Magical Mishaps
When a 💀 is rolled on the Willpower dice for a spell, then roll on the minor mishaps table. If 2 or more 💀 are rolled then roll on the major mishap table
🌿 D66 Minor Magic Mishap Table
D66 | Minor Mishap |
---|---|
11 | Your eyes flicker with faint candlelight for an hour. Stealth rolls at night suffer –1 during this time. |
12 | Your shadow briefly acts on its own. It mimics your movements with a half-second delay for 1 hour. |
13 | A ring of tiny mushrooms forms beneath your feet when you stand still. For 1 day, creatures with Mythic Lore recognize this as a “Wyrd Touch.” |
14 | You smell of ozone and scorched herbs. Anyone tracking you via scent gets +1 Survival. |
15 | Your fingernails become translucent. For 1 day, you suffer –1 to Manipulation if they’re visible. |
16 | The next spell you cast speaks in a strange tongue, regardless of your intent. No mechanical effect, but allies must make an Empathy roll to avoid unease. |
21 | A pale eye opens on your palm. It blinks for one hour, then fades. During this time, +1 to Scout rolls using that hand. |
22 | Insects avoid you. You are immune to insect-based attacks or swarms for one quarter day. |
23 | The first creature you speak to today understands your words even if it shouldn't. Lasts until next sunrise. |
24 | For the next day, your breath briefly fogs regardless of weather. –1 Manipulation in formal company. |
25 | Your voice echoes faintly, as if spoken in a glade. Adds +1 to Performance, but –1 to Command. Lasts 1 day. |
26 | The next fire you light burns green. No mechanical effect unless used to frighten or impress. |
31 | Your blood smells of flowers for the next 3 hours. You suffer –1 when trying to track or be tracked by animals. |
32 | You hear whispers in plants for the next quarter day. +1 to Insight in forested terrain. |
33 | For one night, you dream through the eyes of a nearby animal. Gain +1 to tracking that species the next day. |
34 | Your skin briefly shows a pattern of bark or scale. Lasts for a single stretch. No mechanical effect unless used for disguise. |
35 | Water you touch reflects visions of a different place. Scout rolls near water sources are at +1 for one quarter day. |
36 | You sneeze feathers. Lasts for 1 hour. Cannot speak clearly while this occurs. |
41 | One hand becomes clammy and slightly green-tinged. It looks dead, but functions normally. –1 Manipulation if visible. |
42 | A moth lands on you and refuses to leave for hours. Others with Lore recognize it as an omen of “second sight.” |
43 | You hum involuntarily when within 10 feet of trees. –1 Stealth in forests for one quarter day. |
44 | For one day, your skin refuses to get wet. Water runs off you like wax. No mechanical effect. |
45 | Antlers appear in your reflection for one night. Causes unease to those who see it. –1 Charisma with superstitious NPCs. |
46 | A black line traces across your chest like a growing vine. Fades after 3 days. No mechanical effect. |
51 | You cough up harmless, pale lichen. Lasts 1 day. You take –1 to Move rolls while it's happening. |
52 | You blink and momentarily see the forest as it was 100 years ago. +1 to Lore (Nature) for 1 day. |
53 | A translucent butterfly rests on your shoulder for one stretch. Grants +1 to Healing, but –1 to all Wits-based defenses while present. |
54 | Your heartbeat can be heard softly within 3 paces. –1 Stealth until next sunrise. |
55 | Leaves cling to your skin no matter how often brushed away. Animals treat you as one of their own (neutral stance) for 1 day. |
56 | Your irises spiral for a full hour. –1 Empathy-based checks, +1 to resist fear. |
61 | The tips of your ears lengthen and grow soft fur. For 3 days, +1 Scout, –1 Manipulation if uncovered. |
62 | You emit a soft musical tone when touching stone. No effect unless used for ritual or puzzle-solving. |
63 | Your skin gives off faint spores visible only in moonlight. –1 to Manipulation for 2 days. |
64 | For one day, you leave behind faint hoofprints instead of footprints. Adds +1 to Cover Tracks rolls. |
65 | A face appears in the bark of the next tree you touch. It speaks one unsettling truth before fading. No mechanical effect. |
66 | A ring of teeth grows in a second mouth beneath your tongue. No game effect, but unsettling. –1 Charisma permanently unless removed or hidden. |
