Candlekeep Forum
Candlekeep Forum
Home | Profile | Register | Active Topics | Active Polls | Members | Private Messages | Search | FAQ
Username:
Password:
Save Password
Forgot your Password?

 All Forums
 Forgotten Realms Journals
 Running the Realms
 Wild Magic 4th ed.

Note: You must be registered in order to post a reply.
To register, click here. Registration is FREE!

Screensize:
UserName:
Password:
Format Mode:
Format: BoldItalicizedUnderlineStrikethrough Align LeftCenteredAlign Right Horizontal Rule Insert HyperlinkInsert Email Insert CodeInsert QuoteInsert List
   
Message:

* HTML is OFF
* Forum Code is ON
Smilies
Smile [:)] Big Smile [:D] Cool [8D] Blush [:I]
Tongue [:P] Evil [):] Wink [;)] Clown [:o)]
Black Eye [B)] Eight Ball [8] Frown [:(] Shy [8)]
Shocked [:0] Angry [:(!] Dead [xx(] Sleepy [|)]
Kisses [:X] Approve [^] Disapprove [V] Question [?]
Rolling Eyes [8|] Confused [?!:] Help [?:] King [3|:]
Laughing [:OD] What [W] Oooohh [:H] Down [:E]

  Check here to include your profile signature.
Check here to subscribe to this topic.
    

T O P I C    R E V I E W
Khelben Posted - 17 Aug 2010 : 10:55:00
My players are a couple of days away from the Times of Trouble. I updated the old Wild Magic tableand was very pleased about it. Then I started to re-read the first book in the Avatar Trilogy and the Wild Magic table doesn't justify the history of Mages and Priests blowing up and generally being a menace to society unless they're less than a mile from their God. I'm not afraid of stripping the players of their powers for the duration of the Gods time on Toril - I hope that much roleplaying will see the light of day.
What do you think and/or do you have any experience with this?

Kind regards
Khelben
7   L A T E S T    R E P L I E S    (Newest First)
Fizilbert Posted - 21 Aug 2010 : 13:50:45
Here is another surge table

1) The caster#61501;s fingertip glows white, and a small bolt of electricity springs from his finger to the target, doing 1 point of damage.
2) Caster goes insane if intelligent; save vs. spells and insanity lasts 1d4 weeks, otherwise permanent though it can be cured with appropriate magic.
3) Lightning strikes the caster from the sky, at the effective level of this surge. The caster is not entitled to a save, but those within a five foot radius must save for half damage.
4) A 20 foot pit opens under the target. The target must make a Dex check to avoid falling in. If the check fails, the target falls into the pit, suffering 2d10 points of fall damage.
5) The next living creature touched by the caster permanently gains 1d6 hit points. The caster permanently loses the same number of hit points (to a minimum of 10 hit points).
6) A propeller hat appears on the caster#61501;s head, and two ballons appear in his hands. If the caster is holding anything, he drops it to allow the ballons to be held. A segment after these appear, the propellar on his hat starts spinning and the caster begins to lift up into the air. The caster raises up 50 feet in the air at a rate of 10 feet a round. If the caster drops the ballons or removes the hat, he falls back to the ground and suffers damage from the fall.
7) All of the caster#61501;s nails fall off. This is painless, but DEX is reduced by one point until the nails grow back, which takes 2 months.
8) The caster is teleported to another plane for 2 days. After this time, caster is teleported back to his original position.
9) Target grows wings and can fly for 1 hour per day at 12", class B.
10) The caster pivots 180 degrees.
11) Wall of Fog spell cast, centered on target.
12) Caster forced to speak in rhyme for 2d6 rounds. Spells with verbal components may not be cast.
13) Caster gains a random harmful miscellaneous magic item which takes effect immedately.
14) The target is returned to the condition she was in before the start of the current combat.
15) A randomly chosen wand within 50 feet of the caster (unless there is a wand of wonder nearby, in which case it is affected) explodes in burst of fire, causing all within 10 feet #61490; hp of damage per charge. Save versus wand for half damage.
16) Target is cured of 3d6 hit points of damage (to normal maximum).
17) The person closest to the caster will grow hair on their eyeballs. This is very painful, and will cause blindness.
18) All spells cast by the caster during the next 24 hours will generate a wild surge.
19) An orc appears next to the caster.
20) 3d20 Dretches (Least Tanar'ri) are gated in and attack the caster. They are unable to gate in others. If the caster survives, double XP are awarded.
21) The caster's toes enlarge to three times the normal size, ruining footwear and inflicting 1d4 points of damage. This effect lasts 2d4 turns. Movement rate is reduced to 50% if walking.
22) Insect Plague centred on caster.
23) Cold wrought iron meteorite streaks out of sky, hitting caster for 1d10+10 hit points (if underground, waits until exposed to sky).
24) 5d4 of the caster#61501;s spell components vanish.
25) For the next 3d4 rounds, all caster's rolls (whatever size die) are at -1.
26) The caster turns into a painting of herself, until Dispelled. Any changes painted onto the canvas will become part of the target if and when she is returned to her normal form.
27) A Cloaker appears on the caster's shoulder.
28) All caster's weapons turn to cursed backbiting weapons which take effect next time used and then return to normal.
29) Caster develops an allergy to one of her magical items. This item causes sneezing and coughing for 1d6 hours.
30) Target protected by a Prismatic Sphere.
31) Exact duplicate of target comes into being. This effects all but the most powerful artifacts.
32) Target gains d% magic resistance for 1d6 rounds.
33) Target becomes able to drain a level at a touch for 1d4 rounds.
34) The caster is Polymorphed into a 4 foot diameter jellyfish unless a save vs spells at-4 is made. If on dry land, the caster takes 2d4 points of damage per round, but that can be prevented by continual dousing with water.
35) Target is protected by Spell Turning for the next turn.
36) The caster's familiar turns against him. The animal is no longer treated as a familiar (the empathic link is broken, the caster loses any benefits from having the familiar, the familiar loses bonus hit points and saving throws, and the caster will not be penalised if the animal dies).
37) The ground between the caster and target becomes molten lava. All creatures touching the 5 feet wide strip of lava must make a dexterity check to get away (keep rolling until you make the check and take 3d6 in fire damage every round the check is failed).
38) Caster loses all teeth. Regeneration or the Regenerate spell required to replace them. Caster must roll a learn spell check on every known spell with verbal components to beable to adapt to the new pronunciations.
39) Any luck magic in effect on the caster will have reverse effect for 1d4 rounds. Positive modifiers will become negative, Paithan's Hot Streak will become Paithan's Cold Streak, and Hornung's Surge Selector will cause the surge not selected to occur.
40) The target gains an aura which causes Fear in all opponents (save versus paralyzation) which lasts for 1 turn. (If the target is an object, all those gazing at the object are so affected).

