Critical Spell Failure Table

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Roll 3d on the table below. If the result is inappropriate – or if it is the result that the caster intended – roll again. The GM is free to improvise instead of using the table.

Improvisations should be appropriate to the spell and the situation, and should never kill the caster outright.

3 – Spell fails entirely. Caster takes 1d of injury.
4 – Spell is cast on caster (if harmful) or on a random nearby foe (if beneficial).
5-6 – Spell is cast on one of the caster's companions (if harmful) or on a random nearby foe (if beneficial).
7 – Spell affects someone or something other than its intended target – friend, foe, or random object. Roll randomly or make an interesting choice.
8 – Spell fails entirely. Caster takes 1 point of injury.
9 – Spell fails entirely. Caster is stunned (IQ roll to recover).
10-11 – Spell produces nothing but a loud noise, bright flash of light, awful odor, etc. 12 – Spell produces a weak and useless shadow of the intended effect.
13 – Spell produces the reverse of the intended effect.
14 – Spell seems to work, but it is only a useless illusion. The GM should do his best to convince the wizard and his companions that the spell did work!
15-16 – Spell has the reverse of the intended effect, on the wrong target. Roll randomly. 17 – Spell fails entirely. Caster temporarily forgets the spell. Make an IQ roll after a week, and again each following week, until he remembers.
18 – Spell fails entirely. A demon or other malign entity appropriate to the setting appears and attacks the caster. (The GM may waive this result if, in his opinion, caster and spell were both lily-white, pure good in intent.)