Magic is Dangerous

Magic is Dangerous

There is a reason that the average person distrusts magic and that even in the growing age of industrialization there aren’t factories churning out wizards making all sorts of magical paraphenalia–magic is dangerous. As it happens, most villains and most adventurers disregard this danger, though for different reasons. The villains disregard it because they are self-centered and uncaring of the consequences. The adventurers disregard the danger because they are filled with hubris. 🙂

What makes magic dangerous? There are the ever present dangers of Necromancy and Demonology to contend with. Both of these practices fly in the face of civilized society. There is also the problem that sometimes it just goes wrong and can’t be trusted.

Additionally, when casting rituals, there is a 1% chance per level of the ritual that there will be a mishap. If there is a mishap, roll on the following table.

Roll Effect
1 Barrier between the worlds thins and something comes through. Roll (d6-3) and add this to the average level of the party. A random monster of this CR steps through the veil between worlds confused and angry at being disturbed. If the ritual is being cast during an encounter, the creature appears 1d3 rounds after the encounter starts.
2 Barrier between the worlds thins and 1d6 hours later an elemental appears and goes on a rampage for 1d6 hours before returning to its own plane.
3 Barrier between the worlds thins and 1d100 minutes later a demon of CR 1d20 appears and does whatever it feels like for 1d20 hours before it returns to its own plane. If there is a body nearby it may possess it in which case it can extend its time in the material plane by a factor of 10.
4 A surge of magical energy appears striking 1d4 random creatures within 100′ of the magic user (as well as possibly the magic user) causing 1d10 dice of damage of the following type (roll 1d8):
1 fire d8s
2 cold d10s
3 acid d6s
4 poison d4s
5 necrotic d6s
6 radiant d4s
7 lightning d10s
8 thunder d8s
5 Magic drains from the area creating an anti-magic zone of radius 50′ + 5d10′ centered on the magic user (does not move with the caster). The zone lasts for 2d6 days (if either die roll is a 6 continue rolling and add to the total duration).
6 A random spell effect takes effect of a similar power level to an effect that should have taken effect. For example, when a spell caster tries to cast  comprehend languages instead some other 1st level effect goes off (not necessarily a ritual effect); the new effect could also be a lower level spell that manifests at a higher level spell level equal to the rituals power level (so if a 6th level forbiddance ritual went wrong, it might manifest as a 6th level magic missile and blast people in the area or heal someone nearby just as likely).