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.
| 1d30 | Result |
|---|---|
| 1 | Grave Chill (Negative) Minor (0–4): Take 1d6 necrotic damage. |
| 2 | Life Sip (Positive) Minor (0–4): Gain 1d6 temporary HP until the start of your next turn. |
| 3 | Hungry Shadow (Negative) Minor (0–4): Gain 1 Strain. |
| 4 | Stolen Breath (Positive) Minor (0–4): Recover 1 Strain. |
| 5 | Death Mark (Negative) Minor (0–4): Undead sense you within 1 mile for 1 hour. |
| 6 | Ghost Quiet (Positive) Minor (0–4): Undead suffer 1 Disadvantage to detect you for 1 hour. |
| 7 | Rotting Touch (Negative) Minor (0–4): Your next melee hit within 1 minute deals −1. |
| 8 | Grave Strength (Positive) Minor (0–4): Your next melee hit within 1 minute deals +1d4. |
| 9 | Bleak Aura (Negative) Minor (0–4): Allies within 10 ft suffer 1 Disadvantage vs fear until the start of your next turn. |
| 10 | Dread Aura (Positive) Minor (0–4): Enemies within 10 ft suffer 1 Disadvantage vs fear until the start of your next turn. |
| 11 | Spirit Tug (Negative) Minor (0–4): Slowed 10 until the end of your next turn. |
| 12 | Spirit Stride (Positive) Minor (0–4): +10 ft Speed until the end of your next turn. |
| 13 | Blood Price (Negative) Minor (0–4): Healing from your spell is reduced by 1d6. |
| 14 | Blood Boon (Positive) Minor (0–4): Healing from your spell is increased by 1d6. |
| 15 | Bone Rattle (Negative) Minor (0–4): Dazed until the end of your next turn. |
| 16 | Grave Focus (Positive) Minor (0–4): 1 Advantage on your next Channeling check before the end of your next turn. |
| 17 | Cold Hands (Negative) Minor (0–4): Drop one held item. |
| 18 | Sure Hands (Positive) Minor (0–4): You can't be disarmed until the start of your next turn. |
| 19 | Whispers (Negative) Minor (0–4): 1 Disadvantage on Insight for 10 minutes. |
| 20 | Guiding Dead (Positive) Minor (0–4): 1 Advantage on Insight for 10 minutes. |
| 21 | Fading Warmth (Negative) Minor (0–4): Frightened 1 until the end of your next turn. |
| 22 | Steady Courage (Positive) Minor (0–4): Reduce Frightened by 1, or 1 Advantage vs fear for 1 minute. |
| 23 | Siphon Slip (Negative) Minor (0–4): The nearest creature within 10 ft regains 1d4 HP instead of you. |
| 24 | Clean Drain (Positive) Minor (0–4): The next time you deal spell damage before the end of your next turn, heal 1d4. |
| 25 | Grim Omen (Negative) Minor (0–4): Your next necromancy spell in 10 minutes costs +1 Strain. |
| 26 | Dark Efficiency (Positive) Minor (0–4): Your next necromancy spell in 10 minutes costs −1 Strain. |
| 27 | Risen Twitch (Negative) Minor (0–4): A nearby corpse flails uncontrolled until the start of your next turn. |
| 28 | Grave Servant (Positive) Minor (0–4): A nearby corpse does one simple task, then falls. |
| 29 | Soul Snag (Negative) Minor (0–4): You can't regain HP until the end of your next turn. |
| 30 | Soul Mend (Positive) Minor (0–4): Resistance to necrotic for 1 hour. |