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 nonpoisonous
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 Id6 turns.
12 Caster's head enlarges for Id3 turns
13 Caster reduces (reversed enlarge) for
Id3 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 Id3 turns
21 Caster suffers same spell effect as
target
22 Caster levitates 20' for Id4 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
Id6 days
25 Caster gains X-ray vision for Id6
rounds
26 Caster ages 10 years
27 Silence, 15' radius centers on caster
28 10' x 10' 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 Id6 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 Id6
turns
52 Deafening bang affects everyone within
60'. All those who can hear must
save vs. spell or be stunned for Id3
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 freewilled
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 Id4 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 2dlO rounds
64 Slow spell centered on target
65 Target deluded [per spell]
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 Id3 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 (Id6 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 ldlO 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 re-
sult "Target changes sex," no effect would be visi-
ble, 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 af-
fects 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 adven-
ture. 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.