Wild Surge

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Wild Surge
All effects of a wild surge, unless otherwise noted, use the Caster Level of the Caster or Item that triggered the effect, and are treated as the same level of spell as the level of spell that was used to trigger the wild surge. Unless otherwise noted, a caster cannot dismiss a wild surge effect.

d100 Results
01 A surge occurs at the start of the caster’s turn for the next 1d4+1 rounds.
02 A Wall of force appears in front of caster for 1d4+1 rounds.
03 Caster shoots forth 1d4+1 Flying Snakes from their fingertips, the caster doesn’t control the Flying Snakes.
04 Random character within a Dash (60 ft) radius is overcome with a terrible itch, and subtracts 1d4 from all Ability Checks and Attack Rolls for 1d4+1 rounds
05 Caster glows a bright color as per the light spell (1d10): 1 Red, 2 Orange, 3 Yellow, 4 Green, 5 Blue, 6 Indigo, 7 Violet, 8 White, 9 Black-light, 10 Rainbows
06 Spell effect has Dash (60 ft) radius centered on caster
07 A searing light fills a Close (30 ft) radius around the caster. All undead within this radius suffer 1d6 damage for every two Caster Levels a character has and must make a Wisdom Saving Throw, or be [Frightened] for 1 minute.
08 A creeping murk fills a Close (30 ft) radius around the caster. All undead within this radius gain 1d6 hp for every two Caster Levels a character has and are under the effects of a bless spell for 1 minute.
09 Target(s) will rise as a random uncontrolled undead when killed, if already undead, it is effected as if by a heal spell.
10 Caster cannot speak common or any native language they may know until remove curse is cast on them.
11 All magic items within a Close (30 ft) radius of the Caster are flung out to a Dash (60ft) distance away from the Caster, this effect repeats itself at the beginning of the Caster’s turn for the next 1d4+1 turns.
12 Target sprouts leaves can forgo eating for a day with 2 hours of sunlight. This effect can be dispelled or dismissed.
13 Caster suffers a random curse as bestow curse.
14 Caster has a moment of divine ecstasy, as their faith dramatically alters and they begin to worship a new God in deep earnest. There is a 10% chance that instead, the caster becomes a staunch atheist.
15 Spell takes place but, the Caster is not in control. It cannot be dismissed, and random viable targets are chosen.
16 Caster is partially buried in ground, and can be freed without a Strength check with a DC 10+1d6 as an Action. (1d6): 1 up to knees, 2 up to torso, 3 up to chest with arms free, 4 up to shoulders no arms free, 5 up to chin, 6 up to nose, can breath mostly. Characters should have Advantage or Disadvantage based on the type of ground they are buried in.
17 Colorful bubbles come out of caster’s mouth instead of words (words are released when bubbles pop). Spells and effects with verbal components are delayed when cast, and take place at the end of the characters next turn. This lasts until remove curse is cast on the caster.
18 Target’s clothing and armor is severely damaged. Armor worn by the target takes a permanent -2 penalty to the AC it offers, until repaired. Magical clothing damage in this way only functions 50% of the time (roll at the end of the characters turn), until repaired. Non-magical clothing is tattered and more or less destroyed.
19 A wall of fire encircles the Caster for 1d4+1 rounds.
20 Ground within a Close (30 ft) radius of caster becomes difficult terrain as it becomes completely covered in one type of Junk. (Each square contains 2d4+2 pieces of that type of junk).
21 Caster is covered in a random Swarm of Insects 1 (1d6) that they do not control. 1: Ant 2: Beatles, 3: Centipedes, 4: Locusts, 5: Spiders, 6: Wasps
22 The Caster’s age category shifts one step away from where it at, there is a 50% chance it increases, and a 50% it decreases. (Young Adult – Adult – Middle Age – Old – Venerable). Young Adults always become Adults and can never regress from this effect. Venerable character always become Old and can never progress from this effect.
23 Caster is targeted by a levitate effect, which moves them in a random direction [1d6: 1) North, 2) East, 3) South, 4) West, 5) Up, 6) down] for 1d4+1 squares at the beginning of their turn for one minute.
24 Fear within a Dash (60 ft) radius centered on the caster; all in radius must make saving throw or succumb to the effect.
25 Caster inflicted with a random Drift effect. Roll on random drift table. Drifts cannot be removed by any means short of a miracle or wish.
