A Vengeful Reality and Magic
A Vengeful Reality and Magic
Untamed: Spell Rebound Effects
This section is the revised version of the Spell Rebound Table
section in Historica Arcanum: The City of Crescent (p.58).
Magic comes at a price.
This is the first lesson every disciple of the arcane arts
learns, the easy way, or the hard way, whether they are in
the esteemed arcane chambers of mighty libraries, twilight
forests with the deepest roots, the coldest zeniths of the
highest mountain or amongst scorching deserts where the
dunes forgive nothing.
A GM may want to include these rules in a game set
in the world of Historica Arcanum to show why magic
is considered dangerous universally and add some
consequence to spell casting.
Core Mechanic
In the table below, a trigger for a Spell Rebound is shown
depending on the caster’s proficiency bonus. However, a GM
may deem a situation to be appropriate for a Spell Rebound.
PR.BONUS TRIGGER
+2 Expending all spell slots.
+3 Expending a highest level spell slot2.
+4 Casting two spells in successive rounds or
in the same round3. Cantrips do not count.
+5 Casting a spell that includes a damage roll4.
+6 Casting a spell of 6th level or higher.
+7 or higher1
Dropping a creature to 0 hit points with a
spell, magical ability, a supernatural feature
or the like or restoring life to a creature
while it is on 0 hit points with a spell or a
similar magical effect.
1 The usual maximum proficiency bonus for a player character
is +6. Some creatures may have higher proficiency bonuses
than that, such as a lichj or an ancient red dragonj, but
those kinds of immensely powerful creatures are very rare
or nonexistent in the Historica Arcanum universe.
2 For warlocks, this trigger is considered as “Casting a
spell that is provided with Eldritch Invocations requires
to expend a spell slot or somehow limited way, such as
casting compulsion through bewitching whispers.”
3 Such as casting the magic missile spell on its own initiative
count and casting the shield spell at another creature’s
turn but during the same round.
4 Such as fireball, magic missile, blight, and scorching ray.
Cantrips do not count.
Triggers are cumulative. If a creature has +4 proficiency
bonus, the triggers for lower proficiency bonuses apply
as well.
Trigger
The character makes a saving throw using the same ability
used for spellcasting. For example, a wizard makes an
Intelligence saving throw because the wizard’s spellcasting
ability is Intelligence. The DC equals the character’s own
spell save DC. On a failed save, consult the Effects table
below. On a successful save, nothing happens, and the
character cannot trigger the same Spell Rebound until it
finishes a long rest (A creature that fails can trigger the
effects again). If it can trigger it by another means, the
trigger will happen again. For example, a 5th level wizard
casting a fireball triggers the spell rebound. When the
wizard expends their last spell slot, the spell rebound is
triggered again.
If a creature has two separate spellcasting ability scores
due to multiclassing, taking a feat or other reasons, the
source of the spell determines the ability score. If a spell
somehow comes from separate sources at once, use the
highest DC possible.
Some situations can cause more than one trigger, so each
one requires its own saving throw.
Effects
There are three types of effects: Cosmetic, Destructive,
and Internal. Cosmetic effects usually do not harm
creatures or affect nearby objects or constructs in the
means of dealing damage, but it may bring many social or
similar consequences with them. Destructive effects usually
damage nearby people and/or objects, possibly including
the caster. Internal effects usually only affect the caster.
There are alternative ways to determine which category
of effect occurs:
F A GM may roll a d6 and choose which categorical
effect occurs.
● 1-2: Destructive
● 3-4: Internal
● 5-6: Cosmetic
It may depend on the school of magic the spell that triggers
the effect. A GM may choose a different category from the
ones listed below:
● Abjuration: Internal
● Conjuration: Destructive
● Divination: Cosmetic
● Enchantment: Cosmetic
● Evocation: Destructive
● Illusion: Cosmetic
● Necromancy: Internal
● Transmutation: Internal
F The GM may decide which category to use
depending on the triggering spell’s theme, effect, or
type. For example, a healing word spell may cause
internal damage, while a damaging spell could cause
destructive damage. A necromancy spell may cause
internal damage regardless.
F It may depend on the situation. If the caster tries to
harm someone, the effect could be internal. If the caster
is deceiving someone, the effect could be cosmetic.
The Exceptions
1. Some spells are ignored when its casting coincides with
a trigger: detect magic, identify, lesser restoration,
dispel magic, counterspell, greater restoration and
antimagic field. (Except 9th level spell slots)
2. Casting a spell that is 4th level or higher from a spell
scroll always causes a trigger.
3. Using a class feature or a similar effect that enables
a creature to cast a spell of 3rd level or higher or
expending a spell slot of 3rd level or higher directly
causes a trigger. For example, mystic arcanum of a
warlock, divine smite (3rd level or higher) of a paladin.
