Advanced Dungeons and Dragons Wizard class: Specialists in Schools of Thaumaturgy: Wild Surge Table C
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Wild Surge Result Table C

d100 roll Results
01 Caster permanently loses ability to cast one randomly chosen spell he has learned. (The spell can be relearned when he gains an experience level. A restoration spell will also reverse the effect.)
02 The caster's tongue grows long enough to touch the tip of his/her nose. If the caster's tongue is already that long, the surge affects some other part of his/her body.
03 An enormous cyclone picks up the target and his/her/its friends and takes them to Kansas (or some other boring, flat, wheat-filled spot on the Prime Material Plane).
04 Caster and target must re-roll their highest stat that is not a prime requisite (roll 4d6 taking the highest 3 dice). The new ability score replaces the old for 1d6 days.
05 Caster and target are wounded by the surge of magical energy and suffer the effects of a cause serious wounds spell (2d8+1).
06 Green Slime rains over the target for 1d4 rounds (creatures within a 5-foot radius of target save versus breath weapon or be hit).
07 Advanced illusion of a fireball centered on caster.
08 Caster's next spell cast as if he were a 1st-level caster.
09 Caster bursts into flames, suffering 2d6 hit points of damage.
10 Hostile creatures within 60 feet of the caster are restored to full hit points.
11 Caster automatically memorizes his next wild surge (as per Weldon's remembrance), but forgets all surges so memorized.
12 The caster's weapons flee from him/her as per the frisky chest spell.
13 Caster gains bat sense as per the spell but loses all forms of visual perception for one day.
14 The next living creature touched by the caster permanently gains 1d6 hit points. The caster permanently loses an equal number of hit points.
15 Caster must save versus breath weapon or find his/her lungs filled with water. If the saving throw is failed, the caster can do nothing but cough and sputter for 1d4 rounds.
16 Caster bursts into flames for 1d4 rounds. Any creature within 10 feet of the caster suffers 2d6 hit points of fire damage, creatures touching the caster suffer 3d6 hit points of fire damage. The caster is unharmed, but his belongings must save versus magical fire or burn.
17 Caster (and all others in the surge’s area of effect) is encased in 10-foot cube of lime jello. Creatures so encased must make a Dexterity/Balance check to escape the cube (roll each round until the check is successful, or pass out in three rounds from suffication).
18 Target bursts into flames, suffering 2d6 hit points of damage.
19 All creatures slain by the caster during the previous day rise up as free-willed undead and attempt to destroy him/her. The undead possess all their original abilities and skills, and need no food or sleep. If the caster is slain, the undead created by the surge turn to ash.
20 Caster and target must re-roll their Constitution (roll 4d6 taking the highest 3 dice). The new ability score replaces the old for 1d6 days.
21 Confusion centered on caster.
22 Target pinned to the ground by magical chains. The target may break free of the chains with a successful bend bars/lift gates roll made at a -40% penalty. The chains (AC -4) may also be broken by inflicting 100 hp of damage upon them or through a successful dispel magic.
23 The ground between the caster and target becomes molten lava. All creatures touching the 5-foot wide strip of lava must make a Dexterity/Balance check to avoid the lava (roll each round until the check is successful). Creatures who fail the check suffer 3d6 hit points of fire damage per round.
24 An enormous cyclone picks up the caster and his/her friends and takes them to Kansas (or some other boring, flat, wheat-filled spot in the Prime material plane).
25 Surge opens a conduit to the Astral Plane which pulls all creatures with a 15-foot radius in and then closes 1d4 rounds later.
26 The ground opens up and swallows the caster to the neck.
27 All creatures within 60 feet of the caster save versus spell or forget (as 2nd-level wizard spell).
28 The ground opens up and swallows the target to the neck.
29 All gold in the caster's possession turns to water.
30 The caster's feet are changed to two left feet, or two right feet for one day. The caster's Movement Rate is halved for the duration.
