Critical Spell Fumble Chart

Die Roll Result
01-02 Caster suffers mental backlash. Loses knowledge of spell. Can never memorize or re-learn spell.
03-05 Spell summons random monster (CR = caster level +1). Creature under control of target.
06-15 Disoriented. Caster loses spell and cannot focus for 2d3 rounds. Flat footed.
16-19 Caster becomes neon pink for 1d4 hours. Glows as if fiery fired. No save.
21-25 Magical energy backlashes into caster. Knocked prone. Take 1d6 damage per spell level.
26-35 Spell effect targets random party member within 30 feet. If no one in range, spell backlashes as above.
36-75 No effect, caster loses spell for day.
76-80 If spell effect is reversible, the reverse of the spell occurs. Otherwise spell is lost with no effect.
81-85 Spell sucks all magical energy from caster. Lose all spells available for the day.
86-90 Spell heals 1d8 points of damage to target creature.
91-95 Spell works normally.
96-97 Spell acts as a Rod of Wonder.
98 Blew it! Roll 2 times; reroll results of 98 or 99. Apply all results 99 In Big Trouble. Roll 3 times; reroll results of 98 or 99. Apply all results
00 Spell energy flairs wildly. Take total levels a caster can cast in a single day, roll 1d6 for each level; add 2d6 for cantrips. Energy flairs in a 30 foot sphere centered on the caster doing electrical damage to all within the area, DC 16 reflex save for half damage. All spells lost for day. Caster must rest 2 full days before recovering any spells.

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Critical Spell Fumble Chart

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