Wild Magic (WSC)

* Schools of Thaumaturgy Lists (WSC)
==Wild Magic==
Barred: All except wild mages
Common spells are listed first, in SMALL CAPS. Uncommon spells are in normal type. Rare spells are italicized. Very rare spells are . The "#" mark means check that spell's Notes section. An asterisk (*) means the spell is restricted to a specialist wizard.
===1st Level===
* HORNUNG'S GUESS*
* NAHAL'S RECKLESS DWEOMER*
* PATTERNWEAVE*
===2nd Level===
* CHAOS SHIELD*
* HORNUNG'S BANEFUL DEFLECTOR*
* NAHAL'S NONSENSICAL NULLIFIER*
===3rd Level===
* ALTERNATE REALITY*
* FIREFLOW*
* FOOL'S SPEECH*
===4th Level===
* THERE/NOT THERE*
* UNLUCK*
===5th Level===
* VORTEX*
* WAVEFORM*
===6th Level===
* WILDSHIELD*
* WILDSTRIKE*
===7th Level===
* HORNUNG'S SURGE SELECTOR*
* SPELL SHAPE*
===8th Level===
* HORNUNG'S RANDOM DISPATCHER*
* WILDZONE*
===9th Level===
* STABILIZE*
* WILDFIRE*
* WILDWIND*
==Table 1: Wild Magic Level Variation==
 Table 1: Wild Magic Level Variation
TrueLevel/Die	Die Roll (1d20)	Die Roll (1d20)	Die Roll (1d20)	Die Roll (1d20)	Die Roll (1d20)	Die Roll (1d20)	Die Roll (1d20)	Die Roll (1d20)	Die Roll (1d20)	Die Roll (1d20)	Die Roll (1d20)	Die Roll (1d20)	Die Roll (1d20)	Die Roll (1d20)	Die Roll (1d20)	Die Roll (1d20)	Die Roll (1d20)	Die Roll (1d20)	Die Roll (1d20)	Die Roll (1d20)
TrueLevel/Die	1 	2 	3 	4 	5 	6 	7 	8 	9 	10 	11 	12 	13 	14 	15 	16 	17 	18 	19 	20
1 	-1 	-1 	-1 	-1 	-1 	0 	0 	0 	0 	0 	0 	0 	0 	0 	0 	+1 	+1 	+1 	+1 	+1
2 	-1 	-1 	-1 	-1 	-1 	-1 	0 	0 	0 	0 	0 	0 	0 	0 	+1 	+1 	+1 	+1 	+1 	+1
3 	-2 	-1 	-1 	-1 	-1 	-1 	-1 	0 	0 	0 	0 	0 	0 	+1 	+1 	+1 	+1 	+1 	+1 	+2
4 	-2 	-2 	-1 	-1 	-1 	-1 	-1 	-1 	-1 	0 	0 	0 	+1 	+1 	+1 	+1 	+1 	+1 	+2 	+2
5 	-3 	-2 	-2 	-1 	-1 	-1 	-1 	-1 	-1 	0 	0 	+1 	+1 	+1 	+1 	+1 	+1 	+2 	+2 	+3
6 	-3 	-3 	-2 	-2 	-1 	-1 	-1 	-1 	-1 	0 	0 	+1 	+1 	+1 	+1 	+1 	+2 	+2 	+3 	+3
7 	-4 	-3 	-3 	-2 	-2 	-1 	-1 	-1 	-1 	0 	0 	+1 	+1 	+1 	+1 	+2 	+2 	+3 	+3 	+4
8 	-4 	-4 	-3 	-3 	-2 	-2 	-1 	-1 	-1 	0 	0 	+1 	+1 	+1 	+2 	+2 	+3 	+3 	+4 	+4
9 	-5 	-4 	-4 	-3 	-3 	-2 	-2 	-1 	-1 	0 	0 	+1 	+1 	+2 	+2 	+3 	+3 	+4 	+4 	+5
This table give a level variation for wild mages based on a 1d20 roll. A boldface result indicates a wild surge: consult Table 2: Wild Surge Results.
:Bold Entries from Errata in Priest's Spell Compendium
==Table 2: Wild Surge Results==
d100 Roll	
01 	Wall of force appears in front of caster
02 	Caster smells like a skunk for spell duration
03 	Caster shoots forth eight nonpoisonous snakes from fingertips; snakes do not attack
04 	Caster's clothes itch (+2 penalty to initiative)
05 	Caster glows as per a light spell
06 	Spell effect has 60' radius centered on caster
07 	Next phrase spoken by caster becomes true, lasting for 1 turn
08 	Caster's hair grows on foot in length
09 	Caster pivots 180 degrees
10 	Caster's face is blackened by a small explosion
11 	Caster develops allergy to his magical items; cannot control sneezing until all magical items are removed (allergy lasts 1d6 turns)