26 Target(s) under the effects of a detect thoughts spell for 1d4+1 rounds, Caster gains Advantage on all Ability Checks and Attack Rolls made against Target(s).
27 A silence effect with a Close (30 ft) radius centers on the Caster for 1d4+1 rounds.
28 A 40-foot cube of ground below the caster’s feet is removed as if by Move Earth, the caster may maintain the spell effect for 1d4+1 rounds, but must make a Concentration check as normal if they are jostled or fall into the pit and take damage.
29 A reverse gravity effect is created beneath caster’s feet, the caster may maintain the spell effect for 1d4+1 rounds, but must make a Concentration check as normal if they are jostled or fall into a solid object and take damage.
30 Colored streamers pour from Caster’s fingertips, Target must make a Strength Saving Throw or fall prone
31 Both Caster and Target must make a Constitution Saving Throw or suffer from the Poisoned Condition for 1d4+1 rounds, every round either character is Poisoned from this effect, they suffer 1d6 Poison damage at the start of their turn.
32 Caster becomes invisible as per the spell for 1d4+1 rounds.
33 Color spray as per the spell springs from caster’s fingertips in the Target(s)’s direction.
34 Spell functions as normal, but targets caster as well as target.
35 A random object within a Dash (60 ft) radius of the Caster animates as per Animate Objects spell for 1d4+1 rounds and does the caster’s biding to the best of its abilities, this effect does not require the Caster’s concentration.
36 1d20 random Gems are permanently summoned and spray from the caster’s fingertips, each lands 1d4+1 squares away from the caster. If the gem lands in a square occupied by a creature, that creature suffers 1d4 bludgeoning damage with no save.
37 Music fills the air around caster until dispel magic is cast roll 1d6, 1 Death March, 2 Plunky Polka Badly Played, 3 Love Sonata, 4 Solemn Hymn, 5 Folk-Dancing Tune, 6 Victory Fanfare. This music can easily be heard out to a Long (700 ft) distance away.
38 Luxurious foods, gourds of water, skins of wine, and flagons of ale are created in front of caster, as per create food and water spell.
39 The Caster suffers a level of Exhaustion, but the spell slot used isn’t wasted.
40 Caster under the effect of a see invisibility spell for 1d4+1 rounds.
41 One non-magical item within 30 feet of caster (randomly chosen) becomes permanently magical
42 Spell appears to fizzle; the next thing the caster says becomes the undeniable truth, even if they mishear a question.
43 Sudden change in weather lasting 1d4+1 rounds, roll (1d8): 1) Gusty Windstorm [Slashing Damage], 2) Hail Avalanche [Bludgeoning Damage], 3) Piercing Earth [Piercing Damage], 4) Sand Purge [Poison Damage], 5) Snow Flurry [Cold Damage], 6) Torrential Tempest [Electricity Damage], 7) Unbearable Heat [Fire Damage], 8) Vitriolic Rain [Acid Damage]. There is a 10% chance at the beginning of each characters turn in this awful weather that they suffer 2d6 environmental damage, no save.
44 A dancing lights effect springs from the Caster’s fingers, and lasts for 1d4+1 rounds. The Caster controls the dancing lights, if they pass through a square occupied by a creature, they deal 2d6 Radiant damage and the creature must make a Dexterity Save or be Blinded for the duration of the effect.
45 All creatures within a Close (30 ft) radius of the Caster begin to hiccup uncontrollably suffering Disadvantage to all attack rolls and Ability checks for 1d4+1 rounds.
46 All normal doors, secret doors, portcullises, boxes, chests, and other closed objects (including those locked or barred) within a Dash (60 ft) radius of the Caster swing violently open. Any creatures in the path of these doors or openings suffer 2d6 Bludgeoning damage with a Dexterity Saving Throw for half damage.
47 Caster and Target exchange places as if by a teleportation effect.
48 Target is afflicted with a peak of the future, the target rolls a d20, and may substitute it for any one future d20 roll.
49 Spell fails but it’s not counted against the Caster’s spells per Long Rest
50 Caster and Target merge form, meeting half way between the two characters, gaining best of each-other’s physical attributes. Both must make a contested Charisma Saving Throw at the beginning of each round to control the merged form. This effect lasts until a remove curse effect removes it.
51 A wild beast, animated through the spirit of the magic itself is summoned at the caster’s side as if by conjure animals spell, the beast has a theme based on spell used, lasts for 1d4+1 rounds, and is controlled by the caster without the need for concentration.
