Wild Surge Results– Table 2 (Tome of Magic)

Wild Surge Results– Table 2 (Tome of Magic)

Wild Surge Results– Table 2 (Tome of Magic)





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.






Table of Contents


Published by adminNo Comments - Go back

No comments yet.

Leave a Reply

You must be logged in to post a comment.