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Failing at a Ritual Skill Check

Unlike spell failure, Ritual Failure tend to come with consequences.  Anytime a character fails at a ritual skill check while performing a ritual (whether due to failed roll or a disrupted ritual) the character runs the consequences of a major backlash from the energies accumulated during the ritual.  The effects can range from simple temporary visual disturbances to death to all within a certain radius depending upon the power of the ritual and how badly the individual failed their ritual check.

?d? Effect
1 Nothing Happens
2 Minor Elemental Disturbance.  (Random wind gusts, fires sputter and spark, ground vibrates like in a small earthquake, ect.)
3 Participants drained and weak. (-1d6 Constitution, regaining 1 point of Con per hour.)

Magical backlash
failed DC by 1-5 minor backlash
failed DC by 6-15 moderate backlash
failed DC by 16-25 major backlash
failed DC by 25+ catastrophic backlash - all hell breaks loose

Major Surge Table
00-02 Blind - You are affected by uncontrolled clairvoyance for one round per adjusted caster level, minimum 1. You are effectively blinded, unable to see anything except what's going on in the other location, which might be in any spot on the same plane. *
03-05 Deaf - You are affected by uncontrolled clairaudience for one round per adjusted caster level, minimum 1. You are effectively deafened, unable to hear anything except what's going on in the other location, which might be in any spot on the same plane. *
06-07 Caster Stunned - You are stunned for a number of rounds equal to your adjusted caster level divided by two, minimum one. *
10-11 Caster Dazed - You are dazed for a number of rounds equal to your adjusted caster level divided by two, minimum one. *
28-29 Drain Magic - The area around you, to a distance of 30 feet, is drained of magic for one round per adjusted caster level. Treat it as if the area was under the effect of Remove Magic.
41-45 Visual Display - The spell is accompanied by harmless visual effects, such as mist, ghostly flames, color changes, illusory snakes, and so on. These effects remain for the spell's duration. *
46-50 Audio Display - The spell is accompanied by harmless auditory effects, such as howls, hissing, thunder, keening, and so on. These effects remain for the spell's duration. *
51-52 Audio-Visual Display - The spell is accompanied by harmless audio and visual effects, such as howls, hissing, thunder, keening, etc. with mist, ghostly flames, color changes, illusory snakes, and so on. These effects remain for the spell's duration. *
87-88 Air - You open a momentary portal to the Plane of Air and are accosted by a howling blast of air that deals a d4 of sonic damage for every two adjusted caster levels, minimum one, to you and everyone within 10 feet of you.
89-90 Earth - You open a momentary portal to the Plane of Earth. A large, irregular chunk of stone materializes near you and fragments, damaging everyone within five feet. Roll 1d8 on the grenadelike weapons table to determine the direction from you (1 being in front of you, 5 being behind you), and then 1d10 to determine how many feet away. Roll a d6 per every two adjusted caster levels, miminum one.
91-92 Water - You open a momentary portal to the Plane of Water. You and everyone else within five feet is hit by a sudden torrent of pure water from above. There is no other effect beyond being drenched (though the drenching itself may cause problems if you are holding a torch, for example).
93-94 Fire - You open a momentary portal to the Plane of Fire and are accosted by a gout of flame that deals a d6 of fire damage for every two adjusted caster levels, minimum one.
95-96 Negative - You open a momentary portal to the Negative Energy Plane and are accosted by a wave of negative energy that deals 1d6 damage per two adjusted caster levels, maximum 5d6, minimum 1d6. In addition, you must make a Fortitude save or gain a negative level for 1d8 hours. (There is no chance for the negative level to become permanent.) *
97-98 Positive - You open a momentary portal to the Positive Energy Plane and are accosted by a wave of positive energy that heals 1d6 damage per two adjusted caster levels, maximum 5d6, minimum 1d6. Any extra health becomes temporary hit points that disappear in 1d4 hours. *
99 Double Surge - Roll twice, ignoring duplicate results and any result that tells you to reroll again. Both surges occur simultaneously, but if they affect the same spell aspect, they are applied in the sequence they were rolled. For example, rolling All Minimized and All Up would cause you to reduce all dies to 1, then increase the totals by 20%. But if you rolled those results in reverse, you would apply the 20%, then reduce all dies to 1, effectively wiping out the effect of the first surge.