Spell Failure and Corruption

When casting a magic spell, Clerics and Magic Users must roll on the Spell Complexity Table (See CHAINMAIL).

If a Magic User or Cleric rolls a result of N, they must make a Save vs Magic. Failure to save means rolling on the Corruption Table.

The Magic-User level titles above are going to be mapped to OD&D levels in the following manner:

Seer L3
Magician L5
Warlock L7
Sorcerer L9
Wizard L11

Battle Magic

Battle Magic spells are available to casters of 3rd level and above, limited by spell complexity and CON Ability Score. Battle Magic spells are very powerful, able to affect swathes of a battlefield or companies of men. These spells are kept under close guard by the greatest High Priests & Wizards and their most trusted allies and apprentices. These spells take a long time (relatively speaking) to cast and have a serious cost on the caster’s endurance.

Casting a Battle Magic Spell takes three Combat Rounds (10 second rounds) and costs the caster 1 point of CON per two points of Complexity. After a Battle Magic spell is cast, the Cleric/Magic User must rest for 6 rounds. They may walk or ride a mount, but no other exertion is possible (ie, fighting, running, climbing, etc). A character with a CON reduced below 3 will fall comatose for 2d6 days.

Eldritch Missiles: [Complexity 3] A Cleric/Magic User can throw either of two types of missiles (select which before play begins). A fireball, equal in hit area to the large catapult hit area, or a lightning bolt, 3/4″ wide by 6″ long, with an attack value equal to a heavy field gun, are the two missile types employed.

These missiles will destroy any men or creatures which are struck by them, with certain exceptions noted below. Both types of missiles can be thrown up to 24″, direct or indirect fire, with range being called before the hit pattern is placed. The center of the fire ball is placed down at the number of inches called. The head of the lightning bolt is placed at the number of inches called, so that its body extends 6″ behind it in a straight line from the Wizard who threw it.

  1. Phantasmal Forces: The creation of the apparition of a unit or creature for
    four turns, maxi-duration. (Complexify 2)
  2. Darkness: Casting increasing gloom over the entire playing area for as long
    as the Wizard is not attacked. On the turn that the spell is cast light is not
    affected, on the second turn semi-darkness sets in, and on the third turn if
    becomes fully dark (only those troops that can see in darkness can then attack
    defend). The spell takes the reverse order when ended or countered. (Complexity
    1)
  3. Wizard Light: The dispelling of darkness in an area extending 24″ in all
    directions, radiating from the Wizard casting the spell. (Complexity 1)
  4. Detection: A spell which detects either hidden enemies or the use and effect
    of other magic spells. If will not discover hidden enemies or the type of magic
    being employed if the opposing Wizard is of greater strength, but the use of
    magic by the enemy will be revealed. (Complexity 2)
  5. Concealment: A spell which will conceal a unit or fantastic creature from all
    save certain creatures which have the power to detect hidden enemies.
    (Complexity 3)
  1. Conjuration of an Elemental: Wizards can conjure Elementals, but no more
    than one of each type can be brought into existence. (Note: This does not
    apply to Djinn and Efreet.) If the Wizard who conjured the Elemental is disturbed
    (attacked) while the Elemental is still in existence, he loses control
    of it, and it will then attack the conjurer. An Elemental created by a Wizard
    who is subsequently killed will attack the nearest figure. Such Elementals
    must be dispelled by a Wizard or (killed) by combat. (Complexity 5)
  2. Moving Terrain: Causing the shifting of vegetation hills, etc. A spell possible
    only to a L11 Wizard. (Complexity 6)
  3. Protection from Chaos: A 12″ diameter circle which will keep out all Chaotic fantastic
    creatures/men. (Complexity 3)
  4. Levitate: A spell which allows the user to rise 6″ per turn for up to six turns.
    It is possible to remain stationary, but lateral movement if not possible unless
    some form of propulsion is available. (Complexity 2)
  5. Slowness: A spell which causes up to 20 figures to move at one-half speed for
    two turns. (Complexity 3)
  6. Haste: A spell which speeds the movement of up to 20 figures by 50% for
    three turns. (Complexity 3)
  7. Polymorph: This allows the user to change himself into the semblance of anything
    of from his own size to something as large as even a giant. It lasts until
    the user changes himself back or it is countered. (Complexity 4)
  8. Confusion: By using this spell up to 20 of the enemy con be caused to react
    in absolutely the opposite manner. For example, if they advanced, they will
    be retreated instead. Duration is but one turn. The user secretly indicates
    which unit is to be confused, and when the spell takes effect he allows the
    enemy to move the troops and then when all movement is finished he changes
    the action of the confused unit to the opposite of what it actually did.
    (Complexity 4)
  9. Hallucinatory Terrain: A spell which makes some form of terrain appear to
    exist/not exist until it is contacted by a living thing. At this the hallucination
    dissapates. Woods, rocks, marsh, etc. can be effected by this spell.
    (Complexity 4)
  10. Cloudkill: A gaseous cloud of poisonous vapors which kill all men, orcs,
    dwarves, and the like when it contacts them. Cloud size is 3″ deep by 6″
    wide by 3″ high. It stays along the ground, moving away from the magic-user
    who casts it at the rate of 6″ per turn. It will drift at random if he is not
    concentrating on it. (Complexity 5)
  11. Anti-Magic Shell: This causes a bubble of force to surround the user and
    totally prevents anything magical from either entering or leaving the shell.
    If lasts for up to six turns. Shell radius is 5″. A spell possible
    only to a L11 Wizard. (Complexity 6)

