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.
| 1d30 | Result |
|---|---|
| 1 | False Omen (Negative) Minor (0–4): 1 Disadvantage on your next check before the end of your next turn. |
| 2 | True Glimpse (Positive) Minor (0–4): +2 on your next check before the end of your next turn. |
| 3 | Sensory Overload (Negative) Minor (0–4): Blinded or Deafened (your choice) until the end of your next turn. |
| 4 | Clarity (Positive) Minor (0–4): Reduce one minor sensory penalty by 1 level for 1 round. |
| 5 | Echo Thoughts (Negative) Minor (0–4): Your emotions are audible within 10 ft for 1 round. |
| 6 | Mind Quiet (Positive) Minor (0–4): Immune to mind-reading for 1 hour. |
| 7 | Prediction Paralysis (Negative) Minor (0–4): Next turn, 1 fewer AP (min 1). |
| 8 | Perfect Timing (Positive) Minor (0–4): Next turn, +1 AP. |
| 9 | Bad Lead (Negative) Minor (0–4): Your next Seek/Investigate within 1 minute yields a misleading clue. |
| 10 | Good Lead (Positive) Minor (0–4): Your next Seek/Investigate within 1 minute yields one extra useful clue. |
| 11 | Spotlight (Negative) Minor (0–4): Attacks against you gain 1 Advantage until the start of your next turn. |
| 12 | Blind Spot (Positive) Minor (0–4): Attacks against you suffer 1 Disadvantage until the start of your next turn. |
| 13 | Static Vision (Negative) Minor (0–4): No Advantage on Perception checks for 10 minutes. |
| 14 | Hawk Eye (Positive) Minor (0–4): 2 Advantage on your next Perception check before the end of your next turn. |
| 15 | Revealing Slip (Negative) Minor (0–4): You point at the nearest hidden creature or object. |
| 16 | Reveal (Positive) Minor (0–4): Learn the direction of the nearest hidden thing in your delivery area. |
| 17 | Time Skip (Negative) Minor (0–4): No Reactions until your next turn. |
| 18 | Time Stitch (Positive) Minor (0–4): Make one extra Reaction this round. |
| 19 | Wrong Name (Negative) Minor (0–4): You loudly misname the target. |
| 20 | Right Name (Positive) Minor (0–4): Learn one true detail about the target. |
| 21 | Ominous Chill (Negative) Minor (0–4): Frightened 1 until the end of your next turn. |
| 22 | Steady Heart (Positive) Minor (0–4): Reduce Frightened by 1, or 1 Advantage vs fear for 1 minute. |
| 23 | Telling Tell (Negative) Minor (0–4): Creatures gain 1 Advantage on Insight vs you until the start of your next turn. |
| 24 | Poker Face (Positive) Minor (0–4): Creatures suffer 1 Disadvantage on Insight vs you until the start of your next turn. |
| 25 | Looping Thought (Negative) Minor (0–4): You repeat your last small action or sentence unless you spend 1 AP. |
| 26 | Brilliant Insight (Positive) Minor (0–4): Reroll a check you just made (keep the new result). |
| 27 | Cracked Prophecy (Negative) Minor (0–4): Your next Divination spell in 10 minutes costs +1 Strain. |
| 28 | Smooth Channel (Divination) (Positive) Minor (0–4): Your next Divination spell in 10 minutes costs −1 Strain. |
| 29 | Seen Too Much (Negative) Minor (0–4): You become Dazed. |
| 30 | Forewarned (Positive) Minor (0–4): You can't be surprised for 1 hour. |