D&D 5E Fumble charts for spellcasting?

Matatabi

First Post
I really like the fumble charts because in a layed back game it adds a bit of humor to the game (you attack with a horn and it gets stuck in the ground). But a few of the results wouldnt work with spellcasting (your weapon goes flying off 5 feet away from you).
Is there a fumble chart for spellcasting or if you happen to land on one that requires a weapon you just ignore it?
 

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Caliban

Rules Monkey
If it requires a weapon, substitute their spell component pouch or arcane/divine focus. If the spell they are casting doesn't require a material component, re-roll.

(What do you do if a monk fumbles on an unarmed attack?)
 


ProgBard

First Post
I love and recommend Nord Games' Critical Fail Deck for this. Each card has multiple entries, one of which is for spellcasting, and the entries are super colorful and creative.

Fair warning that, if you're lucky enough to have a group like mine, the effects can have some really gonzo consequences. The full account of what happened with our cleric and the zombie is, I'm afraid, not printable in this forum.
 


Saint_Ridley

Villager
I don't have fumble charts, but I did make school-based Wild Magic charts (my campaign has universal wild magic, with the magic more likely to go weird the higher level the magic). Sometimes it means the spell casts normally but with some additional effects (good or bad), and other times it converts into a different spell.

Some samples from Evocation:

21-22 You gain the ability to glow in the dark. The light is dim out to ten feet from you, and you become visible to other creatures as a point of light. You can choose whether to glow or not.
23-24 If the spell does damage, it only does half damage. You pulled the spell at the last minute.
25-26 The spell you just cast now deals acid damage instead of its normal type. If the type is already acid, it deals an additional 1d6 damage. If there is no damage, it does 1d6 damage to its target.
27-28 You cast Cone of Paste (5th level spell). All creatures in the target area have their movement slowed by 10 feet until they are outside the area of effect if they do not succeed on a Dexterity save.
29-30 Pick a theme song. Whenever you pass through a doorway it plays.
 

ART!

Deluxe Unhuman
I don't have fumble charts, but I did make school-based Wild Magic charts (my campaign has universal wild magic, with the magic more likely to go weird the higher level the magic). Sometimes it means the spell casts normally but with some additional effects (good or bad), and other times it converts into a different spell.

Some samples from Evocation:

I would love Love LOVE to get a copy of these school-based magic fumble charts from you. If they're available for money somewhere, please let me know.
 

Nebulous

Legend
I love and recommend Nord Games' Critical Fail Deck for this. Each card has multiple entries, one of which is for spellcasting, and the entries are super colorful and creative.

Fair warning that, if you're lucky enough to have a group like mine, the effects can have some really gonzo consequences. The full account of what happened with our cleric and the zombie is, I'm afraid, not printable in this forum.

The actual purchase link for that Fumble deck doesn't seem to be working. It looks like something I would want to have though, and the Critical deck too.

Wait nevermind, it's working now
 

Eltab

Lord of the Hidden Layer
The Wild Magic chart might help inspire you.
- You turn blue (or some other garish un-natural color)
- A Modron (insert other Outsider here) appears for 1 minute and acts according to its nature.
- You cast a random Bard cantrip at the enemy instead of your desired spell
- Your tang is toungled and you cannot cast any Verbal-component spell until the end of your next turn.
- The God of Magic appears and scolds you personally for such miserably inept use of his Gift to the World
- The target turns into a potted plant. If anybody touches it, that person turns into a potted plant too. Each victim turns back to normal after 30 seconds.
- The target is able to cast your spell back at you on its turn, once only.
- Your spell component pouch disgorges a Lion (think Bullwinkle "watch me pull a rabbit out of my hat") which attacks the target, instead of the intended spell effect.
- As above except you get a Squirrel.
 

Trellian

Explorer
I made one when switching to 5e. It's mostly some stolen ideas from Paizo's critical fumble deck, and some made by myself. It's only for spells with attack rolls.
It could also apply when the opponent rolls a 20 on his saving throw. At least in cases where there's no partial successes.

d100
Effect
01 Backblast. The attack hits you instead and is a critical hit.
02 Mind Drain. You lose d4 points of int, wis and cha. You heal one stat per Long Rest.
03 Power Drain. You lose one prepared spell or spell slot of equal level (or one lower if this was your last of this level).
04 Clatto Verata Necktie. The attack hits nearest ally to target and is a critical hit.
05 Blastoff. You are thrown d6x10 feet in the air, or in a random direction if flying. You suffer falling damage as normal
06 Cursed! Attack rolls, saving throws and ability checks suffer Disadvantage until Remove Curse is cast.
07-08 This is hard. You suffer d4 Con damage. You gain them back after a Long Rest.
09-11 How did that happen? A Stinking cloud spell centered on you appears.
12-14 Tiring spell. You gain an exhaustion level.
15-18 Arcane fire. You take 2d6 points fire damage and are on fire.
19-21 Reflection. The attack hits you instead of the target.
22-24 Vertigo. You are poisoned for d4 rounds.
25-27 Apprentice move. Reroll attack against creature closest to the target, not yourself.
28-30 Not me your fool. You hit ally closest to the target.
31-33 Weakened. Do not add your proficiency bonus to spell attack rolls or spell DCs for d4 minutes.
34-37 Electrical feedback. You suffer 2d6 electrical damage.
38-41 Acidic backlash. You suffer 2d6 acid damage.
42-43 Spell effects everyone within 30 ft, except you.
44-45 Why me? You provoke Opportunity Attacks from all threatening opponents.
46-47 Distance rift. You are teleported to the adjacent square to the target.
48-50 Magic fatigue. You cannot cast spells before the end of your next turn.
51-54 Cold snap. You suffer 2d6 cold damage.
55-56 Target gains a +8 bonus to strength for d4 rounds.
57-58 One of your magical items gain a permanent drawback.
59-61 Jumbled components. You must spend an action sorting your material component’s pouch, stretching your fingers or loosening your vocal cords before attempting to cast a spell again.
62-63 Where the heck? Your Spell component pouch is gone. You need to buy a new one.
64-66 I’m all out? You realize you are out of one material component. If the spell you’re casting requires material components, it’s this. Otherwise, the DM picks based on your prepared spells.
67-69 Can you hear me now. You are deafened until you take a short rest.
70-72 Target is hasted for d4 rounds.
73-75 Kickback. You are stunned until the end of your next turn.
76-78 Wardrobe malfunction. Until you spend an Interject with object action taking care of your equipment, you are considered Stunned.
79-80 Caster’s block. You cannot cast this spell until after a long rest.
81-82 You made him tougher! Target gains resistance to non-magical attacks for d4 rounds.
83-84 Nothing to fear. Magical backlash causes you to be Frightened for d6 rounds.
85-86 Spell shield. The target gains advantage on saving throws against magic for d6 rounds.
87-88 Magical vacuum. Any spell effects on you vanish immediately.
89-90 It’s sparkly! You are blinded until the end of your next turn.
91-92 Smackdown. You automatically fail your next saving throw.
93-94 Target becomes invisible for d4 rounds.
95-97 Wild magic surge. Roll on the Wild magic table.
98-99 The target benefits from a Mirror Image spell.
100 Roll twice from this table.
 

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