Table 2: WILD SURGE RESULTS

D100

Roll
Result
01
Wall of force appears in front of caster
02
Caster smells like a skunk for spell duration
03
Caster shoots forth eight non-poisonous snakes from fingertips. Snakes do not attack.
04
Caster's clothes itch (+2 to initiative)
05
Caster glows as per a light spell
06
Spell effect has 60' radius centered on caster
07
Next phrase spoken by caster becomes true, lasting for 1 turn
08
Caster's hair grows one foot in length
09
Caster pivots 180 degrees
10
Caster's face is blackened by small explosion
11
Caster develops allergy to his magical items. Character cannot control sneezing until all magical items are removed. Allergy lasts 1d6 turns.
12
Caster's head enlarges for 1d3 turns
13
Caster reduces (reversed enlarge) for 1d3 turns
14
Caster falls madly in love with target until a remove curse is cast
15
Spell cannot be canceled at will by caster
16
Caster polymorphs randomly
17
Colorful bubbles come out of caster's mouth instead of words. Words are released when bubbles pop. Spells with verbal components cannot be cast for 1 turn.
18
Reversed tongues affects all within 60 feet of caster
19
Wall of fire encircles caster
20
Caster's feet enlarge, reducing movement to half normal and adding +4 to initiative rolls for 1d3 turns
21
Caster suffers same spell effect as target
22
Caster levitates 20' for 1d4 turns
23
Cause fear with 60' radius centered on caster. All within radius except the caster must make a saving throw.
24
Caster speaks in a squeaky voice for 1d6 days
25
Caster gains X-ray vision for 1d6 rounds
26
Caster ages 10 years
27
Silence, 15' radius centers on caster
28
10'x10' pit appears immediately in front of caster, 5' deep per level of the caster
29
Reverse gravity beneath caster's feet for 1 round
30
Colored streamers pour from caster's fingertips
31
Spell effect rebounds on caster
32
Caster becomes invisible
33
Color spray from caster's fingertips
34
Stream of butterflies pours from caster's mouth
35
Caster leaves monster-shaped footprints instead of his own until a dispel magic is cast
36
3-30 gems shoot from caster's fingertips. Each gem is worth 1d6 x 10 gp.
37
Music fills the air
38
Create food and water
39
All normal fires within 60' of caster are extinguished
40
One magical item within 30' of caster (randomly chosen) is permanently drained
41
One normal item within 30' of caster (randomly chosen) becomes permanently magical
42
All magical weapons within 30' of caster are increased by +2 for 1 turn
43
Smoke trickles from the ears of all creatures within 60' of caster for 1 turn
44
Dancing lights
45
All creatures within 30' of caster begin to hiccup (+1 to casting times, -1 to THAC0)
46
All normal doors, secret doors, portcullises, etc. (including those locked or barred) within 60' of caster swing open
47
Caster and target exchange places
48
Spell affects random target within 60' of the caster
49
Spell fails but is not wiped from caster's mind
50
Monster summoning II
51
Sudden change in weather (temperature rise, snow, rain, etc.) lasting 1d6 turns
52
Deafening bang affects everyone within 60'. All those who can hear must save vs. spell or be stunned for 1d3 rounds.
53
Caster and target exchange voices until a remove curse is cast
54
Gate opens to randomly chosen outer plane; 50% chance for extra-planar creature to appear.
55
Spell functions but shrieks like a shrieker
56
Spell effectiveness (range, duration, area of effect, damage, etc.) decreases 50%
57
Spell reversed, if reverse is possible
58
Spell takes physical form of free-willed elemental and cannot be controlled by caster. Elemental remains for duration of spell. Touch of the elemental causes spell effect (THAC0 equal to caster's).
59
All weapons within 60' of caster glow for 1d4 rounds
60
Spell functions; any applicable saving throw is not allowed
61
Spell appears to fail when cast, but occurs 1-4 rounds later
62
All magical items within 60' of caster glow for 2d8 days
63
Caster and target switch personalities for 2d10 rounds
64
Slow spell centered on target
65
Target deluded
66
Lightning bolt shoots toward target
67
Target enlarged
68
Darkness centered on target
69
Plant growth centered on target
70
1,000 lbs. of non-living matter within 10' of target vanishes
71
Fireball centers on target
72
Target turns to stone
73
Spell is cast; material components and memory of spell are retained
74
Everyone within 10' of caster receives the benefits of a heal
75
Target becomes dizzy (-4 AC and THAC0, cannot cast spells) for 2d4 rounds
76
Wall of fire encircles target
77
Target levitates 20' for 1d3 turns
78
Target suffers blindness
79
Target is charmed as per charm monster
80
Target forgets
81
Target's feet enlarge, reducing movement to half normal and adding +4 to all initiative rolls for 1-3 turns
82
Rust monster appears in front of target
83
Target polymorphs randomly
84
Target falls madly in love with caster until a dispel magic is cast.
85
Target changes sex
86
Small, black raincloud forms over target
87
Stinking cloud centers on target
88
Heavy object (boulder, anvil, safe, etc.) appears over target and falls for 2d20 points of damage
89
Target begins sneezing. No spells can be cast until fit passes (1d6 rounds).
90
Spell effect has 60' radius centered on target (all within radius suffer the effect)
91
Target's clothes itch (+2 to initiative for 1d10 rounds)
92
Target's race randomly changes until canceled by dispel magic
93
Target turns ethereal for 2d4 rounds
94
Target hastened
95
All cloth on target crumbles to dust
96
Target sprouts leaves (no damage caused, can be pruned without harm)
97
Target sprouts new useless appendage (wings, arm, ear, etc.) which remains until dispel magic is cast
98
Target changes color (canceled by dispel magic)
99
Spell has a minimum duration of 1 turn (i.e., a fireball creates a ball of flame that remains for 1 turn, a lightning bolt bounces and continues, possibly rebounding, for 1 turn, etc.)
100
Spell effectiveness (range, duration, area of effect, damage, etc.) increases 200%

Unless otherwise noted, all spells created by a wild surge occur at the designated target point and function normally (appropriate saving throws are allowed). The caster's true level is used when calculating range, duration, area of effect, etc. of these spells.

The above list, while long, is only a small fraction of the possible results of a wild surge. The DM is free to create his own tables for wild surges.

Tables like the one above cannot take into account the situation at the instant of casting. It is not feasible to create tailored effects for every spell used in every possible way. Therefore, it is quite likely that some wild magic results will make no sense, be impossible, or have no visible effect. In these cases, the wild surge has no effect. For example, if a mage were casting a wizard lock on a door and triggered a wild surge with the result "Target changes sex," no effect would be visible, since doors do not have a sex (at least as far as we know). Likewise, a rock might be hastened or a snake might have its feet enlarged. In these cases, nothing happens--at least nothing that affects play. When determining the result of wild magic, the DM must use his best judgment.

Finally, not even the randomness of wild surges should be allowed to ruin the story of an adventure. As ultimate storyteller and arbiter of the game, the DM can overrule any wild surge he deems too destructive to the adventure. If this happens, reroll the dice to get a new result. In a case such as this, do not treat a wild surge as having no effect.

Clearly, wild mages are a risky proposition. Not every player will want to play a wild mage; not every party will want a wild mage. The DM should not add benefits to the wild mage, hoping to the make the class more "attractive" to his players. Players who like wild mages will play them without bribery. They will find the uncertainty and randomness of wild mages irresistible; these are the players for whom the wild mage was created.

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