Control

Natural magic is not structured and refined like Arcane magic. What it gains in flexibility, it loses in terms of predictability and control. The player must make a Control roll upon casting each spell through the Natural magic. The base DC for the Control Roll is 5 plus the total Power cost of the spell. The caster’s Proficiency Bonus and their Casting Ability Modifier apply.

If the caster fails their control roll, roll on the following table to determine the result:

2d10 Roll Result
2 The magical energy being collected combines and unravels uncontrollably resulting in an explosion. The caster, and all those within 10’, take <powercost>d4 Force damage
3-4 Two effects (selected randomly) fails to solidify in the spell. Adjust the effect accordingly.
5-8 One Effect (selected randomly) fails to solidify in the spell. Adjust the effect accordingly.
9-12 The spell fails to materialize and the caster takes full Drain from the spell
12-14 The spell fails to materialize and the caster takes half Drain from the spell
15-17 The spell succeeds, but all Meta-Effects have their rating set to 1, if they were set at all.
18-19 The spell succeeds, but all Meta-Effects have their rating halved, if they were set at all.
20 The spell succeeds as if the Control Roll was made initially.

Control

The Fablelands josh_little_5015