Aberrant Magic

by alaricthestrong

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Aberrant Magic

Your connection to the veil is not without risks; each time you pull from magic gained via this connection, the fabric of the veil frays, increasing the chance of influence, incursion, and eventually a tear.

Magic Pool

Your internal, mental resources to control this aberrant magic, and prevent it from breaking through the veil, is represented by your remaining Spell Points and Sorcery Points.

All spell points, sorcery points, and pact magic slots are pooled, with one point assigned per spell level. As you use your spells and sorcery points, this pool is depleted.

Magic Pool = Spell Points + Pact Magic Slots + Sorcery Points

Aberrant Magic Chance Base = Magic Pool Depletion / 2

This percentage is consistent with the depletion of your magic pool, so any spell slots or sorcery points regains decreases the depletion percentage, and thus the Aberrant Magic Chance.

Magic Cost

Each time you use any ability based on magic gained through this connection to the veil, the fabric of the veil is stretched, increasing the Aberrant Magic Chance.

  • All at will magics increase the Aberrant Magic Chance by 1% each time they are used.

  • All magics with limited uses increase the Aberrant Magic Chance by 5%each time they are used.

This excludes anything that already influences the Aberrant Magic Chance when used, ie, spell slots and sorcery points. This percentage does not go away until an incursion or tear reduces the Aberrant Magic Chance.

Portent of the Veil

You can cast Augury, and beginning at 7th level, Divination, as a ritual. These spells function as normal, except their failure percentage is cumulative, each use of this feature beyond the first adding a 25% chance of failure, leading to a false outcome.

In addition, each use of this feature frays the fabric of the veil, increasing the Aberrant Magic Chance by 5% for Augury, and 15% for Divination.

As the Aberrant Magic Chance increases, you may find yourself influenced by the things on the other side, as the DM chooses to trigger this feature, giving real or false information as they see fit. A DM initiated use of this feature does not increase the Aberrant Magic Chance, or the failure percentage.

Aberrant Influence and Incursion

As the Aberrant Magic Chance increases, your DM may choose to have various Specters and Hallucinations Influence you.

In addition, the 1st time each turn a limited use ability based in veil magic is used, roll and Aberrant Chance Check. If you roll on a d100, and land at or below your Aberrant Magic Chance, an Incursion happens, as uncontrolled magic seeps through the veil. The DM secretly rolls on the Incursion table, and the Aberrant Magic Chance is reduced by 15%.

A Tear in the Veil

Should the Aberrant Magic Chance ever reach 100%, or a 1 ever be rolled on an Aberrant Chance Check, the veil will tear, as something from the other side makes its way through.

