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Evil DM Tricks TM

Wild Magic

Jennifer

I am soon to start a new ravenloft campaign and one of my players has the idea to play a wild mage. How do I deal with this in Ravenloft? I don't know too much about wild magic, but I do know that it makes use of generic background magic to cause unexpected effects. The effects are supposed to be humourous, but I feel this does not fit with the atmosphere of Ravenloft.

The_Confessor

Wild Magic, as is is explained in the Wild Mage prestige class in the suppliment "Complete Arcane", isn't that difficult to deal with. It doesn't change the nature of the spell, only it's effective caster level. I don't know if that'll help any, but I know in my campaigns it has saved many a PC from dying of a Wild Surge.

Gonzoron

Forbidden lore has a half page of (2E) rules for wild magic in RL, reprinted word-for-word in the Red Box. Nothing too surprising: Ravenloft rules of magic take precedence over surges. surges can't remove curses or undo powers checks, distinguish good from evil, reveal the thoughts of a free-willed undead, escape RL, etc. Any surge that would detrimentally affect a darklord has 50% chance of affecting someone else in range.

But I can definately relate to your desire to make the sillier stuff more appropriate for RL. If you have Heroes of Horror, you might want to look at the "creepy effects" table on pags 8-10. Some of them might be appropriate, like: "the wind seems to whistle a nursery rhyme" or " for a single long moment, a pc cannot remember her own name nor what she looks like" or "Footsteps echo through a house or hallway, with no apparent source" or "perfectly preserved and fresh rations have rotted overnight" (or in this case, immediately as the spell is cast)

Jester of the FoS

The wild surge table of a fan (saved for posterity by me). This is a modified Wild Surge table for use only within the demiplane of Ravenloft. It's contents have been constructed to represent the effect of the land and the mists on all magic. Except where stated otherwise, this table operates exactly as described under Wild Surges in the Tome of Magic, pages 6-8.

Surge Frequency: Wild surges are twice as likely to happen in Ravenloft. Thus, on the Level Variation Table in the ToM (p. 6), a surge will result if the number in bold is rolled, and also if the exact opposite number from the bold number is rolled. Thus, a 5th-level Wild Mage in RL would surge on both 8 AND 13.

To preserve the feel of Ravenloft, the player should not be the one to roll on the surge result tables. Instead, the DM should roll all surge results in secret, and only tell the player whatever is obvious to his character. This is done because some of the surge results have hidden conditions not immediately apparent to the wild mage (sometimes not until it's too late...).

Wild surges in Ravenloft are actually summoning the attention of the Dark Powers themselves. The effects of a surge are the manifestation of the Powers' will. Therefore, any time a wild mage surges voluntarily in Ravenloft (via Nahal's Reckless Dweomer, or other method), then the DM must roll a Powers Check for that character in secret. If a Wild Mage surges three times in the same 24-hour period within RL, then a Madness Check must be rolled in secret.

Wild Surge Results

As in the ToM, if the result makes reference to "the spell," then the spell the caster was trying to cast does function, but the effect is altered. (d100)

