Wild Surge

Though many spellcasters like to consider their use of magic a science, the effects of magic are not always easy to predict. Wild, uncontrolled magic sometimes surges as a side effect of spellcasting or magical experimentation. Some even find themselves embracing the chaos of wild magic, channeling the power of it and attempting to bend it to their will.  

Triggering a Wild Surge

There are several means by which a wild surge can be triggered, whether intentionally or not.  

Criticals and Fumbles

Spells that have an attack roll have a default critical range of 20/x2, and cause a wild surge on a critical hit or fumble. Like with other Criticals and Fumbles, these spells require confirmation rolls. Rather than rolling critical effect dice, the tables for Spell Critical and Spell Fumble effects are provided below.  

Counterspell

Whenever a critical hit or fumble is rolled on a Counterspell attempt (using the same rules as other Criticals and Fumbles), a wild surge occurs. These effects use the Counterspell Critical and Counterspell Fumble tables provided below.  

Dispel Checks

natural 1 or 20 is rolled in a dispel magic/psionics attempt, a wild surge occurs . In the case of a natural 1, the surge centers on the target if beneficial, and the caster if not. In the case of a natural 20, the surge is centered on the caster if beneficial, and the target if not. If the subject of the dispel check is not a creature, the surge only triggers if the caster would be the target.  

Failed Concentration

When a caster fails their Concentration check while attempting to cast a spell, they must make a Will Save (DC 10 plus the spell's level plus how much they failed their concentration by). On a failed save, a wild surge triggers on the caster.   If a caster fails their Concentration check to cast the spell but succeeds on their save, they may choose to cast the spell anyways, automatically triggering a wild surge effect on themselves in addition to the spell being cast.  

Wild Magic Zone

There exist places where the weave is unstable, whether by nature or by act. Any spell cast or magic item activated in one of these areas has a chance of triggering a wild surge. The strength of the zone dictates the chances of a surge. Those that are the least stable produce a surge on every instance, and others require a will save with a set DC to avoid triggering one.  

Breaking Magic Items

Breaking a magical item can release the arcane energies stored in it in spectacular, unpredictable ways. Any time a magic item is destroyed, it triggers a wild surge in addition to any other effects the release of that energy may entail.  

Wild Surge Tables

Spell Fumble

Spell Critical

Counterspell Fumble

Counterspell Critical

Wild Surge

Click the tabs above to show the different Wild Surge Tables.

Spell Fumble

RollEffect
1-21
The effects of a random spell of the same level and school manifests centered on you. The spell's caster level and DC are determined as if cast by you. If a spell can effect multiple target creatures, it targets as many as possible, starting with those closest to you. Any other decisions relevant to the spell's effects are determined randomly.
21-41
Roll on the Wild Surge table. Its effects target you if positive and your target if positive.
41-46
Roll twice on the Wild Surge table. Each's effects target you if positive and your target if positive.
46-51
Roll again on this table, and once on the Wild Surge table. The effect of the wild surge targets you if it is negative and your target if it is positive.
51-56
The spell targets you instead of your target(s).
56-61
Re-roll your spell's attack, targeting your nearest ally instead.
61-66
Reroll twice on this table.
66-71
The spell's energy triggers a backlash, dealing 1d6 damage to you per spell level.
71-76
You lose the ability to cast the fumbled spell for 24 hours.
76-78
Invert all effects of the spell (damage becomes healing, penalties become bonuses, etc. - DM discretion).
78
Switch bodies with the target of the spell (no save, +15 on Caster Level check to overcome Spell Resistance). The effect is permanent until dispelled (DC 25).
79
A permanent wall of force appears between you and the target of your spell as large as the environment allowed, up to one 10-ft square per level (extends to the sides until there is no room, then up).
80
A random hostile monster appears from the summon monster list (at the fumbled spell's level) adjacent to you. It is not a summoned creature, but permanent and brought here from its native place.
81
The effect of this spell replaces the effect of the next spell you cast.
82
The effect of this spell replaces the effect of the next spell you cast. That spell's effect replaces the next spell you cast, and so on. This continues for 1d10 spell casts.
83
Reroll three times on this table.
84
A stream of butterflies obscures all vision in a 20 ft. radius around you for 2 rounds.
85
Time freezes for 1 round as the spell Time Stop, but only for you.
86
You gain the immediate effects of a Wish spell. Whatever you wish for is instead granted to the target of your spell (If you attempt to be sneaky and wish for something bad, or nothing at all, the target gets to make the choice instead).
87
You are subject to a baleful polymorph, turning into a rat (save as the fumbled spell).
88
You are filled with a sudden, life altering revelation. You are stunned 1d4 rounds (no save). Gain a permanent +1 inherent Wisdom bonus for each round stunned. If you already have a permanent inherent wisdom bonus, instead increase it by this amount, to a maximum of +5. The next time you rest, the revelation is lost, and your Wisdom score returns to normal.
89
Take damage equal to twice the amount of health your target is missing.
90
Take 1d4 points of ability damage to a random attribute.
91
Take 1d4 points of ability damage to all attributes (roll once and apply to all of them).
92
Summon a mouse adjacent and hostile to you (as summon monster spell, but the duration is permanent).
93
Summon a rhinoceros adjacent and hostile to you (as summon monster spell, but the duration is permanent).
94
Summon an elephant adjacent and hostile to you (as summon monster spell, but the duration is permanent).
95
Summon a hydra adjacent and hostile to you (as summon monster spell, but the duration is permanent). The hydra has 1d8+4 heads. Roll 1d4 for type: 1-2=normal, 3=cryo, 4=pyro.
96
You rip a hole into the ethereal plane and are teleported there for 1 round.
97
For one round, the next offensive spell cast within 60 ft. of you automatically targets you if possible.
98
For one round, every offensive spell cast within 60 ft. of you automatically targets you if possible.
99
You are subject to a dispel magic effect targeting you. Roll as though you cast it.
100
Any spellcasting you attempt for the next minute automatically triggers a Wild Surge roll.