41) The target gains 1 hit point per round regeneration.
42) Molten lava comes out of ground near caster, who takes 1d10+10 points of damage immediately (save for half). Roll 1d100 for duration: 01-50, 1d4+4 rounds; 51-70, 1d4 hours; 71-85, 1d100 days; 86-100, becomes a real, non-magical volcano.
43) Star Trek Conflict music plays, and a cloud of smoke surrounds the caster. When the smoke clears, there will be two incarnations of the caster, one good and one evil. They will be locked in combat. If one is killed, both die. The DM takes one chosen randomly to play.
44) Caster permanently loses one spell chosen randomly (Can relearn at next level).
45) All creatures slain by the caster during the last day rise up as free willed undead and attempt to destroy him/her. The undead have all their original abilities and skills, and need no food or sleep.
46) Caster opens gate to another location/plane of existence and is pulled through.
47) Caster Levitates uncontrollably, always heading upward until the spell duration is reached, then falls.
48) Caster is in great pain (1d20 hp of stun damage, morale check, no strenuous activity) for 1d3 rounds.
49) Green Slime spews out of the caster's nose. It will attack the caster at +4 in the first round, attack random victims normally in subsequent rounds.
50) The caster becomes a very strong magnet for 1d4 rounds. All metal in the area will fall towards the caster. Metal weapons will roll a hit against the caster, and those wearing metal armour will fall onto the caster, doing 1d6 damage to each.
51) Target is Healed.
52) Strength of target increases to 18/00 (no save; wears off in 1-4 days). DM's discretion as to effect, if any, on animals or monsters.
53) Caster emits a powerful fart which does 1d10 points of damage to herself, save for half damage. This also propels the caster far from the site and ruins non-magical clothing completely.
54) Area within 100 foot radius of caster becomes a dead magic region. Magical creatures become inert, and items and spells will not function in this area.
55) One charge from a randomly chosen type of rod, staff or wand effects the caster.
56) Caster and target must re-roll their highest statistic that is not a prime requisite (roll 4d6 taking the highest 3 dice).
57) Nearest creature friendly to caster is replaced by Doppleganger. The replaced creature is imprisoned in the Doppleganger's lair.
58) Fireball, centred on caster (at effective level of this surge).
59) All creatures in a 60 foot radius hostile to the caster are duplicated, including possessions, etc.
60) Target can only be hit by a +1 or greater weapon for 1d10 + 10 rounds.
61) Hostile creatures within 60 feet of the caster are restore to full hit points.
62) Target becomes extremely drunk (no save). This decreases DEX by 4 points, and all rolls are made at a -4 penalty.
63) The caster feels a sharp pain in his neck. If the caster turns to look at the source of the pain, he finds a long, thin straw sticking out from his neck. The straws extends from his neck, to the mouth of a vampire. The vampire sucks out 2 HP of damage per segment remaining in the round. At the end of the round, the vampire releases the straw, gives a big sigh of pleasure, releases a great burp, and then vanishes. If attacked at any time during the round, the vampire attacks back and will remain until destroyed.
64) The caster is effected by Deafness.
65) Caster bursts into flames for 1d4 rounds. Any creature within 10 feet of caster take 2d6 in fire damage, creatures touching the caster take 3d6 fire damage. The caster is unharmed, but her belongings must save versus magical fire or burn.
66) A 30-inch colour stereo-TV from a totally different dimension appears before the caster. It affects those watching as a Colour Spray.
67) Gallows appears, caster saves vs. spells to avoid getting hung. The rope can be cut down before the caster is killed if it is struck with 10 points of damage within one round. The rope is AC 3.
68) Caster is affected by the Statue Spell.
69) The intended spell functions in reverse, if possible.
70) The intended spell backfires on the caster.
71) 1d10 skeletons under target's control arise out of the ground and do the bidding of the target (this will violate alignment if the caster or target good, requiring an atonement).
72) The caster is buried to the chest in offal that oozes in from a gate that spontaneously appears.
73) The caster and all of her party is teleported to another site of conflict.
74) The ground opens up and swallows the caster to the neck.
75) Confusion centred on caster.
76) Caster surrounded by hot coals. All those attempting to walk on the coals must make a wisdom check or suffer 1d10 points of damage.
77) The intended spell functions, but effects caster as well as target.
78) Target becomes invulnerable to edged weapons for 1 hour.
79) Caster is Held.
80) Magnetic repulsion on caster. Metallic items can't be brought closer than 5 feet for1d20 rounds. This also applies to all items caster already has, which go flying off.
81) Caster has a bulls-eye target painted on it. Anyone aiming at it with a missile or missile-like spell has +2 to hit, does +1 damage per die, and any saving throws are at -2.This lasts for one hour.
82) Target is struck by Otto's Irresistable Dance.
83) Gong sound rings out (as Chime of Hunger, but affects the caster only).
84) Delude caster to believe as if a second roll had had effect.
85) A juvenile dragon of random type flies onto the scene.