D100 Result Effect
01 Wall of Thorns appears in front of caster.
02 Caster stinks of rotting flesh for spell duration.
03 Caster shoots forth eight non-poisonous snakes from fingertips. The snakes do not attack.
04 Caster's clothes are filled with insects and vermin, caster is +2 to initiative because of the itching, biting and stinging.
05 Caster effectively drains light from the surroundings. This has the effect of a Globe of Darkness centered on the caster.
06 Spell effect has 60' radius, centered on caster.
07 Next phrase the caster speaks comes true for one turn, but it is twisted so as to be gruesome or macabre.
08 Caster's hair turns white. The next time this result is rolled, it grows one foot in length.
09 Caster's neck becomes rubbery, and her head turns 360 degrees. No harm is done, and the effect is over in one round.
10 Blood flows from the caster's eyes like tears for one round. No harm is done to the caster.
11 Caster develops irrational fear of his magical items.  Character will not allow herself within 10 feet of them for 1d6 turns.
12 Caster's hair turns into a mass of nonpoisonous, living snakes for 1d3 turns.
13 Caster immediately grows fangs, and becomes a ravenous cannibal for 1d6 turns. Every round, a save vs paralyzation must be made, or the caster will attempt to chow down on the closest living creature. In this state, the caster can do nothing except attempt to devour flesh. If the saves are made, the caster is suffering from immense hunger and bloodlust, but can otherwise act normally. Once a save is failed, the effect lasts for the rest of the 1d6-turn duration (no other saves are rolled).
14 Caster falls madly in love with target until a Remove Curse is cast.
15 Caster forgets that she cast the spell. She still believes she has it memorized until she tries to cast it again.
16 Caster polymorphs into either a wolf or a bat.
17 Caster falls into a trance, and utters a prophecy. There is a 90% chance the prophecy will be accurate, but it will always be buried in a mass of babble and nonsense, or may even be in riddle form. The effect lasts for as long as it takes to speak the prophecy, after which time the caster will "wake up," and will not remember the time spent in the trance.
18 Reversed Tongues affects all within 60 feet of the caster.
19 Wall of Ice encircles caster.
20 The caster's body becomes withered and weak. Movement is reduced to half normal, the caster suffers a +4 penalty to initiative, and STR, DEX, and CON scores are lowered by 6 each (min 3). This lasts 1d3 turns.
21 Caster sufferes same spell as target.
22 Caster is carried off by a swarm of ravens. She is effectively Levitated 20' for 1d4 turns.
23 Cause Fear for 60' radius centered on caster. All within radius must save vs spell at -3 or flee. In stark terror (except caster).
24 Caster's voice becomes harsh and gutteral for 1d6 days. Sentances are punctuated with growls and snarls. Reaction adjustments for the character are penalized by 4.
25 Caster gains ESP for 1d6 rounds, but there is a 10% chance that all information gained by it is false.
26 Caster ages 10 years.
27 Silence, 15' radius centers on caster.
28 10' x 10' section of ground in front of caster explodes with skeletal arms, and the hands grab any creatures in the area who fail a save vs  Paralyzation at -2. Creatures grabbed are held immobile. If they spend a round trying to free themselves, they get a new save, no penalty, with a bonus equal to any "to-hit" adjustments they receive from Strength or Dexterity. The arms remain for 1d2 turns, and there is a 50% chance they try to grab the caster as long as she is next to the area (per round).
29 All corpses within 60' of the caster animate as zombies or skeletons (depending on freshness), and attack the caster. The undead exist for 1d2 turns, then fall lifeless.
30 Blood pours from the caster's fingertips.
31 Spell effect rebounds on caster.
32 Caster is affected by Wraithform, cast at the caster's level.
33 Dancing shadows and small ghostly apparitions pur from caster's fingertips and engulf those in front of the caster.  The effect is otherwise identical to Color Spray.
34 Swarm of Death's Head moths pours from the caster's mouth.
35 Caster leave's monster-shaped footprints instead of her own, until a Dispel Magic is cast.
36 Caster weeps uncontrollably, and the tears become 3-30 gems worth 1d6x10 GP each.
37 Haunting, mournful music fills the air.
38 Nothing happens now, but the next time the caster sleeps, she will transform into a wolf (or other preadator, depending on terrain) and spend the evening hunting. All kills will be brought back to the caster's sleeping spot, and then the caster will change back and resume sleeping. Upon awakening, the caster will not remember the incident, nor will she know where the kills came from. While under transformation, the caster will have all the normal stats, intelligence, and characteristics of an animal of that type, but will have her own hit point total. If killed in this form, she will revert to her true form.
39 All normal fires within 60' of caster are extinguished by a cold, howling wind.
40 One magical item within 30' of the caster (randomly chosen) is turned to salt. The item is permanently destroyed.
41 One normal item within 30' of the caster (randomly chosen), becomes permanently magical. There is a 10% chance the item will be cursed.
42 All magical weapons within 30' of the caster get their bonus increased by +2 for 1 turn. Each weapon has a 10% chance of being cursed, and curses are permanent.
43 Smoke trickles from the mouths of all creatures within 60' of the caster for 1 turn.
44 Dancing Lights.
45 All creatures within 30' of the caster begin to weep uncontrollably, adding 1 to all casting times, and imposing -1 to THACO. This lasts 1d4 rounds.
46 All normal doors, secret doors, portcullises, etc. (including those locked or barred) within 60' of the caster are blown open by a shrieking blast of cold wind.
