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COWBOYS & VIKINGSCompendium of the Wild Wastes

Tables / Wild Surges / Wild Surge — Evocation

Wild Surge — Evocation

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.

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

Minor (0–4): Take 1d6 damage of the spell's type.
Moderate (5–9): Take 2d6.
Major (10+): Take 3d6.

2Power Surge (Positive)

Minor (0–4): +1d6 to the spell's primary damage.
Moderate (5–9): +2d6.
Major (10+): +3d6.

3Wild Arc (Negative)

Minor (0–4): A random creature within 10 ft of the target takes 1d4 of the same type.
Moderate (5–9): Within 15 ft, 2d4.
Major (10+): Within 20 ft, 2d6.

4Chain Spark (Surge) (Positive)

Minor (0–4): A second creature of your choice within 10 ft of the target takes 1d4.
Moderate (5–9): Within 15 ft, 2d4.
Major (10+): Up to two creatures within 15 ft take 2d4 each.

5Flashbang (Negative)

Minor (0–4): You and creatures within 5 ft are Dazed until the end of your next turn.
Moderate (5–9): Within 10 ft.
Major (10+): Within 10 ft, and you're Off-Guard until the end of your next turn.

6Blinding Flare (Positive)

Minor (0–4): One creature is Blinded until the end of its next turn (Fortitude negates).
Moderate (5–9): Its save has 1 Disadvantage.
Major (10+): Up to two creatures (Fortitude negates).

7Heat Haze (Negative)

Minor (0–4): Sight checks within 10 ft suffer 1 Disadvantage until the start of your next turn.
Moderate (5–9): 15 ft, 2 Disadvantage until the start of your next turn.
Major (10+): 20 ft, 2 Disadvantage until the end of your next turn.

8Perfect Clarity (Positive)

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

9Crackling Recoil (Negative)

Minor (0–4): You're pushed 5 ft.
Moderate (5–9): Pushed 10 ft.
Major (10+): Pushed 10 ft and Off-Guard until the end of your next turn.

10Shockwave (Positive)

Minor (0–4): Push one creature 5 ft (Fortitude negates).
Moderate (5–9): Push 10 ft.
Major (10+): Push up to two creatures 10 ft.

11Element Swap (Negative)

Minor (0–4): The spell's damage type becomes random.
Moderate (5–9): …and you can't choose the type for your next spell this turn.
Major (10+): …and the spell can't gain HEAVY.

12Element Focus (Positive)

Minor (0–4): Choose the spell's damage type after rolling.
Moderate (5–9): …and ignore 1 level of circumstantial resistance interactions.
Major (10+): …and the damage counts as HEAVY.

13Thunder Report (Negative)

Minor (0–4): A boom heard a mile off; no stealth until the end of your next turn.
Moderate (5–9): Heard 3 miles; Stealth fails until the end of your next turn.
Major (10+): Heard 5 miles; Stealth fails until the end of your next turn.

14Silent Casting (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.

15Burned Channel (Negative)

Minor (0–4): Your next spell this turn costs +1 Strain.
Moderate (5–9): Your next two spells cost +1.
Major (10+): Your spells cost +1 until the end of your next turn.

16Smooth Channel (Positive)

Minor (0–4): Your next spell this turn costs −1 Strain.
Moderate (5–9): Your next two spells cost −1.
Major (10+): Your spells cost −1 until the end of your next turn.

17Singe Gear (Negative)

Minor (0–4): A worn item is scorched: 1 Disadvantage on checks using it for 1 hour.
Moderate (5–9): 2 Disadvantage for 1 hour.
Major (10+): 2 Disadvantage for 1 stretch; visibly scorched.

18Hardened Edge (Positive)

Minor (0–4): A held weapon deals +1 on its next hit within 1 minute.
Moderate (5–9): +2.
Major (10+): +2 on its next two hits.

19Overcharge (Negative)

Minor (0–4): Your delivery costs +1 Strain this casting.
Moderate (5–9): +2 Strain.
Major (10+): +2 Strain, and your next spell this turn can't use AOE.

20Free Shaping (Positive)

Minor (0–4): Your delivery costs −1 Strain this casting.
Moderate (5–9): −2 Strain.
Major (10+): −2 Strain and shift the origin 5 ft.

21Radiant Tell (Negative)

Minor (0–4): You glow: 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.

22Cloaking Smoke (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.

23Fizzle Pop (Negative)

Minor (0–4): Reduce the spell's damage by one die (min 1).
Moderate (5–9): By two dice.
Major (10+): By two dice, and no HEAVY.

24Maximum Charge (Positive)

Minor (0–4): Increase the spell's damage by one die.
Moderate (5–9): By two dice.
Major (10+): By two dice, and it counts as HEAVY.

25Seared Nerves (Negative)

Minor (0–4): Slowed 10 until the end of your next turn.
Moderate (5–9): Slowed 20 until the end of your next turn.
Major (10+): Speed halved until the end of your next turn.

26Adrenal Spark (Positive)

Minor (0–4): +10 ft Speed until the end of your next turn.
Moderate (5–9): +20 ft.
Major (10+): Speed doubled until the end of your next turn.

27Detonation (Negative)

Minor (0–4): A 5-ft burst on you: 1d4 damage (Reflex halves).
Moderate (5–9): 10-ft burst, 2d4.
Major (10+): 10-ft burst, 2d6.

28Afterglow (Positive)

Minor (0–4): One ally within 10 ft resists the spell's damage type until the start of your next turn.
Moderate (5–9): All allies within 10 ft until the start of your next turn.
Major (10+): All allies within 15 ft until the end of your next turn.

29Unstable Core (Negative)

Minor (0–4): If the spell dealt damage, take 1d6 of the same type.
Moderate (5–9): Take 2d6.
Major (10+): Take 2d6 and become Dazed.

30Heavy Discharge (Positive)

Minor (0–4): If the spell dealt damage, it counts as HEAVY.
Moderate (5–9): HEAVY and +1d6.
Major (10+): HEAVY and +2d6.