86) Re-roll, but the effect doesn't happen now. Instead one of the caster's nails falls off. Discarding or destroying the nail causes the effect to take place, always affecting the caster even if it's an effect which would normally be on a target.
87) The caster's weapons flee from her as per the Frisky Chest spell.
88) The caster grows an argumentative, annoying second head on her shoulder.
89) One charge is consumed with a fizzle from one of the caster's charged magic items.
90) Target imbued with Improved Invisibility.
91) Stinking Cloud centred on caster.
92) The caster is picked up by an invisible hand and shaken like a rag-doll for 2d6 rounds. Spell casting under such conditions is impossible.
93) Technicolor hailstorm. All those within 50 feet of the caster are hit by 1d4 icy stones per round, doing 1d4 points of damage each, for 1d4 rounds (if affected by normal weapons).
94) The caster is turned into a puddle of water for 2d4 rounds. If the sunlight is too strong, 1d4 points of damage per round is incurred by evaporation unless the caster has protection from fire. Caster returns to normal after the duration expires.
95) Caster's mouth is puckered for 1d10+10 rounds. No speech, spell casting, breath weapons, or other uses of the mouth are possible.
96) Target becomes 2-dimensional (as per Duo-Dimension) for 10 rounds; flat side initially faces caster.
97) Target forgets last 24 hours.
98) The caster's pack catches fire for 1d6 rounds (but is not consumed). Caster takes 1d4 points of damage per round and must drop it unless immune to normal fire.
99) The caster spins in the air 10 feet above the ground, transfixing all who see it and fail to save, and remains spinning so until she fails a dexterity check, falling for 1d6 damage. The caster is then incapacitated by dizziness for 1d6 rounds.
00) Advanced Illusion of a Fireball centred on caster.
Fizilbert Posted - 19 Aug 2010 : 13:10:30
Sorry about any typos in these, when I wrote these up in 2001 I wasn't using a program that had a spell check on it.
Fizilbert Posted - 19 Aug 2010 : 13:00:18
I use a different way of determining if a surge occurs then what they describe in the book. I learned this from an old DM of mine, and I think it works ok. Both the DM and the play rolls a d20 and they compare the results. If the player rolls exactly what the DM rolled, then a strong wild surge is formed and the player gets the results of two surges. If the player's roll was within 1 above or below what the DM rolled, a normal surge occurred. If the player's roll was within 2 above or below, then no surge occured but the level of the spell was increased or decreased (depending if they were above or below the DMs roll).

So, for example, if the DM rolls a 15 and the player rolls a 15, then a super surge occurs and the player gets 2 surges. If the player had instead rolled a 14 or 16, a normal surge would occur. If the player had rolled a 13 or 17, then the power of the spell he was originally casting would have been increased or decreased by 1 level. Any other roll by the player would mean the spell he was originally casting went off normally.

It was an interesting system and I enjoyed it, so I adopted it myself when I started DMing.

Here is my surge table #1


1) Spell has no effect. DM should roll lots of dice and snicker evilly.
2) Spell has normal effect.
3) All foliage within 10 feet of caster doubles in size permanently.
4) A 3 foot thunder cloud forms over targets head. In two rounds, cloud begins to rain 2d100 gold coins.
5) Target and caster become swithced. Target replaces caster and vice versa. Only the bodies are switched, all belonging and clothing stay where they were.
6) All aspects of casted spell doubles. This includes damage, range, affected targets, etc...
7) Caster's feet turn to stone for 1to 3 days. All movement is reduced by 75%.
8) One frog appears infront of caster. The frog follows the caster where ever he/she goes. In one round, frog begins to "ribbit". Within five minutes, the frog produces a double which begins to ribbit in sync with first frog. Every five minutes there after the total number of frogs double. Frog will continue to appear and follow caster until a remove curse is cast, at which point the frogs cease to follow the caster and disperse.
9) Thirty foot Silence spell is cast, with the center being the target object or creature.
10) All nonmagical clothing on the caster is transmuted to the finest of silk.
11) Target loses 5 points of strength for 1d4 hours.
12) All nonmagical clothing within 10 feet of the caster is disintegrated. Only cloth is effected. Metal armor is unharmed.
13) Caster's spell functions normally. However, in 5 rounds, the spell again takes effect, this time upon the caster only.
14) 5 random herbs appear in the caster's possesion
15) Food in the caster#61501;s party becomes poisoned with a mild poison. This causes a severe case of the runs during the following day.
16) A lightning bolt is launched from the caster to the target. The bolt does 2d6 points of damage. Upon striking the target,the lightning bolt splits into four separate bolts which strike the four nearest persons and deliver 6d6 points of damage. In the case of a tie for nearest persons, those with large amounts of metal will win out over those with lesser amounts. Any large body of metal (such as a statue) will take the place of a person.
17) A Wall of Force spell is cast in front of the caster.
18) If the caster has a familiar, a Explosive Familiar spell is cast upon the familiar. If no familiar is present, spell has no effect
19) Target's skin hardens into stone for 2d6 rounds. Treat as Stone Skin spell for duration.
20) Caster's hair turns into grass for 1day. In 12 hours, a single sun flower sprouts from the top of the caster#61501;s head.
21) Wizard Stalker spell is cast.
22) Control Weather spell, centered on caster.
22) All flying creatures (bird, griffons, mages, dragons, etc) within a 1 mile radius of the caster have their flight flipped up-side-down. This effect is permanent. Birds and other lower lifeforms receive no saving throw. Higher lifeforms (mages, dragons, etc.) are entitled to a saving throw vs. spell to avoid the effect.
24) All gold, platinum, electrum, gems, and jewelry within the target's group is teleported to the nearest dragon lair. In the place of all this gold, a note appears stating "Thank you for your generous donation. Signed <caster's name here>."
25) Random gate-in. The first word out of the caster's mouth after casting the spell determines what is gate-in. Take the first letter of the word he has said. Simply choose some random creature/object that begins with this letter to be gated-in. The first two or three letters can be used in this manner to make this a bit easier.
26) One gnome and his finished contraption is teleported to the caster#61501;s location. 1 round after appearing, the gnome attempts to start the contraption, which quickly leads to its destruction in a wonderful display. The gnome, of course, is impervious to the destruction of his own contraption, but other people in the area suffer from the effects of a fireball cast at the level of this surge, centered on the contraption.
27) A hotdog and beer vendor appears and begins to shout #61505;Hotdogs, get your hotdogs. Ice cold beers!#61504; This vendor stays until he has sold all of his wares, which is 30 hotdogs and 25 beers. Hotdogs cost 2 sp and beers 1 electrum. There is nothing wrong with the food (other than the price).
28) Target and his group receive a +2 to all attack and damage rolls for 1 turn.
29) A lit cuban cigar appears in the mouth of every creature within a 50' radius around the target. This cigar is of the finest quality. Characters who normally smoke will find this to be the best smoke they have ever had. Character how do not smoke will begin to choke on the cigar within 4 segments of the casting. This choking disrupts spells and other actions which were in progress. Choking also makes other actions for the rest of the round impossible. This choking only lasts until the end of the round in which the cigars appeared.
30) A lightning bolt appears and splits between the caster and the target. If the caster is the target, the full lightning bolt streaks toward the caster. The bolt is just as the 3rd-level spell and all saving throws and protections apply.
31) 1 creature within 25' of the cast is randomly chosen. This character can then reroll any roll made during this round. If no action and no roll has yet been made, then when rolls are made, the creature/character is allowed two rolls, the best of which is used.
32) One quarter of the leaves on all plants and trees within 100' of the caster change colour to a nice autumn gold.
33) Target loses 4 points of Intelligence (minimum 1) for 1d4 turns. If this affects a spellcaster, any spells which would be lost due to the loss of Intelligence is wiped from memory (DM randomly determines which spells are lost). Once effect is over, the spellcaster can relearn those lost spells.