47 Caster and target are engulfed by a cloud of mist. The mist fades almost immediately, but when it does the caster and target have exchanged minds. This lasts until Dispelled.
48 Spell affects random target within 60' of caster.
49 Spell fails but is not wiped from caster's mind. However, this spell is now marked, and a surge will automatically result the next time the wizard tries to cast it. After that, the spell will have a normal chance to surge on each casting.
50 Monster Summoning occurs. Roll 1d6 to determine level. Use Ravenloft monster tables.
51 Sudden change in weather, but always for the worse, with emphasis on storms and rain. This lasts for 1d6 turns.
52 Howls and screams fill the air in a deafening cacophony that affects all within 60' of the caster. All those in the area that can hear must save vs spell or be stunned for 1d3 rounds.
53 Caster and target exchange voices until a Remove Curse is cast.
54 The domain's Lord experiences a brief vision, in which (s)he learns the caster's appearance and exact location at that time.
55 Spell functions, but all positive energies become negative (i.e. light becomes darkness, loud noise becomes silence, heat becomes cold, etc).
56 Spell effectiveness (range, duration, area of effect, damage, etc) decreases 50%.
57 Spell reversed, if reverse is possible.
58 Spell takes physical form of free-willed elemental and cannot be controlled by caster. Elemental is considered Chaotic Evil, and remains for spell duration. Elemental's touch releases spell effect.
59 All weapons within 60' of the caster emit a glowing, ghostly mist for 1d4 rounds.
60 Spell functions, and any applicable saving throw is not allowed.
61 Spell fails to appear when cast, but occurs 1d4 rounds later.
62 All magical items within 60' of the caster emit a ghostly glow and low moans for 2d8 days.
63 Caster and target switch personalities (including alignment) for 2d10 rounds. Identity is retained, however.
64 Slow spell centered on target. Affected creatures feel a bone-locking chill.
65 Caster completely forgets the target's existence until either the target specifically attacks the caster, or 1d2 turns pass. After this time, the caster remembers the target exists.
66 Enervation spell shoots toward target. If the caster is below 4th level, then she will be assumed to be 4th level where this surge is concerned.
67 Target's physical form transforms into whatever the target is standing on (wood, stone, earth, etc). All saves are now made on the item saving throw table. If the target is flying, then it transforms into air, and cannot damage any physical object. The target transformed is still mobile, much like a golem.
68 Darkness centers on target.
69 Target affected by Cause Disease. There is an 80% chance it is debilitative, 20% it is lethal.
70 1,000 pounds of non-living matter within 10' of target animates (as per Animate Object spell).
71 All corpses within 60' of the target will animate and attack the target. All animated undead are zombies or skeletons, depending on their state, but each undead has a 5% chance of being a Revenant. These undead will exist for 1d2 turns, then fall lifeless.
72 Target turns to stone.
73 Spell is cast, material components and memory of spell are retained.
74 Everyone within 10' of caster receives the benefits of Heal (there is a 10% chance that Harm occurs instead).
75 Target is assaulted by waking nightmares, which leave it stunned and nearly incoherent (-4 AC and THACO, cannot cast spells) for 2d4 rounds.
76 Wall of Ice encircles target.
77 A mass of ravens swarm around the target and lift it off it's feet, effectively levitating the target 20' for 1d3 turns.
78 Target is affected by a Phantasmal Killer.
79 Target is charmed as per Charm Monster.
80 Target Forgets, as spell.
81 The target's body becomes withered and weak, reducing movement to half normal, adding +4 to all initiative rolls, and reducing Str, Dex, and Con by 6 each. This lasts for 1-3 turns.
82 All metal objects on the target's person are affected by a Chill Metal spell (reverse of Heat Metal) cast at the caster's level.
83 Target polymorphs into a random undead creature.
84 Target falls madly in love with the caster until a Dispel Magic is cast. This love is obsessive, and the target will gladly kill to be with the caster.
85 Target becomes insane.
86 Clouds gather and rain blood in a 60' area centered on the target. There is a 5% chance it rains live frogs instead.
87 Stinking Cloud centers on target.
88 Target's skin grows painful thorns, doing 2d20 points of damage and reducing AC by 4, due to ruined armor. Magical clothing worn is ruined, and armor must save vs Crushing Blow to escape ruination. Finally, the target must succeed a Dex check to hold anything in the hands.
89 Target begins vomiting. No spells can be cast until fit passes. THACO and AC suffer -4 penalties. This lasts for 1d6 rounds.
90 Spell effect has 60' radius centered on target. All within radius suffer the effect.
91 Target's clothes are infested with vermin and biting insects, imposing a +2 penalty to initiative for 1d10 rounds.
92 The target's body parts polymorph randomly until a Dispel Magic is cast. All changes and anatomy affected are random, and need not match each other (one leg is frog-like, the other is a tentacle, etc.) There is a 10% chance that the changes drive the victim insane.
93 Target turns ethereal for 3d4 rounds.
94 Target is Cloned. The clones do not seek to kill each other, but will react as normal for the target's personality. However, there is a 20% chance that the target, the clone, or both will become insane (separate rolls for each).
95 All cloth on target bursts into flame.
96 Target's skin is covered with a brittle bark. This does no damage, and may be stripped away without harm.
97 Target sprouts a useless, deformed appendage (limp, rotted arm, small bat's wing, tail, etc.).
98 Target sweats blood instead of perspiration until Dispel Magic is cast.
99 Spell has a minimum duration of one turn.
100 Spell effectiveness (range, duration, area of effect, damage, etc.) increases 200%.

