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.
| 1d30 | Result |
|---|---|
| 1 | Emotional Backlash (Negative) Minor (0–4): 1 Disadvantage on Charisma saves until your next turn. |
| 2 | Calm Focus (Positive) Minor (0–4): 1 Advantage on Charisma saves until your next turn. |
| 3 | Stray Suggestion (Negative) Minor (0–4): A random creature within 10 ft gets a harmless urge for 1 round. |
| 4 | Perfect Tone (Positive) Minor (0–4): One creature suffers 1 Disadvantage on its next Charisma save before the end of your next turn. |
| 5 | Overreach (Negative) Minor (0–4): You become Dazed. |
| 6 | Commanding Presence (Positive) Minor (0–4): 1 Advantage on your next social check before the end of your next turn. |
| 7 | Open Mind (Negative) Minor (0–4): Charmed by the nearest creature until the start of your next turn. |
| 8 | Steel Mind (Positive) Minor (0–4): Immune to Charmed for 1 hour. |
| 9 | Compulsion Rebound (Negative) Minor (0–4): The target gains 1 Advantage on its next save vs you. |
| 10 | Hypnotic Edge (Positive) Minor (0–4): The target suffers 1 Disadvantage on its next save vs you. |
| 11 | Loud Whisper (Negative) Minor (0–4): 2 Disadvantage on Stealth until the start of your next turn. |
| 12 | Soft Voice (Positive) Minor (0–4): 1 Advantage on Stealth until the start of your next turn. |
| 13 | Mood Swing (Negative) Minor (0–4): 1 Disadvantage on social checks for 10 minutes. |
| 14 | Charming Aura (Positive) Minor (0–4): 1 Advantage on social checks for 10 minutes. |
| 15 | Memory Blur (Negative) Minor (0–4): Forget a minor detail from the last minute. |
| 16 | Memory Lock (Positive) Minor (0–4): Perfectly recall the last minute. |
| 17 | Eye Contact Trap (Negative) Minor (0–4): Creatures gain 1 Advantage to Intimidate you until the start of your next turn. |
| 18 | Stare Down (Positive) Minor (0–4): Creatures suffer 1 Disadvantage to Intimidate you until the start of your next turn. |
| 19 | Unwanted Honesty (Negative) Minor (0–4): For 1 minute, answer the next question truthfully or stay silent. |
| 20 | Silver Tongue (Surge) (Positive) Minor (0–4): Reroll one Deception or Diplomacy check within 1 minute (keep new). |
| 21 | Twitchy Hands (Negative) Minor (0–4): 1 Disadvantage on attacks until the end of your next turn. |
| 22 | Steady Hands (Surge) (Positive) Minor (0–4): 1 Advantage on your next attack before the end of your next turn. |
| 23 | Crowd Control (Negative) Minor (0–4): One ally within 10 ft is Dazed until the end of its next turn. |
| 24 | Team Spirit (Positive) Minor (0–4): One ally within 10 ft gains 1 Advantage on its next check. |
| 25 | Lingering Guilt (Negative) Minor (0–4): Gain 1 Strain. |
| 26 | Refreshing Confidence (Positive) Minor (0–4): Recover 1 Strain. |
| 27 | Bitter Laugh (Negative) Minor (0–4): No Reactions until your next turn. |
| 28 | Quick Wit (Positive) Minor (0–4): Make one extra Reaction this round. |
| 29 | Dominant Tone (Negative) Minor (0–4): Your next spell allowing a Charisma save grants 1 Advantage on it. |
| 30 | Subliminal Twist (Positive) Minor (0–4): Your next spell allowing a Charisma save imposes 1 Disadvantage on it. |