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.