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COWBOYS & VIKINGSCompendium of the Wild Wastes

Tables / Wild Surges / Wild Surge — Enchantment

Wild Surge — Enchantment

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
1Emotional Backlash (Negative)

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

2Calm Focus (Positive)

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

3Stray Suggestion (Negative)

Minor (0–4): A random creature within 10 ft gets a harmless urge for 1 round.
Moderate (5–9): Within 20 ft until the end of your next turn.
Major (10+): Up to two creatures within 20 ft until the end of your next turn.

4Perfect Tone (Positive)

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

5Overreach (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.

6Commanding Presence (Positive)

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

7Open Mind (Negative)

Minor (0–4): Charmed by the nearest creature until the start of your next turn.
Moderate (5–9): …until the end of your next turn.
Major (10+): …until the end of your next turn, with no Reactions while Charmed.

8Steel Mind (Positive)

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

9Compulsion Rebound (Negative)

Minor (0–4): The target gains 1 Advantage on its next save vs you.
Moderate (5–9): 2 Advantage.
Major (10+): 2 Advantage on its next two saves vs you before the end of your next turn.

10Hypnotic Edge (Positive)

Minor (0–4): The target suffers 1 Disadvantage on its next save vs you.
Moderate (5–9): 2 Disadvantage.
Major (10+): 2 Disadvantage on its next two saves vs you before the end of your next turn.

11Loud Whisper (Negative)

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

12Soft Voice (Positive)

Minor (0–4): 1 Advantage on Stealth 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.

13Mood Swing (Negative)

Minor (0–4): 1 Disadvantage on social checks for 10 minutes.
Moderate (5–9): 2 Disadvantage for 10 minutes.
Major (10+): 2 Disadvantage for 1 stretch.

14Charming Aura (Positive)

Minor (0–4): 1 Advantage on social checks for 10 minutes.
Moderate (5–9): 2 Advantage for 10 minutes.
Major (10+): 2 Advantage for 1 stretch.

15Memory Blur (Negative)

Minor (0–4): Forget a minor detail from the last minute.
Moderate (5–9): Forget a useful detail from the last 10 minutes.
Major (10+): Forget a useful detail from the last hour.

16Memory Lock (Positive)

Minor (0–4): Perfectly recall the last minute.
Moderate (5–9): The last 10 minutes.
Major (10+): The last hour.

17Eye Contact Trap (Negative)

Minor (0–4): Creatures gain 1 Advantage to Intimidate 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.

18Stare Down (Positive)

Minor (0–4): Creatures suffer 1 Disadvantage to Intimidate 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.

19Unwanted Honesty (Negative)

Minor (0–4): For 1 minute, answer the next question truthfully or stay silent.
Moderate (5–9): For 10 minutes, answer truthfully or stay silent.
Major (10+): For 1 stretch you can't lie.

20Silver Tongue (Surge) (Positive)

Minor (0–4): Reroll one Deception or Diplomacy check within 1 minute (keep new).
Moderate (5–9): Within 10 minutes, keep the better.
Major (10+): Within 1 stretch, reroll up to two, keep the better.

21Twitchy Hands (Negative)

Minor (0–4): 1 Disadvantage on attacks until the end of your next turn.
Moderate (5–9): 2 Disadvantage until the end of your next turn.
Major (10+): 2 Disadvantage until you pass a DC 15 flat check at the end of your turn.

22Steady Hands (Surge) (Positive)

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

23Crowd Control (Negative)

Minor (0–4): One ally within 10 ft is Dazed until the end of its next turn.
Moderate (5–9): One ally within 20 ft.
Major (10+): Up to two allies within 20 ft.

24Team Spirit (Positive)

Minor (0–4): One ally within 10 ft gains 1 Advantage on its next check.
Moderate (5–9): One ally within 20 ft gains 2 Advantage.
Major (10+): Up to two allies within 20 ft gain 2 Advantage.

25Lingering Guilt (Negative)

Minor (0–4): Gain 1 Strain.
Moderate (5–9): Gain 2 Strain.
Major (10+): Gain 1d4 Strain.

26Refreshing Confidence (Positive)

Minor (0–4): Recover 1 Strain.
Moderate (5–9): Recover 2 Strain.
Major (10+): Recover 1d4 Strain.

27Bitter Laugh (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.

28Quick Wit (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.

29Dominant Tone (Negative)

Minor (0–4): Your next spell allowing a Charisma save grants 1 Advantage on it.
Moderate (5–9): Your next two such spells.
Major (10+): Your such spells until the end of your next turn.

30Subliminal Twist (Positive)

Minor (0–4): Your next spell allowing a Charisma save imposes 1 Disadvantage on it.
Moderate (5–9): Your next two such spells.
Major (10+): Your such spells until the end of your next turn.