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120 Spell Crit Fails! (Chart)

Rod of Wonders not enough? Here's a chart of 120 results for spell crit fails, ranging from the mechanical to the silly to the world-altering.

By Olivia FishwickPublished 3 years ago Updated 2 years ago 13 min read
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For me, part of the fun of playing a spellcaster is the unpredicatability of magic. Spell crit fails are one easy way of creating that unpredictability. On an attack roll of natural 1, the spell goes haywire and produces an unintended effect.

Traditionally, GMs have rolled for this effect using the "Rod of Wonders" table, an effect table for a magic item that produces random effects. But the Rod of Wonders only has 22 outcomes, so it can get repetitive in long campaigns. I have compiled a list of 120 outcomes to keep things fresh and interesting.

If you're a GM interested in using this table, here's a few things to keep in mind. Some of the effects in this table are pretty major, and can potentially derail a campaign. Other effects might sound vague and leave you scratching your head. As always, it is up to you to decide what does and doesn't work in your game. The results in this table are open to interpretation. The only limit is your imagination. If you don't like a result, simply reroll it! If you do like a result, but part of it is problematic for your campaign, simply change it!

Also be aware that this table is just as likely to target creatures as it is to target players. In the average game, spell crit fails actually don't happen very often (the spell must have an attack roll in order for a crit fail to even be possible) so this table is likely to produce something completely different every time you use it!

I made this table for use with a 1d120, the largest kind of die currently made. You could also roll on this table using Roll20 or a random number generator!

