Peril of Magic

Reference name: peril-of-magic ~ ID: 9261
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Roll Result
1 - 10 Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1d10 Wounds regardless of Toughness Bonus or armour
11 - 20 The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20, permanently. If this takes you to zero, you die.
21 - 30 Tzeentch’s Lash: Magic power overwhelms you, knocking you out for 1d10 hours
31 - 40 Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Wound to a random location.
41 - 50 Heretical Vision: A Daemon Prince shows you a vision of Chaos. You gain 3d10 Corruption Points. Any time after this event, you can spend 100 xp and gain the Forbidden Lore (Chaos) talent.
51 - 60 The Warping Flesh: Your S, T, and A increase by 10, and your movement is reduced by 1 every round. When any of your stats reaches 100+, you explode and die. At the end of each round, you make a wp test (Difficulty 20). The effect ends and fatigue condition
61 - 70 Uninvited Company: You are attacked by a number of lesser Daemons equal to your Willpower Bonus. They appear from the Aethyr within 12 yards (6 squares) of you.
71 - 80 You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Make a WP test -10 for every brand. Failure means your soul is signed away to a Ruinous Power.
81 - 90 Called to the Void: You are sucked into the Realm of Chaos and are forever lost.
91 - 99 A Rending of Reality: You die. YOur flesh is twisted and dragged into impossible shapes, as you become a gateway to the immaterial warp. Until it is closed, daemons of any variety spill through in whatever volume the GM deems appropriate.
100 (Optional): A crack in reality breaks out from your body and creates a devastating warp explosion that destroys everything with three miles.