Spell Critical

RollEffect
1-21
The effects of a random spell of the same level and school manifest as though cast by you. For all purposes (except the actual act of casting it) the spell is treated as though you just cast it.
21-41
Roll on the Wild Surge table. The effect of the wild surge targets you if it is positive and your target if it is negative.
41-46
Roll twice on the Wild Surge table. Each's effects target you if it is positive and your target if negative.
46-51
Roll again on this table, and once on the Wild Surge table. The effect of the wild surge targets you if it is positive and your target if it is negative.
51-56
The spell is cast as though under the effects of a random Metamagic feat. If a feat is chosen that does not impact the effect of the spell, choose again.
56-61
Reroll twice on this table.
61-66
Add one magic missile (as per the spell), plus one per 2 caster levels to the effects of the spell. Targets may be chosen individually for the missiles.
66-70
Any saving throws for the spell automatically fail, and it automatically succeeds any attempts to bypass Spell Resistance.
70-72
This spell automatically bypasses spell resistance, and all saving throws for it automatically fail. The spell also gains the effects of the Maximize Metamagic feat.
72-74
Heal 1d10 hit points per level of the spell.
74-76
Gain fast healing equal to the level of the spell for 1 minute.
76-78
Roll 1d10. Regain a used spell slot of that level or lower.
78-80
Up to 3 creatures within close range take 1d10 lightning damage per level of the spell (Reflex half, save as the spell cast).
80
You cast Bestow curse (as spell) on the target of your spell.
81
The target of your spell is polymorphed into a cute baby self for 1d6 hours. str, con, dex all to 1 (DC 20 Fortitude save negates). A second Fortitude save is required to retain their current mental self during the transformation.
82
Target falls deeply in love with you, forsaking all other loyalties (Will DC 20 negates). The duration of the effect is equal to the caster's charisma modifier + 1 week (minimum 1 week).
83
A 10 ft. radius sphere centered on the target switches with an equal sized area from another random plane (creatures stay, only environment switches). Switched section is severed from the host plane and normalizes over the course of a minute
84
A random monster appears from the summon monster list (at the spell's level) adjacent to you. It is still a summoned creature, but its duration is permanent until it is destroyed or dismissed. It will follow your commands as the spell Summon Monster.
85
The spell does not take effect, but a random minor magic item (1d6, 1=weapon, 2=armor, 3=wand, 4=wonderous item, 5=ring, 6=specific cursed item) appears in your hands.
86
The spell does not take effect, but a random medium magic item (1d6, 1=weapon, 2=armor, 3=wand, 4=wonderous item, 5=ring, 6=specific cursed item) appears in your hands.
87
The spell does not take effect, but a random major magic item (1d6, 1=weapon, 2=armor, 3=wand, 4=wonderous item, 5=ring, 6=specific cursed item) appears in your hands.
88
The spell's effects are repeated 1d4 rounds later. If the targets of the spell are no longer legal, you may select new targets.
89
Automatically roll another Critical Wild Surge for the next 1d6 spells you cast that include an attack roll. This effect lasts a maximum of 10 minutes.
90
Reroll three times on this table.
91
You may cast another spell with a casting time of a standard action this round as a free action.
92
You create a burst of psychic feedback between yourself and the target. You deal 2d6 damage per caster level to them, and you are stunned for 1 round (no saves).
93
The target polymorphs into an animal for 2d4 rounds (Fort save negates, DC as spell cast). Roll 1d6 to determine the form: 1=Gorilla, 2=Deer, 3=Bear, 4=Mouse, 5=Eagle, 6=Fish, 7-10=Chicken. Target must make a Will Save (same DC) or revert their mental state to that of the animal shifted to for the duration and 1d4 rounds afterwards.
94
The target believes thet are an animal for 2d4 rounds and behaves accordingly (Will save negates, DC as spell cast). Roll 1d6 to determine the animal: 1=Gorilla, 2=Deer, 3=Bear, 4=Mouse, 5=Eagle, 6=Fish, 7-10=Chicken.
95
The target is subject to a baleful polymorph, turning into a rat (save as the cast spell).
96
Deal damage equal to twice the amount of health you are missing to the target.
97
Summon a mouse adjacent and friendly to you (as summon monster spell, but the duration is permanent).
98
Summon a rhinoceros adjacent and friendly to you (as summon monster spell, but the duration is permanent).
99
Summon an elephant adjacent and friendly to you (as summon monster spell, but the duration is permanent).
100
Summon a hydra adjacent and friendly to you (as summon monster spell, but the duration is 24 hours). The hydra has 1d8+4 heads. Roll 1d4 for type: 1-2=normal, 3=cryo, 4=pyro.

