Backlash

witch-spellcaster.jpgOn a critical failure on a Magick Roll, the caster must roll 1d20 and consult the chart below. On a critical critical failure ( 1 on both dice ), the caster must roll 2d20 and keep the highest die.

1 Dark Gift. The caster taps into a particularly potent source of magic and gains +2 to his weird skill rolls for the next 24 hours.
2 Demon’s Slap. The caster suffers a violent jolt from beyond and becomes fatigued.
3 Evil Twist. The character’s body is permanently twisted. His nails become long and claw-like, his teeth elongated and sharp, or whatever the Game Master decides. He permanently suffers a – 2 to all Charisma based skill rolls. On the plus side, his unarmed attacks deal +1 damage from now on. If the hero is exposed to this effect more than once, he only loses an additional – 1 Charisma penalty, but receives no further damage bonus.
4-6 Dark Energies. The caster’s body is overwhelmed by an otherworldly force. He is Fatigued and loses one step of the Weird Skill die for 24 hours.
7-9 Energy Sap. The caster must make a Vitality roll or be Incapacitated. Even in case of success, he suffers a level of Fatigue, which is recovered after an hour.
10-12 Not For The Human Mind. The caster has a brief glimpse of what the entity or energy he is contacting REALLY is, and this can shatter the hardest of minds. He must make a Hard Fear (–4) roll. Gain 1 Fear die on a success and 2 Fear dice on a failure
13-15 Devils’ Joke. The spell works as if cast with a critical success, but the evil entities change target: a positive spell affects an enemy; a negative one affects the caster or an ally. The Hero Point gained for the critical success is awarded to the GM.
16-18 Manifestation of Unholy Gods. The evil gods appear in all their terrible might, releasing a wave of pain and terror! Put a Large Burst Template on the caster. Whoever is within the template, caster included, suffers 6 DMG and immediately gains 1 Fear die.
19 Satiate My Hunger! One of the evil forces the caster is contacting decides to take away some of the character’s living energy. His Vitality die drops by one step. Every week the caster is allowed a Hard Vitality (–4) roll to regain it. In case of critical failure on one of these rolls, the loss is permanent. Caster immediately gains 2 Fear dice.
20 Soul Drain. A part of the caster’s soul is snatched and devoured by evil entities. His Spirit die drops permanently by one step. Every week the caster is allowed a Hard Spirit (–4) roll to regain it. In case of critical failure on one of these rolls, the loss is permanent. Caster immediately rolls on the Psychosis Table (Horror Compendium p 24).

Backlash

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