You will notice that some of the surge results are unchanged. These are results that I could not come up with changes for, or that I thought already fit the theme. Of course, I invite any ideas concerning altering them to better suit Ravenloft, as well as any other comments regarding this table. Please note that Wild Magic, Wild Surges, Ravenloft, or any of the spells, mechanical terms or monsters mentioned above are NOT my creations, but are trademarks of TSR, Inc.

Chaderick

I'm so glad to see this table brought up! I found that Wild Surge table years ago and used it for a long time. When I started my current campaign back in 1999 (Wow...Hard to believe it's been so long!), I revamped the list a little bit. If anyone's interested, I think this one is a little darker and more grim, both for the caster as well as those around him.

Wild Surge Random Determination Table
D100 Result Effect
01 A wall of thorns appears five feet in front of the caster, spreading away from him to fill an area of effect appropriate to the caster's level.
02 The caster's flesh withers and begins to decay. This is a painful process, resulting in a loss of one point of Constitution and one point of Dexterity. After one turn, the pain ceases to get worse, but soreness and the smell of death persists for twenty four hours. Thereafter, the caster may recover attribute points normally.
03 The caster's clothes fill with insects and vermin. He is considered to be distracted for 1d3 rounds as the creatures frantically try to escape. Each round, the caster suffers 2d4 points of damage from bites and stings until the swarm has sufficiently thinned.
04 A darkness effect is centered on the caster. The effect has a sixty-foot radius and lasts for one round per level of the caster.
05 The spell takes effect normally, but it targets everyone within sixty feet of the caster, including the caster himself.
06 The next phrase the caster speaks becomes true for one turn. It is twisted in meaning so as to be gruesome or macabre.
07 The caster's hair turns bone white. The caster may roll a Saving Throw vs. Death Magic. If successful, it will regrow in the original color. Otherwise, the change is permanent.
08 The caster develops an irrational fear of magic and magical items. He instant negates all auras, dispels those he cannot negate, casts aside all items he knows or suspects to be magical. The caster refuses the aid of known spellcasters and flees the presence of any magical item he cannot throw further than 10' away. This condition persists for 1d6 turns.
09 The caster finds himself dominated by the target. The target senses the telepathic link created by the spell and knows what has happened. The spell lasts as usual for the appropriate caster level.
10 The spell goes off normally. The caster believes that it has not been forgotten and does not learn otherwise until he tries to cast it again. If this spell was memorized more than once, all of them are lost, but the caster doesn't realize it until he tries to cast it.
11 The caster polymorphs into a harmless animal native to his home domain for one turn per level of the caster.
12 The caster falls into a trance and utters a prophecy. There is a 90% chance that the prophecy pertains to an event that is actually about to happen, though it is mired in a mass of babbling and nonsense syllables. The caster awakes in 1d3 turns and cannot be brought out of the stupor sooner without a break enchantment, heal or more powerful magicks.
13 All creatures within 60' lose understanding of language for 1d6 rounds, making verbal spellcasting and verbal communication impossible.
14 A wall of ice encircles the caster, rising upward to fill out an area of effect appropriate to the caster's level.
15 The caster withers and becomes weak, losing six points of Strength, Constitution and Dexterity. Additionally, the caster is effectively slowed. This effect persists for 1d3 hours.
16 The spell takes effect normally, but affects the caster as well as the target.
17 The caster is levitated into the sky by a flock of ravens, floating at twenty-foot height for 1d4 turns.
18 All within a sixty-foot radius of the caster must roll a Saving Throw vs. Spells at -3 or be affected by a cause fear effect with a duration appropriate to the caster's level.
19 The caster believes he has gained ESP for 1d6 rounds, but everything he "hears" is subtly altered to be false.
20 The caster permanently ages ten years.
21 The caster becomes the center of a silence, 15' radius affect, cast at the caster's level of experience.
22 A five-foot radius of ground around the caster erupts with skeletal arms. The hands grab any creatures in the area who fail a Saving Throw vs. Paralyzation at -2. Those who fail are held immobile. As a Full Round Action, victims may attempt to pull free by rolling another save. The arms attempt to grab everyone moving through the area for 11-20 rounds. The caster is automatically grabbed on the first round.
23 All corpses within a sixty-foot radius animate as skeletons or zombies and attack the caster foremost, and all others secondarily. The undead stay on their feet for 11-20 rounds before falling over, lifeless.
24 The caster's spell is ruined. Blood pours from lacerated fingertips, reducing Dexterity by 1 point. Ability loss lasts until healing of some sort is administered. While ability loss persists, all spells cast require a spellcraft proficiency check or else fail and result in a wild surge.
25 The spell affects the caster rather than the target.
26 The caster is affected by wraithform with a duration of 1d3+1 turns.
27 The caster is overcome by uncontrollable weeping, and his body is wracked with crippling pain. He is left helpless and prone for 2d3 rounds.
28 Nothing happens at present. The next time the caster sleeps, he polymorphs into a predator native to his home domain. All kills are brought back to the campsite, whereupon the caster returns to his normal form and continues sleeping with no memory of what has taken place. Each time this happens, there is a 10% cumulative chance that the magic is broken. Thus, after ten nights, the magic ultimately has to wane.
