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COWBOYS & VIKINGSCompendium of the Wild Wastes

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.

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Press Roll, or roll your own dice and read the table.
1d30Result
1Warped Limb (Negative)

Minor (0–4): 1 Disadvantage on Might and Reflex checks 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.

2Perfect Form (Positive)

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

3Sticky Fingers (Negative)

Minor (0–4): You can't drop held items until the start of your next turn.
Moderate (5–9): until the end of your next turn.
Major (10+): Until you pass a DC 15 flat check at the end of your turn.

4Slick Hands (Positive)

Minor (0–4): Escape Grappled or Restrained automatically.
Moderate (5–9): …and move 5 ft (no reactions).
Major (10+): …and 1 Advantage on Escape checks until the end of your next turn.

5Gravity Hiccup (Negative)

Minor (0–4): −10 ft Speed until the start of your next turn.
Moderate (5–9): −20 ft until the start of your next turn.
Major (10+): Speed halved until the end of your next turn.

6Gravity Grip (Positive)

Minor (0–4): You can't be knocked Prone until the start of your next turn.
Moderate (5–9): until the end of your next turn.
Major (10+): Can't be knocked Prone, pushed or pulled until the end of your next turn.

7Brittle Skin (Negative)

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.

8Stone Skin (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.

9Mis-Shape (Negative)

Minor (0–4): A worn item warps: 1 Disadvantage on checks using it for 10 minutes.
Moderate (5–9): 2 Disadvantage for 10 minutes.
Major (10+): 2 Disadvantage for 1 stretch.

10Refit (Positive)

Minor (0–4): A worn item is optimized: 1 Advantage on checks using it for 10 minutes.
Moderate (5–9): 2 Advantage for 10 minutes.
Major (10+): 2 Advantage for 1 stretch.

11Sudden Shrink (Negative)

Minor (0–4): You're 1 size smaller until the end of your next turn.
Moderate (5–9): …and Off-Guard until then.
Major (10+): 1 size smaller for 1 minute and Off-Guard until the end of your next turn.

12Sudden Growth (Positive)

Minor (0–4): You're 1 size larger until the end of your next turn.
Moderate (5–9): …and +2 melee damage until then.
Major (10+): 1 size larger for 1 minute and +2 melee damage until the end of your next turn.

13Oily Ground (Negative)

Minor (0–4): A 10-ft radius around you is difficult terrain until the start of your next turn.
Moderate (5–9): 15 ft until the start of your next turn.
Major (10+): 15 ft until the end of your next turn.

14Sure Footing (Positive)

Minor (0–4): Ignore difficult terrain 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, with 1 Advantage on Reflex saves to keep your footing.

15Transmute Slip (Negative)

Minor (0–4): Your next spell's delivery costs +1 Strain.
Moderate (5–9): Your next two deliveries cost +1.
Major (10+): Your deliveries cost +1 until the end of your next turn.

16Transmute Efficiency (Positive)

Minor (0–4): Your next spell's delivery costs −1 Strain.
Moderate (5–9): Your next two deliveries cost −1.
Major (10+): Your deliveries cost −1 until the end of your next turn.

17Loose Joints (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.

18Quick Joints (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.

19Overheat (Negative)

Minor (0–4): The first time you move over 10 ft this round, take 1d4 fire.
Moderate (5–9): 2d4 fire.
Major (10+): Until the end of your next turn, the first time each round, 2d4 fire.

20Momentum (Positive)

Minor (0–4): Your first move this round goes +10 ft.
Moderate (5–9): +20 ft.
Major (10+): Until the end of your next turn, your first move each round goes +10 ft.

21Rust (Negative)

Minor (0–4): A metal object you touch tarnishes and is noisy for 10 minutes.
Moderate (5–9): …and 1 Disadvantage on checks using it.
Major (10+): …and 2 Disadvantage on checks using it.

22Polish (Positive)

Minor (0–4): A weapon gains +1 damage or armor +1 Soak for 1 minute.
Moderate (5–9): +2 for 1 minute.
Major (10+): +2 for 10 minutes.

23Stone Tongue (Negative)

Minor (0–4): You can't speak clearly for 1 minute.
Moderate (5–9): For 10 minutes.
Major (10+): For 1 stretch.

24Fluid Speech (Positive)

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

25Unstable Form (Negative)

Minor (0–4): If damaged before the end of your next turn, you fall Prone.
Moderate (5–9): …Prone and Off-Guard.
Major (10+): …Prone and Dazed.

26Stable Form (Positive)

Minor (0–4): The next damage you take before the end of your next turn is reduced by 1d6.
Moderate (5–9): By 2d6.
Major (10+): By 2d6.

27Flash Metamorph (Negative)

Minor (0–4): Drop a held item; it becomes a harmless object for 1 minute.
Moderate (5–9): For 10 minutes.
Major (10+): For 1 stretch.

28Quick Craft (Positive)

Minor (0–4): Turn a small object in hand into another mundane object for 10 minutes.
Moderate (5–9): For 1 hour.
Major (10+): For 1 stretch, exact form of your choice.

29Slow Weave (Negative)

Minor (0–4): Next turn, 1 fewer AP (min 1).
Moderate (5–9): 2 fewer AP.
Major (10+): 2 fewer AP and no Reactions until your following turn.

30Fast Weave (Positive)

Minor (0–4): Next turn, +1 AP.
Moderate (5–9): +1 AP and +1 RP.
Major (10+): +1 AP, and +1 RP each round until the end of your next turn.