Magical Fumble Effects

Magical Fumble Effects
Roll 1D8

  • 1) The ground is covered by earth/stone spikes, anyone moving more then 5’ in a round takes 1D4 damage per 5’.
  • 2) The area is filled with a dense magical obscuring mist, all attacks are at disadvantage and all saves are at advantage.
  • 3) The area is filled with wisps of fire, anyone entering the area or starting their turn in the area takes 1D4 fire damage.
  • 4) The area is covered by a coating of very slippery ice, anyone moving must make a dexterity save (casters spell DC) or fall prone ending their movement.
  • 5) The area’s magic is distorted, all magic cast in the area is cast at one level/effect lower then normal (cantrips and level 1 spells do not manifest/have no effect unless cast using a level 2 spell slot)
  • 6) The area is briefly filled with a blinding flash of light and energy, anyone in the area takes 1D6 radiant damage and is blinded save ends.
  • 7) The area is briefly filled with a booming shockwave of sound, anyone within the area takes 1D4 thunder damage and is deafened (save ends) and knocked prone.
  • 8) The area is filled with an acidic haze, anyone entering the area or starting their turn in the area takes 1D4 acid damage.

House Rules

Magical Fumble Effects

Kelia Lyranthe