34) Blasts of superheated steam shoot up from the ground within 40' of the caster. This is as the Steam Blast spell (3rd level). The blasts of steam shoot up from the ground for 40' and are 10' wide. The steam does 1d6 points of damage per level of the surge. Air-breathing creatures are blinded while in the blast of steam and are still blinded for 1d2+1 rounds after leaving the steam. Those who remain within the steam must save vs. breath weapon or pass out for 3d4 rounds. While passed out, they continue to suffer 1hp of drowning damage. Two blasts of steam appear each round (one at the beginning and one halfway through). The blasts appear close to a random creature in the area of effect. A successful to hit roll (consider the steam to have a THAC0 of 15) indicates that the steam appeared directly beneath the creature. Otherwise, the steam appeared within 1d10 feet of the creature (from the creature to the center of the steam blast). This surge lasts 10 round (until 20 blasts of steam has been created).
35) For the rest of the day and all the following day, the caster can speak only in rhyme. This makes the casting of spells with verbal components impossible.
36) A patch of flowers spring up at the feet of the caster. Everywhere the caster walks, he creates a path of flowers which spring up behind him. This lasts until a Remove Curse spell is cast on the caster.
37) Caster#61501;s skin becomes transparent. This allows clear viewing of the caster#61501;s internal organs, skeleton, etct.. This effect is quite disconcerting. All creatures who gaze at the caster must save vs. petrification at a -2 penalty or beforced to run from the character.
38) A solar eclipse occurs. Since this is quite unexpected, this can have devestating effects on people (ie. they think the end of the world is coming, etc.)
39) A random encounter roll is always successful against the caster#61501;s group. Observant characters might notice this to be unnatural. This is a permanent occurance until a Remove Curse is cast (or other similar spell) or a large donation is made to a church (at which point the group receives a free Remove Curse).
40) All food within the caster#61501;s group is tainted with anphedemines (Speed, etc.) This causes the Strength of each character to raise one point for the next day and the movement rate of each character is increased by 50%. There is a 5% chance per character that they will become addicted to the anphedemine. A Neutralize Poison spell will remove the drug.
41) Chill Touch is cast on the target#61501;s hands. This effect is identical to the 1st-level spell.
42) A small fire appears on the caster#61501;s ass. This fire does 1d6 points of damage per round and can ignite flammable objects (such as the burning oil some characters carry in their backpacks).
43) The magical fabric is ripped ashunder. The area within 1 mile of the caster becomes a magic dead zone. All spellcasters in this area immediate suffer an extreme headache (4d4 points of damage, no save). Spellcasters who do not make a successful save vs. spell is knocked unconcious by the extreme pain for 1d4 days. All spells cast in the dead zone are non-operative (though the act of casting the spell does count as a casting). In addition, all spellcasters entering this dead zone suffer the above effects.
44) All scrolls in the caster#61501;s group (including magical scrolls and the map) burst into flame and are destroyed. Magical scrolls can save vs. normal flame to avoid the effect. All other scrolls are lost.
45) Water to poison cast on all sources of water within 100' of the caster.
46) Tell the player to roll a percentile roll. After the player has rolled, DM should nod and say #61505;Hm..OK. That#61501;ll do.#61504; and smile evilly. There is no other effect.
47) Caster becomes a Magic Missile machinegun. Caster begins to spin around and begins to shoot off 20 Magic Missiles. This occurs at the rate of 2 Magic Missiles per segment. DM should roll randomly to determine which direction the Magic Missiles are shot (on a scale of 360-degrees). Unlike the normal Magic Missiles, these Missiles do not home in on a target; they simply fly straight in the direction. Any creatures in the path of the Missile are automatically hit, however, doing the normal 1d4+1 point of damage.
48) Convention of the Undead. The caster has accidentily gate-in the participants of a nearby Convention of the Undead. 10-40 Skeletons are in this convention; 10-40 zombies; 1d10 ghouls, ghasts, and wights are also present. There is one round of confusion after which point the undead become quite angry that their convention has been interrupted and begin to attack all creatures nearby.
49) Skywrite cast. Message in sky reads #61505;Treasure here -->.#61504; The arrow points directly at the caster. This aught to attract just about every monster and person in viewing range to the caster#61501;s location. If the caster moves, the arrow continues to point toward him. The duration of the spell is normal.
50) One random shield in the area becomes encrusted in diamonds. This add a +2 bonus to the AC value of the shield. This also increased the value of the shield by 300 gp.
51) Mass teleport. Cast and his group are teleported to a random city within 100 miles. If no city is present, group remains where they are.
52) A small pendulum appears above the target. It swings back and forth with a speed proportional to the amount of hit points the creature has. The more hit point, the faster it swings, the less hit points, the slower. When the creature loses all of its hit points, the pendulum stops swinging and disappears. A successful dispel magic can also cause the pendulum to disappear. Other than that, the pendulum will remain in place until the above two conditions are met.
53) Target#61501;s hair turns colour. Roll 1d8 to determine colour: 1=black, 2=red, 3=blong, 4=brown, 5=purple, 6=white, 7=orange, 8=green. This colour change is permanent until new hair begins to grow in.
54) Target#61501;s toes ignite. The fire does 1d6 points of damage per round. Only a small amount of water is needed to douse the fire.
55) Mass mirror image cast. All creature within 25' of the caster has Mirror Image cast on them. Some creatures might (simple animals) might try to attack their own images, not realizing that the new creatures are simply copies of themselves. All aspects of the effect is identical to the spell.
56) Monster Summoning II.
57) Insatiable Thirst cast on target. This is as 2nd-level spell.

