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Wild Surge

The 100-entry random table that fires whenever a Wild Mage experiences a wild surge — 5% per cast by default. The Wild Mage rolls 1d100; lower rolls are usually worse than higher ones. The Chaos Shield and Improved Chaos Shield spells add bonuses to this roll for better outcomes, and Nahal's Reckless Dweomer rolls on this table to pick which spell goes off.

Roll Wild Surge effect
01 Repulsion field centered on caster.
02 Caster's color changes.
03 Squirrels appear around caster.
04 Caster itchy.
05 Caster glows.
06 Fireball centered on caster.
07 Caster's sex changes.
08 Caster's color changes.
09 Everyone in the area changes direction.
10 Explosion centered on caster.
11 Entangle centered on target.
12 Slow 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 centered on caster.
22 Caster held as per Hold Person.
23 Fear centered on target.
24 Roll twice more; both effects apply.
25 Entire area explored.
26 Globe of Invulnerability centered on target.
27 Silence, 15' Radius centered on caster.
28 Caster dizzy.
29 Target invisible.
30 Pretty sparkles! No other effect.
31 Caster is spell's target.
32 Caster invisible.
33 Color Spray from caster.
34 Birds appear around caster.
35 Fireball centered on caster; no damage.
36 Gems created on caster.
37 Combat music starts.
38 Good berries 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 Demon summoned 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 Spell projectile speed halved.
59 All weapons in the area glow.
60 No Saving Throw allowed against the spell's normal effect.
61 Target held as per Hold Person.
62 Detect Magic centered on target.
63 Roll four more times; use all effects.
64 Slow centered on target.
65 Instead of the chosen spell, a different random spell of the same level is cast.
66 Lightning Bolt cast at target.
67 Target strengthened.
68 Heal centered on target.
69 Entangle target.
70 Caster weakened.
71 Fireball centered on target.
72 Flesh to Stone on target.
73 Spell takes effect as normal, and caster is recuperated as if rested.
74 Heal centered on caster.
75 Target dizzy.
76 Sunfire 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' Radius centered on target.
85 Target's sex changes.
86 Fake explosion (no damage) centered on target.
87 Cow falls from sky, lands on target.
88 Target dizzy.
89 Spell has 60-ft. radius centered on target.
90 Stinking Cloud centered on target.
91 Target 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 changes.
99 Spell cast at double level.
100 Spell cast normally.

Source: iwdee/original_manuals/IWDEE - Mastering Melee & Magic.pdf — "Appendix 9: Wild Surge".