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Chaos Table

Table

DI RB · p.68

Open source p.68
1Error
2Mutation
3Forgotten
4Drain
5Fireworks
6Power jolt
7Weakened spell
8Lack of control
9Loss of power
10Delayed effect
11Mistarget
12BAM!

If a character fails their spellcasting check but still wants something to happen, they roll the Chaos die (usually Δ12) on this table. When the Chaos die drops below Δ4, spellcasters can no longer call on Chaos when they fail a check.

Chaos ΔMagical aberrationEffect
1ErrorThe spell's effect is inverted or dramatically changed
2MutationThe magic functions, but it transforms the character and causes long-term repercussions: deformities, scars, etc.
3ForgottenThe spell works, but the character forgets how to cast it and won't remember again until after a good night's sleep
4DrainThe character loses points equal to the cost of the spell in an ability determined at random. The points are regained at a rate of one per day
5FireworksNoise! Lights! But no tangible effect, except the caster's clothes (or a colleague's) catch fire
6Power joltNo magical effect happens, but the character regains the hit points spent on the spell
7Weakened spellThe area of effect, the number of targets, and the damage/healing are all halved
8Lack of controlThe magic has a negative secondary effect
9Loss of powerThe spell works, but the caster loses the cost in hp again. A character who falls to 0 hp loses consciousness but isn't at risk of dying
10Delayed effectThe spell takes effect normally… but in rounds (or minutes outside of combat)
11MistargetThe spell affects a different target (DM's choice)
12BAM!The effects, number of targets, or size of the spell double