58) Target cannot stop hiccuping. Each time the target hiccups, a bolt of lightning (2d6 points of damage) shoots from his mouth. A successful To Hit roll must be made to determine if the bolt hits anything infront of the target. A saving throw is allowed for stuck objects to only suffer half damage. The target hiccups at a random time each round (roll initiative for the hiccup). If the hiccup occurs during spellcasting or other actions which require concentration (pickpocketing, lockpicking, etc.) the action is aborted unsuccessfully. The hiccupping lasts for 1 level per level of the surge.
59) All aspects of the cast spell is reduced by 50%.
60) Caster receives a lift-time membership to the Chocolate of the Month Club.
61) Continual Light cast on target.
62) Two roses grow out from the target#61501;s ears. No harm is done to the target. The roses can be plucked, but a new one grow in its place within a round. This lasts until a Remove Curse or Dispel Magic is cast. Hearing is reduced by the roses. The DM should decide on a sufficient penalty for those who require accute hearing (thief, etc.)
63) Super surge. Roll two more times.
64) A hammer appears above the head of the caster. At the first word the caster speaks, the hammer promptly hits the caster on the head (this causes no damage, it just irritates the caster). From this point on, every time the caster utters that first word, the hammer again hits the caster.
65) Elemental Aura cast on target for 1d4 turns. Roll 1d4 to determine which element (1=air, 2=earth, 3=fire, 4=water).
66) Everytime the caster opens his mouth, a pastry appears in it. This effectively disrupts spells, speech, etc.. This lasts for 1d4 days.
67) All locked doors within 100' are unlocked and all unlocked doors are locked. This only works for door which are not magically locked, and does not disarm and traps.
68) Protection from Normal Gold cast on the caster. All gold objects (money, jewelry, etc.) fly off from the caster and land 10' away. If the caster moves toward the gold, it is pushed away so that it remains 10' away. Only a Remove Curse or Dispel Magic will lift the spell.
69) Caster receives notice that a mistake was done and that he failed Basic Astrology (or some other class) back when he attended the Academy. Because of this, his graduation is revoked and he must reattend the class to graduate. If he does not retake the class, he loses all privilages of being a graduate of the Academy until he retakes the class. If the spellcaster did not attend an Academy, then he receives notice that the application of whatever organization he is a member of was screwed up and must be redone.
70) All scrolls and books on the caster are altered so that they are written in a language that the caster does not know. If a scroll or book is already written in a language that is not known by the caster, then no change occurs.
71) A metal chain forms between the caster and the target of the spell. The chain is tied around each of the creature#61501;s waist and locked with a magical lock (which can be picked with a 95% roll or higher by a thief). If the caster is the target, the chain forms between the caster and the nearest anchored object (rock, tree, etc.)
72) An ink blob shoots out from the hands of the caster. A To Hit roll is made to see if the ink hits the spell#61501;s target. It it misses, use the rules for genade-like missiles. It it hits, no damage is incured, however the ink is quite dark and will blind the target until a round is spent to wipe the ink from the eyes. The ink also stains quite heavily whatever the target was wearing.
73) A completely furnished room 20' X 20' appears around the caster (if there is space enough for the room). This room contains walls, a bed, couch, chairs, table, bookshelves, etc... If there is not space enough for the room, only the contents of the room appear around the caster. These will fill up whatever space is available.
74) A flashing blue light appears just above the caster. A loud voice magically enhanced to broadcast over 2-miles states #61505;Attention shoppers. A bluelight special is now going on. Uninvited adventures in isle 4 next to the flashing blue light. Hurry while supplies last!#61504; Of course, this is abound to attract some attention.
75) Caster#61501;s dagger (or other weapon) becomes sentient and begins to complain about the conditions in which it is forced to work in. The dagger continues to complain about everything, and certainly does not take kindly to being shoved into the icky innards of some monster. The dagger remains this way for 1d6 days or until the caster becomes fed up and thows the dagger away.
76) The next spell that the caster casts does not function.
77) All the caster#61501;s spell components are transported 25' away. All spells which require material components cannot be cast until the components are reaquired.
78) Caster#61501;s shoes curle up at the end to resemble and elf#61501;s.
79) Target disappears for one round. The next round, the target reappears dressed like Elvis, complete with sideburns, white suit, and lip curle. Other than this, there is no other effect.
80) A dark cloud appears above the caster and begins to rain fruit for 2 rounds. The fruit does no damage, but is disruptive. All attacks and saving throws are at a -1 during the down pour. Also, a saving throw at -2 must be made for spellcasting to be successful.
81) Confetti spinkles down from the sky.
82) Bigby#61501;s Strangling Grip in control of the target.
83) A little beany hat appears on the head of the target and fastens itself to the target#61501;s head. The little propelers being to turn and the target flies off in a random direction.
84) Disintigration spell directed directly down into the ground. The ground beneath the caster#61501;s feet vanishes. A 10' X 10' X 10' section of the ground is affected. All creatures within this area are dropped into the hole and suffer 1d6 points of fall damage. The effect is centered at the caster.
85) A big, red, rubber ball comes bouncing along. The ball remains in the area for 4 rounds before bouncing away. The ball is a 10' sphere. When the ball hits large objects (trees, people, etc) it will change course randomly. All creatures in the path of the ball must save vs wand or be hit by the ball. The ball does minimul damage (2 hp) but dissrupts actions. Any attacks directed at the ball are harmless (at least to the ball). If a missile attack is made, the arrows simply bounce away. If a melee attack is made, the attack bounces off and there is a 1 in 10 chance it might bounce back and harm the attacker (roll d20, 19 or 20 indicates a hit).

