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.
| 1d30 | Result |
|---|---|
| 1 | Backblast (Negative) Minor (0–4): Take 1d6 damage of the spell's type. |
| 2 | Power Surge (Positive) Minor (0–4): +1d6 to the spell's primary damage. |
| 3 | Wild Arc (Negative) Minor (0–4): A random creature within 10 ft of the target takes 1d4 of the same type. |
| 4 | Chain Spark (Surge) (Positive) Minor (0–4): A second creature of your choice within 10 ft of the target takes 1d4. |
| 5 | Flashbang (Negative) Minor (0–4): You and creatures within 5 ft are Dazed until the end of your next turn. |
| 6 | Blinding Flare (Positive) Minor (0–4): One creature is Blinded until the end of its next turn (Fortitude negates). |
| 7 | Heat Haze (Negative) Minor (0–4): Sight checks within 10 ft suffer 1 Disadvantage until the start of your next turn. |
| 8 | Perfect Clarity (Positive) Minor (0–4): Ignore 1 Disadvantage from concealment until the start of your next turn. |
| 9 | Crackling Recoil (Negative) Minor (0–4): You're pushed 5 ft. |
| 10 | Shockwave (Positive) Minor (0–4): Push one creature 5 ft (Fortitude negates). |
| 11 | Element Swap (Negative) Minor (0–4): The spell's damage type becomes random. |
| 12 | Element Focus (Positive) Minor (0–4): Choose the spell's damage type after rolling. |
| 13 | Thunder Report (Negative) Minor (0–4): A boom heard a mile off; no stealth until the end of your next turn. |
| 14 | Silent Casting (Positive) Minor (0–4): 1 Advantage on Stealth until the start of your next turn. |
| 15 | Burned Channel (Negative) Minor (0–4): Your next spell this turn costs +1 Strain. |
| 16 | Smooth Channel (Positive) Minor (0–4): Your next spell this turn costs −1 Strain. |
| 17 | Singe Gear (Negative) Minor (0–4): A worn item is scorched: 1 Disadvantage on checks using it for 1 hour. |
| 18 | Hardened Edge (Positive) Minor (0–4): A held weapon deals +1 on its next hit within 1 minute. |
| 19 | Overcharge (Negative) Minor (0–4): Your delivery costs +1 Strain this casting. |
| 20 | Free Shaping (Positive) Minor (0–4): Your delivery costs −1 Strain this casting. |
| 21 | Radiant Tell (Negative) Minor (0–4): You glow: attacks against you gain 1 Advantage until the start of your next turn. |
| 22 | Cloaking Smoke (Positive) Minor (0–4): Attacks against you suffer 1 Disadvantage until the start of your next turn. |
| 23 | Fizzle Pop (Negative) Minor (0–4): Reduce the spell's damage by one die (min 1). |
| 24 | Maximum Charge (Positive) Minor (0–4): Increase the spell's damage by one die. |
| 25 | Seared Nerves (Negative) Minor (0–4): Slowed 10 until the end of your next turn. |
| 26 | Adrenal Spark (Positive) Minor (0–4): +10 ft Speed until the end of your next turn. |
| 27 | Detonation (Negative) Minor (0–4): A 5-ft burst on you: 1d4 damage (Reflex halves). |
| 28 | Afterglow (Positive) Minor (0–4): One ally within 10 ft resists the spell's damage type until the start of your next turn. |
| 29 | Unstable Core (Negative) Minor (0–4): If the spell dealt damage, take 1d6 of the same type. |
| 30 | Heavy Discharge (Positive) Minor (0–4): If the spell dealt damage, it counts as HEAVY. |