD time.
- Accidental Alchemy. One of your items has been turned to gold. It’s now worth a fortune by weight, but probably useless.
- Ears mutate. Roll 1d5: (1) ears become pointed; (2) ears fall off (character still hears normally); (3) ears enlarge and look like an elephant’s; (4) ears elongate and look like a donkey’s (character also gains braying laugh); (5) ears shrivel and fold back.
- A third eye opens from your forehead. People will treat you differently. -1 CHA, +1 WIS
- You are now growing a tail. (If you already had one, you lose a tail.)
- Bodily transformation. Roll 1d6: (1) character grows scales across his entire body; (2) character grows gills; (3) character sprouts feathers; (4) character develops webbed toes and feet
- There is a rift in space. You accidentally summon a DEMON (or foe of at least 4 hearts) of immense power. In most circumstances, the Demon is neutral to all parties (attacking indiscriminately).
Take Two (Fewer rolls)
SPELL CRITICAL FAILURE - Minor Consequences - 1d12
- Lose the spell for the day.
- 1d4 psychic damage on caster.
- Caster spends the next turn vomiting.
- Horrors distract you from the corner of your eyes. Spell casting is considered HARD for 1d4 ROUNDS.
- Caster develops compulsive behavior for 1d4 days. (Constantly clapping in threes, always shouting, always whispering, excessive profanity (you can just say “cuss”), constantly adjusting uncomfortable clothing, constantly forcing a sneeze, etc)
- Caster has unblinking, glowing eyes like that of a deep sea fish. -1 to all ATTEMPT rolls in lit areas for one day.
- Chills. Caster feels cold and cannot remain quiet due to chattering teeth. Lasts one day.
- A rush of wind and clap of thunder! All NEAR light sources are blown out, but the sound and the lightning has most likely alerted the enemy to your position.
- Phase out. You become invisible and invulnerable for 1d4 ROUNDS but cannot interact with the world.
- Bodily Transformation! This effect lasts one day. All your equipment magically scales with you and can be used normally. Roll 1d4: (1) You are now half your height. (2) You are now a talking chicken. (3) You are now the opposite gender. (4) You have a third functional limb. You choose.
- Nothing seems to have happened. (However, this spell will trigger in 1d4 rounds.)
- Major Consequence
MAJOR CONSEQUENCES - 1d10
- Caster develops a strange odor. -1 to Charisma
- Caster’s shadow is now bestial. People who notice don’t trust you.
- Caster has permanent disadvantage on this spell OR casting this spell is always HARD.
- Dogs always bark at you. Animals in general give you a HARD time.
- Accidental Alchemy. One of your items has been turned to gold. It’s now worth a fortune by weight, but probably useless.
- Ears mutate. Roll 1d5: (1) ears become pointed; (2) ears fall off (character still hears normally); (3) ears enlarge and look like an elephant’s; (4) ears elongate and look like a donkey’s (character also gains braying laugh); (5) ears shrivel and fold back.
- A third eye opens from your forehead. People will treat you differently. -1 CHA, +1 WIS
- You are now growing a tail. (If you already had one, you lose a tail.)
- Bodily Transformation! This is permanent but may be changed by another more powerful spell. Roll 1d6: (1) character grows scales across his entire body; (2) character grows gills; (3) character sprouts feathers; (4) character develops webbed toes and feet
- There is a rift in space. You accidentally summon a DEMON (or foe of at least 4 hearts) of immense power. In most circumstances, the Demon is neutral to all parties (attacking indiscriminately).