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COWBOYS & VIKINGSCompendium of the Wild Wastes

Tables / Wild Surges / Wild Surge — Divination

Wild Surge — Divination

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
1False Omen (Negative)

Minor (0–4): 1 Disadvantage on your next check before the end of your next turn.
Moderate (5–9): 2 Disadvantage.
Major (10+): 2 Disadvantage on your next two checks.

2True Glimpse (Positive)

Minor (0–4): +2 on your next check before the end of your next turn.
Moderate (5–9): +4.
Major (10+): +4 on your next two checks.

3Sensory Overload (Negative)

Minor (0–4): Blinded or Deafened (your choice) until the end of your next turn.
Moderate (5–9): …and Dazed.
Major (10+): Blinded or Deafened until you pass a DC 15 flat check at the end of your turn.

4Clarity (Positive)

Minor (0–4): Reduce one minor sensory penalty by 1 level for 1 round.
Moderate (5–9): Reduce one sensory penalty by 1 until the end of your next turn.
Major (10+): End one sensory negative condition on yourself.

5Echo Thoughts (Negative)

Minor (0–4): Your emotions are audible within 10 ft for 1 round.
Moderate (5–9): Within 20 ft until the end of your next turn.
Major (10+): Within 30 ft until the end of your next turn, plus one simple intent.

6Mind Quiet (Positive)

Minor (0–4): Immune to mind-reading for 1 hour.
Moderate (5–9): For 1 stretch.
Major (10+): For 12 hours.

7Prediction Paralysis (Negative)

Minor (0–4): Next turn, 1 fewer AP (min 1).
Moderate (5–9): 2 fewer AP.
Major (10+): 2 fewer AP and no Reactions until your following turn.

8Perfect Timing (Positive)

Minor (0–4): Next turn, +1 AP.
Moderate (5–9): +1 AP and +1 RP.
Major (10+): +1 AP, and +1 RP each round until the end of your next turn.

9Bad Lead (Negative)

Minor (0–4): Your next Seek/Investigate within 1 minute yields a misleading clue.
Moderate (5–9): The next two do.
Major (10+): For 1 stretch, the first each minute does.

10Good Lead (Positive)

Minor (0–4): Your next Seek/Investigate within 1 minute yields one extra useful clue.
Moderate (5–9): The next two do.
Major (10+): For 1 stretch, the first each minute does.

11Spotlight (Negative)

Minor (0–4): Attacks against you gain 1 Advantage until the start of your next turn.
Moderate (5–9): 2 Advantage until the start of your next turn.
Major (10+): 2 Advantage until the end of your next turn.

12Blind Spot (Positive)

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

13Static Vision (Negative)

Minor (0–4): No Advantage on Perception checks for 10 minutes.
Moderate (5–9): For 1 stretch.
Major (10+): For 1 hour.

14Hawk Eye (Positive)

Minor (0–4): 2 Advantage on your next Perception check before the end of your next turn.
Moderate (5–9): 3 Advantage.
Major (10+): 3 Advantage on your next two Perception checks.

15Revealing Slip (Negative)

Minor (0–4): You point at the nearest hidden creature or object.
Moderate (5–9): …and blurt its direction or distance.
Major (10+): …with a loud tell; others gain 1 Advantage to locate it until the end of your next turn.

16Reveal (Positive)

Minor (0–4): Learn the direction of the nearest hidden thing in your delivery area.
Moderate (5–9): Direction and distance.
Major (10+): Direction and distance of up to two hidden things.

17Time Skip (Negative)

Minor (0–4): No Reactions until your next turn.
Moderate (5–9): No Reactions until the end of your next turn.
Major (10+): No Reactions until the end of your next turn, and Dazed.

18Time Stitch (Positive)

Minor (0–4): Make one extra Reaction this round.
Moderate (5–9): +1 RP this round.
Major (10+): +1 RP this round and next.

19Wrong Name (Negative)

Minor (0–4): You loudly misname the target.
Moderate (5–9): …and give away one detail (fear, desire, weakness).
Major (10+): …and the target learns you're focusing on it.

20Right Name (Positive)

Minor (0–4): Learn one true detail about the target.
Moderate (5–9): Learn two true details.
Major (10+): Two details and 1 Advantage on your next check against it.

21Ominous Chill (Negative)

Minor (0–4): Frightened 1 until the end of your next turn.
Moderate (5–9): Frightened 2 until the end of your next turn.
Major (10+): Frightened 2 and Dazed until the end of your next turn.

22Steady Heart (Positive)

Minor (0–4): Reduce Frightened by 1, or 1 Advantage vs fear for 1 minute.
Moderate (5–9): Reduce Frightened by 2, or 2 Advantage vs fear.
Major (10+): End Frightened and 2 Advantage vs fear for 1 stretch.

23Telling Tell (Negative)

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

24Poker Face (Positive)

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

25Looping Thought (Negative)

Minor (0–4): You repeat your last small action or sentence unless you spend 1 AP.
Moderate (5–9): …and can't take Reactions while looping.
Major (10+): …and lose 1 AP next turn while looping.

26Brilliant Insight (Positive)

Minor (0–4): Reroll a check you just made (keep the new result).
Moderate (5–9): Reroll it and keep the better.
Major (10+): Reroll, keep the better, +2.

27Cracked Prophecy (Negative)

Minor (0–4): Your next Divination spell in 10 minutes costs +1 Strain.
Moderate (5–9): Your next two cost +1.
Major (10+): For 1 stretch they cost +1.

28Smooth Channel (Divination) (Positive)

Minor (0–4): Your next Divination spell in 10 minutes costs −1 Strain.
Moderate (5–9): Your next two cost −1.
Major (10+): For 1 stretch they cost −1.

29Seen Too Much (Negative)

Minor (0–4): You become Dazed.
Moderate (5–9): Dazed and Off-Guard until the end of your next turn.
Major (10+): Dazed until you pass a DC 15 flat check at the end of your turn.

30Forewarned (Positive)

Minor (0–4): You can't be surprised for 1 hour.
Moderate (5–9): For 1 stretch.
Major (10+): For 12 hours.