Critical Spell Failure Table

The Critical Spell Failure Table is for all mana types except Unlimited Mana which has its own failure table. 
Roll 	Result
3 	Spell fails entirely. Caster takes 1d of injury.
4 	Spell is cast on caster (if harmful) or on a random nearby foe (if
beneficial).
5-6 	Spell is cast on one of the caster’s companions (if harmful) or on
a random nearby foe (if beneficial).
7 	Spell affects someone or something other than its intended target –
friend, foe, or random object.
8 	Spell fails entirely. Caster takes 1 point of injury.
9 	Spell fails entirely. Caster is stunned (IQ roll to recover).
10-11	Spell produces nothing but a loud noise, bright flash of light,
awful odor, etc.
12 	Spell produces a weak and useless shadow of the intended effect.
13 	Spell produces the reverse of the intended effect.
14 	Spell seems to work, but it is only a useless illusion. The GM
should do his best to convince the wizard and his companions that
the spell did work!
15-16	Spell has the reverse of the intended effect, on the wrong target. Roll randomly.
17 	Spell fails entirely. Caster temporarily forgets the spell. Make an IQ
roll after a week, and again each following week, until he remembers.
18 	Spell fails entirely. A demon or other hostile entity appropriate to
the setting appears and attacks the caster.
Category:Thaumatology
Category:Rules