[The following rule utilizes the Zombie dice from Zombie Dice, a game published by Steve Jackson Games. Zombie dice, which will hereafter be referred to as dZ, have the following faces: brain, footprints, and shotgun blast (abbreviated here as simply blast). The distribution of faces varies by color. A green dZ has 3 brains, 2 footprints, and 1 blast. A yellow dZ has 2 brains, 2 footprints, and 2 blasts. A red dZ has 1 brain, 2 footprints, and 3 blasts.*]
When a spellcaster announces an intention to cast a spell and the casting is interrupted, the spell is disrupted and lost. It neither takes effect, nor can it be cast again until it is re-memorized. If, however, the caster decides to attempt to maintain concentration in spite of the interruption, there is a chance that the spell may still be successfully cast, but there is a chance for a mishap. The caster must roll 1dZ depending on the nature of the interruption. If the distraction is minor (the caster is jostled, asked questions, or briefly loses sight of a target), the caster must roll a green dZ. If the distraction is major and physical (the caster is physically injured or threatened with injury), the caster must roll a yellow dZ. If the distraction is major and mental (the caster is magically or psionically attacked) or the caster fails a saving throw, the caster must roll a red dZ. The result of the roll is compared to the table below:
dZ | Effect |
---|---|
brain | The spell is cast successfully. |
footprints | The spell is disrupted and lost. |
blast | Roll on the Spell Mishap table. |
Spell Mishap
Roll 1d6
- Stunning Blow. The spell fails and the caster is stunned for 2d12 rounds.
- Reversal. The reverse of the spell is cast. If there is no reverse version, it backfires instead.
- Backfire. If offensive, it affects the caster. If beneficial, it affects the opponent. If neither apply, then the result is concussion.
- Concussion. The spell fails and the caster is rendered unconscious for 2d12 hours.
- Memory Drain. The spell succeeds, but all memorized spells are forgotten in the effort to maintain concentration.
- Explosion. The spell fails and the uncontrolled magical energy explodes causing 1d6 hit points of damage per level of the spell to all within a 10' radius.
* Standard six-sided dice may be substituted as follows:
"Green" d6: 1-3 = brain, 4-5 = footprints, 6 = blast.
"Yellow" d6: 1-2 = brain, 3-4 = footprints, 5-6 = blast.
"Red" d6: 1 = brain, 2-3 = footprints, 4-6 = blast.
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