Magic has the potential to be dangerous not only to its target, but to its user as well. When a magical process Backfires on the one directing the process, refer to the next section to determine what happens. Alchemical backfires work differently and are handled later. The GM is free to invent their own backfire effects.
Spell Backfire Tables
Backfire effects are divided by the school of magic of the effect that backfired. By default you should roll a d4 on the appropriate table to determine the effect. You will typically be called to add the spell level of the backfiring spell to this result. The exact amount will be specified in the relevant section.
Alteration Backfire Effects
Alteration Backfire Effects
Result
Effect
1–2
Breeze A light wind whips up within a few dozen meters of the caster.
3
Magicka Leak The caster loses 2d8 magicka. Who knows where it went?
4
Swap The caster and another random character within 30 meters switch places instantly.
5
Crushing Weight All characters within 30 meters (including the caster) feel weighed down. They suffer a -10 penalty to all tests for 1d4 rounds.
6
Lurch The world seems to stretch for a few seconds before hurling people and objects to new locations. Each character within 10 meters (including the caster) is thrown 2d10 meters in a random horizontal direction.
7
Slip and Slide The area within 20 meters of the caster becomes an extreme low friction zone for 1d4 rounds. Characters in the zone must make an Agility test each round to not fall prone.
8
Chronological Disturbance For the next 1d4 minutes, all spells cast by the caster take effect 1d4 rounds after they are cast. A Perception test is required to notice the sudden appearance of a spell or else characters cannot react to them.
9
Uncontrollable Levitation The caster suddenly hovers towards the sky. They levitate 1d12 meters above the ground and floats there for 1d4 rounds before falling. They are at a -20 penalty to all actions as they spin uncontrollably.
10
Gravity Unbound All characters, the caster included, within 10 meters of the caster fall upwards 3d8 meters before falling down again.
11+
Force The caster must test Willpower or be killed instantly as incredible forces tear them apart.
Otherworldly Voice All characters within a few dozen meters of the caster hear strange voices whispering.
3
Magicka Leak The caster loses 2d8 magicka. Who knows where it went?
4
What’s That? An item of alien origin falls through a hole in reality nearby. The item can be any item of the GM’s choosing, but it appears to be made of strange, otherworldly material. Whatever it is, it doesn’t agree with Mundus and only survives 1d4 rounds before vanishing.
5–7
Unbound If the spell would have summoned or bound an entity of some kind, it works but they enter the world without the Bound trait or quality (as appropriate), meaning they are free to do as they wish. If this does not apply, use the result below.
-
Backlash The entity the caster is attempting to contact mentally lashes out against them. They lose 3d10 magicka.
8
Mental Visitor A strange entity slips into the mind of the caster unbidden. It remains there for 1d6 rounds, impeding their actions. They are at a -10 to all tests while it is present.
9
Suddenly Scamps! There is a flash of light and 2d6 Scamps appear from a rift in reality. They instantly scatter, intent on causing as much mischief as possible.
10
Rift A strange rift opens in reality at a random point within 10 meters of the caster. Gravity shifts, slowly pulling all characters within 2d8 meters towards the rift as if they were falling. Hanging onto a nearby object or the ground requires a successful Strength test. The rift persists for 1d4 rounds. Those who pass through are sent… somewhere else…
11+
Schloop! The character must make a Willpower test or be sucked into another realm with a sudden squelching sound, never to be seen again.
Mysterious Pain All characters within a few dozen meters feel a strange prickling pain.
3
Magicka Leak The caster loses 2d8 magicka. Who knows where it went?
4
Drained The caster loses 1 Stamina point.
5
Energy Burst A wave of energy issues from the caster, knocking everyone (not including the caster) within 20 meters prone unless they pass a Strength test.
6
Hoarfrost In a sudden surge of cold, all non-living matter within 30 meters is covered in ice. Characters moving within the frozen area must make an Agility test or fall prone.
7
Weary The caster loses 1d4 Stamina points.
8
Lightning Rod Lightning strikes from above, hitting a random target within 10 meters of the caster (they are a viable target too) and dealing 2d8 shock damage to the body location.
9
Redirected If the magic that backfired is a spell with a target, it is redirected and resolved against the caster. Otherwise, use the result above.
10
Power Overwhelming Caster must make a Willpower test or die instantly as they burn up from force of the power they have summoned.