86) The ground 10' infront of the caster splits open 5'. The crack runs perpendicular to the facing of the caster and is a total of 100' long (center at the caster). Creatures in the path of the crack must make a DEX check to get out of the way. If they fail, they are caught by the crack and fall through (the crack is 100' deep). Buildings or other large structures in the path of the crack will become damaged and may also fall in (trees, shacks).
87) Caster#61501;s shoes are replaced by highheels. Unless the caster has experience wearing heels, movement rate is reduced by half. The shoes may be easily removed.
88) Target grows a beard and mustache. If the target already has a beard and mustache, they fall out. This is permanent unless a Remove Curse is cast. This can be especially attractive on female targets and dwarves.
89) Fairie Fire cast on target.
90) Dense fog closes in around the caster. So dense that visibility is 0. In the distance, a fog horn can be heard and getting closer. The next round, a large shape (a large ship) seems to pass infront of the caster and his group with the fog horn eminating from it. The next round, the ship has passed and the fog dissipates.
91) A bucket of ice water appears above the target and dumps the water on him. If the target was spellcasting, a save vs. spell must be made to retain control over the casting. If failed, the spell is disrupted.
92) A fur coat and a helmet with antlers appear on the caster. If the caster does not remove these, then next round two hunters appear. The caster will become aware of this when one of the hunters say #61505;Look, Bubbu, there one now. Quick, git if before it runs!#61504; At this point, an arrow comes out from some random direction at the caster (THAC0 15). One shot is fired and then the hunters disappear into the wilderness.
93) All non-magical maces and morning stars in a 25' area arond the caster turn to snakes. These snakes do not attack their wielders, but will wiggle out of their grip and slither away.
94) A gong appears next to the caster and is struck by a mallet wielded by an invisible hand. Once rung, the gong and mallet disappears.
95) Spell has no effect. DM should roll lots of dice and snicker evilly.
96) An old librarian appears next to the chaster. The old woman turns toward the caster and raises one finger to her lips and says #61505;Shoosh.#61504; At this point, the caster can no longer speak for 1-2 days. The librarian then disappears.
97) A table with a candle on it appears 10' infront of the caster. No other effect.
98) Numerous barrels appear and begin rolling toward the caster (2d6 barrels). The barrels appear 30' away from the caster and move toward him. Creatures in the path of the barrels must save vs. wand or be struck by a barrel (2d4 points of damage). If the barrels hit someone, they break open, pouring flammable oil over the victim. Of course, nearby fires could ignite this oil.
99) The target sneezes. This sneeze can disrupt spells or other actions which require a large amount of concentration. Other than this, no other effect.
00) Wildzone cast centered on caster.
Khelben Posted - 19 Aug 2010 : 07:48:42
That's excellent. Many great ideas - very inspiring! Please post further if you have the time. How did you handle the check by the players and how did it influence the game?
Fizilbert Posted - 18 Aug 2010 : 13:02:39
Just as an example, here is my Surge Table 4

1) Drain 1 level from one random target within a 50 foot radius around the caster. Save vs spells at -5 negates. If this kills the target it becomes a free-willed Ju-Ju Zombie out for vengeance.
2) The next time the PC's enter a town, the inhabitants will try to chase them away.
3) Caster#61501;s spellbook is duplicated. This duplication is exact. All spells in the book are duplicated and each spell is capable of being memorized by the caster or others. This can serve has a handy backup or the caster may choose to sell the book.
4) Each gold piece on the caster turns into the equivalent value in copper pieces.
5) The next 10 meals the caster eats will taste like cow dung.
6) Spell functions, but cannot be controlled by caster (DM decides effects randomly).
7) A skunk is conjured before the caster, who is promptly sprayed.
8) A steaming cup of coffee appears in the hands of the caster. If the caster mentions a desire for cream or sugar, those appear in the coffee.
9) No effect, but the next surge the caster causes will have two effects.
10) The ground beneath the target becomes slippery as if Greased.
11) All platinum pieces present on the caster becomes tiny diamonds worth 10-100gp.
12) A nearby bird starts an imitation of the Star Spangled Banner in a deep, rich baritone, and will follow the caster, singing at 100 decibels, for one month.
13) Caster affected by an irritating rash for 1-4 rounds, reducing her dexterity to 3.
14) All slain creatures within 60 feet of the caster receive a Raise Dead spell.
15) Caster belches.
16) Caster encased in a block of lime Jello 10 feet on a side. Creatures so encased must make a dexterity check to escape (keep rolling every round until the check is made, or pass out in 3 rounds for lack of oxygen)
17) Target gains infravision (or some other unusual vision if she already has infravision) but loses all normal vision. This lasts 1 day (note that sunlight and torch light contain some infrared so the result is hardly blindness; target hits at -1).
18) Target's skin turns hard as a diamond (base AC 0) for 2 turns; still mobile (and no more damage-prone than usual; i.e., not brittle).
19) The caster's tongue grows long enough to touch the tip of her nose. If the caster's tongue is already that long, the surge affects some other part of her body.
20) Dispel Magic at the effective level of this surge affects all magic within 50 feet of the caster.
21) Caster's next spell is cast at 1d4 levels lower.
22) The caster's feet are changed to two left feet, or two right feet for 1 day. The caster's movement rate is cut in half for the duration.
23) 1d100 pieces of gold rain down in an area 60' in diameter centred on caster. Creatures within the area make a dexterity check to escape, or take 1d6 points in damage from the falling coins.
24) Heavy Rain 60' radius centred on caster for 2d6 turns, moving with caster.
25) Caster#61501;s clothing turns to ash.
26) Target loses all hair, feathers, etc. Charisma is affected at DM's discretion, according to the target's race. A morale check may be necessary.
27) The intended spell functions, but consumes 1 charge from a random charged magic item.
28) Permanent Darkness on area 30' radius around caster.
29) The caster's clothing and equipment become invisible, causing the caster to become embarrassed. Previous invisibility is negated.
30) The enchantments of all weapons and armours within a 50 foot radius area around the caster invert their bonuses for 2d10 rounds. I.e. +3 becomes -3.
31) Caster tied down with magically appearing rope.
32) Some part of the caster becomes permanently invisible (hand, ear, toes, etc.) Dispel Magic to reverse.
33) All of the caster's flesh except her blood-vessels and bones becomes transparent for 1d4 turns. The characters charisma is lowered by 10 (1 minimum) for the duration.
34) Caster is coated in a thick layer of candy, and gains a +1 bonus on AC due to extra protection. Caster must spend one round in order to clear eyes and mouth. The candy will solidify unless removed within one turn, immobilising the victim.
35) One random creature within 20' of the caster belches out fire. This jet of flame is 10' long and 2' wide. Creatures in this area are burned for 2d6 points of damage.
36) The area around the caster becomes uncomfortably hot.
37) A randomly-chosen possession of the caster's begins to gripe about the caster's treatment of it, loudly complaining about the bad working conditions, the lousy pay, the long working hours, etc.
38) Caster has vision of the players playing AD&D 2nd edition for 1 round. She is effected by a sense of ennui for one day.
39) A barrel of syrup appears in the air above the caster's group. It empties over the first person that notices it (whoever makes the greatest margin on a dexterity check or a perception check).
40) Next spell cast within 100 feet of the caster has triple effect, or -4 on saves otherwise (doesn't apply to spells from devices).
41) Target smells of roses for a month. If killed, her body will not decompose, and is Resurrected at the end of the month without intervention.