Aberrant Magic Incursion

d100 Effect
1 A wall of thorns appears five feet in front of the caster, spreading away from him to fill an area of effect appropriate to the caster's level.
2 The caster's flesh withers and begins to decay. This is a painful process, resulting in a loss of one point of Constitution and one point of Dexterity. After one turn, the pain ceases to get worse, but soreness and the smell of death persists for twenty four hours. Thereafter, the caster may recover attribute points normally.
3 The caster's clothes fill with insects and vermin. He is considered to be distracted for 1d3 rounds as the creatures frantically try to escape. Each round, the caster suffers 2d4 points of damage from bites and stings until the swarm has sufficiently thinned.
4 A darkness effect is centered on the caster. The effect has a sixty-foot radius and lasts for one round per level of the caster.
5 The spell takes effect normally, but it targets everyone within sixty feet of the caster, including the caster himself.
6 The next phrase the caster speaks becomes true for one turn. It is twisted in meaning so as to be gruesome or macabre.
7 Caster's hair turns white. The next time this result is rolled, it grows one foot in length.
8 Caster's head falls off. It is picked up, put back on, and all is well.
9 Caster's face becomes that of an undead when glimpsed in a mirror or glanced out of the corner of the eye until the creature in question is faced and destroyed.
10 Caster subject to Feign Death.
11 The caster polymorphs into a harmless animal native to his home domain for one turn per level of the caster.
12 The caster falls into a trance and utters a prophecy. There is a 90% chance that the prophecy pertains to an event that is actually about to happen, though it is mired in a mass of babbling and nonsense syllables. The caster awakes in 1d3 turns and cannot be brought out of the stupor sooner without a break enchantment, heal or more powerful magicks.
13 All creatures within 60' lose understanding of language for 1d6 rounds, making verbal spellcasting and verbal communication impossible.
14 A wall of ice encircles the caster, rising upward to fill out an area of effect appropriate to the caster's level.
15 Spell cannot be cancelled at will by caster.
d100 Effect
16 The spell takes effect normally, but affects the caster as we
17 The caster is levitated into the sky by a flock of ravens, floating at twenty-foot height for 1d4 turns.
18 The caster is levitated into the sky by a flock of ravens, floating at twenty-foot height for 1d4 turns.
19 The caster believes he has gained ESP for 1d6 rounds, but everything he "hears" is subtly altered to be false.
20 The caster's body becomes withered and weak. Movement is reduced to half normal, the caster suffers a +4 penalty to initiative, and STR, DEX, and CON scores are lowered by 6 each (min 3). This lasts 1d3 turns.
21 Caster acquires a pair of tiny claws as sixth fingers and is hunted by a vengeful four fingered Germishka. Dispel Magic remedies everything.
22 All corpses within a sixty-foot radius animate as skeletons or zombies and attack the caster foremost, and all others secondarily. The undead stay on their feet for 11-20 rounds before falling over, lifeless.
23 A five-foot radius of ground around the caster erupts with skeletal arms. The hands grab any creatures in the area who fail a DC 14 Streagth Saving Throw. Those who fail are held immobile. As an Action, victims may attempt to pull free by rolling another save. The arms attempt to grab everyone moving through the area for 11-20 rounds. The caster is automatically grabbed on the first round.
24 The caster's spell is ruined. Blood pours from lacerated fingertips, reducing Dexterity by 1 point. Ability loss lasts until healing of some sort is administered. While ability loss persists, all spells cast require a spellcraft proficiency check or else fail and result in an incursion.
25 The spell affects the caster rather than the target.
26 The caster is becomes ethereal with a duration of 1d3+1 turns.
27 Caster and those within 30' can hear the voices of the dead but not the living for 1 turn.
28 Nothing happens at present. The next time the caster sleeps, he polymorphs into a predator native to his home domain. All kills are brought back to the campsite, whereupon the caster returns to his normal form and continues sleeping with no memory of what has taken place. Each time this happens, there is a 10% cumulative chance that the magic is broken. Thus, after ten nights, the magic ultimately has to wane.
d100 Effect
29 A howling wind whips around the caster, shooting out in a sixty-foot radius to extinguish all fires. Magical fires may be extinguished as per a dispel magic at the caster's level.
30 One magical item within 30' of the caster is turned to salt, permanently destroyed. A potion is targeted first, then a scroll, then a minor charged item. If none exist, a permanent item is rendered inert for 3 turns.
31 One non-magical item within 30' of the caster is spontaneously enchanted with an effect appropriate to the spell that was ruined. This item is 70% like to be single-use, otherwise 20% likely to have 3d6 charges.
32 All doors, secret doors, portcullises, gates, and so forth, are blown open. Magically shut doors are affected as if by a dispel magic cast at the caster's level.
33 The spell affects a random individual within sixty feet of the caster, possibly the caster himself.
