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Wild Surge Table

When a Wild Mage casts a spell, there is a 5% chance the spell explodes in a wild surge. A d100 is rolled and the resulting effect is applied. Higher rolls are usually better than lower rolls.

Additionally, the Wild Mage's effective casting level fluctuates ±5 levels from his true level on every cast.

Table 4 — Wild Surge

Roll Effect
01 Repulsion field centered on the caster
02 Wild color changes upon the caster
03 Squirrels appear around the caster
04 The caster becomes itchy
05 The caster glows
06 A Fireball centered on the caster
07 The caster's sex is changed
08 The caster's color changes
09 Everyone in the area changes direction
10 Explosion centered on the caster
11 Entangle spell centered on target
12 Slow spell centered on target
13 Target polymorphed into a wolf
14 Caster held
15 Caster hasted
16 Caster changed into a squirrel
17 80% of party gold destroyed
18 Target weakened
19 Sunfire spell centered on caster
20 Movement rate lowered on target
21 Fireball spell centered on caster
22 Caster held as per Hold Person spell
23 Fear spell centered on target
24 Roll twice more; both effects apply
25 Entire area explored
26 Globe of Invulnerability centered on target
27 Silence 15-Foot Radius centered on caster
28 Caster dizzy
29 Target invisible
30 Pretty sparkles! No other effect
31 Caster is spell's target
32 Caster becomes invisible
33 Color Spray from caster
34 Birds appear around the caster
35 Fireball centered on caster; no damage
36 Gems created on caster
37 Combat music starts
38 Goodberries created on caster
39 Fireball flies toward target
40 Charges drained in area effect around target
41 Random treasure created on caster
42 Caster is combat ready (+2 THAC0 and damage)
43 Teleport field centered on caster
44 Teleport field centered on target
45 Area effect hiccups centered on target
46 All doors opened in area of effect. If there are no doors, roll twice and use both effects
47 Caster polymorphed into a wolf
48 Change spell's target randomly
49 Caster recuperates as if rested
50 Monsters summoned near target
51 Start snowing if outside; if inside, roll twice and use both effects
52 Loud noise; target must save or be stunned
53 Target's hit points doubled
54 Summon demon to attack target
55 Spell fired but with squealing noise
56 Spell goes off but duration is halved
57 Strange visual effect; spell fizzles
58 Projectile speed halved
59 All weapons in the area glow
60 No saving throw allowed against the spell's normal effect
61 Target is held as per the Hold Person spell
62 Detect Magic spell centered on target
63 Roll four more times; use all effects
64 Slow spell centered on target
65 Instead of the chosen spell, a different random spell of the same level is cast
66 Lightning Bolt spell cast at target
67 Target strengthened
68 Heal spell centered on target
69 Entangle target
70 Caster weakened
71 Fireball spell centered on target
72 Flesh to Stone spell on target
73 Spell takes effect as normal, and caster is recuperated as if rested
74 Heal spell centered on caster
75 Target dizzy
76 Sunfire spell centered on target (caster unaffected)
77 Target held
78 Target blinded
79 Target charmed
80 Gems created on target
81 Target's movement rate doubled
82 Random treasure created on target
83 Target polymorphed into squirrel
84 Silence 15-Foot Radius centered on target
85 Target's sex changed
86 Fake explosion (no damage) centered on target
87 Cow falls from sky, lands on target
88 Target dizzy
89 Spell has 60-foot radius at target
90 Stinking Cloud centered on target
91 Target is itchy
92 Caster's hit points doubled
93 Target held
94 Target hastened
95 80% of gold on target is destroyed
96 Spell cast at double effectiveness
97 Spell cast, –4 to target's saving throw
98 Target's color changed
99 Spell cast at double level
100 Spell cast normally

Source: bgee/original_manuals/baldurs_gate_1_ee_mastering_melee_and_magic.pdf — "Table 4: Wild Surge".