12 	Caster's head enlarges for 1d3 turns
13 	Caster reduces (reversed enlarge) for 1d3 turns
14 	Caster falls madly in love with target until a remove curse is cast.
15 	Spell cannot be canceled at will by the caster
16 	Caster polymorphs randomly
17 	Colorful bubbles come out of caster's mouth in¬stead of words (words are released when bub¬bles pop); spells with verbal components cannot be cast for 1 turn
18 	Reversed tongues affects all within 60 feet of caster
19 	Wall of fire encircles the caster
20 	Caster's feet enlarge, reducing movement to half and adding +4 penalty to initiative rolls for 1d3 turns
21 	Caster suffers same spell effect as target
22 	Caster levitates 20 feet for 1d4 turns
23 	Cause fear within a 60' radius centered on the caster; all in radius except caster must make saving throw
24 	Caster speaks in a squeaky voice for 1d6 days
25 	Caster gains X-ray vision for 1d6 rounds
26 	Caster ages 10 years
27 	Silence, 15' radius centers on caster
28 	10' X 10' pit appears immediately in front of the caster, 5 feet deep per level of the caster
29 	Reverse gravity beneath caster's feet for 1 round
30 	Colored streamers pour from caster's finger¬tips
31 	Spell effect rebounds on caster
32 	Caster becomes invisible
33 	Color spray from caster's fingertips
34 	Stream of butterflies pours from caster's mouth
35 	Caster leaves monster-shaped footprints in¬stead of his own until a dispel magic is cast
36 	3-30 gems shoot from the caster's fingertips; each is worth 1d6 X 10 gp
37 	Music fills the air
38 	Create food and water
39 	All normal fires within 60 feet of caster are extinguished
40 	One magical item within 30 feet of caster (randomly chosen) is permanently drained
41 	One normal item within 30 feet of caster (ran¬domly chosen) becomes permanently magical
42 	All magical weapons within 30 feet of caster are increased by +2 for 1 turn
43 	Smoke trickles from the ears of all creatures within 60 feet of the caster for 1 turn
44 	Dancing lights
45 	All creatures within 30 feet of the caster begin to hiccup (+1 to casting times, -1 to THAC0
46 	All normal doors, secret doors, portcullises, etc. (including those locked or barred) within 60 feet of the caster swing open
47 	Caster and target exchange places
48 	Spell affects random target within 60 feet of caster
49 	Spell fails but is not wiped from caster's mind
50 	Monster summoning II
51 	Sudden change in weather (temperature rise, snow, rain, etc.) lasting 1d6 turns
52 	Deafening bang affects everyone within 60 feet; those who can hear must save vs. Spell or be stunned 1d3 rounds
53 	Caster and target exchange voices until a remove curse is cast
54 	Gate opens to a randomly chosen Outer Plane; 50% chance for extraplanar creature to appear
55 	Spell functions, but shrieks like a shrieker
56 	Spell effectiveness (range, duration, area of effect, damage, etc.) decreases by 50%
57 	Spell reversed, if reverse is possible
58 	Spell takes physical form as free-willed ele¬mental and cannot be controlled by caster, ele¬mental remains for the duration of the spell and its touch causes the spell effect (THAC0 equal to caster's)
59 	All weapons within 60 feet of the caster glow for 1d4 round
60 	Spell functions; any applicable saving throw is not allowed
61 	Spell appears to fail when cast, but occurs 1-4 rounds later
62 	All magical items within 60 feet of caster glow for 2d8 days
63 	Caster and target switch personalities for 2d10 rounds
64 	Slow spell centered on target
65 	Target deluded
66 	Lightning holt shoots toward target
67 	Target enlarged
68 	Darkness centered on target
69 	Plant growth centered on target
70 	1,000 lbs. of non-living matter within 10 feet of target vanishes
71 	Fireball centers on target
72 	Target turns to stone
73 	Spell is cast; material components and memory of spell are retained
74 	Every within 10 feet of caster receives the benefit of a heal
75 	Target becomes dizzy for 2d4 rounds (-4 AC and THAC0 cannot cast spells)
76 	Wall of fire encircles target
77 	Target levitates 20 feet for 1d3 turns
78 	Target suffers blindness
79 	Target is charmed as per charm monster
80 	Target forgets
81 	Target's feet enlarge, reducing movement to half normal and adding +4 penalty to all initia¬tive rolls for 1d3 turns
82 	Rust monster appears in front of target
83 	Target polymorphs randomly
84 	Target falls madly in love with caster until a remove curse is cast
85 	Target changes sex
86 	Small, black raincloud forms over target
87 	Stinking cloud centers on target
88 	Heavy object (boulder, anvil, safe, etc.) ap¬pears over target and falls for 2d20 points of damage
89 	Target begins sneezing and is unable to cast spells for 1d6 rounds
90 	Spell effect has 60' radius centered on target (all within suffer the effect)
91 	Target's clothes itch (+2 penalty to initiative for 1d10 rounds)
92 	Target's race randomly changes until canceled by a dispel magic
93 	Target turns ethereal of 2d4 rounds
94 	Target hastened
95 	All cloth on target crumbles to dust
96 	Target sprouts leaves (no damage caused, can be pruned without harm)
97 	Target sprouts new useless appendage (wings, arm, ear, etc.) which remains until dispel magic is cast
98 	Target changes color (canceled by dispel magic)
99 	Spell has minimum duration of 1 turn (e.g.: a fireball creates a ball of flame that remains for 1 turn, a lightning bolt bounces and continues, possibly rebounding, for 1 turn, etc.)
100 	Spell effectiveness (range, duration, area of effect, damage, etc.) increase 200%
:Entry 28 from Errata in Priest's Spell Compendium
Category:Wizard's Spell Compendium