Spelljammer
Sorcery
Rule Category:Sorcery
Rule Name:Backfiring Spells
A backfire happens when a mage miscasts a spell. The chance for a backfire depends on the caster's rank with the spell and whether he is "fast-casting" or "slow-casting".

Fast-casting is usually done in combat or when the mage is in a hurry. Fast-casting can be done in a single round unless the spell description says otherwise.

Slow-casting is usually done when there is no pressure for time. Slow-casting takes one minute unless the spell description says otherwise.

NOTE: Unless the player specifies otherwise, the GM will always assume that a mage character is going to fast cast spells in combat situations, and slow cast them at all other times.

Automatic Failure - any roll of 96 or higher indicates that the spell failed (even if it does not cause a backfire).

GK & SK Spells
Spell Rank
1-5
6-10
11-15
16-20
21
22
Slow Cast
97-100
98-100
99-100 *
Never
Never
Never
Fast Cast
94-100
96-100
97-100
98-100
99-100
100 *
* Backfire indicates 2x spell point cost and NL damage. Do not roll on back fire table.

Arcane Spells
Spell Rank
1-2
3-4
5-6
7-8
9
10
Slow Cast
92-100
94-100
96-100
98-100
99-100*
Never
Fast Cast
91-100
93-100
95-100
97-100
99-100
100*
* Backfire indicates 2x spell point cost and NL damage. Do not roll on back fire table.

Rituals
Most rituals can also backfire but if a result is rolled that makes no sense, the ritual is simply treated as a failure with no other ill effects except a persistent headache (-5 to all actions) that lasts until the mage gets a good night's sleep. If the result is 2x, 3x, 4x or 5x spell point cost, change to NL damage when the mage runs out of spell points. For example, if the result requires the mage to expend a total of 40 spell points, and he only has 22, then he loses the 22 spell points and also suffers 18 points of NL damage.
Backfire Table
1-10
How Unfortunate! Not only do you fail to cast the spell, but the attempt cost an additonal number of spell points as those already expended in the spell.
11-17
Worse yet! You fail to cast the spell, but the attempt cost twice the number of spell points as those already expended in the spell.
18-22
For shame! You should be grateful that your teachers cannot see you in your hour of degradation. Not only do you fail to cast the spell, but the attempt cost three time the number of spell points as those already expended in the spell.
23-24
This is simply not your day. You fail to cast the spell and the attempt cost four times the number of spell points as those already expended in the spell.
25
Magic may not be your calling. You might consider a future in animal husbandry instead. You have failed to cast your spell and the attempt cost five times the number of spell points as those already expended in the spell.
26-35
Your spell has reversed itself and is presently taking full effect on your own person instead of on the intended target. You get no saving throw vs. the effect.
36-45
Once again the spell has reversed itself as in result 26-35. However, this time, in addition to the effects of the reversal, the attempt cost twice the number of spell points as those already expended in the spell.
46-50
Your companions may well curse your name for this! The GM assigns a number to each character within range and rolls randomly. The character who’s number is rolled is the target of the spell. The spell normally allows a saving throw, he is entitled to one.
51-55
A result similar to 46-50 except that the spell’s effect is doubled (GM choosing what attribute of the spell will be doubled).
56-60
Your spell takes effect, but only at ½ strength. The GM determines what characteristic is to be halved and does so (rounding down).
61
You are cursed with total blindness lasting 1d10 x 7 days.
62
You are cursed with total blindness lasting 1d10 x 14 days.
63
You are cursed with total blindness lasting 1d10 x 21 days.
64
You are cursed with total deafness lasting 1d10 x 7 days.
65
You are cursed with total deafness lasting 1d10 x 14 days.
66
You are cursed with total deafness lasting 1d10 x 21 days.
67
You are cursed with being totally mute for 1d10 x 7 days.
68
You are cursed with being totally mute for 1d10 x 14 days.
69
You are cursed with being totally mute for 1d10 x 21 days.
70
You are cursed with insomnia and nightmares and may only regain ½ hit points and spell points (rounded up) during sleep periods for 1d10 x 7 days.
71
You are cursed with insomnia and nightmares and may only regain ½ hit points and spell points (rounded up) during sleep periods for 1d10 x 14 days.
72
You are cursed with insomnia and nightmares and may only regain ½ hit points and spell points (rounded up) during sleep periods for 1d10 x 21 days.
73-75
You are cursed with a virulent skin disease which will cause you intense pain and make you hideous to look upon. The disease temporarily gives you the Ugly flaw and will also reduce your Willpower by 3 until healed with a Cure Disease spell or similar magic. Once cured, the Ugly flaw will remain with you another 24 hours unless healed within 1 hour of being afflicted.
76-80
You are cursed with periodic muscle spasms of random occurrence and unpredictable duration which tend to leave you limp and exhausted. The spasms will persist until you are healed with a Cure Serious Wounds spell or similar magic, including a Potion of Extra Healing. Reduce Dexterity by 5 and Constitution by ½ (round down) until you have been cured.
81-85
You begin to suffer from intense and regularly recurring migraines which reduce your Willpower by 1 and your Magical Aptitude by 3 until you are cured with a Cure Serious Wounds spell or similar magic, including a Potion of Healing or a Potion of Extra Healing.
86-90
You become arthritic and enfeebled and will remain so until healed by a Cure Serious Wounds spell or Potion of Extra Healing (or similar magic). Reduce your Constitution and Hit Points by half (round down) and subtract 4 from Dexterity and 3 from Strength until cured.
91-95
You have become subject to creeping senility which will last until healed by a Cure Critical Wounds or a Heal spell and which will become worse as time goes on. Your Magical Aptitude is immediately reduced by 2 and is reduced by an additional 2 at the beginning of each week until cured. Once cured of your affliction, you will have to relearn any spells forgotten during the period of your illness. All spell attempts made during the illness will have their Base Chance of taking effect reduced by 10. Roll again ignoring rolls over 69 – this will be the effect the player will notice. Not the creeping senility.
96-100
You are cursed with total amnesia and lose all skills, ranks, and magical abilities for a period equal to one day times a D10. During this time, you may not cast spells, use special skills or talents or use a weapon except in it’s unranked state. Your friends will have to care for you since your surroundings are totally unfamiliar and your survival defenses will have been quite effectively short-circuited. You will willingly take orders and advice, but you would just as willingly follow an Ogre into his cave if he asked you to. This effect can be removed with a successful Remove Curse or a Heal spell.
NOTE 1If a result indicates additional spell point usage and the mage does not have the required number of spell points to meet the cost, he takes 1d4 points of hit point damage per spell point that he is short.
NOTE 2For results that indicate a curse, the curse level is equal to the mage's rank with the spell unless indicated otherwise. The curse is considered a minor curse.
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