TLDR: rolling a 66 while healing someone sucks a lot, and we want to make that less deadly.
There seems to be a lacking of talents for casters in this game. I get, and appreciate, that magic is suppose to be rare, deadly, and impactful, but rolling a 66 and killing your character with no chance of surviving seems cheap. A character at least has to be broken to die from a Critical Injury, and the Lucky Talent makes it almost impossible for a non-magical character to die in combat, but an unlucky caster could disappear from the game because they cast Detect Magic before going to bed.
While trying to keep the spirit of the game, my friends and I are trying to make a Talent that is comparable to Lucky for casters. We don't want it to be the exact same, but have a similar effect of lessening the risk of rolling a D66 on a Magical Mishap. Lucky itself does not transfer straight to the Magical Mishaps because Magical Mishaps can have a positive outcome that Lucky can abuse.
These are the ones we've come up with so far, if you guys want to have look and critique which ones seem balanced. We aren't looking to put them all in our game, just pick the most balanced one and use it.
Strong Willed
Rank 1: When you roll on the Magical Mishap table you can spend one Willpower to roll once more. You must keep the new roll.
Rank 2: When you roll on the Magical Mishap table you can spend up to two Willpower to roll twice more, but must keep the last roll.
Rank 3: When you roll on the Magical Mishap table you can spend up to three Willpower to roll up to three additional times on the Magical Mishap table, but you must keep the last roll.
(The idea behind keeping the roll is to stop players from trying to get the reputation buff in Magical Mishaps. This is meant to be something you use to save yourself and should be considered carefully.)
Manipulate Fate
Rank 1: If you cast a spell that is a minimum of one level lower than your talent rank in that talent you can re-roll a Magical Mishap once. You must keep the new roll.
Rank 2: A per previous rank but, If you cast a spell that is a minimum of two levels lower than your talent rank in that talent you can re-roll a Magical Mishap up to two times.
Rank 3: As per previous rank but, If you cast a spell with a minimum of three levels lower than your talent rank in that talent you can re-roll a Magical Mishap up to three times.
(The idea behind this one is an experience caster should have a firm grasp on how to cast simple spells. A Grimoire would be needed to use it at Rank 1.)
Callused Casting
Rank 1: You can ignore one bane for cast spells when casting a spell lower than Rank 1
Rank 2: You can ignore two banes for cast spells when casting a spell lower than Rank 2
Rank 3: You can ignore three banes for cast spells when casting a spell lower than Rank 3
(This one lessens the chances of needing to roll a Magical Mishap but never eliminates it, and never works for Rank 3 and higher spells. The theme here is high ranked spells should always be dangerous to cast.)
Stable Reagent
Rank 1: You can ignore one bane for cast spells if you used an ingredient.
Rank 2: You can ignore two banes for cast spells if you used an ingredient.
Rank 3: You can ignore three banes for cast spells if you used an ingredient.
Stable Reagent (Variant)
Rank 1: You can re-roll a Magical Mishap if you used an ingredient for Rank 1 spells.
Rank 2: You can re-roll a Magical Mishap if you used an ingredient for Rank 2 spells.
Rank 3: You can re-roll a Magical Mishap if you used an ingredient for Rank 3 spells.
(A more balanced version of Sable Reagent. Magical Mishaps are not inherently bad, just the idea of rolling a 66. This, I think, is more balanced because you still have to roll a Mishap, but don't get stuck with a 66. The fates do want you dead if you roll two 66 in a row.)
Controlled Destruction
Rank 1: You can re-roll the one’s place of a D66 on a Magical Mishap.
Rank 2: You can re-roll the ten’s place of a D66 on a Magical Mishap.
Rank 3: A 66 is considered at 65 on the Magical Mishap table.
(This one is designed to scale. If you get rank 1, you will likely never die to a 66, but you will still have to deal with 61-65. If you really want to be safe, you put more levels into it.
Force of Will
Rank 1: When you roll a bane while casting a spell you may choose to instead suffer a Critical Injuries (Horror) instead of rolling on the Magical Mishaps table.
Rank 2: You can remove banes when you cast a spell, but suffer damage to Wits equal to the banes removed.
Rank 3: When you cast a spell, you may spend extra WP to remove banes at a ratio of one WP to a bane. This must be paid before you cast the spell.
(This one is designed to work with the current Lucky Talent. If you have lucky, you can roll better on the Horror table. There is also a choice to be made because there is a possibility of a positive outcome on the Magical Mishaps table. It also combines the idea that Critical Injuries come with being broken by taking Wits damage. Rank three is a gamble, but can also be combined with Rank 2, so you spend some points, but take damage if you can't cover the difference.)