🩸 D66 Major Magic Mishap Table
D66 | Major Mishap |
---|---|
11 | Your mouth seals shut for one day. You cannot cast spells with verbal components and suffer –2 Manipulation. |
12 | A twisting glyph scars your forehead. –1 Charisma permanently. Once per day, you may force a nearby sapling to bloom. |
13 | You lose the ability to cast one specific spell for a full moon cycle. Choose randomly. |
14 | Blood magic taints your aura. Whenever you cast a spell, roll a die. On a 1, you take 1 Strength damage. |
15 | The next mirror or reflection you see contains your older self—rotted and corrupted. Wits damage: d6. |
16 | Your bones creak with the rhythm of distant drums. All attempts to move stealthily suffer –2. Lasts until exorcised. |
21 | A storm god laughs. Thunder cracks unnaturally around you. For the next 3 days, weather violently shifts when you cast spells. |
22 | Your voice calls out to someone else's god. Choose one NPC or spirit you know—their deity now watches you. GM determines result. |
23 | One of your arms becomes thin and pale, like root-flesh. –1 Strength, –1 Charisma. Can still function. |
24 | Your shadow is banished. You no longer cast one. –1 to reaction rolls from superstitious people. Demons treat you as kin. |
25 | A trail of wilted grass and dead insects follows your steps. Trackers gain +2 Survival to follow your path. |
26 | You are blinded for one day. Upon recovering, your irises now glow faintly in moonlight. No effect, but disturbing. |
31 | You see into a past life whenever someone touches you. Wits rolls at –1 due to overwhelming visions. |
32 | The next beast that sees you speaks your name. This cannot be repeated or explained. |
33 | You age 2d10 years in a moment. No stat changes unless appropriate. Hair grays. |
34 | All milk and water near you curdle or spoil for a full day. Allies must test Endurance when drinking. |
35 | Your fingers rot and regrow into twisted talons. +1 to unarmed damage. –1 Charisma permanently. |
36 | You are marked with a rune of the Hollow God. Once per session, reroll a failed spell—but take 1 Wits damage each time. |
41 | The next child born near you will bear your eyes. You are cursed with this knowledge. No mechanical effect—for now. |
42 | The bark of a nearby tree bleeds when you speak. All social rolls with villagers suffer –2. |
43 | You vomit wriggling maggots for a full minute. –2 to any action during this round. Next spell cast has no Willpower cost. |
44 | A circle of stones glows and levitates when you approach. You have been noticed by an ancient forest spirit. |
45 | The next corpse within sight rises and follows you. It performs no tasks and crumbles at next sunrise. |
46 | Your heartbeat syncs with the forest. If you cast in cities or towns, take d3 Empathy damage. |
51 | The moon does not rise for you tonight. No magical healing works for 1 full day. |
52 | You grow a third eye on your chest. It weeps when you lie. –1 Manipulation. Can see through illusions. |
53 | Your spells smell of brimstone. For one week, anyone nearby must roll for fear (Wits) upon spellcasting. |
54 | Every dog you meet growls and backs away. Animal Handling suffers –2 permanently. |
55 | You dream of being sacrificed by antlered figures. When you awaken, a bone knife lies beside you. |
56 | You forget your own name for 1 week. During this time, your spells require no verbal component, but you cannot lead others. |
61 | A small god inhabits your ribcage. It whispers in a forgotten tongue. Once per session, it may cast a random spell through you—GM choice. |
62 | You dissolve into a swarm of moths for 1 round, then reform. Take d6 Strength damage. Your body is forever changed. |
63 | An ancestral guardian replaces your shadow and watches you silently. Once per session, it takes damage in your place. –1 Charisma from its unnatural presence. |
64 | You vanish for 1d6 hours. When you return, your eyes are ink-black and something follows you in dreams. |
65 | A demon prince takes interest. You feel him watching. Once per moon, he may offer you power at a terrible cost. GM discretion. |
66 | You are partially unmade. Choose one ability (Strength, Agility, Wits, or Empathy): reduce by 1 permanently. In exchange, you may always succeed once per session on a magical roll—but the world bleeds around you when you do. |