Counterspell Fumble

RollEffect
1-26
Roll on the Wild Surge table. The effect targets you if it is a negative one or the target if it is a positive one.
26-36
Your counterspell collapses violently, dealing 2d6 force damage per spell level to you (Fortitude save for half).
36-41
Roll twice on the Wild Surge table. Each effect targets you if it is a negative one or the target if it is a positive one.
41-46
Roll Twice on this table.
46-51
A second copy of the targeted spell is cast. The caster may choose new targets for it.
51-56
You are staggered for 1 round, and must succeed at a concentration check (DC as the targeted spell) or lose a spell slot of your choice.
56-61
Your are blinded for 1 round by a surge of arcane energy.
61-66
You energize the caster, and they regain the slot spent to cast the targeted spell.
66-69
You are subject to a dispel magic effect targeting you. Roll as though you cast it.
69-72
A magical backlash stuns you for 1 round.
72-74
You lose a random spell slot of the level of the targeted spell. If none are available, lose a random slot of the closest level to it (must be a higher level if any are available, otherwise your highest available slot).
74-76
You fracture your ability to access spells. Your Caster Level is reduced by 1d6 for 1 minute. You cannot cast any spells for which your caster level is no longer high enough for your class to cast.
76-78
The target gains a +4 bonus to all saving throws from any spell cast by you for the next 24 hours.
78-80
Unstable magic clings to you. Any spells cast in the next round must target you if possible.
80-82
You lose the ability to casts spells of the schools of the targeted spell or the spell you used to attempt a counter for 1 minute.
82-84
Any spellcasting you attempt for the next 1d4 rounds automatically triggers a Wild Surge roll.
84
You are teleported up to 30 ft. in the direction of the target's choosing.
85
You are affected by a silence spell for 1 round per spell level of the targeted spell. The silence only affects you.
86
You are slower for 1d4 rounds (as the Slow spell, no save).
87
You must make a concentration check (DC as the spell targeted) to cast any spell for the next minute.
88
The Target gains a +2 bonus to caster level for the next minute, including for the effects of the targeted spell.
89
The target gains immunity to your spells for 1 round
90
Any metal items worn or carried by you are subject to the effects of a Heat Metal spell (no save).
91
A feedback loop forms. Any spell you attempt to cast for the next 1d4 rounds is automatically subject to a counterspell attempt as though the target cast dispel magic to counter it (it takes no action on their part).
92
You lose the ability to casts spells of the schools of the targeted spell or the spell you used to attempt a counter for 24 hours.
93
Any spellcasting you attempt for the next minute automatically triggers a Wild Surge roll.
94
For one round, the next offensive spell cast within 60 ft. of you automatically targets you if possible.
95
For one round, every offensive spell cast within 60 ft. of you automatically targets you if possible.
96
For the next 1d4 rounds, any detrimental spell effects that would affect your target affect you instead.
97
For the next 1d4 rounds, any positive spell effects that would affect you affect your target instead.
98
You cannot cast or prepare the spell used in the counter attempt for the next 24 hours.
99
A line of energy streams between you and the target. Anyone in that line (including you but not the target) takes 1d6 damage per level of the spell you used in the counter attempt (Reflex save for 1/2, DC as the spell, you cannot save).
100
The energy of your counterspell explodes around you, dealing 1d6 damage per level of the spell you used in the counter attempt to anyone in a 10 ft. radius burst (Reflex save for 1/2, DC as the spell, you cannot save).