29 A howling wind whips around the caster, shooting out in a sixty-foot radius to extinguish all fires. Magical fires may be extinguished as per a dispel magic at the caster's level.
30 One magical item within 30' of the caster is turned to salt, permanently destroyed. A potion is targeted first, then a scroll, then a minor charged item. If none exist, a permanent item is rendered inert for 3 turns.
31 One non-magical item within 30' of the caster is spontaneously enchanted with an effect appropriate to the spell that was ruined. This item is 70% like to be single-use, otherwise 20% likely to have 3d6 charges.
32 All doors, secret doors, portcullises, gates, and so forth, are blown open. Magically shut doors are affected as if by a dispel magic cast at the caster's level.
33 The spell affects a random individual within sixty feet of the caster, possibly the caster himself.
34 The spell fails, but it is not forgotten. The next time the caster attempts to cast this spell, it automatically fails and brings about a wild surge. Thereafter, the spell may be used normally.
35 The spell fails; the wild surge instead functions as a monster summoning spell with a duration appropriate to the caster's level. Roll 2d3 to determine which summoning is cast.
36 The weather turns abruptly worse over 1d6 turns. Clear skies begin to rain or snow. Storms intensify significantly. The affect reaches out in a radius of one mile per level of the caster.
37 The domain's lord experiences a brief (one-round) flash of the caster, in which he learns the caster's name, appearance, and exact location.
38 The spell takes effect but at 50% efficacy. Any saving throw required by the spell is allowed a +4 bonus.
39 If the spell can be reversed, then the target is affected by that variant. Otherwise, it fails without result.
40 The spell spontaneously becomes a living spell. It targets the caster primarily, but will continue to defend itself against anyone who also attacks it.
41 The spell functions very well. Any applicable saving throw is not allowed. Magic resistance may be rolled, but only at half normal chances.
42 The spell appears to fail. It takes effect exactly 1d4 rounds later.
43 The caster and the target change alignments (not identities or memories, just alignments) for 2d10 rounds.
44 All potential targets are chilled to the bone. Those failing a Saving Throw vs. Spell are affected as per the slow spell.
45 The caster completely forgets the target(s) for 1d2 turns. He only remembers if the target does something to remind him of his presence.
46 The target is affected as if by an enervation spell at the caster's level.
47 The target must roll a Saving Throw vs. Spells or be affected by a randomly determined disease. Ability damage takes effect normally for the first incubation period. Thereafter, the disease proceeds as usual.
48 The caster must roll a Saving Throw vs. Spells or be affected by a randomly determined disease. Ability damage takes effect normally for the first incubation period. Thereafter, the disease proceeds as usual.
49 The target is affected as if by a flesh to stone spell.
50 The spell takes effect normally, but memory of it and all material components are retained.
51 Everyone within ten feet of the caster is affected as if by a heal prayer. The caster himself is affected as if by a harm prayer.
52 The target is encircled by a wall of ice with radius and height determined by the caster's level.
53 The target is affected by a phantasmal killer.
54 The target is affected by charm monster.
55 The spell takes effect in a sixty-foot radius of the target. All within the radius are affected normally.
56 The target is affected by wraithform in a 3d4 round duration.
57 The caster is cloned, but the clone does not appear for 24 hours in the exact location where the spell was disrupted. Thereafter, the clone will begin to chase after the original, thinking only of killing and replacing the original.
58 The target is affected as if by a barkskin prayer.
59 The spell takes effect but has a minimum duration of one turn.
60 The caster is affected by a flesh to stone effect, with a Saving Throw vs. Petrification applicable.
61 The caster becomes mortally afraid of the target. If the target strikes the caster within the next 24 hours, the blow automatically lands and the caster is dropped instantly to Death's door and dying. If the target comes within 10' of the caster, the caster must instantly roll a Horror Check or be paralyzed with fear until the target exits that range.
62 The caster is considered distracted for one round per circle of the spell disrupted.
63 The caster is considered dazed for one round per circle of the spell disrupted.
64 The caster is considered stunned for one round per circle of the spell disrupted.
65 The caster is rendered unconscious for one round per circle of the spell disrupted. He likely awakes prone.
66 The caster is teleported into the presence of the domain's darklord for one round. Ten segments later, he reappears in exactly the same place.
67 The caster is randomly teleported within the domain where he currently stands. Before vanishing, he cries out in extreme pain and is apparently disintegrated. To determine location of arrival, roll 1d8 for compass direction (1=North, proceed clockwise) and 1d12 per circle of the spell disrupted to determine number of miles in that direction.
68 The last individual the caster killed (dealt the death blow) is restored to life. This individual is not necessarily nearby, and he may have been buried. If the last individual killed by the caster is not in the same domain, then the spell simply fails.
69 The spell fails, but the last spell the caster successfully cast take effect instead, focused on the target. Material components for the spell being attempted are consumed, and memory of the spell is lost. Memory of and components for the spell accidentally cast are not required.
70 The spell fails, and the caster forgets the spell completely. However, the target of the spell finds himself in possession of the spell and any components that would normally have been consumed in the casting of it. The target may use the spell normally, at the caster's level. If not used within twenty-four hours, the spell is forgotten, but material components remain.
