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.