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Wild Surge occurs when a Wild Mage casts Nahal's Reckless Dweomer, a d100 dice is rolled and the number is made compared to another factor number, which is the sum of Wild Mage’s level (31 max)Chaos Shield Improved Chaos Shield modifier and Equipment modifier. If the former number is equal or less than the latter, the desired spell is cast normally, if greater, a wild surge effect will take place according to the number you rolled, refer to the table below.

Wild Surge may also occur at 5% chance when casting other memorized spells, the process is the same as above, with the exception of Wild Mage’s level not taking into account, so it’s just d100 vs. Chaos Shield Improved Chaos Shield modifier + Equipment modifier.

Chaos Shield spells in classic game stack with themselves if they’re put in sequencers or contingencies so Wild Mages are able to maneuver across the effects table fairly free or simply become "surge-free" by stocking Chaos Shield spells in Contingency. Enhanced Editions have this trait removed however, you'll have to be more lucky to get the desired effects.

Rolled Effect
1 Repulsion Field centered on caster
2 Wild color changes on caster
3 8 Squirrels summoned around the caster for 2 turns
4 Caster becomes itchy (+2 penalty to speed factor and spellcasting speed for 1 turn)
5 The caster glows
6 Fireball centered on caster
7 Caster's sex is reversed for 10 minutes
8 Caster's color changes for 1 turn
9 Everyone in the area faces a different direction
10 Explosion centered on caster
11 Target is Entangled for 1 turn
12 Slow spell centered on target, victims get no save; lasts for 1 turn
13

Target polymorphed into Spirit Wolf for 70 seconds (count as +1 weapons, Hasted, 4 attacks per round counting the Haste effect)

14 Caster held for 70 seconds, no save
15 Caster Hasted for 1 turn
16 Caster polymorphed into a squirrel permanently until affected by Dispel Magic
17 80% of party gold is destroyed
18 Target weakened for 1 turn (-6 Strength)
19 Sunfire spell centered on caster, cast at their level
20 Target's movement rate lowered by 4 for 1 turn
21 Fireball centered on caster
22 Caster affected by Hold Person for 1 turn, save vs. spell negates
23 Symbol, Fear spell centered on target (save vs. spell at -4 or be panicked for 84 seconds)
24 Roll twice more; both effects apply
25 Entire area is explored
26 Minor Globe of Invulnerability spell cast on target (Immunity to spells of levels 1, 2, and 3 for 42 seconds)
27 Silence, 15' Radius spell centered on caster, cast at their level (save vs. spells at -5 or be Silenced for 2 rounds/level)
28 Caster is dizzy (+4 THAC0 penalty and 100% spellcasting failure for 1 turn)
29 Target becomes Invisible for 24 hours or until broken
30 Pretty sparkles! No other effect
31 Caster becomes the spell's target
32 Caster becomes Invisible for 24 hours or until broken
33 Color Spray spell shoots away from the caster
34 Some non-selectable birds are summoned which fly away from the caster
35 Fireball centered on caster that does no damage
36 Caster receives 5 gems (Aquamarine, Garnet, Horn Coral, Pearl, Sphene)
37 Combat music starts
38 Goodberries created on caster as per the spell
39 Spell's projectile is changed to a Fireball; spell goes off normally otherwise
40 Items in a Fireball-sized area of effect have their charges drained, including weapons
41 Random treasure created on the caster
42 Caster is combat ready for 1 turn (-2 THAC0 bonus and +2 damage)
43 Teleport Field centered on caster
44 Teleport Field centered on target
45

Everyone in a Fireball-sized area of effect of the target gets hiccups for 1 turn (+1 THAC0 penalty, +1 speed factor penalty)

46 All doors opened in the area of effect, if there are no doors, roll twice more and use both effects.
47

Caster polymorphed into Spirit Wolf for 70 seconds (attacks count as +1 weapons, Hasted, 4 attacks per round counting the Haste effect)

48 Spell's target is randomly changed
49 Spell fizzles but caster recuperates as if they rested
50 Monster Summoning II cast at the target
51 If outdoors, it starts snowing. If indoors, roll twice more and use both effects
52 Target must save or be stunned
53 Target's maximum HP is doubled
54 Gates in a Nabassu to kill those not Protected from Evil
55 Spell goes off normally but with a noise
56 Spell goes off normally but the duration is halved (if not instant)
57 Spell fizzles
58 Spell's projectile speed is halved
59 All weapons in the area glow
60 No saving throw allowed against the spell's effect
61 Target is held for 70 seconds, no save
62 Detect Magic cast at the target in a Fireball-sized area of effect
63 Roll 4 more times and use all the effects
64 Slow spell cast at targets at caster's level
65 Instead of the chosen spell, a different random spell of the same level is cast instead
66 Lightning Bolt spell cast at the target at caster's level (capped at 20)
67 Target strengthened for 70 seconds (+6 Strength)
68 Heal spell cast on the target
69 Target is Entangled for 1 turn, no save
70 Caster weakened for 1 turn (-6 Strength)
71 Fireball spell centered on the target, cast at the caster's level
72 Flesh to Stone spell cast on the target, save vs. spell negates
73 Spell cast normally and caster recuperates as if they rested
74 Caster affected by a Heal spell
75 Target becomes dizzy for 1 turn (+4 THAC0 penalty and 100% spellcasting failure for 1 turn)
76 Sunfire spell centered on target, caster is unaffected
77

Target affected by Hold Person for 1 turn (save vs. spell negates; does not affect non-humanoids)

78 Target Blinded for 10 minutes, save vs. spell negates
79 Target is Charmed for 5 minutes, save vs. spell negates
80 5 gems created on target (Aquamarine, Garnet, Horn Coral, Pearl, Sphene)
81 Target's movement rate is doubled
82 Random treasure created on the target
83 Target polymorphed into a squirrel
84

Silence, 15' Radius spell centered on target (save vs. spells at -5 or be Silenced for 2 rounds/level)

85 Target's gender is reversed
86 Fake fireball centered on target (harmless)
87 Cow falls from the sky onto the target for 3d10+3 crushing damage
88 Target becomes dizzy (+4 THAC0 penalty and 100% spellcasting failure for 1 turn)
89

Spell's area of effect becomes 60 foot radius. Single-target spells give their effects to all within a 60 foot radius.

90 Stinking Cloud spell centered on target
91 Target becomes itchy (+2 penalty to speed factor and spellcasting speed for 1 turn)
92 Caster's maximum HP is doubled
93 Target affected by Hold Person for 1 turn (save vs. spell negates; does not affect non-humanoids)
94 Target Hasted for 1 turn
95 80% of gold on the target is destroyed
96 Spell cast twice
97 Spell cast normally; victims make saving throws against it at a -4 penalty
98 Target's color changes permanently
99 Spell cast at double level of the caster (most spells scale up to level 20, some less, like Fireball, few are uncapped, like Dispel)
100 Spell cast normally

References Edit

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