Monday, January 16, 2023

A Sorcerer Miscast List

As requested, here is a Sorcerer Miscast table used by one of my players.  The PC is a cambion, which is why there are so many references to demons in this.  (Since this was made, I’ve written up cambion as a playable PC race-as-class I’ve made for my mad-mashup game.  But that’s a tale for another day…)

When the Sorcerer rolls a miscast, roll a d20 and add the level of the spell to the roll.  If the Sorcerer has a spell cast on them (beneficial or otherwise), add an additional +1 to the roll.

 

  1. Tipsy-giddy until end of next long rest: disadvantage on Dex-based checks, advantage on Chr-based checks.  (Yes, I’ve totally stolen Advantage/Disadvantage for my mashup game.)
  2. Her tongue doubles in length and turns forked like a serpent’s for 1d4 days.  During this time, nobody believes her lies and 25% won’t believe her even when she speaks the truth.
  3. Tongue turns black, lips crack and bleed.  She can only speak in Abyssal but everyone can understand her.  Those she speaks two shift towards a negative reaction (though they also suffer a penalty on morale checks) and her spit is poisonous until the end of her next long rest.
  4. When she speaks, flower petals fall from her mouth until the end of her next long rest.  Disconcerting, but otherwise harmless.
  5. When she speaks, frogs appear in her mouth until the next sunrise.  Makes it impossible to carry on a conversation and she must pass save vs. Poison to successfully cast a spell with a verbal component.  1-in-6 chance the frogs secrete a hallucinogenic slime, giving her disadvantage on all rolls for up to an hour after the last frog has popped out of her mouth.
  6. A glowing crown of St. Elmo’s Fire surrounds her horns, hovering over her head until the end of her next long rest.  During this time, sneaking is impossible without the halo being hid by an illusion.
  7. She starts to exude powerful pheromones.  Increases the chance of random encounters, and increases the chance of a baddie targeting her.
  8. Her sense of smell becomes incredibly sensitive until the end of her next long rest.  At least a 10 minute warning before any random monster encounter, bonus on surprise checks, but disadvantage on all saves vs. gas attacks (like poison gas, stinking cloud, or troglodyte musk). 
  9. Until the next sunrise, Aezlyth’s STR drops to 6 unless her bare skin is touching the earth.
  10. Until the next sunrise, whenever Aezlyth takes physical damage, long spines or thorns erupt through the wounds in her skin.  Each such eruption does an additional 1 point of damage to Aezlyth’s target when she makes a successful attack in melee.  The damage counts as coming from a magical weapon.  The spines and thorns last until moonset.
  11. A dark miasma lightly veils her until sunrise.  Has a 75% to successfully hide in shadows.
  12. The spell fails to go off, but a random demon gates into this world inside the body of the spell’s target.  The demon rips through the target, killing it instantly.  The demon’s opinion of Aezlyth is determined by rolling 2d6.  2: immediate attack; 3-5: hostile; 6-8 Uncertain and confused; 9-11: doesn’t attack and may consider offers from Aezlyth to join her side in this fight; 12: friendly (for a demon). 
  13. Aezlyth acquires one of the mild insanities from page 83 of the DMG.  Every moonrise, she gets to roll a save vs. Poison to shake off the madness.
  14. Before (or just after) the party takes a rest to reacquire spells, Aezlyth encounters a tent of midnight blue silk stitched with golden stars.  At the peak of the tent is a golden crescent moon, horns pointed down.  Outside the tent is a suc/incubus wearing nothing but sheer silks.  They will welcome Aezlyth and her friends to “the Phantasmagorical Seraglio of Valentine the Sly.”  They will also be instructed to take off their shoes before entering.  (Anyone not barefoot when they enter the tent will feel off-balance and fuzzy-headed, and suffer disadvantage on all saving throws while in the tent.)  Inside are more incu-succubi serving a richly gowned arcanaloth smoking from a hookah.  Valentine is a fixer, information-broker, and advocate for the powers of the Lower Realms (specifically demons and devils).  Exactly what he’s up to and what he wants is up to the DM, but this is an opportunity for the PCs to purchase magic, information, or help at a very steep price.  It’s also an opportunity for Valentine to deliver any messages from a demon to the PCs.
