Each
incantation has its own consequences for failure (two failed
skill checks in a row). In general, they can be divided into the following categories.
Attack: A creature is called from elsewhere to battle the caster (and often any bystanders and
secondary casters). The
incantation's description tells the GM what Challenge Rating the creature should have, how it behaves, and how long it persists.
Augment: The
incantation was supposed to weaken or destroy its target, but it makes it more powerful instead. A damaging spell might heal its target or cause it to grow in size, for example.
Betrayal: The
incantation seemingly succeeds, but the subject of the
incantation (or in rare cases the caster) loses all
allegiances and gains their opposites. In general, the subject now hates all it loved before the
incantation. The subject may keep its new
allegiances a secret. Whenever a character attempts an
incantation with a chance of
betrayal failure, the GM should make the relevant die rolls in secret.
Damage: The simplest consequence of failure,
damage is dealt to the caster or the target, depending on the
incantation.
Death: Someone-usually the caster or the target-dies. Depending on the
incantation, a successful
saving throw may avoid the effect of failure.
Delusion: The caster believes the
incantation had the desired effect, but in fact it had no effect or a very different one.
Falsehood: Common with divinations, the
incantation delivers false results to the caster, but the caster believes the results are true. Whenever a character attempts an
incantation with a chance of
falsehood failure, the GM should make the relevant die rolls in secret.
Mirrorcast: The spell has the opposite effect of that intended.
Reversal: The spell targets the caster, rather than the intended target of the
incantation.
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