Tables / Wild Surges / Wild Surge — Transmutation
Wild Surge — Transmutation
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 | Warped Limb (Negative) Minor (0–4): 1 Disadvantage on Might and Reflex checks until the end of your next turn. |
| 2 | Perfect Form (Positive) Minor (0–4): 1 Advantage on Might and Reflex checks until the end of your next turn. |
| 3 | Sticky Fingers (Negative) Minor (0–4): You can't drop held items until the start of your next turn. |
| 4 | Slick Hands (Positive) Minor (0–4): Escape Grappled or Restrained automatically. |
| 5 | Gravity Hiccup (Negative) Minor (0–4): −10 ft Speed until the start of your next turn. |
| 6 | Gravity Grip (Positive) Minor (0–4): You can't be knocked Prone until the start of your next turn. |
| 7 | Brittle Skin (Negative) Minor (0–4): −2 Soak until the start of your next turn. |
| 8 | Stone Skin (Positive) Minor (0–4): +2 Soak until the start of your next turn. |
| 9 | Mis-Shape (Negative) Minor (0–4): A worn item warps: 1 Disadvantage on checks using it for 10 minutes. |
| 10 | Refit (Positive) Minor (0–4): A worn item is optimized: 1 Advantage on checks using it for 10 minutes. |
| 11 | Sudden Shrink (Negative) Minor (0–4): You're 1 size smaller until the end of your next turn. |
| 12 | Sudden Growth (Positive) Minor (0–4): You're 1 size larger until the end of your next turn. |
| 13 | Oily Ground (Negative) Minor (0–4): A 10-ft radius around you is difficult terrain until the start of your next turn. |
| 14 | Sure Footing (Positive) Minor (0–4): Ignore difficult terrain until the start of your next turn. |
| 15 | Transmute Slip (Negative) Minor (0–4): Your next spell's delivery costs +1 Strain. |
| 16 | Transmute Efficiency (Positive) Minor (0–4): Your next spell's delivery costs −1 Strain. |
| 17 | Loose Joints (Negative) Minor (0–4): Dazed until the end of your next turn. |
| 18 | Quick Joints (Positive) Minor (0–4): +10 ft Speed until the end of your next turn. |
| 19 | Overheat (Negative) Minor (0–4): The first time you move over 10 ft this round, take 1d4 fire. |
| 20 | Momentum (Positive) Minor (0–4): Your first move this round goes +10 ft. |
| 21 | Rust (Negative) Minor (0–4): A metal object you touch tarnishes and is noisy for 10 minutes. |
| 22 | Polish (Positive) Minor (0–4): A weapon gains +1 damage or armor +1 Soak for 1 minute. |
| 23 | Stone Tongue (Negative) Minor (0–4): You can't speak clearly for 1 minute. |
| 24 | Fluid Speech (Positive) Minor (0–4): 1 Advantage on social checks for 10 minutes. |
| 25 | Unstable Form (Negative) Minor (0–4): If damaged before the end of your next turn, you fall Prone. |
| 26 | Stable Form (Positive) Minor (0–4): The next damage you take before the end of your next turn is reduced by 1d6. |
| 27 | Flash Metamorph (Negative) Minor (0–4): Drop a held item; it becomes a harmless object for 1 minute. |
| 28 | Quick Craft (Positive) Minor (0–4): Turn a small object in hand into another mundane object for 10 minutes. |
| 29 | Slow Weave (Negative) Minor (0–4): Next turn, 1 fewer AP (min 1). |
| 30 | Fast Weave (Positive) Minor (0–4): Next turn, +1 AP. |