1-2. Urge-Driven: The orc gives into one of its urges, whether general orc belligerency or from another it has, being unable to resist doing whatever particular evil is in its nature for the next 1d3 rounds. And not only does the spell not work, it has a 50% chance of being lost too.
3-5. Demands of Aggression: The orc must follow a requirement for the spell to function.
6-7. Orc Foulness: All within 1d10 x 5' becomes seemingly derelict and dark for the next 1d20 rounds, causing any non-orcs who are there to save vs. death/ make a Will save DC 10 or suffer a -1d4 penalty to all rolls. In addition, the orc must follow a requirement every 1d4 rounds in order to maintain the area, up until the time it would expire.
8-11. No Side-Effect: Nothing additional occurs or is required this time.
12. Orcish Black Magic: If the orc has abused another sometime within the last 24 hours (if not known, there's a base 75% chance of that being so), it can then double the spell's range, effect, or duration. In addition, if the orc chooses to follow a random requirement from its spellcaster list, its target must also save vs. death/ make a Will save DC 10 or become possessed by a fell orcish spirit, being forced to give into a random orcish urge for the next 3d4 rounds.
Requirements by Orc Spellcaster Type
Different types of orc spellcasters have different abominable requirements for making their fell spells work. When one is called for, roll on the corresponding table below.
Magic Orc (d8)
1. Wallow in filth, whether physical or metaphorical.
2. Speak in a weird voice for the next 1d6 turns.
3. Defile something pure.
4. Imbibe an intoxicant, taking a -2d6 penalty to all rolls for the next 1d6 turns.
5. Drum loudly and dance crazily for the next 3d6 rounds, taking a -1d3 penalty to unrelated rolls.6. Attack an innocent, or at least one who is weaker than the orc.
7. Kill an innocent, or at least one who is weaker than the orc.
8. Per Orc Witchdoctor, below.
Orc Witchdoctor
Per Orcus (see Volume II) or roll d8:
1. Be possessed by a fell orcish spirit, and must act especially wild and aggressively for the next 1d6 turns.
2. Hold an effigy doll of the spell's target. If one isn't ready, it takes 1d3 rounds to make.
3. Recite a strange rhyme. Those who hear it must save vs. death/ make a Will save DC 10 or have it stuck in their head for 1d3 days.
4. Use an exotic or rare (and likely gruesome and unpleasant) spell component.
5. Brandish weapons and act very aggressively.
6. Slap or otherwise accost the spell's target.
7. Kill the spell's target
8. Per Magic Orc, above.
3. Defile something pure.
4. Imbibe an intoxicant, taking a -2d6 penalty to all rolls for the next 1d6 turns.
5. Drum loudly and dance crazily for the next 3d6 rounds, taking a -1d3 penalty to unrelated rolls.
7. Kill an innocent, or at least one who is weaker than the orc.
8. Per Orc Witchdoctor, below.
Per Orcus (see Volume II) or roll d8:
3. Recite a strange rhyme. Those who hear it must save vs. death/ make a Will save DC 10 or have it stuck in their head for 1d3 days.
4. Use an exotic or rare (and likely gruesome and unpleasant) spell component.
5. Brandish weapons and act very aggressively.
6. Slap or otherwise accost the spell's target.
7. Kill the spell's target
8. Per Magic Orc, above.
For example, a magic orc casts a spell. The Referee rolls 3 on the d12 (Demands of Aggression) for it. He then rolls a 7 on the Magic Orc table, so the orc must kill an innocent, or at least one who is weaker than it, in order for the spell to work.