Bell Digest: Spell Crit/Fumble rolls

Spell Crit/Fumble rolls

From: Steven
Date: Sat 18 Aug 1990 - 09:56:33 EEST



While in one of my early GMIng sessions one of my players rolled a 00 for his spell success roll(He knew Sorcery). He groaned aloud and asked "Ok, what happens to me know?" After looking at the rules and trying to find some fumbles for spells and not finding any, I told him, "Well, I can not find anything, so I guess you just failed." Upon thinking about the incident, I deceided that I really wanted to have fumbles for spells. I also figured that if you can screw up so badly that you loose control then why can you not get more from a spell than what you expected(in a way screwing up in a positive manner). So I sat down and thought about it. In order to construct the tables I thought out how magic works. I did not tell my players how it works--that is for them to figure out. I then classified the spells into catagories.

A little explanation should go into *MY* concept of magic. I created something called life force that wound about everything and was in everything. It is my idea of GUTs. It is similiar to Star Wars' Force or the Zen concept of Yin-Yang. What magic does is use this life force in some way. The way that the life force is used is how the spell is put into a classification. The classifications are as follows:

Soldifying/Weakening Life Force
Using Life Force to cause the changing of identity Using Life Force as a recepticle
Using Life Force to Stop/Start Reactions Using Life Force to Affect another's mind Channeling Life Force from one place to another Transfer of Information from One Source to Another

Yes, some of these are quite close, but I noted differences. Spells that used the same type of mechanism(such as light and slow) were grouped together(Both of these things Stop/Start reactions. Light would excite molecules, and Slow would act as an opposing force to walking). Then I wrote the critical Hit/Fumble tables for each of the classifications. The tables are below: Soldifying/Weakening Life Force

   Armoring Enchantment
   Bladesharp
   Bludgeon
   Countermagic
   Damage Boosting
   Damage Resistance
   Disruption
   Dullblade
   Ironhand
   Protection
   Protective Circle
   Repair
   Speedart
   Spell Resistance
   Spirit Screen

Fumbles

   01 - 20 Force can not leave body. Force(FOR) is equal to POW.

                   Caster must expend one point of POW for every point
                   of FOR in his body.  Any FOR that is left in the body
                   at the end of that melee round will cause 1 point of
                   Damage per point of FOR to a random hit location.
   21 - 50    Spell is reversed at half strength
   51 - 75    Spell is reversed at full strength
   76 - 90 Spell is reversed at double strength    91 - 00 Spell is reversed at Treble strength Critical Successes
   01 - 50    Spell effects are the same
   51 - 75    Spell effects are doubled
   76 - 90    Spell effects are trebled
   91 - 100   Spell causes a backlash of force affecting the attacker
                   with one point of POW for every point of POW the spell
                   had.  Spirit combat ensues, however, the caster can
                   not raise his POW by this means

Using Life Force to cause the changing of identity

   Create Basilisk
   Create Vampire
   Form/Set
   Phantom Senses
   Shapechange Species to Species

Fumble

    01 - 20   Same as on the S/W Fumble table
    21 - 40   The thing that was trying to be changed is damaged as above
    41 - 60   Thing was changed into something else
    61 - 80   Effects halved(Thing is only half changed)
    81 - 90   Effects quartered(Thing is only 1/4 changed)
    91 - 00   Roll a die 8 and multiply by 10.  Do that twice and use the
                   results for the fumble.(Roll twice for two effects)
Critical Success
    01 - 30   New form of the creature also has the half of the New MInd
    41 - 60   New form of the creature has the new mind, but not the Old
    61 - 80   Intensity is doubled
    81 - 00   Intensity is trebled

Moving/Slowing something with Life Force

   Animate Substance
   Binding Enchantment
   Fly
   Glue
   Hinder

   Holdfast
   Slow
   Summon Species
   Teleport

Fumble

   01 - 25 Move the wrong object
   26 - 50 Lose control of the object until another succesful spell

                  is made(Dir 8 sided die)
   51 - 75 Object held for duration
   76 - 00 The wrong object moved, but out of control

Critical Success

   01 - 70 Effects are doubled
   71 - 00 Effects are trebled

Using Life Force as a recepticle

   Homing Circle
   Magic Point Matrix Enchancement
   Spell Matrix Enchancement
Fumble

    01 - 20   Recepticle is made, Access is denied
    21 - 80   Object has 1 point of damage for every point of POW used
    81 - 00   Object "Eats" POW.  Acts like spell combat.  Objects POW vs
                   defender's POW.  Is resistance fails, then 1 POW is
                   "Eaten" by the object and added to its total.  This
                   Will continue until the place is sealed with another
                   succesful spell of this type.

Critical Success

   None

Using Life Force to Stop/Start Reactions

   Cast Back
   Darkwall
   Extinguish
   Firearrow
   Fireblade
   Glow
   Ignite
   Immortality*
   Light
   Lightwall
   Silence
   Smother
Fumble

   01 - 20  Opposite effects are done
   21 - 40  Half oppossite effects
   41 - 60  Double Opposite effects
   61 - 80  Treble opposite effects
   81 - 00  Wrong Vocal Point

Critical Success

   01 - 70 Double Strength
   71 - 00 Treble Strength

Using Life Force to Affect another's mind

   Befuddle
   Control Species
   Demoralize
   Dominate Species
   Fanaticism
   Shimmer
   Stupefacation
Fumble

   01 - 20    Wrong Target
   21 - 40    Half opposite effects
   41 - 60    Double oppostie effects
   61 - 80    Treble oppostie effects
   81 - 90    Affect yourself

Critical Success
   01 - 50    Affects double targets
   51 - 80    double effects
   81 - 00    Treble effects

Channeling Life Force from one place to another

   Coordination
   Create Familiar
   Diminish Characteristic
   Dispel Magic
   Drain
   Endurance
   Enhance
   Glamour
   Heal
   Immortality*
   Regenerate
   Skin of Life
   Strength
   Tap
   Treat Wounds
   Venom
   Vigor
Fumble

   01 - 20   As S/W roll
   21 - 40   As S/W Roll, but in target
   41 - 60   Alternate type-Roll on the above table to find spell results
   61 - 80   hits wrong target
   81 - 90   2 of the 3 types.(S/W rolls are either one or the other)
Critical Success

   01 - 75 Double effects
   76 - 00 Treble effects

Transfer of Information from One Source to Another

   Apprentice Bonding
   Detect Magic
   Detect Substances
   Detect Magic
   Farsee
   Mindlink
   Mystic Vision
   Second Sight
   Sense Projection
   Sense Substance
   Telepathy
   Visibility
Fumble

   01 - 20   Wrong Information given
   21 - 40   Wrong Sense used
   41 - 60   Nothing returned
   61 - 80   Garbage returned
   81 - 00   as S/W roll 01-20

Critical Success
   01 - 70   more Detailed information given than is usual
   71 - 90   Double effects
   91 - 00   Treble effects

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