Baldur's Gate: Wild Surge Table

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Wild Surges[edit | edit source]

Every time a Wild Mage casts a spell, there is a 5% chance that their spell explodes in a Wild Surge. A d100 is rolled and the table below lists the possible results. Low rolls are not always bad and high rolls are not always good. Chaos Shield adds 15 to the die roll while Improved Chaos Shield adds 25.

Nahal's Reckless Dweomer always causes a Wild Surge when cast but it adds the Wild Mage's level to the die roll as they attempt to cast any spell they have written into their spellbook. Wild surges caused at random without using NRD are not boosted by the caster's level, but can still be modified by (Improved) Chaos Shield.

This information applies only to Classic BG games
(Improved) Chaos Shields added to sequencers or a Chain Contingency will stack with each other. This is removed in the Enhanced Editions.


Wild Surge Table[edit | edit source]

Roll Wild Surge
1 Repulsion Field centered on caster for 90 seconds
(Pushes back anyone that comes within 10 feet of the caster)
2 Wild color changes on caster
3 8 Squirrels summoned around the caster for 2 turns
4 Caster becomes itchy
(+2 penalty to attack speed factor and spellcasting speed factor 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 Harmless explosion centered on caster
11 Target is Entangled for 1 turn
12 Slow spell centered on target for 1 turn; no save, no magic resistance
13 Target polymorphed into Spirit Wolf for 70 seconds
(attacks count as +1 weapons, Hasted, 4 attacks per round
including the Haste effect, 100% cold/electric resist)
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 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 cast on target
(Immunity to spells of levels 1, 2, and 3 for 42 seconds)
27 Silence, 15' Radius 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 attack 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
including the Haste effect, 100% cold/electric resist)
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 vs. spell or be stunned for 15 seconds
53 Target's maximum HP is doubled for 1 turn
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 casted 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
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 for 40 seconds, save vs. polymorph negates
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 Harmles fireball centered on target
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 attack speed factor)
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
100 Spell cast normally

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