  15. Hag-ridden!  As soon as Aezlyth settles down to sleep, she’ll vanish in a cloud of foul smoke and a wicked, cackling voice will promise to return her in eight hours.  She’ll be pony-girled up and hitched to a night hag’s chariot, forced to transport the hag through the Ethereal Plane on her foul errands.  She’ll be returned at the end of 8 hours still trussed up in pony gear.  She will not get the benefit of any rest and, if exhaustion is used, she probably acquired some.
  16. A stinging pain, like a shirt of nettles, descends on Aezlyth’s back.  Her back is now tattoed with a rainbow of scintillating script in Abyssal.  Roll a d6 to find out what the script says.  1: the truth about Aezlyth’s parentage (1-in-20 chance it includes her father’s name or other details about him); 2: a beautifully written description of Aezlyth’s last erotic experience; 3: a charm that, if read aloud, will force Aezlyth to obey any non-suicidal command the reader gives her until the end of the reader’s next long rest; 4: the true name of a randomly determined demon; 5: what claims to be the true name of a randomly determined demon, but it’s not accurate; 6: a randomly determined spell that can be cast like a scroll from her back.  The tattoo vanishes as soon as the magic is used or the night of a new moon ends. 
  17. After their next sleep, Aezlyth and her companions wake up in the Wandering Bazaar, a plane-hopping marketplace populated by demons, modrons, yugoloths, drow, etc.  When they leave the bazaar, they find themselves wherever it was they’d started that long rest.
  18. The next spell-casting creature Aezlyth kills turns into a green slaad. 
  19. Until the next sunrise, domesticated animals fear Aezlyth. 
  20. During her next sleep, Aezlyth is visited in her dreams by a powerful demon.  She is forced to play dragon chess with this being (some of the pieces look disturbingly like her friends).  She must out-roll the demon (who has a +3) to win the game, using her INT the first time, her CHR the second time, and either for every roll after until one of them has won a total of three rolls. If she loses, she owes the demon a service.  Her body will be marked with a tattoo or brand until she clears the debt.  If she wins, she acquires a new spell of her choice from the Magic-user list.  In either case, she wakes feeling fully refreshed.
  21. During her next sleep, Aezlyth is visited in her dreams by a quintet of succubi who claim to be her cousins.  She’s forced to play dragon poker with them.  When the game is over and she wakes, roll a d6 to see what happens.  1: she’s completely naked and covered in hickies, having lost her clothes in the game; 2: lost half her money (rounded down); 3: returns with a lovely collar of lace and velvet locked around her neck, owing one of her cousins a favor (even if she gets rid of the collar, she still owes the favor); 4: lost one magic item of her choice or, if she has none, all her gold pieces or, if she has no gold either, see 3; 5: doubled her gold pieces; 6: acquired one randomly determined magic item.  In any case, she wakes up feeling fully refreshed.
  22. Aezlyth spends the next round vomiting up a quasit.  She can take no other actions during this time.
  23. The target of her spell acquires a random mutation.
  24. The target of her spell spends the next 1d4 rounds vomiting up a red slaad each round.  While the target can do nothing else, the slaadi fight to the death to protect the target.
  25. Her spell-casting has been noticed!  The chance that the next random encounter the group has is with demons or those who serve demons is increased.
  26. A pride of lamia (1 male and 1d6 females) will begin to hunt Aezlyth and her crew.  Unless they do something to hide their tracks, the lamia will catch up to Aezlyth in 1d4 days.  If they defeat our heroes, the lamia will drink their blood (leaving each with a single hit point) and steal all their jewelry.   

1 comment:

Kyana said...

Thank you very much!