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COWBOYS & VIKINGSCompendium of the Wild Wastes

Tables / Wild Surges / Wild Surge — Abjuration

Wild Surge — Abjuration

Wild Surges · Roll 1d30

Roll 1d30 on a failed Channeling check (odd = negative, even = positive). On a critical failure roll 2d8 (row r → entry 2r−3); on a critical success roll 2d8 (row r → entry 2r−2). Severity is set by the spell's Total Strain.

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Press Roll, or roll your own dice and read the table.
1d30Result
1Ward Feedback (Negative)

Minor (0–4): 1 Disadvantage on saves until the start of your next turn.
Moderate (5–9): 2 Disadvantage on saves until the start of your next turn.
Major (10+): 2 Disadvantage on saves until the end of your next turn.

2Aegis Flare (Positive)

Minor (0–4): Resistance to one damage type of your choice until the start of your next turn.
Moderate (5–9): Resistance to two damage types until the start of your next turn.
Major (10+): Resistance to two damage types until the end of your next turn.

3Null Pulse (Negative)

Minor (0–4): One ongoing spell you control on yourself ends (random if several).
Moderate (5–9): One ongoing spell you control ends (random).
Major (10+): All ongoing spells you control on yourself end.

4Clean Cut (Positive)

Minor (0–4): End one negative condition on yourself a spell could remove (GM call).
Moderate (5–9): End one negative condition, or reduce one Lingering condition by 1.
Major (10+): End up to two negative conditions on yourself.

5Backlash Barrier (Negative)

Minor (0–4): +2 Soak but −10 ft Speed until the start of your next turn.
Moderate (5–9): +3 Soak but −10 ft Speed until the end of your next turn.
Major (10+): +4 Soak but −20 ft Speed until the end of your next turn.

6Warding Step (Positive)

Minor (0–4): Move up to 10 ft without provoking reactions.
Moderate (5–9): Move up to 15 ft without provoking.
Major (10+): Move up to 20 ft without provoking.

7Reflected Ward (Negative)

Minor (0–4): Your spell's defensive benefit goes to an adjacent creature instead (or you).
Moderate (5–9): It goes to a random creature within 10 ft of the target point.
Major (10+): It goes to a random creature within 20 ft of the target point.

8Mirror Ward (Positive)

Minor (0–4): The first hit against you before the end of your next turn suffers 1 Disadvantage.
Moderate (5–9): That first hit suffers 2 Disadvantage.
Major (10+): That first hit suffers 2 Disadvantage.

9Dispel Sting (Negative)

Minor (0–4): Take 1d4 damage per Total Strain of the spell (min 1d4).
Moderate (5–9): Take 1d6 per Total Strain (min 1d6).
Major (10+): Take 1d8 per Total Strain (min 1d8).

10Dispel Spark (Positive)

Minor (0–4): A creature you perceive suffers 1 Disadvantage on its next save before the end of your next turn.
Moderate (5–9): It suffers 2 Disadvantage.
Major (10+): Up to two creatures each suffer 2 Disadvantage on their next save.

11Over-Shield (Negative)

Minor (0–4): You are Encumbered until the start of your next turn.
Moderate (5–9): Encumbered until the end of your next turn.
Major (10+): Encumbered until you pass a DC 15 flat check at the end of your turn.

12Anchor (Positive)

Minor (0–4): You can't be pushed or pulled until the start of your next turn.
Moderate (5–9): Can't be pushed or pulled until the end of your next turn.
Major (10+): Can't be pushed, pulled or knocked Prone until the end of your next turn.

13Ward Inversion (Negative)

Minor (0–4): Your next buff spell before your next turn is 1 step weaker (GM call).
Moderate (5–9): Next buff spell is 2 steps weaker.
Major (10+): Next buff spell until the end of your next turn is 2 steps weaker.

14Ward Resonance (Positive)

Minor (0–4): Your next buff spell before your next turn is 1 step stronger (GM call).
Moderate (5–9): Next buff spell is 2 steps stronger.
Major (10+): Next buff spell until the end of your next turn is 2 steps stronger.

