Miscasting a spell can be dangerous enough at the best of times, but when the Winds of Magic blow with the fury of a storm, the risks are only increased. Whilst Wizards can use the unusual strength of such magical storms to increase their powers, those that do risk utter calamity should something go awry.
Using The Disastrous Miscast Table
If you are using either the rules for Channelling, or the rules for Arcane Magic in your game, you must use the Disastrous Miscast table below, rather than the Miscast table found in the Warhammer: the Old World rulebook. As usual, when a miscast is rolled, the spell is not cast unless the result rolled states otherwise.
The Perils of Magic: Should you wish, especially if you are organising a Warhammer: the Old World matched play event, the Disastrous Miscast table can be used instead of the usual Miscast table even if Channelling and Arcane Magic rules are not in use, making the use of magic far more perilous.
Disastrous Miscast Table
2D6 | Result |
2-3 | A Tear in Reality: So badly does the Wizard fail in their attempts to harness the Winds of Magic that a roiling tear appears in the fabric of reality. Roll a Scatter dice. If an arrow is rolled, place a flame template with its narrow end over the centre of the Wizard's base and its wide end following the direction indicated by the dice. If a Hit is rolled, centre a 5" blast template over the Wizard. Every model (friend or foe) whose base lies underneath the template, except the Wizard, risks being hit and suffering a single Strength 10 hit with an AP of -4. Once these hits have been resolved, the Wizard is reduced to zero Wounds and removed from play. |
4-5 | Ethereal Tornado: The summoned magic breaks free, creating an ethereal tornado. Centre a 5" blast template over the Wizard. Every model (friend or foe) whose base lies underneath the template risks being hit and suffering a single Strength 8 hit with an AP of -3. In addition, the Wizard cannot attempt to cast any more spells for the remainder of the current turn. |
6-7 | Calamitous Detonation: Roiling magic explodes from the Wizard in a flash of light. Centre a 3" blast template over the Wizard. Every model (friend or foe) whose base lies underneath the template risks being hit and suffering a single Strength 6 hit with an AP of -2. |
8-9 | Backlash: The power of the spell backfires, knocking the Wizard to the ground. The Wizard suffers a single Strength 4 hit with an AP of -1 and becomes 'Bewildered' for the remainder of the game. A Bewildered Wizard suffers a -1 modifier to their Casting and Dispel rolls. Should they become Bewildered again, this becomes a -2, and so on. |
10-11 | Magical Fulcrum: The Winds of Magic are too strong for the Wizard, who is blown backwards by their fury. The Wizard (and any unit they have joined) immediately Gives Ground directly away from the nearest enemy unit, and becomes Bewildered, as described above. If they cannot Give Ground for any reason, the Wizard suffers a single Strength 6 hit with an AP of -2. |
12 | The Price of Power: With a crack, the spell is unleashed, but at great cost to the Wizard. The spell is cast with a perfect invocation. However, the Wizard immediately reduces their Level of Magic by 1 and forgets the spell they have just cast for the remainder of the game. In addition, you cannot attempt to cast any more spells for the remainder of the current turn. |