71 The caster must roll a Saving Throw vs. Death Magic or be blinded permanently.
72 All natural animals with 120' radius of the caster die and decompose rapidly into festering mounds of maggots and flies.
73 All food within 120' radius of the caster rots and gives birth to swarms of buzzing black flies.
74 All natural vegetation within 120' radius of the caster blackens, withers and dies.
75 The earth within 120' radius of the caster becomes barren. All natural vegetation dies, and nothing will grow there for one year per circle of the spell disrupted.
76 A shadow falls over the caster and a radius of 60' of him. Within that shadow, all natural animals and vegetation wither and die within one round. The earth turns black and will allow nothing to grow for one year per circle of the spell disrupted.
77 A shadow falls over the caster and a radius of 60' of him. Within that shadow, all natural animals and vegetation wither and die within one round. The earth turns black and will allow nothing to grow for one year per circle of the spell disrupted. One undead shadow is created per circle of the spell disrupted. They attack living things indiscriminately and prey upon non-combatants foremost.
78 The spell is ruined in a blinding flash. All creatures within a radius of 5' per circle of the spell disrupted must roll a Saving Throw vs. Spells or be blinded. Those who fail must roll a second save. If failed, the blindness is permanent. Otherwise, it persists for one turn per circle of the spell disrupted.
79 The spell targets the nearest being, anywhere in the domain, with the same moral alignment as the caster.
80 The spell targets the nearest being, anywhere in the domain, with the same ethical alignment as the caster.
81 A rift appears, and a creature of the upper planes appears that is appropriate to the caster's ethical alignment. This outsider is of a Challenge Rank equal to the circle of the spell disrupted. The rift remains open for one round per level of the caster, at which time it closes and the summoned being returns home.
82 A rift appears, and a creature of the lower planes appears that is appropriate to the caster's ethical alignment. This outsider is of a Challenge Rank equal to the circle of the spell disrupted. The rift remains open for one round per level of the caster, at which time it closes and the summoned being returns home.
83 The caster receives a sudden flash of a location as it stands right now. If he is traveling, he sees a flash of his destination. Otherwise, he sees a flash of a place prominent in his life right now-whether he realizes it or not.
84 The caster instantly realizes the answer to a question he has been pondering. Ask the DM a direct question regarding a specific piece of information.
85 Roll twice on this table, ignoring a result of 85.
86 Every wand within 60' of the caster is drained of one charge as the spell successfully takes effect, fueling itself on their energies. If applicable, targets of the spell suffer a penalty to their saves equal to the number of charges just drained.
87 All wands written on scrolls within 120' of the caster suddenly release one charge of their magicks. If they are held by a sentient creature, that creature directs the magicks. Otherwise, they take effect centered on the spot where they lay or are stored.
88 All spells written on scrolls within 120' of the caster suddenly release their magicks. If they are held by a sentient creature, that creature directs the magicks. Otherwise, they take effect centered on the spot where they lay or are stored.
89 The spell fails in a strange flash of dazzling, crackling motes that burst from the caster's hands and lazily fall earthward over a sixty-foot radius. All potions within this area of effect are rendered brackish and inert. Oils and elixirs are unaffected.
90 The spell fails. The target becomes the focus of a Thultaun's thrust cast at the caster's level.
91 The spell takes effect. The caster is hurled from the target as if by Thultaun's thrust cast at the caster's level.
92 The spell takes effect, but in a grisly fashion that leaves the caster with 1d3 Strength damage, which must be recovered normally (rest, magic, etc).
93 Lightning strikes the caster (if outdoors), or else blasts the caster and radiates outward. All within a 15' radius, including the caster, are struck by a lightning bolt of a caster level equal to the circle of the disrupted spell.
94 1d6 stones within 1d4x10 feet of the caster (roll randomly for direction and distance of each stone) become enchanted as fire seeds.
95 The most powerful wizard in the domain suddenly receives a vision of the caster and understands his exact location well enough to teleport there.
96 The most powerful wizard in the domain suddenly receives a vision of the caster and understands his exact location well enough to teleport there. The spell seems to fail, but it has actually just been targeted on this wizard.
97 The takes effect, but drains the caster to fuel itself. The caster loses 1d4+2 points of Constitution. If applicable, the target suffers a penalty to his saving throw equal to the amount of Constitution loss. Ability loss must be regained through normal means (rest, magic, etc.).
98 The spell takes effect with full possible efficacy (duration, damage, area of effect), but at maximum range. Unless the spell was targeted at maximum range, this may result in random targets being selected, or spell failure.
99 The spell takes effect with double possible efficacy (duration, area of effect). Damage is rolled at +2 per die and saves are rolled with a -4 penalty.
100 The spell takes effect with double possible efficacy (range, duration, area of effect). Damage is rolled at +2 per die and saves are rolled with a -4 penalty. In addition, another randomly determined spell also takes effect at the same time, focused on the same target. The caster is rendered unconscious for one round per circle of both spells just cast. When he awakes, he has forgotten all spells prepared of a lower level than the spell he was attempting to cast. These must be committed to memory as usual.

