failed-arcane-magic-table
This is an old revision of the document!
FAILED ARCANE MAGIC TABLE
Die Roll Range | Result |
---|---|
1–8 | There is a small fizzling sound and the smell of singed hair. |
9–14 | With a thunderous roar a bolt of energy pours into the earth in front of the caster. The Magic-user is stunned for one D4 turns. Pack animals or swarms within 20 cms rout. The caster is unable to move, fire, fight or use magic until he recovers. Enemy troops in base-to-base contact with the stunned caster, automatically kill or take him prisoner, at the attacker's choice. |
15–22 | The caster is showered with fish. The soldiers around him begin to snigger and the Magic-user is so embarrassed his CF drops by one point for the rest of the battle. |
23–30 | A seering flash blinds everyone within 10 cms of the caster for one game turn. Units totally or partially affected are disordered. Blinded figures may not move, fire or initiate combat. If attacked while in this state, they lose all rank and reach bonuses and count as being attacked in the rear. |
31–38 | A cloud of green smoke curls up from the caster's hand. |
39–46 | Oops! The caster is teleported two D10 cms in a random direction (use the Random Movement Indicator). Characters teleported into impassable terrain are automatically killed. |
47–52 | An ominous silence fills the battlefield, as blue slime oozes from the Magic-user's nose and smoke curls out of his ears. The Magic-user has lost the power of speech. This effect will last one turn. During that time the caster will be unable to issue orders or cast magic. All troops under his brigade control go unbrigaded. |
53–58 | With a horrible gurgle the Magic-user is enveloped by a green light and vaporised. All that is left is a pair of smoking boots. All friendly units (including elves) within 10 cms of the boots, must take a Morale Test, as if they had been attacked by magic. |
59–64 | Suddenly the caster is a drooling idiot for one D3 game turns. While an idiot, he will move in a random direction each turn at normal speed. He cannot fight, fire or cast magic. His MF and CF drop to zero. Any units under his command are automatically treated as if they are unbrigaded. Enemy troops in base-to-base contact with the caster, automatically kill or take him prisoner, at the attacker's choice. Otherwise he will recover on the turn rolled, at the beginning of the same phase in which he was afflicted. At that point his MF will return but his CF becomes 1 for the rest of the battle. |
65–72 | A ghastly stench fills the air and it is emanating from the caster! This stench of rotten eggs will last one D4 turns during which time the character’s MF slumps to -2. |
73–78 | A whirlwind springs up before the caster, soaring from the ground to Combat Height. It immediately moves 10 cms in a random direction. The whirlwind will last two turns. It will move 10 cms in a random direction in phases four and seven each turn. Use the fireball template for its base size. If the whirlwind passes over a ground unit, one D100 must be rolled for every figure in the unit. On a roll of 15% or less, a soldier is killed or a character or monster wounded. The unit is also Disordered. If the whirlwind hits a building it will cause two D6 damage – if this is enough to destroy the wall any figures inside must roll as above for injury, otherwise they are safe. If the whirlwind catches a flying unit, roll a D6. 1. The unit is hurled to the ground (see the rules for crashing) and disordered. 2. The unit is lifted up to Flight Height and disordered. 3–6. The unit is hurled 10 cms in a random direction and disordered. If this causes the unit to crash into an object, refer to the crash rules for injury. |
79–86 | As the caster stops chanting his body trembles and his face turns yellow. This colour remains for one D3 turns and during that time the character’s MP drops to zero. |
87–94 | Kapow! A fireball shoots four D10 cms in a random direction from the caster’s hand. |
95–100 | Croak! The caster is now a frog for one D3 game turns. While a frog his MP and CF are zero and his movement is reduced to 2 cms per turn (over land or water). He cannot fight, fire or cast magic. Troops under his command count as being unbrigaded. If the caster is in direct control of a unit they can pick him and his clothes up. If he is alone and moves as a frog, he must return to the spot of his transformation to reclaim his clothes, and weapons. If he fails to do so within two turns he immediately flees the battlefield and is removed from play! It takes a character one game turn to get dressed. |
failed-arcane-magic-table.1758448374.txt.gz · Last modified: 2025/09/21 11:52 by fantasyadmin