52 Caster gains the benefits of a Short Rest.
53 A terrible bang fills a Close (30ft) radius around the Target, all creatures in this area suffer 2d6 Thunder damage and are deafened for 1 hour, a successful Constitution Saving throw reduces the damage by half and negates the deafening effect.
54 A random spell of same level takes place instead of intended spell. Caster Rolls a Proficient Casting Check opposed by their own Spell DC. If successful they control the spell, if not the spell is wild.
55 A random spell of any level takes place instead of intended spell. Caster Rolls a Proficient Casting Check opposed by their own Spell DC. If successful they control the spell, if not the spell is wild.
56 Spell takes place, but all variable, numeric effects of the spell are minimized.
57 Spell effect is the reverse of the intention, DM imagination encouraged.
58 Spell takes physical form as free-willed elemental as if summoned by a conjure minor elemental spell, and cannot be controlled by caster. The elemental remains for the duration of the spell and its touch causes the spell effect. (1d4): 1) Air, 2) Earth, 3) Fire, 4) Water.
59 Caster is target of spell, if caster was intended target, random other character in a Dash (60 ft) radius is new target.
60 Spell functions; any applicable saving throw is not allowed, if no saving throw, the spell’s duration is doubled.
61 Spell appears to fail when cast, but occurs 1d4+1 rounds later.
62 A random magic item within a Dash (60 ft) radius of Caster becomes sentient, if no magic item available, a non-magical item becomes sentient and gains a minor magical property.
63 Spell functions normally, and also effects a valid target within a Dash (60 ft) radius of the original target, if no other valid target, it effects the original target again
64 All creatures within a Close (30 ft) radius around the Target must make a Wisdom Saving Throw, or be under the effects of a slow effect as per the spell.
65 A lightning bolt effect shoots toward Target as per the spell.
66 A gate effect as per the spell opens to a randomly chosen plane; in a random area within a Close (30ft) radius of the Caster. There is a 50% chance that an extraplanar creature immediately appears with the creation of the gate.
67 Target permanently grows as if under the effects of the enlarge portion of the enlarge/reduce spell. This effect can be dispelled.
68 Spell fizzles, but the Caster does not waste their spell slot and they recover one spell slot of their second highest level spell (min L.1).
69 Spell effect occurs, but all variable, numeric effects of a spell are maximized.
70 A cone of scintillating butterflies explode from the Caster’s hands in a Cone out to a Close (30ft) distance in the direction of their target (or a random direction if no target, or the target is Caster (1d6): 1) North, 2) East, 3) South, 4) West, 5) Up, 6) Down), creatures in this area suffer 2d6 points of Slashing damage without save, and treat all other creatures as Heavily Obscured until the end of their next turn.
71 A fireball effect, as per the spell centers on the Target, roll 1d12 for damage type: 1) Acid, 2) Bludgeoning, 3) Cold, 4) Fire, 5) Lightning, 6) Necrotic, 7) Piercing, 8) Poison, 9) Psychic, 10) Radiant, 11) Slashing, 12) Thunder.
72 Target must make a Constitution save, if they fail they are Petrified for 1d4+1 hours, if they succeed they suffer Disadvantage on Dexterity Ability Checks, Attacks, and Saving Throws for the same duration as parts of their body are petrified, but they gain a 2d4 Bludgeoning natural weapon for the duration. 2
73 Spell is cast as normal but all material components and the spell slot are not expended.
74 Every creature within a Close (30 ft) radius of the Caster receives the benefits of a heal effect as per the spell.
75 A plant growth effect as per the spell cast as a single action is centered on Target for 1d4+1 rounds, anyone within the area of this effect must also make a Strength Saving Throw or become Restrained for the duration, they make make a new Strength Save as their Movement or an Action (or both) on their turn.
76 A remove curse effect and dispel magic effect, as per the respective spells, afflict all valid targets within a Dash (60 ft) radius of the Target. The DC for dispel magic effect is increased by the Caster’s proficiency bonus.
77 All weapons within a Close (30 ft) radius of the caster become magic weapons with a +3 bonus to attack rolls and damage rolls for 1d4 + 1 rounds. This includes improvised weapons