Chaderick

I think my favorite is the one where the caster is given a glimpse of the domain's darklord...and vice versa. My campaign started out in Darkon, and we had a somewhat memorable moment where the party wizard showed up in the middle of the throne room in Castle Avernus while the king himself was on the throne. Then a minute passed, and he found himself back in the middle of a worg attack in the heart of the Forest of Shadows.... We also play that any arcane spell that is disrupted during spellcasting provokes a Wild Surge, regardless of the caster's class, so we get a lot more traffic out of this table....

cure

One more for the lonely road

Ravenloft Wild Surges
D100 Result Effect
01 An immobile cold spot (dmg 1hp/round; diameter 2') forms about the caster.
02 The stench of rotted meat lingers near the caster for the spell's duration.
03 Exposed skin of all present begins to itch and peel away (-1 dexterity & charisma for 3 days) following a flash that is less seen than felt. Hair may also fallout although it grows back normally.
04 Clothing of the caster is infested with tiny sets of phantom teeth (1 hp/round) when out of the sight of others. The teeth are escaped by stripping off every last accused thread.
05 Body temperature of the caster falls to room temperature. The caster effectively becomes a Cold One until Dispel Magic is cast or hot malt wine is consumed.
06 Spell effect has 60' radius centred on caster.
07 Next phrase spoken by caster becomes true but terribly so. The effect undoes itself after 1 turn for each repetition of the phrase. Any mental scars of fear and horror linger however.
08 Caster subject to Feign Death.
09 Caster's head falls off. It is picked up, put back on, and all is well.
10 Caster's face becomes that of an undead when glimpsed in a mirror or glanced out of the corner of the eye until the creature in question is faced and destroyed.
11 Caster develops an allergy to a type of corporeal undead. Sneezing is uncontrollable (-4 AC and THAC0, cannot cast spells) within 30' of it until Dispel Magic is cast.
12 Caster and target see exclusively through the eyes of the other for 1d3 turns.
13 Caster suffers a terrible acceleration of the aging process, all the effects of old age coming to pass within a few days, yet appears entirely unchanged and in perfect health to others. Cured by Remove Curse or anything that is believed to restore youth.
14 Caster obsesses about a living or an undead recently destroyed until a Remove Curse is cast or some relevant deed is undertaken in the name of the creature.
15 Spell cannot be cancelled at will by caster.
16 Caster's living form changes randomly every 1d4 rounds until a Remove Curse is cast. Dispel Magic puts an end to the changes but without restoring the original form.
17 Bone runes fall from caster's lips instead of words for 1 turn. Should they be gathered up and shown to a Vistana some great and terrible meaning would be discovered.
18 Caster and target each has the evil thoughts, however mundane or monstrous, of the other in place of his own until Remove Curse and Atonement spells are cast. Thus might be the hand of the evilest of men stayed and the hand of a less evil man tempted.
19 Caster is enveloped in shadows. For 1 turn the caster becomes difficult to see (+50% hide in shadows), difficult to hit (-4 AC), and can deliver a touch attack of cold (1d4 dmg). Caster killed in this state rises as a Shadow.
20 Caster acquires a pair of tiny claws as sixth fingers and is hunted by a vengeful four fingered Germishka. Dispel Magic remedies everything.
21 Caster suffers same spell effect as target only doubled.
22 Caster becomes transparent and insubstantial as though a Ghost for 1d4 turns.
23 Caster's tongue goes numb and begins to move of its own volition. Given the chance to escape, a frog hops out of what has become a tongueless mouth. The counsel of the Vistani is to eat the still living frog whereupon the tongue grows back slowly. A living snake may be eaten in its place but the tongue is forked.
24 Caster gibbers until a Dispel Magic is cast or the temptation to eat a live frog is given in to.
25 Caster gains the ethereal vision of a ghost watcher with consequent fear and horror checks, although not aging from sight of ghosts, until a Remove Curse spell is cast. Considerable wisdom (15 or better) is needed to begin to overcome fear and horror and to become a ghost watcher.
26 Caster ages 10 years with no positive side effects. Hair turns white and falls out in any case although it may grow back.
27 Caster and those within 30' can hear the voices of the dead but not the living for 1 turn.
28 Caster falls into an obsessional love with the target that if in any way is inhibited ends in terrible violence. Effect may be broken with a nibble on the ear or Remove Curse.
29 Magic Jar spell with the target being the subject of the attempted possession.
30 Caster and his shadow become disjoined. The former possesses the later upon death. The disjunction may be undone by consulting a necromancer.
31 Spell effect rebounds on caster.
32 Caster infected with the Shadow Virus.
33 The next animal gestured at by the caster dies. It returns in unlife to have its revenge unless Blessed.
34 Stream of 6d6 normal moths or death's head moths pours from caster's mouth.
35 Character remembers what happened during the last day in the existence of the most recently destroyed undead. Make a madness check.
36 The caster's shadow acts out temptations. Effect may be undone by consulting a shadow mage.
37 The smallest mammal present dies. A requiem of exceptional quality fills the air but ends abruptly. Until Remove Curse is cast bards are obsessed with the recovery and the transcription of the complete work.
38 A roasted germishka and a chalice of blood red wine appear. Together they function as a Heal spell.
39 All normal fires within 60' of caster become greyish black and as cold as they were warm.
40 The frustrating curse of a magical item within 30' of caster is triggered.
41 The embarrassing curse of a normal item within 30' of caster is triggered.
42 Edged weapons within 30' of the caster acquire the edge of a Sword of Bleeding for 1 turn whereupon a free-willed Blood Elemental may appear (1% chance/1 hp of spilt blood).
43 Cockroaches stream from the ears of all corporeal beings within 60' of caster for 1 turn. Remove Curse ends the subsequent infestation.
44 A dancing skeletal hand and a percussion band of 4 skeletal hands perform for the duration of the spell before wandering off. They are capable of defending themselves (as Crawling Claws).
45 All creatures within 30' feet of the caster suffer the effects of having a frog in their throat (+1 to casting times, -1 to hit) until they cough up (after 1d10 rounds) a live rat.
46 A phantom knock is heard twice in rapid succession on every door (normal, concealed, secret) within 60' of the caster.
47 Caster and target exchange misfortunes. The next misfortune that happens to each one befalls the other instead.
48 Spell affects random target within 60' of the caster.
49 Spell fails but is not wiped from caster's mind although it is twisted in some minor way.
50 Summon Animal Spirit spell. The spirit is recognized as that of a creature that died under the eyes of the caster. It is hostile were he responsible for its death. It might linger if he tried to help it.
51 Light from all visible sources drains into the caster, reducing daylight to twilight, twilight to darkness, continual light to candle light, and all the while causing the caster's eyes and hair to glow softly (as per Faerie Fire). The effect last 1 turn but draining from continual light and the charging of the hair is permanent.