Counterspell Critical

RollEffect
1-26
Roll on the Wild Surge table. The effect targets you if it is a positive one or the target if it is a negative one.
26-46
At your choice, you may allow the spell to finish. If you do, you may alter all decisions made for the spell (targets, modes, etc.) as though you cast it.
46-56
The countered spell collapses violently, dealing 2d6 force damage per spell level to the target (Fortitude save for half).
56-61
Roll twice on the Wild Surge table. Each effect targets you if it is a positive one or the target if it is a negative one.
61-66
Roll Twice on this table.
66-71
You gain the ability to cast the countered spell as a Spell-Like Ability. This ability lasts up to 24 hours or until you cast it.
71-76
You regain one spent spell slot of the level of the countered spell or lower.
76-78
The target is subject to a targeted dispel magic effect as though cast by you.
78
The target is teleported up to 30 ft. in the direction of your choosing.
79
You immediately learn the secrets to casting this spell, provided it exists on your spell list. If you are a spontaneous caster, add this spell to your spells known. If you are a prepared spellcaster, you may add this spell to your spellbook at any point over the next 24 hours (you must still pay the cost of adding it).
80
You fracture the caster's ability to access spells. Their Caster Level is reduced by 1d6 for 1 minute. They cannot cast any spells for which their caster level is no longer high enough for their class to cast.
81
The target is affected by a silence spell for 1 round per spell level used to counter them. The silence only affects them.
82
The target is slowed for 1d4 rounds (as the Slow spell, no save).
83
The target must make a concentration check (DC as the spell used to counter) to cast any spell for the next minute.
84
You gain a +2 bonus to caster level for the next minute.
85
You gain a +4 bonus to all saving throws from any spell cast by the target for the next 24 hours.
86
Any metal items worn or carried by the target are subject to the effects of a Heat Metal spell (no save).
87
Unstable magic clings to your target. Any spells cast in the next round must target them if possible.
88
A feedback loop forms. Any spell the target attempts to cast for the next 1d4 rounds is automatically subject to a counterspell attempt as though you cast dispel magic to counter it (you roll, but it takes no action on your part).
89
You disperse the energy of the spell amongst your allies. Each ally within 60 ft. gains a +2 enhancement bonus to all d20 rolls made for the next 1d4 rounds.
90
Any spellcasting the target attempts for the next minute automatically triggers a Wild Surge roll.
91
Your target is blinded for 1 round by a surge of arcane energy.
92
For one round, the next offensive spell cast within 60 ft. of the target automatically targets them if possible.
93
For one round, every offensive spell cast within 60 ft. of the target automatically targets them if possible.
94
For the next 1d4 rounds, any beneficial effects from spells that would affect your target affect you instead.
95
The energy of the spell explodes around the target, dealing 1d6 damage per level of the targeted spell to anyone in a 10 ft. radius burst (Reflex save for 1/2, DC as the spell, target cannot save).
96
For the next 1d4 rounds, anytime the target casts a spell, you may change any of the choices made for the spell (targets, effect types, etc.) as though you cast it.
97
Until the end of your next turn, you gain an additional cast of the spell used to counter as a free action.
98
You gain an additional move action you can take immediately, and the target loses their next move action.
99
You may attempt to counter one other spell before the end of your next turn without consuming a spell slot or action. This counter is treated as though you cast a Dispel Magic spell in the attempt.
100
All allies within 30 ft. of you gain 1d6 temporary hit points per level of the countered spell for 1 minute.