4. Some vague but apparently magical features require
the caster to succeed a Constitution saving throw.
The DC is equal to caster level’s + its proficiency
bonus. On a failed save, it causes a trigger. These
magical features include channel divinity, some
eldritch invocations
5. Casting a 9th level spell or expending a 9th level
spell slot is counted as another destructive trigger, no
matter what the spell is.
Triggers are cumulative. If a creature has +4 proficiency
bonus, the triggers for lower proficiency bonuses apply
as well.
As an optional rule, you can check out the
Plague & Disease Module in Empires of the Silk Road
for Rituals or Magical Symptoms to replace an Effect or
a Special Condition. For example, Power Drain could be an
effect, and its special condition can be “can be removed by
a Clover Ritual.”
Cosmetic Effects
These effects usually cause visual changes on the caster or its surroundings. Applying advantage or disadvantage on a
check besides the stated effects is up to the GM. For example, the first and fourth effects could cause disadvantage on
Charisma checks as well.
The GM rolls on the table or determines which effect occurs (The options below only provides ideas and guides, the GM
may come up with their own effects):
D10 COSMETIC EFFECT SPECIAL CONDITION
1
Stutter: The caster stutters for the next 3d6 hours.
Disadvantage on spell attack rolls for the duration (Spells
with verbal component).
Your order is put together to spread their
religion through military means.
2
Bodily Dysfunction: The caster suffers a malevolent
effect that badly affects the body. For example, if the leg
is affected, the caster may suffer a limp and thus have his
walking speed reduced to half. It lasts for 3d4 days.
Your order focuses on converting crowds
through the activities of missionaries and other
members of the clergy.
3 Rot: Vegetables and plants within 120 ft. of the caster
wither and die. It lasts 2d6 days.
Your order is put together to unite the members
of the same craft and protect their rights: Such
as masons, smiths, tailors and more.
4 Pale Skin: The caster appears sickly and extremely pale. It
lasts 2d6 days.
Your order was founded for protecting and
controlling the trade. It could extend to
mercenaries, sellswords and even religious
charities for the distribution of money and
medicine.
5
Glow in the Dark: The caster’s eyes or other limbs (for
example, their hand) glow in total darkness. It lasts for
3d4 days.
Your order was founded to help people in
need. For example the orphans, the wartorn
citizens and more.
6 Scar: The caster receives a scar determined by the GM. It can’t
be removed.
Your order was founded to cure illnesses and take
care of those who have fallen to heavy diseases.
7
Wild Despise: The wild seems to despise the caster. Wild
beasts are aggressive towards them, and urban animals
are terrified of them. Dogs and cats alike usually hiss and
growl at the caster.
Chewing a three-leaf clover at the start of the
day reduces the aggressiveness of the beasts.
8
Shaking Hands: The caster’s hands start to shake, and it
constantly gets worse. The caster has disadvantage on
Dexterity or Strength check that is related to the hands.
It lasts for 2d4 days.
-
9 Constant Cold: The caster constantly feels cold and
appears to be shivering. While in extreme heat, this effect is not seen.
10
Reflection Mishap: The caster’s reflection in proper
surfaces may occur differently, such as facing in the wrong
direction, doing something else entirely: crying, appearing
angry or appearing extremely happy. These mishaps
usually happen briefly, for mere seconds, and disappear.
These effects can be seen for 2d8 days.
Destructive Effects
Many effects trigger a saving throw. While dealing with those effects, the DC is equal to the caster’s spell save DC. If not
specified, the caster also gets affected by the effect.
The GM rolls on the table or determines which effect occurs:
D10 DESTRUCTIVE EFFECT SPECIAL CONDITION
1
Hellfire: The flames erupt from you as if you are bringing the fire itself
from the depths of Tartarus. Any object that is flammable catches fire
within 120 ft. of the caster. Each creature within 120 ft. must succeed on a
Constitution saving throw or take 5d6 fire damage. Each proficiency bonus
after +2 adds another 2d6 fire damage.
A counterspell stops this effect if the triggering
spell is 3rd level or lower. If it is higher, the DC
is equal to 10 + spell slot’s level.
2
Quake: The ground shakes. Each creature within 300 ft. must succeed
on a Dexterity saving throw or fall prone. For the next minute the shake
continues and standing up requires another Dexterity saving throw. Each
fail results in 1d6 bludgeoning damage. Each proficiency bonus after +2
deals another 2d6 damage.
-
3
Blinding Light: A bright light erupts from the caster. Each creature within
120 ft. of the caster must succeed on a Constitution saving throw or be
blinded. At the end of each day, the affected creatures can make another
saving throw to be free from the effect.
A greater restoration spell reverses this effect.
4
Deafening Sound: A horrible scream, a crash of thunder, or another loud
noise is heard within 300 ft. of the caster. Each creature within the area
must succeed on a Constitution saving throw or be deafened. At the end
of each day, the affected creatures can make another saving throw to be
free from the effect.