42) Caster and target must re-roll their constitution (roll 4d6 taking the highest 3 dice).
43) All non-magical weapons of all creatures within 50' of the caster turn to bamboo or other wood. All weapons receive a -3 to hit and a -2 to damage. Unless these weapons are striking soft flesh, each time the weapon comes in contact with a hard object (ie. it hits an armored target) a saving throw vs crushing blow must be made. If failed, the weapon breaks. If any wooden weapons are in the area of effect, they become steel.)
44) Gust of Wind centred on caster.
45) Temperature in a 50' radius around the caster drops to below freezing for 4d4 rounds. Creatures not protected from the cold suffer 1d4 points of cold damage per round while in the area. 1 round after the casting, the area is bombarded by snowballs and iceballs. The iceballs, however, are infact globes of diamonds. An observent character might notice this.
46) Caster are covered in liquid chocolate.
47) One of the caster's items teleports to target's hand. The target drops other items held in that hand. If the target is not a creature, or has no hands, the item just lies on the ground.
48) All moving creatures within 60 feet of the caster must save vs. spell or trip and fall.
49) Create Water is cast above the caster.
50) A box of donuts appears infront of the caster. There are 12 donuts. 4 are plain, 4 are chocolate, and 4 are cream filled.
51) Target (unless totally unintelligent) goes berserk and attacks nearest creatures physically.
52) A large piece of furniture (couch, table, etc.) appears above a random creature within 20' of the target. 5 segments after it appears, the furniture falls upon the creature doing 2d6 points of damage.
53) Target grows to double height. Lasts 1d4 hours.
54) Caster must save versus breath weapon or find her lungs filled with water. If the saving throw is failed, the caster can do nothing but cough and sputter for 1d4 rounds.
55) All the spells the caster has memorised go off, one per round, from level one up. Caster has no control over the sequence, but can name targets on a successful Spellcraft roll if she takes no other action that round.
56) All creatures within 120 yards of the caster are randomly teleported without error to a position not more than 120 yards form the caster.
57) The caster's associates all turn green whenever they come within 5 feet of her for the next 2d10 turns.
58) Target begins whistling Whistle While You Work. Targets allies gain +1 on morale for duration of 1d4 rounds.
59) All spells are exchanged between the minds of the target and the caster, if both are compatible spell casters. If not, all spells are lost and must be re-memorised.
60) Caster goes temporarily insane. The caster rips off all of his or her clothing and runs around wildly, screaming and babbling. Victim may bump into trees, walls, or other obsticals, suffering damage in the process. Effect lasts for 4 rounds.
61) The caster's hair spontaneously combusts, and remains burning for 6d10 turns. The hair is not consumed and no damage is taken. The flame is in fact illusory, and can be disbelieved.
62) Target cleaned, dirt and bad smells removed (1d4 hp damage to corporeal undead or to creatures made of mud or earth).
63) 1d6 chickens appear at the caster's feet and run away at top speed.
64) The caster's clothing becomes sentient for 2 weeks, refusing to leave her warm, comfortable body, complaining loudly if treated roughly or if forced into contact with uncomfortable elements.
65) The caster's finger-nails grow to 12 inches in length.
66) Suds flow from the ground in a 60 foot radius around the caster for 2-5 rounds, at 3 cubic feet per round. The suds are either from soap (25%) or beer (75%).
67) Caster hit by a flurry of non-magical snowballs. No damage unless target is fire or heat based, then 1d12 hit points.
68) Random plant appears and takes root near caster.
69) A yellow mushroom grows from the caster's right ear in two rounds. It is edible, but tastes of wax. Caster must save vs spell or be distracted during the process.
70) Tip of the caster's nose glows for a second (no other effect).
71) A watermelon appears in the caster's hands.
72) All weapons within 60 feet of the caster sing a shrill note for one round.
73) The casters clothes are transformed into a soft, skin-tight, glossy black leather outfit studded with silver.
74) Heavy rain falls for 1 round in 36 foot range of the caster.
75) Caster speaks in a squeaky voice for 1d6 days.
76) Target spews out beer every time he or she opens their mouth. This makes spellcasting, speaking, eating, and so forth impossible. This lasts until dispelled.
77) The intended spell appears to fail when cast, but will go off when the caster uses another spell.
78) A field of mushrooms sprouts around the caster. Eating a mushroom will cure 1d6 hit points (50%), or cause 1d6 hit points of damage (50%).
79) All visible areas of the sky currently occupied by clouds become clear, while all clear areas become cloudy. This effect lasts 1 turn, and is likely to produce a very dense fog that blinds everyone in the area.
80) Spell goes off normally at intended target. 2 segments later, the spell goes off again on the same target. The spell repeats on the same target every two segments until the round it up.
81) 12 rays of Disintegration shoot out from the caster (one for each number of a clock). Creatures in the path of the rays must save vs. spell to avoid being hit.