34 The spell fails, but it is not forgotten. The next time the caster attempts to cast this spell, it automatically fails and brings about a wild surge. Thereafter, the spell may be used normally.
35 The spell fails; the incursion instead functions as a monster summoning spell with a duration appropriate to the caster's level.
36 The weather turns abruptly worse over 1d6 turns. Clear skies begin to rain or snow. Storms intensify significantly. The affect reaches out in a radius of one mile per level of the caster.
37 The smallest mammal present dies. A requiem of exceptional quality fills the air but ends abruptly. Until Remove Curse is cast bards are obsessed with the recovery and the transcription of the complete work.
38 A roasted germishka and a chalice of blood red wine appear. Together they function as a Heal spell.
39 The caster's shadow acts out temptations. Effect may be undone by consulting a shadow mage.
40 Smoke trickles from the mouths of all creatures within 60' of the caster for 1d12 turns.
41 The spell functions very well. Any applicable saving throw is not allowed. Magic resistance may be rolled, but only at half normal chances.
42 The spell appears to fail. It takes effect exactly 1d4 rounds later.
43 The caster and the target change alignments (not identities or memories, just alignments) for 2d10 rounds.
44 All potential targets are chilled to the bone. Those failing a Saving Throw vs. Spell are affected as per the slow spell.
d100 Effect
45 The caster completely forgets the target(s) for 1d2 turns. He only remembers if the target does something to remind him of his presence.
46 The target is affected as if by an enervation spell at the caster's level
47 The target must roll a Saving Throw vs. Spells or be affected by a randomly determined disease.
48 Caster and target are engulfed by a cloud of mist. The mist fades almost immediately, but when it does the caster and target have exchanged minds. This lasts until Dispelled.
49 The target is affected as if by a flesh to stone spell.
50 Monster Summoning occurs. Roll 1d6 to determine level.
51 Everyone within ten feet of the caster is affected as if by a heal wounds. The caster himself is affected as if by a inflict harm.
52 Howls and screams fill the air in a deafening cacophony that affects all within 60' of the caster. All those in the area that can hear must make a con save vs the casters DC or be stunned for 1d3 rounds.
53 The target is affected by a phantasmal killer.
54 The target is affected by charm monster.
55 The spell takes effect in a sixty-foot radius of the target. All within the radius are affected normally.
56 The target becomes ethereal in a 3d4 round duration.
57 The caster is cloned, but the clone does not appear for 24 hours in the exact location where the spell was disrupted. Thereafter, the clone will begin to chase after the original, thinking only of killing and replacing the original.
58 The target is affected as if by barkskin.
59 All weapons within 60' of the caster scream bloody murder for 1d4 rounds provoking Blood Frenzy among lycanthropes, vampires, and psychotics
60 The caster is affected by a flesh to stone effect, with a Saving Throw vs. the casters DC,
61 The caster becomes mortally afraid of the target. If the target strikes the caster within the next 24 hours, the blow automatically lands and the caster is dropped instantly to Death's door and dying. If the target comes within 10' of the caster, the caster must instantly roll a Wisdom Save or be paralyzed with fear until the target exits that range.
62 All magical items within 60' of the caster seem, when glimpsed out of the corner of the eye, to twist and wither like snakes and leaches during 2d8 days.
63 All magical items within 60' of the caster emit a ghostly glow and low moans for 2d8 days.
d100 Effect
64 Slow spell centered on target. Affected creatures feel a bone-locking chill.
65 Target deluded but in a way that is dangerous for all.
66 Evard's Black Tentacles engulf the target.
67 The caster is randomly teleported within the domain where he currently stands. Before vanishing, he cries out in extreme pain and is apparently disintegrated. To determine location of arrival, roll 1d8 for compass direction (1=North, proceed clockwise) and 1d12 per level of the spell disrupted to determine number of miles in that direction.
68 The last individual the caster killed (dealt the death blow) is restored to life. This individual is not necessarily nearby, and he may have been buried. If the last individual killed by the caster is not in the same plain, then the spell simply fails.
69 The spell fails, but the last spell the caster successfully cast take effect instead, focused on the target.
70 A twitching, wracked living mass is created of flesh taken from all present (5% of body weight; 1 hp dmg and -1 strength & constitution for 1 day).
71 The caster must roll a DC 18 Cons Saving Throw or be blinded permanently, or until a greater restoration or a remove curse can be found.
72 All natural animals with 120' radius of the caster die and decompose rapidly into festering mounds of maggots and flies
73 All food within 120' radius of the caster rots and gives birth to swarms of buzzing black flies.
74 All natural vegetation within 120' radius of the caster blackens, withers and dies.