120 Critical Spell Failures

  1. GM's choice.
  2. The caster is shaken for 1d4 rounds.
  3. The caster has an identity crisis, and will only respond to their player's name for the next 1d4 hours.
  4. The caster believes that they are the spell's target for the next 1d4 rounds. This means that the target believes they were affected by the spell they cast, but in actuality there is no effect.
  5. The target is affected by haste for 1d4 rounds.
  6. Rabbits (who are linked together in a hivemind) rain from the sky for 1d4 rounds. There's usually about 1d120 in total.
  7. The target is turned invisible for 1d4 rounds.
  8. 1d4+2 mirror images of the target appear around the target. This functions as the spell mirror image.
  9. The target is granted resistance 5 to all elements for 1d4 rounds. (Resistance in 5e.)
  10. The target gains DR 5/-- for 1d4 rounds. (Resistance to B/P/S in 5e.)
  11. The target is increased by one size category for 1d4 rounds.
  12. The caster accidentally opens a rift to the Plane of Fire, summoning 1d3 fire elementals. The caster does not have control over the elementals.
  13. The caster accidentally opens a rift to the Plane of Water, summoning 1d3 water elementals. The caster does not have control over the elementals.
  14. The caster accidentally opens a rift to the Plane of Earth, summoning 1d3 earth elementals. The caster does not have control over the elementals.
  15. The caster accidentally opens a rift to the Plane of Air, summoning 1d3 air elementals. The caster does not have control over the elementals.
  16. The target's skin changes color to red, purple, or blue.
  17. The caster's skin changes color to red, purple, or blue.
  18. A swarm of butterflies burst forth from the caster's clothes. Thanks to the sheer density of butterflies, fighting is impossible for 1d4 rounds.
  19. The spell is converted to a summon monster spell of the same level. The summoned creature attacks the caster.
  20. The spell functions as normal, and effects all targets within 30 feet of the caster. The spell hits automatically, but all targets are still allowed saving throws where applicable.
  21. The caster misfires. Reroll attack against the creature nearest to the target (not including the caster).
  22. The caster takes 1 point of bleed damage to their primary spellcasting ability score. Bleed continues each round until healed (DC 14).
  23. The attack backfires as a critical threat against the caster. They must roll to confirm the critical hit.
  24. The caster takes a -1 on all attack rolls until the next time they confirm a critical hit.
  25. The spell targets the nearest ally as a critical threat. The caster must roll to confirm.
  26. The caster takes 1d6 points of bleed damage as they accidentally recite part of an ancient blood pact. Bleed continues each round until healed (DC 14).
  27. The caster automatically rolls a natural 1 on their next saving throw.
  28. The spell fizzles out explosively, and the caster is deafened until healed (DC 14).
  29. The target spontaneously bursts into flame. The flames are actually harmless, and remain until doused with normal water.
  30. The caster is suddenly swarmed by hundreds of insects. While they do not harm the caster, most creatures will find this extremely upsetting.
  31. Roll once on the Rod of Wonders table.
  32. Roll twice on the Rod of Wonders table.
  33. Roll thrice on the Rod of Wonders table.
  34. The caster is banished to the Ethereal Plane for 1d4 rounds. While in the Ethereal Plane, they can still take their turn each round, but are only capable of interacting with objects or creatures that are also on the Ethereal Plane. (The Material Plane and its occupants are still visible, but appear ghostly and indistinct.)
  35. The caster's teeth begin to pick up garbled radio transmissions. The purpose and content of these transmissions, if any, is up to the GM.
  36. The caster cannot cast the intended spell again until they have had 8 hours of rest.
  37. The caster is thrown 1d6 x 10 feet into the air. If flying, they are thrown in a random direction. The caster can resist this effect with a DC 15 Fortitude save. (Constitution save for 5e.)
  38. A stinking cloud appears, centered on the caster.
  39. One of the caster's magic items permanently gains a magic drawback (as determined by the Drawback table under Cursed Items). If the character has no magic items, nothing happens.
  40. The target gains Spell Resistance equal to 11 + the caster's Caster Level for 1d4 rounds.
  41. The intended spell will automatically hit the target closest to the caster 1d4 rounds from now. The caster doesn't know this is going to happen.
  42. The caster bursts into flame, taking 1d6 damage each round until the fire is put out (a standard action).
  43. The target bursts into flame, taking 1d6 damage each round until the fire is put out (a standard action).
  44. The caster turns into a corgi for 1d6 rounds. During this time, the caster is incapable of communicating, and their Intelligence score is treated as a 2.
  45. The caster must speak in rhymes for the next 1d20 hours.
  46. The caster summons an ebony gelatinous cube on top of the target. The target is immediately considered to be engulfed by the cube. If the target is larger than the cube, they are instead pushed into an adjacent square. The caster does not have control over the cube.
  47. One random nonmagical item in the caster's possession transforms into a mimic.
  48. The caster cannot stop hearing the sound of the ocean. This is treated as a curse effect and can be removed by the same means.
  49. The caster begins to float. They ascend 2d6 feet every round until they succeed at a Will save (DC 14), at which point they drop to the ground. (Wisdom save for 5e.)
  50. The caster is afflicted with lycanthropy. They are not aware of this affliction, and they will not transform until the night of the next full moon.
  51. A random piece of clothing the caster is wearing is transformed into a cat.
  52. The target becomes infatuated with the caster, and will not target anyone else. This effect expires at the end of the encounter.
  53. The caster becomes infatuated with the target, and will not target anyone else. This effect expires at the end of the encounter.
  54. The caster is uncontrollably hungry for the next 1d20 hours, and will eat anything put in front of them. During this time, they have a natural bite attack that deals 1d6 damage.
  55. Whenever the caster burps, they produce a random breath attack that deals 1d6 per two HD the caster possesses. The caster can attempt a Fortitude save (DC 15) to resist this effect. This is treated as a curse effect, and can be removed by the same means. (Constitution save for 5e.)
  56. The caster temporarily becomes aware of the fourth wall, and is stunned for 1 round.
  57. The caster becomes confused, and will attack other party members for the next 1d4 rounds.
  58. The intended spell is cast twice, but each cast is targeted at a random creature within the spell's range.
  59. The caster increases by one size category for 24 hours.
  60. The caster decreases by one size category for 24 hours.
  61. The caster is blinded, deafened, or muted. This is treated as a curse effect, and can be removed by the same means.
  62. The target is blinded, deafened, or muted. This is treated as a curse effect, and can be removed by the same means.
  63. The caster is teleported to the nearest square adjacent to the target.
  64. The intended spell successfully hits the target. If the spell deals damage, it heals the target instead. If the spell applies a status effect, the target instead receives a +1 to attack and damage rolls for the duration. If the spell does both, then both effects take place.