Counterspell

A Cleric or Magic User may attempt to Counterspell another caster during the casting of their own spell.

Compare the levels of the 2 clerics/magic-users, the stronger magician can successfully cast a counter-spell with a two dice score of 7 or higher, while a weaker magician needs a higher score as shown below. A counter-spell fully occupies a magician’s powers. A successfully countered spell is lost from memory, and note that engaging in a counter-spell “duel” negates any further spell use by both participants for the remainder of that round.

Defending Cleric/Magic-User is:
1 level lower: 8 or better
2 levels lower: 9 or better
3-4 levels lower: 10 or better
5-6 levels lower: 11 or better
7 or more levels lower: 12

If the Counterspell is successful, the defending spellcaster must pass a Save vs Magic, or roll on the Corruption Table below.

Corruption Table

Roll a d20, subtract the Spell Level or Complexity, apply any other modifiers.

Benign Corruption 

1 – or less – Roll on Minor Corruption chart.

2 – Spell fails and is forgotten/unknowable until the next sunrise.

3 – Caster and target exchange physical locations.

4 – Random monster is summoned (GM decides).

5 – Spell effect rebounds on caster (target is unaffected).

6 – Spell cannot be canceled at will by caster (or roll again if not applicable).

7 – Spell effect has 60′ radius centered on caster (all within radius experience the effect, including caster).

8 – Reverse spell effect strikes target (DM decides).

9 – All doors, including secret doors, portcullises, etc. (including those locked, Held or barred) within 60′ of caster swing open.

10 or more – Caster passes out. He is unconscious for 1d6 hours or until awakened by vigorous means.

Minor Corruption

1 or less – Roll on Major Corruption chart

2 – The caster develops horrid pustules on his face. These pustules do not heal and impose a -1 penalty to social charisma ability checks.

2 – The caster’s skin on one random portion of his body appears to melt. Like wax, it flows and reforms into odd puddles and shapes. This is an ongoing, constant motion that itches constantly and repulses others. Determine location randomly (1d6): (1) face; (2) arms; (3) legs; (4) torso; (5) hands; (6) feet.

3 – One of the caster’s legs grows 1d3”. Character now walks with an odd gait. This also causes constant, chronic back pain.

4 – Eyes affected. Roll 1d4: (1) eyes glow with unearthly color; (2) eyes lose pigment, turn pink, gain light sensitivity (-1 to all rolls in daylight); (3) character gains infravision (sees heat signatures at range of 100’); (4) eyes become large and unblinking, like a reptile (with a nictating membrane)..

5 – Caster develops painful lesions on his chest and legs and open sores on his hands and feet that will require d4+1 weeks to heal.

6 – Ears mutate. Roll 1d5: (1) ears become pointed; (2) ears fall off (character still hears normally); (3) ears enlarge and look like an elephant’s, as big as your hand; (4) ears elongate and look like a donkey’s (character also gains braying laugh); (5) ears shrivel and fold back (like a dried Oak leaf).

7 – Chills. Caster shakes constantly and cannot remain quiet due to chattering teeth. -1 to Spell Complexity Rolls.

8 – Caster’s facial appearance is permanently disfigured according to the magic that was summoned. If fire magic was used, his eyebrows are scorched and his skin glows red; if cold magic was used, his skin is pasty white and his lips are blue. If ambiguous magic was used, his appearance grows gaunt, permanent purple rings under the eyes, and he permanently loses 5 pounds.

