GURPS GM Aid table file version 1.1 Standard GURPS Magic critical spell failure table spell fail 3 18 3d6 3 Spell fails entirely; caster takes 1 die of damage. 4 Spell is cast on spellcaster. 5 Spell is cast on one of spellcaster's companions (roll randomly). 6 Spell is cast on a nearby foe -- roll randomly. 7 Spell produces only a whining noise and an awful odor of brimstone. 8 Spell goes at someone or somthing other than its intended target -- friend, foe, or random item. Roll randomly, or GM makes an interesting choice. 9 Spell fails entirely; caster takes 1 hit of damage. 10 Spell fails entirely; caster is stunned (make HT roll to recover). 11 Spell produces nothing but a loud noise and a flash of colored light. 12 Spell produces a weak and useless shadow of its intended effect. 13 Spell produces the reverse of the intended effect. 14 Spell produces the reverse of the intended effect, on the wrong target (roll randomly). 15 Nothing happens excpet caster temporarily forgets spell -- make an IQ roll after a week, and again each following week, until he remembers. 16 Spell seems to work, but it is only a useless illusion. 17 Spell fails entirely; caster's right arm is crippled -- 1 week to recover. 18 Spell fails entirely. A demon (see p. 103/B154) appears and attacks the caster. This will not happen if, in the GM's opinion, the caster and spell were both lily-white, pure good in intent. Instead, roll again.