Wild Surge

RollEffect
1
You and all creatures within 30ft. take double damage from one damage type for 1 minute (roll 1d8, 1=slashing, 2=piercing, 3=bludgeoning, 4=fire, 5=cold, 6=electricity, 7=acid, 8=sonic).
2
You take double damage from one damage type for 1 minute (roll 1d8, 1=slashing, 2=piercing, 3=bludgeoning, 4=fire, 5=cold, 6=electricity, 7=acid, 8=sonic).
3
You and all creatures within 30ft. take double damage from all sources for 1 minute.
4
You take double damage from all sources for 1 minute.
5
A modron is summoned to a random unoccupied space within 30 ft. of you. They will likely not be happy about this.
6
You are teleported to the Astral Plane for 1d4 rounds before returning to your previous position (or closest unoccupied space to it).
7
You are polymorphed into a potted plant (including a pot) for one round. You are paralyzed, blind, deaf, and have AC 5 in this form.
8
You cannot speak for 1 minute. Any attempt to do so ejects pink bubbles from your mouth that float about you. If popped, each bubble releases a random word.
9
Over next minute, any unoccupied mundane object you touch bursts into magical flames. You are not immune to the flames, taking 1d6 damage each round you are in contact with one of these items. The effect on any given item ends one round after you stop touching it (though flammable items continue to burn on their own). Items you hold are not occupied for the purposes of this spell. This effect excludes your worn items.
10
All of your speech is at a full volume shout for 1 minute.
11
You gain a phobia of the nearest hostile creature type for 1 hour.
12
Every creature within 30 ft. of you gains invisibility for 1 minute, as the spell (excluding you).
13
Every creature within 30 ft. of you gains invisibility for 1 minute, as the spell improved invisibility (excluding you).
14
Roll 1d8: grow that many inches if even, shrink if odd. This effect is permanent until dispelled (DC 15).
15
You become immune to the effects of alcohol for 5d6 days.
16
All of your hair falls out. It grows back to its original length over the course of 24 hours.
17
You emit light as from a Daylight spell for 1 minute.
18
Illusory butterfiles and flower petals flutter in the air around you within 10 feet for 1 minute
19
A random creature within 30 ft. of you gains the effects of the Fly spell as though cast by you.
20
All your d20 rolls are rolled with disadvantage for 1 minute.
21
Your natural hair color becomes bright pink. This effect is permanent until dispelled (DC 20).
22
You are encased in a 10' block of packed natural clay. A 5' diameter pocket within contains you, including 10 minutes worth of air. Nearby creatures are pushed aside to the nearest open space as the block forms.
23
Your hands become iron fists for 1 minute. You gain a +8 enhancement bonus to strength, your fists deal 1d6 damage, and you are considered armed, but you cannot otherwise use your hands. Anything you are holding is dropped as this takes effect.
24
A loud voice narrates your thoughts and actions for the next minute. Hearing the noise has a base perception of -10, and understanding it a base perception of -5.
25
You gain the effects of speak with animals for 1 minute. All animals have an undying emnity to you for the duration
26
You gain the effects of speak with animals for 1 hour. All animals have an undying emnity to you for the duration
27
You cast Bestow curse (as spell) on the next ally you touch.
28
A massive fart emenates from you (DC -10 perception). Creatures within 20 ft. (including you) must make a DC 12 Fort save or become nauseated for 1 round.
29
A burst of positive energy emenates from you, healing all foes within 30 ft. for 3d10 hit points.
30
Grass grows in 30 ft radius around you. Previously existing grass grows to 10x its normal height.
31
Gravity shifts in 40' cube centered on you. Roll d6 for direction each round (initial roll cannot be 'down'), lasts 2d4+1 rounds.
32
Spontaneously reincarnate the nearest corpse or undead within 60 ft. of you, as the spell. Corpses are selected first, then undead if no corpses available. Spell resistance and legendary resistance can prevent it. If so prevented, select the next nearest target until someone is reincarnated or all eligible targets resist it.
33
All foes within 100ft. are teleported adjacent to you (position determined by DM).
34
Baleful polymorph on all allies within 60 ft. (DC 20 Fortitude save to negate). Lasts 1 minute.
35
Afflicted with a random poison - automatically fail first save.
36
Lose all remaining spells and spell slots for the day.
37
You cannot lie for 10 minutes, and must make a DC 15 Will save to avoid answering any question (you do not need to make additional saves for the same question).
