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d20 No One in Particular The Semi-Comprehensive List of Random Magical Effects
d20 No One in Particular The Semi-Comprehensive List of Random Magical Effects
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The table that follows presents three basic categories of wild surge; those affecting the caster, those affecting the target,
and those affecting the nearby area. For purposes of this table, the caster is the one who triggers the wild surge, be it
through the normal misfortune of wild magic or because of the bizarre nature of a wild magic region. The target, then,
is the intended recipient of the magic; the one to be affected by the casting. The "nearby area" should be thought of as
either an arbitrary amount of space near where the surge occurs (though not necessarily centered on either the caster or
target), or a given radius about the area of effect of the intended magical event.
Most surges are reversible, so that a wild mage need not destroy himself with a miscast Read Magic. Remove
Curse or Dispel Magic is sufficient in many cases, although Limited Wish or Wish might be necessary under more
extreme circumstances. If the result of a surge closely resembles that of a known magical item, such as gender
alteration, similar curative measures may eliminate the effect. When attempting to Dispel a result, the surge should be
regarded as magic cast at twice the wild mage's level. Generally, the spell triggering a wild surge functions otherwise
normally, unless the surge cancels or negates the spell's effect. In all cases, the surge should be considered more
powerful than the spell.
In general, the result of any Wild Surge should be used without DM modification, unless such use would
severely unbalance the game. The DM should likewise avoid the temptation to fudge the die roll, instead allowing
random chance to determine the result of a surge.
While intended for determining wild surges, the table serves equally well in generating the effects of a Wand
of Wonder. Such a wand does not always have a primary spell effect; if a surge alters something in the spell's nature,
the DM may reroll the result.
Finally, effects with invisible or inappropriate results should be kept secret by the DM to preserve the mystery
and danger of wild magic. Thus, an earth elemental might be turned to stone, or a fire elemental might spontaneously
combust, without apparent result. Similarly, if a snake has its feet enlarged or an aerial servant has half of its body
turned invisible, the players should be told that nothing seems to happen. Such a statement could as easily mean a red
dragon is now stalking the party but is not yet nearby. Likewise, a delayed effect should not be revealed until it occurs;
if the caster is to turn into a duck under the next full moon, let him find out when the time comes.
Some wild surges refer to spells which are not found in the standard rules; a listing of original spells and their
descriptions follow the Table. It should be noted that the table includes those Surges found in the Tome of Magic,
albeit in a abbreviated and re-arranged form.
What follows are the descriptions of the original spells mentioned in the above tables, as well as a listing of the books
containing the cited TSR spells.
This spell is nothing but a minor annoyance, for it only functions to grant any object the ability to sing loudly, horribly,
and off-key. Any tune known by the caster will do, but the spell seems to function most successfully when used with
biologically obscene Dwarven drinking songs. The song plays repeatedly, the Singing continues from the time of the
casting until it is interrupted by a sharp rap against the object. Thereafter, the song will resume if the object is struck
again, and the only way to silence the object permanently is to Dispel it.
The material component is powdered toad or frog, which must be sprinkled on the object while the caster whistles the
desired tune.
This spell summons a creature possessing immense strength and which can open any vessel a man may hold in one
hand. A huge commotion and flashing of lights mark the creature's arrival, who snatches the vessel away from the
caster and wrenches off its lid. Thereupon any wards protecting the seal are discharged, and any contents are unleashed.
Immediately after opening the vessel the creature returns back to the caster and vanishes unharmed.
The reverse of this spell summons a Lid Locker, possessing similar power but which can seal a container tightly enough
that no creature with less than 20 STR can open it without breaking it.
Each Haunting Phantasm is a unique horror from the Demi-Plane of Shadows which can assume the form of the
victim's worst nightmare, visible only to that victim. At the caster's choice, the entity may appear under specific
circumstances or at random, or it may instead pursue the target relentlessly. The Phantasm is harmless, though
distracting, always seen out of the corner of the eye, or hiding behind a boulder, etc. The phantasm's relentlessness may
wear on a victim's psyche, for it haunts him until dispelled.
Speaking this Wildword afflicts the target with a string of bad, though not specifically dangerous, luck. The target must
have fewer than 80 hit points and be of less than demigod status. During the spell effect, the victim is beset by
unfortunate circumstances, such as a sword getting stuck in its scabbard when faced with dozens of enemies, or perhaps
half of the straps on a suit of armor suddenly tearing, reducing the armor's protective value. Any inconvenient events
should seem to be poorly-timed coincidences and are not in any way under the control of the caster of the Word.
Game mechanics must be determined as events merit, although a standing THAC0 penalty of -4 or all DEX checks
being made at 1/2 normal would not be inappropriate (these reflect random, non-specific Inconveniences resulting from
the spell). No single Inconvenience should inflict damage or ensure death, merely require the victim to work a little
harder at whatever he's doing.
Inconveniences continue to occur for the duration, specifically during moments of crisis or precise action. In moments
of heightened tension, as during a battle, they may occur as often as once per round, at the DM's discretion.
This Wildword causes a single target to believe that it is dreaming. As such, it may behave as though it thinks it is
invulnerable or omnipotent. Attempts by the target to alter the nature of the dream will cause him to hallucinate,
making the alterations seem real. This Wildword affects its victim until a Sleep spell is cast upon him. Subsequent
events are perceived as real, although what transpired under the effects of the Wildword are thought a dream. Only
Dispel Magic, cast by at least a 12th Level mage, removes all Wildword effects.
This spell causes one creature to Fade from reality over the next 1d4 rounds. This causes no harm, but, when complete,
a victim cannot act or be acted upon by anything other than himself. Having ceased to exist, the victim is intangible and
undetectable by any means. While the spell lasts, the victim perceives nothing, for he does not exist at all in reality
during this time.
This spell causes one creature to be surrounded by an aura of unstable magical energy. Any spell cast by or directly at
the target while surrounded can trigger a Wild Surge. The base chance for a spell cast by the target is 50%, while spells
cast at the target are base 10%. The chance is increased by 10% per spell level, and, if a Surge is created, the victim is
considered both caster and target when rolling to determine the Surge. The aura cannot be dispelled without risking a
Wild Surge, but if it is not disrupted it remains for one round per caster level.