  65. The intended spell successfully hits the target, but for minimum damage. In addtion, the damage type is changed to the opposite of the intended damage type.
  66. The target gains 1d8 natural armor. This effect is permanent.
  67. The caster blitzes their chakras, temporarily exposing themselves to the full majesty of nature and causality in the universe. The caster is stunned for 1d4 rounds, and during each of these rounds receives a nonsense vision of something that may or may not happen. The GM can apply additional effects here as appropriate.
  68. A random creature within 10 feet of the original target is turned to stone.
  69. A party member is chosen at random. That party member physically becomes the opposite sex. This does not change the party member's gender identity. If they are nonbinary, this has no discernible effect.
  70. The caster instead casts face of the devourer on the target. If desired, the target can attempt the Fortitude save to resist the effect.
  71. The caster instantly takes 1d6 meme damage for each meme they have made during session since the beginning of the campaign. The power of this effect is nerfed only by poor memory.
  72. The nearest body of water can now be walked across as if it were solid earth.
  73. The caster grows mushrooms from their head.
  74. The caster feels really bad about failing the spell. They take 1d4 Charisma damage because damn, this just really sucks, man.
  75. The caster fails so spectacularly that they fold the boundaries of spacetime, permanently damaging the fabric of reality. Something terrible happens in an unrelated campaign.
  76. Everything within a 60-foot radius of the target is muted. Nothing makes sound: voices, weapons clashing, spells, etc. Once something leaves the 60-foot radius, it is no longer muted. The area itself is permanently muted (it does not follow the target).
  77. A random party member (including the caster) suddenly becomes intensely sleepy. They can make a Will save (DC 14) to resist the feeling, but if they fail, they are forced to take an 8-hour rest immediately. They will not wake for any reason until eight hours have passed. (Wisdom save in 5e.)
  78. The caster's arms attempt to strangle him for the next 1d4 rounds.
  79. The caster's blood turns to chocolate as it leaves their body. This is treated as a curse effect, and can be removed by the same means.
  80. The target's teeth explode, dealing 4d10 damage. If the target has no teeth, it spontaneously grows some, which then explode.
  81. 3d10 deer manifest in the caster's home (or last place of residence).
  82. The caster accidentally casts time stop, except the effect is reversed: the caster is frozen in time, while everything else continues to move normally for 1d4+1 rounds.
  83. The sun appears to be blood red until nightfall.
  84. The surrounding area is targeted by a sudden tornado or hurricane, causing massive damage.
  85. The caster accidentally performs some of the Music of the Spheres, the divine composition that governs nature. In response, all of the surrounding vegetation grows wildly, creating difficult terrain. If the caster remains in the area for longer than 1d4 minutes, the vegetation animates and begins to attack, as black tentacles.
  86. The ink in all books within 60 yards can only be seen at night.
  87. The earth swallows one random nearby creature (not a party member) without a trace.
  88. The temperature drops 1d100 degrees within a 60-yard radius.
  89. Nothing happens. Intended spell then occurs once a round for the next 1d4 rounds, hitting random targets.
  90. Sky turns green from horizon to horizon until the next morning.
  91. Snow falls in a 60-yard radius for 1d10 hours.
  92. The surrounding area (60 yards) becomes an unhallowed zone of life-leeching. All living targets take 1 damage each round they are in the area. Undead creatures gain fast healing 1 while in the area.
  93. A random nearby animal gains human-like intelligence, as if they were affected by awaken.
  94. The target is turned into an amount of gold equal to their weight. This is a curse effect, and can be removed by the same means.
  95. The caster discovers that they can remove and reattach their dominant hand at will.
  96. Nothing happens for one round. Then, suddenly, it is twelve hours later.
  97. The spell appears to have misfired; roll again on this table for the apparent effect. In actuality, nothing happens; the produced effect is merely an illusion.
  98. The complete skeleton of a huge-sized black dragon tumbles from the sky.
  99. The caster accidentally manifests a single card from The Hallow Deck of Many Things. The card's effect takes place immediately.
  100. The caster summons a Colour Out of Space, centered on the target. The Colour is non-aligned, and will attack anything living that it can perceive.
  101. The next creature in the area to die is instantly revived in the form of a large pig. The target retains memory of their former life, but their Intelligence is reduced such that they will now behave like a normal pig.
  102. A perfectly smooth, featureless, four-dimensional black cube appears at the spell's target point. If the spell was targeting a creature, they are pushed five feet back as the cube manifests in front of them.
  103. All money within 60 feet explosively flies out of its owners' packs and pockets. The coins do no damage, but depending on the quantity may cause difficult terrain.
  104. 1d120 adorable but demonic puppies and kittens race through the area. Depending on the circumstances, combat may become impossible.
  105. All targets within 60 feet are teleported to the caster's house (or last place of residence). The caster is not teleported.
  106. The next 1d4 times that someone speaks, roll on this table again.
  107. The magical disturbance caused by the failed spell alerts the nearest dragon. It appears within 1d10 rounds.
  108. For the next 1d10 rounds, mints and chocolate chips rain from the sky. The effect is centered on the caster.
  109. Everything in the area appears black and white for 1d4 rounds.
  110. The internal gravity of the nearest dwelling is reversed (flipped 180 degrees). This means that the floor is the ceiling, and vice versa. This only effects the internal dimensions of the building.
  111. No one who saw the casting can speak until the next time they are spoken to.
  112. The nearest statue becomes a Golem of appropriate composition. While the caster does not have control over it, the Golem is aware of who created it.
  113. The Hooded Figure (or appropriate diety) appears, watches the scene with interest, and then vanishes.
  114. The nearest well becomes a Well of Many Worlds that connects to another plane or version of reality. It is up to the GM to determine where this well leads and what consequences arise as a result of its creation.
  115. The target is transformed into a Large dragon (as form of the dragon II). This transformation lasts for 1d120 hours.
  116. The ground rumbles ominously. Roll twice on this table. Both effects take place.
  117. A horrible, anomalous screaming fills the area. Roll thrice on this table. All effects take place.
  118. Caster and all allies are teleported to a doorless, windowless room with a wooden table in the center. On the table is a deck of 78 cards...
  119. Ominous thunder can be heard surrounding the party every 1d4 days. Nothing else happens.
  120. Player's choice.

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About the Creator

Olivia Fishwick

Olivia Fishwick is a freelance writer in Johnson City, Tennessee. She used to live in Arizona, but the desert was already weird enough without her getting involved. She uses Vocal to share stories and anecdotes from her DnD world, Musea.

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