11+
Boom! The caster must test Willpower or explode, killing them instantly and dealing 4d10 fire damage to all characters within 2d8 meters.
Sight All characters within a few dozen meters see glimpses of random events.
3
Magicka Siphon The caster loses 1d8 magicka, and a random character within 30 meters gains the amount lost.
4
Forgetful The next time the caster attempts to cast a spell within 1 minute, they find they have forgotten how to use it and cannot remember it until the duration is up.
5
Twister The character perceives time in a non-linear fashion for 1d4 rounds and must make a Perception test to successfully take any actions.
6
Endless Sight The caster can see multiple planes of reality and cannot process the information at once. They gain the Blinded condition for 1d4 rounds.
7
Warp The caster vanishes and reappears at a random location within 300 meters.
8
Involuntary Chat The caster is telepathically linked with a random character within 100 meters. They can each hear the other’s thoughts for the next 1d4 minutes. Each must make a Willpower test each round to act during this time, as it is difficult to focus.
9
Spell Reversal For the next 1d6 rounds, spells that the caster casts have the opposite of their usual effect. Exactly what this entails is left to the GM’s imagination.
10
Anti-Magic Zone Creates a zone of anti-magicka within 25 meters of the caster. All characters within lose all their current magicka, all constant enchantments stop working until they leave the zone, all other enchantments lose all charge, and all potions lose their effects permanently. The zone lasts for 1d4 minutes.
11+
Soul Fire The caster must make a Willpower test or their soul is destroyed, rent apart by magical forces. This kills them instantly.
Visions… You see faint outlines of ghosts and other apparitions. They look at you and they whisper. A chill runs down your spine, then they disappear.
3
Too much death on the mind For a brief moment you feel the souls of those that have been affected by this dark magic tearing at your mind, trying to stop you from calling them. The caster loses 2d8 [[Magicka Points
4
Accelerated decay The flesh of corpses wither to dust; only bones remain. All inanimate corpses within 10 meters of the target are stripped of their flesh and muscles leaving just the skeleton.
5
Body rot Your flesh darkens in spots. For the next 1d4 rounds, take 1d4 Magic damage at the start of your Turn. Healing received from either a potion or a spell ends the effect early.
6
…Of grave danger! A Ghost appears and gives everyone chills. The Ghost appears in a random location (GM choice) within 10 meters and follows the caster, pulling pranks on the living. All characters in the encounter must test Panic at -10. The Ghost is non-hostile unless provoked and persists for 2d6 rounds before vanishing into thin air.
7
This heals me…right? The life around you starts to wither. Characters within 20 meters, including the caster, takes 2d6 Magic damage.
8
Rigor mortis came a little late All undead within 10 meters of the caster and target must make a Willpower test at -10 or be paralyzed for 2d4 rounds.
9
Necromancy at its finest…sort of Any inanimate corpses, bones, or other materials that can be used for necromancy rituals within 10 meters are reanimated. They are unbound, are hostile to the living, and last for 1d4 rounds. What counts for materials and what is exactly created is up to GM discretion.
10
They seem angry… The vengeful dead have broken their bonds and turned on their hated master. All undead within one of the following ranges receive the associated effects for 2d4 rounds: 10m: Unbound / 5m: Frenzied, only targeting living creatures / 2m: Frenzied, but specifically target the caster.
11+
One of us! One of us! You feel all of the energy start to sap from your body. The caster must make a Willpower test or be drained of their life and become an undead monstrosity using the character’s profile. This character becomes an NPC controlled by the GM.
Flinch All characters within a few dozen meters twitch slightly.
3
Magicka Leak The caster loses 2d8 magicka. Who knows where it went?
4
Blight Plants around the caster wither and die within 50 meters.
5
Out of Breath The caster loses 1d4 SP.
6
Localized Aging One of the caster’s limbs, chosen at random, becomes crippled for 1d8 rounds.
7
Newfound Strength For the next minute the character gains 50 Strength, but if they do anything except stand still, they must make an Agility test at a -40 penalty. On a failure, the character falls prone as they are unable to control their body.
8
Not Right… The caster’s characteristics are switched around as their body morphs and warps. Roll 1d10 for each characteristic once. On a six or higher, the characteristic score switches places with the next score that rolls a six or higher. This happens every hour for 1d4 hours, after which the character returns to normal.
