Wild Surges

When a wild surge occurs (any fumble) the power is used as normal but the spell may fail and other stuff happens.

2 = Spell fails draws power as normal.  Stun save 12 + level vs INT+Arcane
3 = Spell works if +1 PP used. Stun save 10 + level vs INT+Arcane

 

No. Event

Description

1 Blast 10' diameter arcane blast 1SP per power point (Endurance)
2 Backfire Thrown back 10' take d6 damage (bludgeon)
3 Internalised Power channelled through you too early,  suffer minor damage, 1SP per power point (no save)
4 Curveball Spell directed incorrectly (does not hit original target)
5 Burnout early Spells burnsout in 1 round if it has a duration or no effect if instant
6 Power leak Additional power needed cast at +1 level or the spell fails.
7 Brain freeze No action until end of next turn.
8 Brain addled No casting next turn (or this), dazed.
9 Stunned Stunned next round
10 Dazed Dazed next round
11 Off balance Combat disadvantage until end of next round
12 Weakened Combat advantage to all saves.
13 Saw it coming =+D6 to opponent's saves
14 Thick ether Spell range only half desired range.
15 Thin ether Spell goes off at 2x expected range
16 Distracted Lost concentration, goes off in front of your face.
17 Bemused =+D6 to saves
18 Connection lost Spell fails, no visible effect
19 Wobbly ether Spell effect reversed (if possible)
20 Ether hole Rains fish...
21 Oops Clothes catch on fire
22 Planar leak Special
23 Planar leak Special
24 Planar leak Special
25 Planar leak Special

 

Special Table for Planar leaks

No. Event

Description

1 Conj / Abjur Glowing halo 1 easier to hit for 6 rounds
2 Conj / Abjur Annoyed demon comes through = spell level
3 Conj / Abjur Dispel Magic field, affects 1 item/buff
4 Conj / Abjur Teleported random direction 5' x level
5    
1 Alteration Boots... turned to stone...
2 Alteration 1 potion / liquid turned to water
3 Alteration Turn surroundings to another state solid (Floor > mud, Water>ice, Air>water
4 Alteration Sunk into ground level x 1"
5 Alteration Saps 1 strength from 1 nearby creature
1 Force Thrown upwards level x 5' feet. L(spell/2) damage from ceiling and floor
2 Force Cone 120 degrees pushes characters 10'x level
3 Force Sphere of force pushes all out within 5' x spell level, L1 damage
4 Force Mage thrown random direction 5' x level. Damage = L(spell-1)
5 Force
1 Elemental Ball of Fire… sphere 10' rad
2 Elemental Cone of fire… cone 20'
3 Elemental Lava / freezing fog / mud / cyclone pours through L(spell/2) damage
4 Elemental Annoyed elemental comes through the rift
5 Elemental
1 Divination Random vision of something within 50 miles
2 Divination Broadcast thoughts & plans. All opponents go before you next round
3 Divination Eyes overloaded - Blind for 1 round
4 Divination Ringing in your ears, can’t concentrate for d6 rounds -3 skills
5 Divination Hideous smell, retch next round , then -3 skills for 2 rounds
1 Electro-mag Annoyed elemental comes through
2 Electro-mag Sucks out all light 20' rad
3 Electro-mag Blinding light -2 skills to all within 10'
4 Electro-mag Crackling energy, 35’ diameter L2 electricity
5 Electro-mag All light sources within 30’ snuffed out (including pebbles…)
1 Emotion Fear, run away next round
2 Emotion Hate - All nearby creatures target you next round (including ranged)
3 Emotion Spell affects caster
4 Emotion Blubbering wreck, -2 to skills next round, Initiative = 10, No feats
5 Emotion

 

 

 

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