Mishaps
Magick is a very volatile and dangerous medium. Should one toy with it, they are succeptible to terrible catastrophes.

When one is about to meet a Magick Mishap, roll 2 D20. The two rolls added together is your end result.

  1. Face Melter - A huge flash erupts from The Hexen, and The Casters face melts off from burns.
  2. Magick Bag - All containers and closed objects nearby The Caster have a chance of small vermin jumping out.
  3. Terror - The Caster cannot stop screaming at the top of their lungs because of some unseen horror.
  4. Possession - Someone near The Hexen is possessed by some sort of entity.
  5. Summon Entity - Somewhere near The Hexen a Demon or deceased entity is summoned.
  6. Blood Omen - Miraculously, any water the Caster now touches is turned to blood.
  7. Explosion - The Hexen explodes like a huge bomb.
  8. Loud Noise - Some random loud noise is emitted from The Hexen. Potentially loud enough to harm someone.
  9. Blackened Eyes - The Casters eyes turn solid black, and they're afflicted with Blindness.
  10. Transmutation Curse - Someone near The Hexen is afflicted with a Transmutation Curse, and intermittently transforms into a Werewolf, Vampire, Demon, etc.
  11. Come Alive - A nearby innanimate object comes to life!
  12. Branded - Someone near The Hexen is now Branded.
  13. Invasion - The Caster and his teammates are now succeptible to being invaded by phantoms from other realms and worlds.
  14. Body Swap - The Caster and someone else nearby swap bodies.
  15. Weeping Blood - The Caster begins to profusely leak blood out of various orifices.
  16. Teleport! - Make a Coin Flip. If successful, an item nearby The Caster will teleport somewhere. If failed, The Caster themselves will teleport somewhere.
  17. Public Enemy - Random mobs of people will have terrible attitudes against The Caster. Maybe even for no reason.
  18. Age - The Caster is exposed to accelerated time, and ages X amount of years.
  19. Petrification - The Caster is petrified into a stone statue.
  20. Combustion - With a horrific scream, The Caster bursts into a magnificent ball of fire!
  21. Flood - The Hexen bursts open as a torrential flood of water erupts from it.
  22. Infestation! - A swarm of various insects explode forth from the Hexen!
  23. Following Stalker - Some sort of Entity is now slowly coming for you. You don't know when, or where...
  24. Sub Zero - Everything near The Hexen becomes completely frozen and encased in ice.
  25. Plague - Everyone near The Hexen must make a Coin Flip. If they fail, they gain an Illness.
  26. E.L.S - Exploding Limb Syndrome. One of the Casters limbs suddenly explodes into gore!
  27. Goodliness - With a glint in the eye, The Caster must now only respond in the absolute truth, no matter how painful.
  28. Black Soul - Everyone near The Hexen miraculously has inanimate shadows that speak and have a personality.
  29. Desire - The Caster gains a strange obsession.
  30. Ex-Mortis - The walls bleed, the dead are walking, and the world itself is toying with you. You can do nothing but run.
  31. Time - Everyone and everything nearby The Hexen is fine, but the rest of the world has traveled X amount of years forwards or backwards in time.
  32. Aliens - Foreign beings shining from stark lights you've never seen visit you. Hostile? Friendly? What are these elusive creatures?
  33. Toxic - Everyone near The Hexen now bleeds acidic blood that can burn through objects and people.
  34. Silly - All creatures or animals you come across can now speak.
  35. Open Book - Periodically, thoughts from The Caster can be heard out loud, as if spoken.
  36. Mutation - The Caster grows an extra limb! It isn't pretty.
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