31 The magical surge causes all charged magical items in a 100-foot radius to expend a single charge, effecting a random target within range of the item.
32 Target must save versus breath weapon or find his/her lungs filled with water. If the saving throw is failed, the target can do nothing but cough and sputter for 1d4 rounds.
33 Caster pinned to the ground by magical chains. The caster may break free of the chains with a successful bend bars/lift gates roll made at a -40% penalty. The chains (AC -4) may also be broken by inflicting 100 hp of damage upon them or through a successful dispel magic.
34 Caster's next spell is cast at 1d4 levels lower than previously determined on Table 3.4.9: Wild Magic Level Variation.
35 Some part of the caster becomes permanently invisible (hand, ear, toes, etc.) Dispel magic will reverse the effect.
36 The target's weapons flee from him/her as per the frisky chest spell.
37 All creatures in a 30-foot radius sphere centered on caster become invisible.
38 Target sprouts wings and can fly at MR 24.
39 The ground in a 10-foot radius beneath the target becomes slippery as if a grease spell had been cast.
40 The wild surge triggers the casting of another memorized spell (randomly determined).
41 1d100 pieces of gold hail down in 30-foot radius centered on the caster. Creatures within the area must make saving throw vs. paralysis to escape the area of effect or suffer1d6 hit points of damage from the falling coins.
42 All water within 60 feet of the caster turns to wine. Drink up.
43 A free willed simulacrum of the caster appears three feet in front of the caster. The simulacrum has 65 percent of the caster's knowledge and abilities, and is half the caster's level (round up).
44 All creatures within 360 feet of the caster are randomly teleported without error to a position not more than 360 feet form the caster.
45 Caster gains a familiar if he/she doesn't already have one. It will appear within 1d4 hours.
46 Continual Cold spell takes effect in a random area with 100 feet of the caster.
47 A geyser erupts midway between caster and target. Anyone within 10 feet suffers 2d6 in damage from the boiling water unless a successful save vs. breath weapon is made.
48 Continual darkness spell takes effect in a random area with 50 feet of the caster..
49 A hemisphere 180-feet in diameter, centered between target and caster, is filled with dense fog, cutting visibility to one foot within the region.
50 An enormous glitter-covered ball appears in midair, the words and music from Staying Alive (or any other disco era song the DM chooses) are heard loudly, and the caster and target uncontrollably dance disco for the next two rounds.
51 Continual Heat spell in a random area with 100 feet of the caster.
52 Target is affected by the statue spell.
53 The caster's eyes become vertically slitted like a cat's. The caster gains120-foot infravision, but loses one point of Charisma (base score) permanently. If the caster has cat-eyes already, they revert to normal, and all infravision is permanently lost.
54 Caster grows fangs like a vampire. The fangs enable him to deliver a bite attack for 1d3 hit points of damage, but reduce the caster's Charisma (base score) by one. The fangs can be removed by a cure disease spell or painful, physical extraction. If the caster has fangs already, rolling this surge again will remove them.
55 Target is affected by the wraithform spell.
56 Caster and friends teleported without error to the next place named (no weight limit).
57 Caster is affected by the statue spell.
58 The caster's finger-nails grow to 12 inches in length.
59 The next time the caster utters any one of the following words: "Blind," "Kill," or "Stun.” they act power word spells taking effect on a random target with the normal range of the spell (caster should be include in the random target determination).
60 Advanced illusion of a wall of fire surrounds the caster.
61 Caster must save versus spell or suffer lycanthropy (type of lycanthropy is chosen to match caster's alignment as closely as possible). If the caster is already infected with lycanthrope, this surge removes the disease.
62 The caster's teeth turn into a white, unbreakable stone. He/she can chew through just about anything (including soft metals), can bite to attack for 1d3 damage, and never gets a cavity again.
63 All creatures within 360 feet of the caster are turned to face the west.
64 Caster permanently gains infravision 60-foot. If the caster already has infravision, it is permanently lost.
65 All creatures in a 15-foot radius receive a heal spell.
66 Target sealed in an extra-dimensional pocket (as per rope trick) for the duration of the spell (to a minimum of 2d4 rounds).