75 The earth within 120' radius of the caster becomes barren. All natural vegetation dies, and nothing will grow there for one year per circle of the spell disrupted.
76 A shadow falls over the caster and a radius of 60' of him. Within that shadow, all natural animals and vegetation wither and die within one round. The earth turns black and will allow nothing to grow for one year per circle of the spell disrupted. One undead shadow is created per level of the spell disrupted. They attack living things indiscriminately and prey upon non-combatants foremost.
77 Target becomes hideous, transparent, and insubstantial as though a Ghost 1d4 turns and retains a widow's peak or snow white hair thereafter.
d100 Effect
78 The spell is ruined in a blinding flash. All creatures within a radius of 5' per level of the spell disrupted must roll a Constitution Saving Throw vs. the casters DC or be blinded. Those who fail must roll a second save. If failed, the blindness is permanent, or until a Greater restoration or remove curse is cast. Otherwise, it persists for one turn per Level of the spell disrupted.
79 Target suffers a waking vision (1d4 rounds) of Hell or the Abyss that causes horror in the good, doubts about being on the right path in the evil, and the need for a stiff drink in the neutral.
80 Target begins vomiting. No spells can be cast until fit passes. Attack and AC suffer -4 penalties. This lasts for 1d6 rounds.
81 A rift appears, and a creature of the upper planes appears that is appropriate to the caster's ethical alignment. This outsider is of a Challenge Rank equal to the level of the spell disrupted. The rift remains open for one round per level of the caster, at which time it closes and the summoned being returns home.
82 All living things present receive an electrical shock that has the effect for 1 turn of a Haste spell
83 The caster receives a sudden flash of a location as it stands right now. If he is traveling, he sees a flash of his destination. Otherwise, he sees a flash of a place prominent in his life right now-whether he realizes it or not.
84 The caster instantly realizes the answer to a question he has been pondering. Ask the DM a direct question regarding a specific piece of information
85 Roll twice on this table, ignoring a result of 85.
86 Every wand within 60' of the caster is drained of one charge as the spell successfully takes effect, fueling itself on their energies. If applicable, targets of the spell suffer a penalty to their saves equal to the number of charges just drained.
87 All spells written on scrolls within 120' of the caster suddenly release their magicks. If they are held by a sentient creature, that creature directs the magicks. Otherwise, they take effect centered on the spot where they lay or are stored.
88 Target's skin grows painful thorns, doing 2d20 points of damage and reducing AC by 4, due to ruined armor. Magical clothing worn is ruined, and armor must save vs Crushing Blow to escape ruination. Finally, the target must succeed a Dex check to hold anything in the hands.
89 The spell fails in a strange flash of dazzling, crackling motes that burst from the caster's hands and lazily fall earthward over a sixty-foot radius. All potions within this area of effect are rendered brackish and inert. Oils and elixirs are unaffected.
d100 Effect
90 All metal objects on the target's person are affected by a Chill Metal spell (reverse of Heat Metal) cast at the caster's level.
91 Caster is tattooed from head to toe with swirling patterns. The work is of such excellence that pilgrimages are made by connoisseurs and tattoo artists, and attempts to steal the skin are mounted. Skin Thieves are whispered to be capable of removing tattoos while leaving the skin in place but they are of course disinclined to do so.
92 The caster begins chewing his nails when stressed; after a week he progresses to his finger tips; a week later his fingers. Remove Curse or a liberal and perhaps very painful use of cajun pepper puts an end to the practice.
93 Lightning strikes the caster (if outdoors), or else blasts the caster and radiates outward. All within a 15' radius, including the caster, are struck by a lightning bolt of a caster level equal to the circle of the disrupted spell.
94 Target sinks into earth or stone as though it were water and needs to be rescued within 2d4 rounds (or sooner if a non-swimmer) to escape a horror death when the effect ceases.
95 Caster sprouts Crawling Ivy while sleeping. It feeds on others and violently resists pruning.
96 An appendage of the caster withers away and the target grows a deformed version of it. Effect undone by Dispel Magic.
97 Caster sweats blood instead of perspiration until Dispel Magic is cast.
98 The spell takes effect with full possible efficacy (duration, damage, area of effect), but at maximum range. Unless the spell was targeted at maximum range, this may result in random targets being selected, or spell failure.
99 The spell takes effect with double possible efficacy (duration, area of effect). Damage is rolled at +2 per die and saves are rolled with a -4 penalty.
100 The spell takes effect with double possible efficacy (range, duration, area of effect). Damage is rolled at +2 per die and saves are rolled with a -4 penalty. In addition, another randomly determined spell also takes effect at the same time, focused on the same target. The caster is rendered unconscious for one round per level of both spells just cast.