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COWBOYS & VIKINGSCompendium of the Wild Wastes

Tables / Wild Surges / Wild Surge — Illusion

Wild Surge — Illusion

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
1Self-Delusion (Negative)

Minor (0–4): 2 Disadvantage on Perception checks and saves until the end of your next turn.
Moderate (5–9): 3 Disadvantage until the end of your next turn.
Major (10+): 3 Disadvantage until you pass a DC 15 flat check at the end of your turn.

2Keen Misdirection (Positive)

Minor (0–4): 1 Advantage on Stealth until the end of your next turn.
Moderate (5–9): 2 Advantage.
Major (10+): 2 Advantage and one free 5-ft move.

3Tell (Negative)

Minor (0–4): You're outlined: 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.

4Veil (Surge) (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.

5Phantom Sound (Negative)

Minor (0–4): A loud illusory noise erupts at your location.
Moderate (5–9): It persists until the end of your next turn.
Major (10+): It persists 1 minute; Stealth in the area fails.

6Phantom Hush (Positive)

Minor (0–4): Your footsteps are silent for 1 minute.
Moderate (5–9): Footsteps and gear silent for 10 minutes.
Major (10+): Movement is silent for 1 stretch.

7Mirror Snag (Negative)

Minor (0–4): Dazed until the end of your next turn.
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.

8Mirror Image (Positive)

Minor (0–4): The next attack against you suffers 2 Disadvantage.
Moderate (5–9): The next two attacks do.
Major (10+): Until the end of your next turn, the first attack each round does.

9Flicker Fail (Negative)

Minor (0–4): The next creature to examine your illusion disbelieves it.
Moderate (5–9): The next two creatures do.
Major (10+): The next creature to examine any of your illusions before the end of your next turn does.

10Convincing Detail (Positive)

Minor (0–4): Your next illusion within 1 minute imposes 1 Disadvantage on disbelief saves.
Moderate (5–9): Within 10 minutes, 2 Disadvantage.
Major (10+): Your next two illusions within 10 minutes, 2 Disadvantage.

11Wrong Face (Negative)

Minor (0–4): You look like someone else to allies until the start of your next turn.
Moderate (5–9): Until the end of your next turn.
Major (10+): Allies and enemies may misidentify you until the end of your next turn.

12Perfect Disguise (Positive)

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

13Double Exposure (Negative)

Minor (0–4): 1 Disadvantage on your 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.

14False Opening (Positive)

Minor (0–4): One creature suffers 1 Disadvantage on its next attack.
Moderate (5–9): 2 Disadvantage.
Major (10+): Up to two creatures, 2 Disadvantage each.

15Shadow Trip (Negative)

Minor (0–4): Reflex save or fall Prone.
Moderate (5–9): …and on a failure you're Off-Guard until the end of your next turn.
Major (10+): …and on a failure you're Dazed.

16Shadow Step (Positive)

Minor (0–4): Move 10 ft without provoking.
Moderate (5–9): 15 ft.
Major (10+): 20 ft.

17Uncanny Valley (Negative)

Minor (0–4): Creatures gain 1 Advantage on Insight vs you for 10 minutes.
Moderate (5–9): 2 Advantage for 10 minutes.
Major (10+): 2 Advantage for 1 stretch.

18Charming Illusion (Positive)

Minor (0–4): Creatures suffer 1 Disadvantage on Insight vs you for 10 minutes.
Moderate (5–9): 2 Disadvantage for 10 minutes.
Major (10+): 2 Disadvantage for 1 stretch.

19Revealing Shimmer (Negative)

Minor (0–4): Hidden or invisible creatures within 10 ft are outlined until the start of your next turn.
Moderate (5–9): Within 15 ft until the start of your next turn.
Major (10+): Within 20 ft until the end of your next turn.

20Hidden Shimmer (Positive)

Minor (0–4): You're Concealed until the start of your next turn.
Moderate (5–9): Concealed until the end of your next turn.
Major (10+): Concealed until the end of your next turn; the first attack each round has 1 extra Disadvantage.

21Looping Mirage (Negative)

Minor (0–4): An illusion you made persists uncontrollably for 1d4 rounds.
Moderate (5–9): …and draws attention (1 Disadvantage on Stealth near it).
Major (10+): It persists 1 minute and can't be dismissed.

22Perfect Edit (Positive)

Minor (0–4): Change the look of one of your ongoing illusions for free.
Moderate (5–9): …and extend it 1 round.
Major (10+): …and extend it 1d4 rounds.

23Stolen Voice (Negative)

Minor (0–4): You can only whisper for 1 minute.
Moderate (5–9): For 10 minutes.
Major (10+): For 1 stretch.

24Borrowed Voice (Positive)

Minor (0–4): Perfectly mimic a voice heard in the last day for 10 minutes.
Moderate (5–9): For 1 hour.
Major (10+): For 1 stretch with 1 Advantage on Deception to keep it up.

25Frightening Image (Negative)

Minor (0–4): Frightened 1 until the end of your next turn.
Moderate (5–9): Frightened 2 until the end of your next turn.
Major (10+): Frightened 2 and Dazed until the end of your next turn.

26Brave Mask (Positive)

Minor (0–4): Reduce Frightened by 1, or 1 Advantage vs fear for 1 minute.
Moderate (5–9): Reduce by 2, or 2 Advantage vs fear.
Major (10+): End Frightened and 2 Advantage vs fear for 1 stretch.

27Light Leak (Negative)

Minor (0–4): Your position shows: attacks against you gain +2 until the end of your next turn.
Moderate (5–9): +4 until the end of your next turn.
Major (10+): +4, and no Concealment or invisibility until the end of your next turn.

28Dark Fold (Positive)

Minor (0–4): +2 Soak until the start of your next turn.
Moderate (5–9): +3 Soak until the start of your next turn.
Major (10+): +4 Soak until the end of your next turn.

29Unseen Hand Slap (Negative)

Minor (0–4): Take 1d4 force damage.
Moderate (5–9): Take 2d4.
Major (10+): Take 2d6.

30Clever Feint (Positive)

Minor (0–4): One enemy can't take Reactions until the start of its next turn (Charisma negates).
Moderate (5–9): Until the end of its next turn.
Major (10+): Up to two enemies, until the end of their next turns.