9
Contortions The caster’s muscles begin to spasm uncontrollably; they are rendered entirely helpless for 1d4 rounds.
10
Overgrowth One of the caster’s limbs, chosen at random, begins to grow uncontrollably. The first round it becomes crippled for 1d4 minutes, and the character must make an Endurance test with a -20 penalty. If they fail, the limb is lost the next round as it explodes in a burst of gore, and they take 3d8 damage that ignores all armor and mitigation. After the duration it returns to normal.
11+
Adrenaline The caster’s vital systems kick into overdrive, and they must make an Endurance test or die within seconds.
Backfire effects for potions are divided into two types: creation backfires and potion backfires. By default you should roll a d4 on the appropriate table to determine the effect. You will typically be called to add the level of the backfiring effect to this result. The exact amount will be specified in the relevant section.
Creation Backfire Effects
Result
Effect
1–2
Nothing! The potion seems to be fizzling with no sign of stopping but is otherwise fine and can be used normally.
3
Nothing! The potion is created, and apart from being thick, brown, and smelly, it appears fine. The potion counts as backfired.
4
Poof! The potion suddenly erupts into a semi-solid pillar of foam, making a huge mess. The potion is lost.
5
Whoops! The potion has congealed into a solid, rubbery mass and has potentially ruined the tools used to make it. The potion is lost, and the character must make a Luck test or the toolset used to make it is completely destroyed.
6
Yuck! The potion smells awful and seems to be slightly chunky. The potion counts as backfired.
7
Fizz The potions begins boiling uncontrollably, filling the air with terrible smelling fumes. The potion is lost, and everyone in the area must pass a Willpower test or begin vomiting.
8
Poison! The potion begins giving off toxic fumes and is now obviously poison. Everyone who breathes the fumes takes 1d8 poison damage to the body (ignores armor). Anyone who drinks the potion takes 3d8 poison damage to the body (ignores armor).
9
It Burns! The potion has turned to a boiling acid and burned through its container onto whatever lies below. The character must pass an Agility test or take 1d6 damage to a random hit location. The potion and the tools used to create it are lost.
10
Wh-What? The potion has turned black, is bubbling uncontrollably, and is giving off steam in a way that sounds like inhuman screaming. The potion counts as backfired.
11+
Boom! The potion explodes, dealing 2d8 fire damage to anyone within 5 meters. The potion, tools, and a fair amount of hair are all lost.
Potion Backfire Effects
Potion Backfire Effects
Some results on the above table indicate that the potion itself has backfired. This means that the potion has gained some additional (typically negative) effect beyond what the alchemist intended. Mark the potion as “backfired” on the character’s sheet and roll 1d10 on the potion backfire table below when it is consumed:
Result
Effect
1–3
Could be Worse! Roll 2d8 on the minor effects table below and apply the result along with the normal ones.
4
Nothing! Nothing happens.
5
Yuck! The potion applies its effects as usual, but it tastes terrible! The character must pass a Willpower test with a -20 penalty or vomit uncontrollably, rendering them helpless for 1 round.
6
Poison! When a character consumes the potion they take 2d10 poison damage to the body (ignores armor) in addition to the usual effects.
7
I can’t See! When a character consumes the potion, they gain the blinded condition for 1d5 hours in addition to the usual effects as their vision goes dark.
8
It Burns! When a character consumes the potion they burst into flames, gaining the burning (1) condition on the body in addition to the usual effects.
9
Paralysis! When a character consumes the potion, they are also instantly paralyzed for 1d5 rounds.
10+
Lethal Poison! When a character consumes the potion, they take 3d8 poison damage to the body (ignoring armor) in addition to the usual effects.
Minor Effects
Result
Effect
2
Character’s eyes turn blue for 1d5 hours.
3
Character’s breath is minty fresh for 1d5 hours.
4
Character gains a strange scar at random.
5
Character is invisible to themself.
6
Character’s hair turns green for 1d5 hours.
7
Character’s skin turns transparent for 1d5 minutes.
8
Character’s breath stinks for 1d5 hours.
9
Character smells smoke for the next 1d5 hours.
10
Character sweats profusely for 1d5 minutes.
11
Character becomes extremely thirsty.
12
Character begins to itch all over for 1d5 minutes.