52 The ground cracks open for a moment, the air burns as if full of fire and brimstone (dmg 1 hp), and a deafening scream escapes (save vs. spell or be stunned for 1d3 rounds).
53 Caster and target exchange pleasantries and compliments, and generally show the upmost of respect for one another, whether they remain locked in a struggle to the death or agree to break bread and take wine together in peace. Gestures of extreme politeness bridge any difficulty of communication. However, any inattentiveness is seized upon to stick a knife in the back of the other, to bring poison to bear, etc. regardless of attitude or alignment. Remove Curse or a reminder that one is an adventure not a diplomat ends the effect.
54 Caster feels that the current location is safe, secure and ideal for a rest. Meanwhile mist begins to fill a nearby, unobserved doorway, arch, cavity, etc. A Mist Horror attacks anyone within 30 feet in 1d10 rounds.
55 Spell functions but is disbelieved by all (someone killed might not realize it and return as a ghost).
56 Spell effectiveness (range, duration, area of effect, damage, etc.) decreases 50% .
57 Spell reversed if possible.
58 A free-willed Ravenloft elemental is summoned for the duration of the spell. It may be placated with sacrifices.
59 All weapons within 60' of the caster scream bloody murder for 1d4 rounds provoking Blood Frenzy among lycanthropes, vampires, and psychotics.
60 Spell functions; any applicable saving throw is not allowed.
61 Spell appears to fail when cast, but occurs after the next death.
62 All magical items within 60' of the caster seem, when glimpsed out of the corner of the eye, to twist and wither like snakes and leaches during 2d8 days.
63 A phantom wind seems to swoop from the caster to the target and back again before dissipating. Their minds are exchanged for 1d4 days.
64 Bone chilling cold within 30' centred on the target slows all living creatures by ½ for the duration of the spell.
65 Target deluded but in a way that is dangerous for all.
66 Evard's Black Tentacles engulf the target.
67 Upon death the target is subject to Reincarnation.
68 Target leaves a trail of blood behind it (losing 2 hp/day), attracting scavengers, until Remove Curse is cast.
69 Plant Growth centred on target causes anywhere from no effect to horrific death depending upon whether, what kind of, and in what quantity of seeds or berries were consumed recently.
70 A twitching, wracked living mass is created of flesh taken from all present (5% of body weight; 1 hp dmg and -1 strength & constitution for 1 day; the obese suffer no ill effects and indeed have +1 charisma for 1d4 days).
71 Target subject to an Enervation spell.
72 Target infected by the Undead Virus.
73 Spell is cast, material components and memory of spell are retained, but blood tickles from the ears (1 hp dmg).
74 The target and the six closest living creatures receive the benefits of a vampiric version of Heal. The consequences for others nearby could be too appalling to put into words.
75 Target becomes dizzy (-4 AC and THAC0, cannot cast spells) for 1d4 rounds whereupon he is convinced that he has been charmed or hypnotized.
76 Target believes that he is up to his neck in severed snarling, biting heads for 2d4 rounds.
77 Target becomes hideous, transparent, and insubstantial as though a Ghost 1d4 turns and retains a widow's peak or snow white hair thereafter.
78 Target suffers a waking vision (1d4 rounds) of Hell or the Abyss that causes horror in the good, doubts about being on the right path in the evil, and the need for a stiff drink in the neutral.
79 Target is charmed (as per Charm Monster) and develops an obsessional love for the caster that ends in terrible violence if the love is in anyway inhibited. Effect may be broken with a nibble on the ear or Dispel Magic.
80 Target forgets (as per Forget) and remembers something forgotten by someone else.
81 The caster acquires a pair of tiny claws as sixth fingers and is hunted by a vengeful four fingered Gremlin. Dispel Magic remedies everything.
82 All living things present receive an electrical shock that has the effect for 1 turn of a Haste spell (aging is permanent).
83 Caster's living form changes randomly every 1d4 rounds until a Remove Curse is cast. Dispel Magic puts an end to the changes but without restoring the original form.
84 A skeleton reaches up from its grave and tries to knot the laces, steal the boot, or at least tickle the feet of the target.
85 Target suffers a change of sex but never quite comes to terms with the new manner of dressing.
86 A cloud of suspicion hangs over the target. Witnesses alway come forth and names him guilty. Although the evidence suggests innocence, angry mobs often ignore such details. Curiously crimes of which the individual is responsible always lack witnesses. The evidence, if sought out, is damning however. A voluntary confession of guilt ends the evil effect.
87 Target subject to Feign Death.
88 The Headless Horseman appears to the target in a dream. Damaged suffered is real unless the target carries some charm that is believed to bring luck or afford protection.
89 Target suffers a terrible nose bleed (1 hp dmg) that drives susceptible observers into a Blood Frenzy.
90 Spell effect has 60' radius centred on target.
91 Target is tattooed from head to toe with swirling patterns. The work is of such excellence that pilgrimages are made by connoisseurs and tattoo artists, and attempts to steal the skin are mounted. Skin Thieves are whispered to be capable of removing tattoos while leaving the skin in place but they are of course disinclined to do so.
92 The target begins chewing his nails when stressed; after a week he progresses to his finger tips; a week later his fingers. Remove Curse or a liberal and perhaps very painful use of cajun pepper puts an end to the practice.
93 The racial mentality of the target, not so much the mind as its habitual underpinnings, changes randomly from day to day until a Remove Curse is cast. Dispel Magic puts an end to the changes but without restoring the original mentality.
94 Target sinks into earth or stone as though it were water and needs to be rescued within 2d4 rounds (or sooner if a non-swimmer) to escape a horror death when the effect ceases.
95 Target is heals ( 1d4 hp/day) by licking blood from a blade or drinking blood generally and is sorely tempted to do so. Remove Curse ends the temptation. Cure Disease ends the effect.
96 Target's body hair turns into maggots.
97 Target sprouts Crawling Ivy while sleeping. It feeds on others and violently resists pruning.
98 An appendage of the caster withers away and the target grows a deformed version of it. Effect undone by Dispel Magic.
99 Target orders Bloody Mary's and has a ghastly pallor under moonlight. Effect undone by Dispel Magic.
100 Spell has a minimum duration of 1 turn (fireball creates a ball of flame that remains for 1 turn, a lightning bolt bounces & continues, possibly rebounding, etc.) but subsequent spells are slightly shorter.

HuManBing

Ironically, one of the only places in Castle Avernus that is 100% guaranteed safe from Azalin is the Wild Magic Room. He will absolutely not set foot in it or cast any spells near it. But if your PCs decide to rest there (wisely) and then try casting spells while in it (less wisely) that above table there will be very handy!

 

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