Skip to content
COWBOYS & VIKINGSCompendium of the Wild Wastes

Tables / Wild Surges / Wild Surge — Necromancy

Wild Surge — Necromancy

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
1Grave Chill (Negative)

Minor (0–4): Take 1d6 necrotic damage.
Moderate (5–9): Take 2d6.
Major (10+): Take 3d6.

2Life Sip (Positive)

Minor (0–4): Gain 1d6 temporary HP until the start of your next turn.
Moderate (5–9): 2d6 until the start of your next turn.
Major (10+): 3d6 until the start of your next turn.

3Hungry Shadow (Negative)

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

4Stolen Breath (Positive)

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

5Death Mark (Negative)

Minor (0–4): Undead sense you within 1 mile for 1 hour.
Moderate (5–9): Within 3 miles for 1 hour.
Major (10+): Within 5 miles for 1 stretch.

6Ghost Quiet (Positive)

Minor (0–4): Undead suffer 1 Disadvantage to detect you for 1 hour.
Moderate (5–9): 2 Disadvantage for 1 hour.
Major (10+): 2 Disadvantage for 1 stretch.

7Rotting Touch (Negative)

Minor (0–4): Your next melee hit within 1 minute deals −1.
Moderate (5–9): Within 10 minutes, −2.
Major (10+): Within 1 stretch, −2.

8Grave Strength (Positive)

Minor (0–4): Your next melee hit within 1 minute deals +1d4.
Moderate (5–9): Within 10 minutes, +1d6.
Major (10+): Your next two hits within 10 minutes, +1d6 each.

9Bleak Aura (Negative)

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

10Dread Aura (Positive)

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

11Spirit Tug (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.

12Spirit Stride (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.

13Blood Price (Negative)

Minor (0–4): Healing from your spell is reduced by 1d6.
Moderate (5–9): By 2d6.
Major (10+): By 3d6.

14Blood Boon (Positive)

Minor (0–4): Healing from your spell is increased by 1d6.
Moderate (5–9): By 2d6.
Major (10+): By 3d6.

15Bone Rattle (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.

16Grave Focus (Positive)

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

17Cold Hands (Negative)

Minor (0–4): Drop one held item.
Moderate (5–9): …and can't draw or ready items until the start of your next turn.
Major (10+): …until the end of your next turn.

18Sure Hands (Positive)

Minor (0–4): You can't be disarmed 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, and pick up one dropped item in reach.

19Whispers (Negative)

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

20Guiding Dead (Positive)

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

21Fading Warmth (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.

22Steady Courage (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.

23Siphon Slip (Negative)

Minor (0–4): The nearest creature within 10 ft regains 1d4 HP instead of you.
Moderate (5–9): Within 20 ft, 2d4.
Major (10+): Within 20 ft, 2d6.

24Clean Drain (Positive)

Minor (0–4): The next time you deal spell damage before the end of your next turn, heal 1d4.
Moderate (5–9): The next two times, 1d4 each.
Major (10+): Until the end of your next turn, the first spell damage each round heals 1d6.

25Grim Omen (Negative)

Minor (0–4): Your next necromancy spell in 10 minutes costs +1 Strain.
Moderate (5–9): Your next two cost +1.
Major (10+): For 1 stretch they cost +1.

26Dark Efficiency (Positive)

Minor (0–4): Your next necromancy spell in 10 minutes costs −1 Strain.
Moderate (5–9): Your next two cost −1.
Major (10+): For 1 stretch they cost −1.

27Risen Twitch (Negative)

Minor (0–4): A nearby corpse flails uncontrolled until the start of your next turn.
Moderate (5–9): Until the end of your next turn.
Major (10+): For 1 minute, noisily.

28Grave Servant (Positive)

Minor (0–4): A nearby corpse does one simple task, then falls.
Moderate (5–9): Two simple tasks.
Major (10+): Simple tasks for up to 1 minute.

29Soul Snag (Negative)

Minor (0–4): You can't regain HP until the end of your next turn.
Moderate (5–9): …and healing during that time deals you 1d6 necrotic instead.
Major (10+): No healing until you pass a DC 15 flat check at the end of your turn.

30Soul Mend (Positive)

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