Miscasts

(Rule)
Description: When a player rolls their casting roll and three or more Magic Dice roll the same value, the Casting Attempt results in a Miscast (regardless of whether the Casting Attempt is passed or not). If the Casting Attempt is successful and not dispelled, apply the effects of the Miscast, as determined by the value on the Magic Dice as shown in table table/miscast.

If 3 Magic Dice were used for the casting roll, apply a -1 Miscast Modifier (see miscast_modifiers below).

If 5 Magic Dice were used for the casting roll, apply a +1 Miscast Modifier.

Miscast Modifiers


Three of a kind:: Miscast Effects
Apply the effects of 222 and higher after resolving the effects of the spell and any Attribute Spell

000 or lower : No effect.
111 : Broken Concentration The Casting Attempt fails (apply Fizzle as normal).
222 : Witchfire The Caster's unit suffers D6 hits with Armour Penetration 2, Magical Attacks, and a Strength equal to the number of Magic Dice that were used for the casting roll.
333 : Magical Inferno The Caster's unit suffers 2D6 hits with Armour Penetration 2, Magical Attacks, and a Strength equal to the number of Magic Dice that were used for the casting roll.
444 : Amnesia The Caster cannot cast the Miscast spell anymore this game.
555 : Backlash The Caster suffers 2 hits that wound on 4+ with Armour Penetration 10 and Magical Attacks.
666 : Implosion The Caster suffers 4 hits that wound on 4+ with Armour Penetration 10 and Magical Attacks.
777 or higher : Breach in the Veil The Caster's model is removed as a casualty (no saves of any kind allowed).


Miscast table.


A +X or -X Miscast Modifier means that X is added to or deducted from the value of the dice yielding the Miscast. For example, a 222 Miscast with a +1 Miscast Modifier makes a 222 counts as a 333 Miscast.