15Hollowing (Negative)

Minor (0–4): You can't benefit from Advantage on saves until the start of your next turn.
Moderate (5–9): No Advantage on saves until the end of your next turn.
Major (10+): No Advantage on saves and 1 Disadvantage on saves until the end of your next turn.

16Lucky Ward (Positive)

Minor (0–4): Reroll the next save you fail before the end of your next turn (keep the new result).
Moderate (5–9): Reroll the next two failed saves.
Major (10+): Reroll the next two failed saves until the end of your next turn.

17Static Field (Negative)

Minor (0–4): Your next spell this turn has delivery range 1 step shorter.
Moderate (5–9): Next spell's range is 2 steps shorter.
Major (10+): Your spells' ranges are 1 step shorter until the end of your next turn.

18Open Channel (Positive)

Minor (0–4): Your next spell this turn has delivery range 1 step longer.
Moderate (5–9): Next spell's range is 2 steps longer.
Major (10+): Your spells' ranges are 1 step longer until the end of your next turn.

19Warding Echo (Negative)

Minor (0–4): Your next action this turn becomes Taxing.
Moderate (5–9): Your next two actions this turn become Taxing.
Major (10+): Your actions are Taxing until the end of your next turn.

20Steady Channel (Positive)

Minor (0–4): Ignore Taxing on your next action this turn.
Moderate (5–9): Ignore Taxing on your next two actions.
Major (10+): Ignore Taxing until the end of your next turn.

21Seal Slip (Negative)

Minor (0–4): Drop one held item.
Moderate (5–9): Drop one held item; you can't draw or ready it until the start of your next turn.
Major (10+): Drop one held item; you can't draw or ready items until the end of your next turn.

22Sure Grip (Positive)

Minor (0–4): You can't be disarmed until the start of your next turn.
Moderate (5–9): Can't be disarmed until the end of your next turn.
Major (10+): Can't be disarmed until the end of your next turn, and pick up one dropped item in reach.

23Anti-Magic Splash (Negative)

Minor (0–4): One random worn magic item goes inert until the start of your next turn.
Moderate (5–9): One random worn magic item goes inert until the end of your next turn.
Major (10+): Two random worn magic items go inert until the end of your next turn.

24Purity Surge (Positive)

Minor (0–4): 1 Advantage on saves vs magic until the start of your next turn.
Moderate (5–9): 2 Advantage on saves vs magic until the start of your next turn.
Major (10+): 2 Advantage on saves vs magic until the end of your next turn.

25Ward Bleed (Negative)

Minor (0–4): One ally within 10 ft suffers 1 Disadvantage on its next save.
Moderate (5–9): That ally suffers 2 Disadvantage.
Major (10+): Up to two allies within 10 ft each suffer 2 Disadvantage on their next save.

26Shared Ward (Positive)

Minor (0–4): One ally within 10 ft gains 1 Advantage on its next save.
Moderate (5–9): That ally gains 2 Advantage.
Major (10+): Up to two allies within 10 ft each gain 2 Advantage on their next save.

27Brittle Ward (Negative)

Minor (0–4): If you take damage before the end of your next turn, you become Dazed.
Moderate (5–9): If damaged before the end of your next turn, you become Dazed and Off-Guard until the end of your next turn.
Major (10+): If damaged before the end of your next turn, you become Dazed.

28Hardened Ward (Positive)

Minor (0–4): The next damage you take before the end of your next turn is reduced by 1d6.
Moderate (5–9): Reduced by 2d6.
Major (10+): Reduced by 2d6.

29Grounded (Negative)

Minor (0–4): Until your next turn you can't use deliveries that push or pull.
Moderate (5–9): No push/pull deliveries until the end of your next turn.
Major (10+): No push/pull deliveries until the end of your next turn, and your next spell can't use AOE.

30Catch-and-Release (Positive)

Minor (0–4): The next time you're damaged before the end of your next turn, push the attacker 5 ft (no save).
Moderate (5–9): Push the attacker 10 ft.
Major (10+): Push the attacker 10 ft and move 5 ft yourself (no reactions).