67 All spells cast by the caster during the next 24 hours will generate a wild surge.
68 Target is replicated if possible (artifacts, relics, and god-like creatures are not replicated).
69 Caster gains a +1 bonus to all saving throws for the next 24 hours
70 Target's next attack results in a critical hit.
71 Caster and target must re-roll their lowest stat (roll 4d6 taking the highest 3 dice) The change is permanent unless reversed by a wish or similar magic.
72 Caster's clothes change color to match their surroundings for the next turn. The effect makes him/her harder to hit. Melee attacks against the caster are made at a -2 penalty, missile attacks at -4.
73 The target suffers 1d4 critical strikes from the spell with maximum severity (see Player’s Option: Spells & Magic). If a critical strike is not normally applicable, randomly roll critical strikes from the various crtical strike tables.
74 Caster and target effected by etherealness for 1d4 rounds.
75 A simulacrum of the caster appears in the caster's place, and the caster is teleported randomly out of sight (no further away than necessary); the simulacrum is under the caster's control.
76 All lead in the caster's possession turns to gold.
77 Caster is affected by the wraithform spell.
78 Caster's next spell is cast at 1d4 levels higher than previously determined on Table 3.4.9: Wild Magic Level Variation.
79 The target gains an aura which causes fear in all opponents (save versus paralyzation applicable) which lasts for one turn. (If the target is an object, all those gazing at the object are so affected).
80 Caster's skin turns to steel, giving him/her a base Armor Class 0 (cumulative with other armor) for 1d6 rounds.
81 Target's skin turns to steel, giving him/her a base Armor Class 0 (cumulative with other armor) for 1d6 rounds.
82 Caster's eyes continuously change color, acting as a hypnotic pattern to all within five feet who can see the caster's face. The caster retains the color shifting eyes for one day.
83 A stream of beer shoots forth from the caster's fingertips for 1d3 rounds.
84 Caster gains 1,000 experience points, and generates another wild surge. Roll again.
85 Caster summons a griffon, unicorn, pegasus, or other fantastic animal to serve as a steed. The steed will appear in 1d8 days. Roll again.
86 Target's hit points are raised to maximum for his/her hit dice. Roll again.
87 The caster's clothes are changed into the uniform of a star fleet captain. None of the characters understand, but the caster's Charisma/Leadership is increased 1 point while in the uniform. (The uniform may not be duplicated, as the material is unknown).
88 Caster gains the Midas touch. Anything smaller than the caster that the caster lays hands on in the next 1d3 rounds turns permanently to gold (melee attack required to touch an unwilling opponent, and saving throw versus spell applicable).
89 Caster's hit points are raised to maximum for his/her hit dice. Hit points above the caster’s normal maximum are temporary but last until the caster looses them through wounding or other means.
90 Caster's next physical attack results in a critical hit.
91 The next living creature touched by the caster permanently loses 1d6 hit points. The caster permanently gains the same number of hit points.
92 Hostile creatures within 60 feet of caster must save versus death or explode violently.
93 Target is protected by spell turning for the next turn.
94 All of the caster's ability scores raised to 18 for one hour.
95 Caster's next spell cast at 30th-level.
96 All slain creatures within 60 feet of the caster receive a raise dead spell.
97 Nearest dead body within 180 feet of the caster rises as a juju zombie under the caster's control.
98 Caster is protected by spell turning for the next turn.
99 Five-foot Circle of vegatation grows around caster's feet: Roll d4: 1 - mushrooms; 2 - flowers; 3 - thorns; 4 poison ivy.
100 Caster casts a wizard spell of his choice of 8th-level or less, no components necessary, casting time 1, in addition to the spell he just cast. (Give the player 10 seconds to decide on the spell. If the player does not decide within the time limit, the extra spell is lost).

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