9 – Caster’s hair is suffused with dark energy. Roll 1d4: (1) hair turns bone white; (2) hair turns pitch black; (3) hair falls out completely; (4) hair sticks straight up.

10 or more – Caster takes 5 HP damage.

Major Corruption

Below 1 – Roll on Greater corruption chart

1 – Nosferatu – Character slowly weakens over 1d4 months, suffering a -2 penalty to Strength for each month. At the end of the 1d4 time period, the Character collapses and seems to die. Their body will transform over the next (d6x10) 10-60 years into a vampire form. The Character will become an NPC. Healing and/or recovery of this corruption are DM’s choice.

2 – A duplicate of the character’s face grows on his back. It looks just like his normal face. The eyes, nose, and mouth can be operated independently.

3 – Consumption. Character’s body feeds on its own mass. Character loses 2d10 pounds in one week and suffers a -1 penalty to Constitution.

4 – Corpulence. Character gains 6d12 pounds in one month. The weight gain imposes a -1 penalty to Dexterity, and the character’s speed is reduced by 1″.

5 – Character crackles with energy of a type associated with the spells he most commonly casts. The energy could manifest as flames, lightning, cold waves, etc.

6 – Character’s height changes by 1d20-10 inches. There is no change in weight; the character’s body grows thin and tall or short and fat.

7 – Demonic taint. Roll 1d4: (1) character’s fingers elongate into claws, and he gains an attack for 1d6 damage; (2) character’s eyes turn yellow, have vertical pupils, like a cat; (3) character’s legs become goat-like, with cloven hooves; (4) small, useless wings grow from the character’s shoulder blades (bat-, bird-, or insect-like at GM’s discretion)

8 – Character’s tongue forks and their nose flattens, nostrils narrow to slits. The character is able to taste/smell with their tongue like a snake.

9 – Small horns grow on the character’s forehead. This appears as a ridge-like, simian forehead for the first month; then buds for the second month; goat horns after the third month; and finally, bull horns after six months.

10+ Character’s skin changes to an unearthly shade. Roll 1d8: (1) albino; (2) pitch black; (3) clear; (4) shimmering quality; (5) deep blue; (6) malevolent yellow; (7) ashen and pallid; (8) texture and color of fishy scales; (9) thick bear-like fur; (10) reptilian scales.

Greater Corruption

Below 1 – The Character ceases to exist. DM fiat on how this happens. Maybe they simply wink out of existence, maybe they explode. 

1 – A sliver of soul energy is claimed by a demon lord. Character experiences unearthly pain, suffering 3d6 damage & a permanent -2 penalty to all ability scores.

2 – Decay. Character’s flesh falls off in zombie-like chunks. Character loses 1d4 hp per day. Only magical healing can stave off the decay.

3 – Character’s head becomes bestial in a painful overnight transformation. Roll 1d6: (1) snake; (2) goat; (3) bull; (4) rat; (5) insect; (6) fish.

4 – Character’s limbs are replaced by suckered tentacles. One limb is replaced at random each month for four months. At the end of four months, it is impossible to hide the character’s inhuman nature.

5 – 3d10 Small tentacles grow around the character’s mouth and ears. The tentacles are maggot-sized at first but grow at a rate of 1” per month to a mature length of 12”.

6 – Third eye. Roll 1d4 for location: (1) middle of forehead; (2) palm of hand; (3) chest; (4) back of head.

7 – Fingers on one hand fuse while the thumb enlarges. After one week, the hand has transformed into a crab claw. Character gains a natural attack for 1d6 damage and can no longer grasp normal weapons and objects.

8 – Character grows a beak in place of his mouth. Transformation starts as a puckering of the lips that slowly turns into a full-fledged bird or squid beak over the next 1d12 months. Character gains a bite attack for 1d3 damage.

9 – Bodily transformation. Roll 1d6: (1) character grows scales across his entire body; (2) character grows gills; (3) character sprouts feathers; (4) character develops webbed toes and feet.

10+ Character grows a tail over 1d6 days. Roll 1d6: (1) scorpion tail that can attack for 1d4 damage plus poison (save or target loses 1d4 Str permanently); (2) scaly snake tail; (3) forked demon tail (grants +1 Dexterity); (4) fleshy tail ending in a useable third hand; (5) fused cartilaginous links ending in spiked stump that can attack for 1d6 damage; (6) bushy horse’s tail. 

Borrowed and modified from Adventures into Darkness https://adventuresintodarkness.blogspot.com/2014/10/critical-spell-failures-and-wild-magic.html