Miscast Magic
Miscast magic can be cast only on a wizard. It
causes the next spell cast by the affected wizard to
be chosen randomly from his memorized spells of
the same or lower level. Thus, if a wizard affected
by miscast magic had four 1st-level spells memorized (Armor, Feather Fall, Jump, and Sleep) and he
attempted to cast the sleep spell, the DM would
determine the resulting spell randomly from the
wizard's four memorized spells. The wizard has
only a 25% chance of casting the sleep spell.
Only spells currently memorized are eligible to
be exchanged with the desired spell. If a wizard
had only one spell memorized, the miscast magic
would have no effect and the wizard's spell would
be cast normally.
The miscast spell operates normally. If a wizard tried to Levitate a companion but a Web spell
resulted, the companion would be trapped by the
webs and subject to all resulting effects. If the target of the spell were in range of the levitate spell
but not in range of the web, the spell would be
lost in a fizzle of energy and the web spell would
cause the caster to lose the spell slot.
The wizard who casts the spell performs the
proper verbal and somatic components of the
spell he wishes to cast; he does not discover the
altered results until the wrong spell takes effect.
The wizard will also discover that the material
component for the resulting spell has vanished (in
addition to the material component for the desired spell).
Wizards who are targets of miscast magic are allowed a saving throw vs. spell to avoid the effect.
[Tome of Magic]
Sphere: Chaos
(Invocation/Evocation)
Level: 3
(Invocation/Evocation)
Level: 3
Range: 40 yards + 10 yards/level
Components: V, S
Duration: Special
Casting Time: 2
Area of Effect: One creature
Saving Throw: Negates
Components: V, S
Duration: Special
Casting Time: 2
Area of Effect: One creature
Saving Throw: Negates
Comments