78 Spell fizzles, but caster gains an additional Bonus Action, Action, and Reaction until the start of their next turn.
79 Spell functions but also permanently conjures a hostile aberration or monstrosity of CR equal to the Caster Level -1, this conjuring cannot be dispelled.
80 Spell functions and Caster gains an additional Action this round which they may use for casting spells even though they have already cast a spell.
81 Spell is cast as normal; Caster believes adamantly that it fizzled. A remove curse effect can right the caster’s memory.
82 Target must make a Charisma Saving throw or lose all memory. If the save is successful the target suffers Disadvantage on Wisdom Ability Checks and Saving Throws for 1d4+1 hours.
83 Target’s form is forever changed, without saving throw. The Target’s game statistics, are replaced by the statistics of the randomly chosen form (Roll on the Polymorph Forms table). The Target’s gear falls at its feet if it’s too big, too small, or otherwise ill-fitted for their new form.
84 Target is Charmed and falls madly in love with Caster. The charmed effect lasts until the Caster attacks or wrongs the Target, but the love effect does not. This lasts until remove curse is cast on the Target.
85 Target is shunt 1d4+1 rounds ahead in time
86 Target’s skin, hair, eyes, and equipment all change to a new random color (1d10): 1 Red, 2 Orange, 3 Yellow, 4 Green, 5 Blue, 6 Indigo, 7 Violet, 8 White, 9 Black-light, 10 Rainbows
87 1d4+1 random consumables fall at the Caster’s feet. (For each item roll 1d6: 1-2) Alchemy, 3-4) Herbalism, 5-6) Poison).
88 Target suffers 3d6 Force Damage and is driven a Dash (60 ft) in a random direction [(1d6): 1) North, 2) East, 3) South, 4) West, 5) Up, 6) Down]. A successful Strength Saving Throw reduces the damage and distance by half.
89 Target’s Shadow is animated as a Shadow and is hostile to the target. The target no longer casts a shadow and cannot be resurrected until a remove curse effect is cast on them.
90 Spell functions as normal but also targets all creatures or objects within a Dash (60 ft) radius of the Target.
91 Target becomes Incorporeal for 1d4+1 rounds, in addition to being Incorporeal they gain the following benefits for the duration; Resistance to all types of Damage except Force, A fly speed of twice their land speed, Advantage on all Attack Rolls.
92 Spell functions as normal and provides the caster with 10 Temporary Hit points per spell level that last for 1d4+1 hours.
93 Target is paralyzed for 1d4+1 rounds. They may make a Wisdom Saving Throw at the end of each of their turns, on a success, the effect ends. The Caster may dismiss this effect.
94 Caster grows wings, and may fly at twice their land speed, and have Advantage on any Dexterity checks regarding their flight for 1d4+1 rounds. If they are flying when this effect ends they fall gently to the ground as if by a feather fall spell.
95 A time stop effect as per the spell targets the Caster.
96 Target develops terrible open wounds and suffers 1d6 Constitution damage.
97 Spell functions as normal and is treated as 3 levels higher (maximum 9).
98 Spell functions as per normal and provides the caster with [blue] inspiration. (If they already have [blue] inspiration, they gain a [red] inspiration. If they have both, they gain advantage on their next d20 roll.)
99 Caster is under the effects of the commune ritual with a random god or vestige, and may ask their three questions within the next 1d4+1 hours.
00 Roll Twice, both effects take place

1 Swarm of Insects
In addition to the insect types listed in the Monster Manual, the following are modifications to the Swarm of Insects.

Ant Swarm
No special traits.

Locust Swarm
When the locust attacks a creature they chew away at any nonmagical organic objects they are wearing or carnying. If the chewed upon is armor or a wooden shield, it takes a permanent and cumulative -1 penalty to the AC it offers . Armor reduced to an AC of 9 or a shield that drops to a +0 bonus is destroyed. If the object chewed upon is a held wooden weapon, it takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Other objects have a 3-foot cube chewed through.

2 Keeping Natural Weapon
Some characters may wish to keep this natural weapon, they may do so with an Arcane Ritual requiring 100 gp in materials, an hour in execution and 3 consecutive DC 11 Arcana Checks. The character suffers a permanent -2 to Dexterity, but may keep the 2d4 bludgeoning natural weapon. This effect cannot be dispelled after the ritual and nothing short of a wish or miracle can remove it.

Wild Surge

The Azure Triskele Vivika