82) Everything visible to the caster loses its colour for 2d6 turns, turning a shade of grey.
83) A loud ZAP is heard. No other effect.
84) The target becomes engulfed in a flames, doing 2d6 points of damage. At the start of the next round, if the flames have not already been extinguished, a loud siren and bell sound is heard. In 2 segments, a fire truck shows up, some fire fighters get off, take out a hose, and squirt water on the target, extinguishing the fire. As soon as it#61501;s extinguished, the firefighters get on the truck and drive away. This takes a total of 2 segments. Due to the water sprayed on the target, the target looses it#61501;s footing and falls to the ground, and is also moved 2d10 feet away from it#61501;s original position.
85) A hemisphere 120 yards in diameter centred between target and caster is filled with dense fog, cutting visibility to 1 foot within the region.
86) Darkness as the priest version of the spell.
87) A forest grows up around the caster in 3d4 rounds, 1 mile in diameter per effective level of this surge.
88) Sweet music fills the air, produced by a nearby flower. The flower will never die, continuing to sing forever if picked. The tune never repeats.
89) The intended spell functions, but it's accompanied by spectacular special effects.
90) A 50 foot boulder rises from the ground directly below the caster, elevating her 200 feet into the air. The boulder will remain flying for 1 year per effective level of this surge.
91) Roll again and double effects.
92) Everybody's last meal animates and seeks the easiest way out, which will be downwards if more than 3 hours have passed. No damage is incurred, but combat ceases for 2 rounds,and the result may be embarrassing.
93) Everybody within 50 feet of the caster and target both start singing bawdy drinking songs for a duration of 2d4 rounds. Everybody affected must save vs. spells or become friends. Those who make their save may attack with surprise.
94) A random wand within 50 feet of the caster changes to some other type of wand, staff,or rod; no change in appearance, command word, or number of charges. The owner will not discover this until the wand is next used. If there is no wand, there is no effect.
95) An enormous glitter covered ball appears in mid-air, the words and music from Staying Alive are heard loudly, and the caster and target dance disco for the next 2 rounds.
96) All blunt weapons within the caster's sight emits loud kissing noises when they hit a target for the next turn.
97) Nothing happens. The DM should roll many dice, and chuckle a bit.
98) Roll again, but substitute caster/target. Re-roll second roll if inappropriate.
99) The fingers of a randomly chosen creature nearby shrink to 1/12th their former size for an hour, producing a -3 to Dexterity.
00) The area is shaken by an Earthquake for 3 rounds.
Khelben Posted - 17 Aug 2010 : 16:39:03
Sounds very ambitious. I would very mush like to see your Wild Magic Tables Fizilbert.

This is the latest made on the computer - though I have alterations pencilstyle..
(The check will also be made more difficult and probably always missing on a 18-20)

Effects of Wild Magic
Any Spell / Prayer / ability whose caster is within a Wild Magic zone is vulnerable to the effects of Wild Magic. The caster must roll a caster level check (DC 15 + spell level. Caster adds Arcana / Religion). +1 for At-Wills. If the casters level check fails, roll on the following table:

01-03 Spell rebounds on caster, with full effects (if impossible due to nature of spell, re- roll).
04-05 Caster shoots forth eight non-poisonous snakes from fingertips. Snakes do not attack.
06-07 Wall of Force surrounds caster for d4 rounds.
08-09 Deafening bang affects everyone within 10 squares.
10-11 Casters hair grows one foot in length.
12-13 Spell affects a random target or area.
14-15 Target and caster exchange places.
16-17 Caster is Dazed, save ends.
18-19 Caster is Blinded, save ends.
19-20 Caster is Deafened, save ends.
20-21 Caster is Immobilized, save end.
22-23 Caster is Slowed, save ends.
24-25 Caster is Weakened, save ends.
26-27 Caster levitates 20 feet for d4 rounds.
28-29 Doors (from secret to portcullis) within 10 squares swings open.
30-31 Normal fires within 20 squares of the caster are extinguished.
32-33 Caster changes language with target for d4 rounds.
34-35 Caster and target is knocked prone by invisible force.
36-37 Casters face is blackened by small explosion.
38-39 Summons a monster of casters level. It disappears in d4 rounds.
40-41 Everyone within 5 squares are healed by free Healing Surge.
42-43 Target turns ethereal for d4 turns and can only be harmed by magical attacks.
44-45 Nothing Happens. Material components are used. The Spell slot is used up.
46-47 Nothing Happens. The spell does not function but Spell slot is still retained.
48-49 Bubbles comes out of casters mouth. Effect takes place next round, when they burst.
50-60 Spell functions, but range, duration, AoE, damage etc. decreases 50%.
61-65 Spell functions but shimmering globes of light swirls around the caster for 1d4 rounds.
66-85 Spell functions normally.
86-95 Spell functions normally but is not expended from the Spell slot.
96-00 The Spell functions at increased strength. Target has a -2 to their saves and the damage die goes one up (d6 becomes d8). If no harmful effect, the range or duration doubles.
Fizilbert Posted - 17 Aug 2010 : 12:38:40
Well when it comes to wild surges, I created my own tables, actually about 8 of them. lol

Like you I felt the wild surge table from 2E Tome of Magic was a bit tame. So I started altering it. Then I decided that just a mere 100 different effects wasn't quite enough to cover the wildness that could happen, so I started creating my own table. I even downloaded a few I had found online, but then went and altered them to fit what I wanted. I tried to come up with just some wild and wacky effects, and I did my best to remove most of the ones that would result in instant death, because that's not overly fun for a player. By the time I was done, I had 8 different surge tables (when a surge happens I roll a d8 and d100 to find out what table and what surge has occured.)

All in all, I was happy with the changes I made. Unfortunately no one in my current group of players wants to play a wild mage, so I may have to have them encounter a wild magic zone. ;)

Candlekeep Forum © 1999-2025 Candlekeep.com Go To Top Of Page
Snitz Forums 2000