A greater restoration spell reverses this effect.
5
Poison Aura: A foul stench overwhelms you. Each creature within 60 ft.
of the caster must succeed on a Constitution saving throw or be poisoned
for the next 4d6 hours, and they take 3d6 poison damage (damage occurs
only once). Each proficiency bonus after +2 deals another 2d6 damage. The
stench stays in the area for the next 2d4 hours. Each creature that enters
the area or starts its turn there must make the saving throw.
A lesser restoration or a greater restoration
spell reverses this effect.
6
Smell of Mortem: A feeling of dread and the impending doom of time
Internal Effects
The GM rolls on the table or determines which effect occurs:
D10 INTERNAL EFFECT SPECIAL CONDITION
1 The caster has disadvantage on saving throws for the next 1d6 hours. -
2 The caster gains two levels of exhaustion. A greater restoration spell reduces all
exhaustion related to spell rebound.
3 The caster can’t cast a spell for the next 3d6 hours. This includes cantrips
and features like divine smite.
If the caster receives an inspiration, it can
spend it to cast a spell. A spell cast this way
must be 3rd level or lower.
4 The caster can’t gain any benefit from a short or long rest for the next
1d6 days. A greater restoration spell reverses this effect.
5 The caster’s spell save DC is reduced by 1d4 for the next 24 hours. A greater restoration spell reverses this effect.
6 The caster has a short term memory loss. It lasts for 4d6 hours.
If the caster receives a hug or a kiss from a
loved one, the effect ends early (minimum
of 1 hour).
7 The caster loses the ability to move one of their limbs. A greater restoration spell reverses this effect.
8 The caster loses the ability to see or to hear for the next 24 hours. -
9
The caster’s maximum HP is reduced by 1d6. Each proficiency bonus after
+2 reduces it for another 3d6. For example, a creature with +4 proficiency
loses 7d6 maximum HP.
A greater restoration spell reverses this effect.
10 The caster is driven mad in a way determined by the GM.
surrounds the area. Each creature within 120 ft. of the caster must succeed
on a Wisdom saving throw or age 1d6 x 5 years. The magical aura stays
there for 24 hours. Each creature that enters the area or starts its turn
there must make the saving throw.
A greater restoration spell reverses this effect.
7
March of the Dead: A loud heartbeat fills the caster’s mind and creates an
aura within 300 ft. of it. Dead creatures within the aura become undead
creatures proper to their state and body. The creatures in the aura take
1d6 necrotic damage at the start of each of their turns or when they enter
the first time; the undead are immune to this. The undead created by this
aura are relentless and attack everyone on sight. If no creature has become
undead, a blast within the area deals each creature 2d6 necrotic damage.
A touch of a believer immediately destroys
the undead if it is CR 1/4 or lower.
8
Thunderous Hands: A flash of lightning erupts from the caster. Each
creature within 120 ft. of the caster must succeed on DC 15 Constitution
saving throw or take 3d6 lightning damage. The creatures that have failed
take extra 1d6 lightning damage whenever they touch a metal object. This
effect lasts for 2d4 days.
Spending a long rest on a soil that at least one
believer prayed on will end the effect early.
9
Enduring Cold: The reign of foretold winter in the ancient myths comes to
life within 120 ft. of the caster. Each creature within range must succeed on
a DC 15 Constitution saving throw or take 3d6 cold damage, or half of it on
a successful save. Each proficiency bonus after +2 adds another 2d6 cold
damage. The cold aura persists after the first blast. If a creature enters the
aura for the first time or starts its turn there, it takes 1d6 cold damage.
A counterspell stops this effect if the triggering
spell is 3rd level or lower. If it is higher, the DC
equals to 10 + spell slot’s level.
10
Aura of Nightmare: A voice from the apocalypse reaches out from the
depths with a vision of terror. Each creature within 120 ft. of the caster
must succeed on a DC 15 Wisdom saving throw. On a failed save, they see
random visions and hallucinations. In addition, whenever they attempt
a long rest, they must succeed on a DC 10 Wisdom saving throw. On a
failed save, they can’t benefit from a long rest, as their sleep is haunted by
terrible nightmares.
Starting the long rest while having the
good will and/or the blessing of an innocent
creature gives the caster an advantage on the
saving throw.
Spell Rebound Effects can be applied as a curse
or a similar effect in other settings. For example, a
wizard can be cursed by a fey lover to deal with the spell
rebound until he completes a daring task. A paladin must
take this burden until she atones for her sins. A warlock
may anger his patron, and until the patron is appeased, the
warlock may be cursed with something unpleasant, and
probably painful.
There may be cursed objects, such as staffs or wands
that could give one of these effects or witch covens
could curse a heroic adventuring party.
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