38
You cannot tell the truth for 10 minutes, and must make a DC 15 Will save to avoid answering any question directed at you (you do not need to make additional saves for the same question).
39
You cannot speak for 10 minutes (aloud or telepathically)
40
You are polymorphed for 3d6 rounds. DC 20 Fort to resist. roll 1d10: 1=Gorilla, 2=Deer, 3=Bear, 4=Mouse, 5=Fish, 6=Chicken, 7=Hawk, 8=Dire Bear, 9=Adult Red Dragon, 10=Stone statue of yourself. If not enough space, str. check to break or considered pinned for the duration.
41
You are affected by flesh to stone (no save, lasts con modifier days, min 1).
42
Switch places with a random creature within 100 ft. All clothing, equipment, and held items do not switch with either of you.
43
You forget all people's names (given names, not races/etc). Each time a name is spoken aloud to you or you read a written name, you regain memory of that name.
44
The next time you or any of the targets of your spell (if any) try to speak, they spit out 1d100 gold pieces instead.
45
You immediately shift to a random hybrid lycanthropic form for 1 hour, losing control of yourself for the duration.
46
A permanent wild magic zone appears centered on you. Radius is 100 ft. per caster level.
47
A permanent dead magic zone appears centered on you. Radius is 10 ft. per caster level.
48
A 10 ft. radius sphere centered on you switches with an equal sized area from another random plane (creatures stay, only environment switches). Switched section is severed from the host plane and normalizes over the course of a minute
49
All non-sentient plant life within 10 ft. per level of the caster dies.
50
All non-sentient plant life within 100 ft. per level of the caster dies.
51
The nearest dead sentient being is brought back as a ghost to haunt the area.
52
You gain a wild die - roll 1d20 every time a spell is cast, adding 1 for each time it has been rolled before. On a 20 or higher, trigger a wild surge instead of casting the intended spell (spell slot is still used) and remove the die.
53
A random monster appears from the summon monster list (roll 1d6 + 3 for spell level) adjacent to you. It is not a summoned creature, but permanent and brought here from its native place. This effect has no bearing on its hostility towards you.
54
Heavy rain falls for 3 rounds in a 60 ft. radius centered on you.
55
Your skin changes color for 5 days.
56
The next mundane item you touch turns to gold.
57
The effects of a random spell manifest as though cast by you. If this surge was triggered by a spellcasting attempt, the spell is of the same level and school as the triggering spell. Otherwise, roll 1d8-1 to determine level and roll randomly within that level. For all purposes (except the actual act of casting it) the spell is treated as though you just cast it. Decisions that need to be made for the spell (such as choosing targets) are made randomly.
58
You gain immunity to one damage type for 1 minute (roll 1d8, 1=slashing, 2=piercing, 3=bludgeoning, 4=fire, 5=cold, 6=electricity, 7=acid, 8=sonic).
59
You gain DR 15/- for 1 minute
60
You gain Truesight for 1 minute
61
All saving throws for the next spell you cast within one minute are made with advantage.
62
All saving throws for any spell you cast within one minute are made with advantage.
63
All saving throws for the next spell you cast within one minute are made with disadvantage.
64
All saving throws for any spell you cast within one minute are made with disadvantage.
65
You gain DR 10/- for 1 minute
66
You gain DR 5/- for 1 minute
67
If you die at any point within the next month, you are immediately reincarnated as per the Reincarnate spell.
68
All spells you cast with a standard action casting time are instead cast as a swift action for one round.
69
All spells you cast with a standard action casting time are instead cast as a swift action for one minute.
70
The next spell you cast within one minute that includes damage dice gains the maximize metamagic effect.
71
All your d20 rolls are rolled with advantage for 1 minute.
72
An Illusory copy of you appears in a random square 10 ft. away. At the end of your next turn, it runs to the target and explodes, dealing 1d10 force dmg per your caster level in a 5 ft. radius. If no foe can be found, it runs to you.
73
You impart the effects of the Speak With Dead spell on any corpse you touch for the next hour. You can ask each corpse two questions as per the spell, after which they can converse with you as they would have in life for one minute before the effect ends on them.
74
A burst of positive energy emenates from you, healing all allies within 30 ft. for 3d10 hit points, including you.
