Major Miscast Table

Reference name: major-miscast-table ~ ID: 9260
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Roll Result
1 - 5 Overload: You are overwhelmed by magical energy and gain a stunned condition
6 - 10 Aethyric Shock: You suffer 1d10 Wounds, ignoring Toughness Bonus and Armour Points. Pass an Average (+20) Endurance Test or also gain a Stunned Condition.
11 - 15 Craven Familiar: A Daemon Imp (see Chapter 11: Common Creatures and NPCs) appears from the Aethyr and attacks you next round
16 - 20 Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1d5 Corruption Points. Any time after this event, you can spend 200 xp and gain the Forbidden Lore (Chaos) talent
21 - 25 Double Trouble: The effect of the spell you cast occurs elsewhere within 1d10 miles. At the GM’s discretion, it should have consequences whenever possible.
26 - 30 Soulfire: Gain an Ablaze Condition, as you are wreathed in unholy flames with a colour associated with your Lore.
31 - 35 Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness, Strength, and Weapon Skill are at -20 for 1d10 minutes.
36 - 40 Speak in Tongues: You gabble unintelligibly for 1d10 rounds. During this time, you cannot communicate verbally, or make any Casting Tests. You may otherwise act normally
41 - 45 Swarmed: You are engaged by a swarm of aethyric Rats, Giant Spiders, Snakes, or similar (GM’s choice). Use the standard profiles for the relevant creature type, adding the Swarm Creature Trait. After 1d10 rounds, if not yet destroyed, the swarm retreats.
46 - 50 Ragdoll: You are flung 1d10 yards through the air in a random direction, taking 1d10 Wounds on landing, ignoring Armour Points, and receiving the Prone Condition.
51 - 55 Darkling Sight: You lose the benefit of the Second Sight Talent for 1d10 hours. Channelling Tests also suffer a –20 penalty for the duration.
56 - 60 Mindnumb: You channel too much magical energy. You are unable to cast spells for 24 hours.
61 - 65 Chaotic Foresight: Gain a bonus pool of 1d10 Fortune points (this may take you beyond your natural limit). Every time you spend one of these points, gain 1 Corruption point. Any of these points remaining at the end of the session are lost. The GM also assi
66 - 70 Regurgitation: You spew uncontrollably, throwing up far more foul-smelling vomitus than your body can possibly contain. Gain the Stunned Condition, which lasts for 1d10 Rounds
71 - 75 Forgetfulness: The spell you are trying to cast is lost to your memory. If you had previously memorised the spell, you no longer recall it and must memorise it again. If casting from a grimoire, the page upon which the spell is written bursts into flames.
76 - 80 Traitor’s Heart: The Dark Gods entice you to commit horrendous perfidy. Should you attack or otherwise betray an ally to the full extent of your capabilities, regain all Fortune points. If you cause another Character to lose a Fate point, gain +1 Fate poin
81 - 85 Foul Enfeeblement: Gain 1 Corruption point, a Prone Condition, and a Fatigued Condition
86 - 90 Hellish Stench: You smell really bad! You gain the Distracting Creature Trait (WFRP, page 339), and probably the enmity of anyone with a sense of smell. This lasts for 1d10 hours
91 - 95 Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, you’ll have no memory of what you just did.
96 - 100 Trick of Fate: Roll on the Perils of Magic table instead