75
Viscous goo sprays out from you in a 60 ft. cone in the direction of your choice. Roll 1d10 to determine consistency: 1-2 honey (DC 12 Reflex save or entangled), 3-4 alchemist fire (immediately ignites, DC 15 Reflex save or 5d6 damage and catch fire - full round action to extinguish), 5-6 aboleth mucus (DC 18 Reflex save to gain a +5 on Fortitude save), 7-8 black pudding (DC 20 Reflex save or take damage from slam attack, pudding lands just within the maximum range of the cone), 9 positive energy, 10 negative energy (see Planar Traits, treat each as minor-dominant plane exposure). Each effect (except the pudding) continues until 2 full-round actions are spent to remove the goo.
76
Time stops for 5 rounds. Everyone within 60 ft. of you percieves the stoppage, but cannot take any action that is not purely mental. This effect follows all other limitations of the Time Stop spell.
77
Baleful polymorph on all foes within 60 ft. (DC 20 Fortitude save to negate). Lasts 1 minute.
78
A 20 ft. radius cloud appears over you for 2d6 rounds. Each round, the rain changes to a random potion, affecting everyone below as though they drank it.
79
You gain total spell immunity for 24 hours, beneficial and harmful. Active effects are supressed, you cannot cast or use SLAs, and are unaffected by any magical effects, such as wall of force
80
A stone statue of you in your current state takes your place while at the same time you are teleported 5 ft. and granted improved invisibility for 2d6 rounds. The statue is permanent.
81
The nearest creature to you with 1-2 intelligence becomes permanently and completely loyal to you until you release it or cause direct harm to it.
82
You are filled with a sudden, life altering revelation. You are stunned 1d4 rounds (no save). Gain a permanent +1 inherent Wisdom bonus for each round stunned. If you already have a permanent inherent wisdom bonus, instead increase it by this amount, to a maximum of +5.
83
Gain a +4 enhancement bonus to all attributes for 5 minutes.
84
You gain the effects of a stoneskin spell, but your speed is halved for the duration.
85
The closest ally to you gains the effects of an Enlarge Person spell as though you cast it. Roll 1d6. On a 5 or 6, the effect is permanent until dispelled.
86
10d10 gems shoot in a 30 ft. line, dealing 5d6 damage to any in their path; each target after the first rolls one fewer die (Reflex save for half, as the spell cast). Roll 1d10 to determine how much each gem is worth (1-2=1gp, 3-4=10gp, 5-6=100gp, 7-8=250gp, 9=500gp, 10=1,000gp).
87
Regain all expended spell slots.
88
Up to 3 creatures within close range take 1d10 lightning damage per caster level (Reflex half, save as the spell cast).
89
You teleport up to 60 ft. to a location you can occupy within your line of sight.
90
Time freezes around you for 1 round (gain 1 full-round action as Time Stop).
91
Every creature within 30 ft. of you takes 1d10 negaitve energy damage per spell level. Gain hit points equal to the total damage dealt (undead healed by the spell are counted as negative damage).
92
The next mundane item you touch turns to gold.
93
A random mundane item in your possession gains a random minor enchantment.
94
A random mundane item in your possession gains a random medium enchantment.
95
A random mundane item in your possession gains a random major enchantment.
96
You and all creatures within 30ft. gain immunity to one damage type for 1 minute (roll 1d8, 1=slashing, 2=piercing, 3=bludgeoning, 4=fire, 5=cold, 6=electricity, 7=acid, 8=sonic).
97
1d4 Illusory duplicates appear around you (as Mirror Image). Each time an image is struck, it explodes in a flash of light that blinds the creature that struck it for 1 round (DC 15 Reflex Save negates).
98
Gravity in a 30 ft. radius around you shifts to center on you, causing everything in the area to fall towards you for 1 round.
99
For 1 minute, any spell cast within 60 ft. of you that deals an energy type of damage is randomized (1d8, 1=fire, 2=cold, 3=sonic, 4=acid, 5=electricity, 6=force, 7=positive, 8=negative).
100
All creatures within 30 ft. of you (including yourself) turn incorporeal for 1d6 rounds.
   

Supplementary Tables

The following tables may be called upon by the effects of a wild surge.  

Random Spell Tables

Cantrip

Level 1

Level 2

Level 3

Level 4

Level 5

Level 6

Level 7

Level 8

Level 9

Potions

Click the tabs above to generate a random spell for a given Spell Level.

Cantrips

Level 1 Spells

Level 2 Spells

Level 3 Spells

Level 4 Spells

Level 5 Spells

Level 6 Spells

Level 7 Spells

Level 8 Spells

Level 9 Spells

Random Potions

Contents


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