TEXT: Essaence Law and Wild Surge Tables 
  by Heidi Corrado (aka Ravenna Neroon) 
  Email: nymalless@yahoo.com 
  Based on Shadow World and submitted to ICE for The Vault Oct. 2002 
   
   
  Essaence Law was written with the Essaence Lords in mind. They ruled the better part of the galaxy, so the 
  story goes, through their mastery of Psionics and the Essaence. Yet, only Kulthea has Essaence. So, they 
  must have had some way to use magic even in the deep of Space. I started thinking of essicrysta, that 
  mysterious crystalline substance that is “a key component of the Lords’ cronagenic devices.”  If it was, I 
  reasoned, it must be a whopper of an energy storage and transmittal device, like a capacitor and a 
  transformer wrapped in a 1 ounce matrix the size of a d10. Yikes. 
   
  So how did they get from plain ol’ essaence to incredible things like essicrysta, the Eyes of Utha, and the 
  Crystal at the Ahrenreth?  They must have tamed it in steps…thus, Essaence Law was born. 
   
  It is primarily a tool to manipulate Essaence. There are no overtly offensive spells on the list. This is 
  purposeful. I wanted the list to reflect the mastery the Lords had over the Essaence, not their well-
  documented ability to kill each other.  
   
  Essaence Law is very high powered and really only suitable for high magic campaigns. It certainly falls 
  into the Arcane realm, and would be accessible only by those who are at least partly of K’Ta’Viir blood. 
  Andraax and Ondoval would certainly know this list at least to their level. Mhari Ridaen (Gethaena) would 
  know this list inside and out. Perhaps a few select other outstanding Alchemists might have stumbled upon 
  a few of these spells, but the art of making and using essicrysta belongs to the Altha and their progeny 
  alone. 
   
  Notes on making Essicrysta: 
   
  THIS IS HAZARDOUS TO YOUR HEALTH! 
  Every casting is accompanied by a Wild Surge and the caster loses d10 points from her temporary 
  Reasoning and Presence stats per ounce of essicrysta created. These are recoverable at the rate of d12 
  points per day of absolute rest. If the caster does not rest and recover these points within 2 Kulthean days 
  she also loses d10 points of Constitution. 
   
  Each ounce is about the size of a standard d10, perfectly clear except for a golden blue sheen in the center, 
  registers as a sentience to Presence and other mind detection spells, can store up to 100 power points or 
  psion points (SM), and does so passively from ambient essaence or mental activity.  
   
   
  
  RANGE         TYPE 
  Essaence Law (MarkII) AOE           DUR 
  1- Mana Light 
  1’R/Lvl 
  10 min/l 
  Touch 
  U 
  2- Wall 
  10’x10’x2’   1 min/l 
  100’ 
  FE 
  3- Circle 
  10’rx10’x6”  1 min/l 
  100’ 
  FE 
  4- Flow 
  5’r/V 
  1 min/l 
  100’ 
  FE 
  5- Enshroud 
  1 target 
  1 min/l 
  10’ 
  FE 
  6- Essaence Lore 
  10’r 
  C 
  50’ 
  I 
  6- Cause Surge 
  1 target    until triggered 
  100’ 
  F 
  7- Creature 
    --- 
  10 min/l/V 
  self 
  F 
  8- Imbed 
    V 
  3 rnds 
  V 
  U 
  Self 
  U 
  9- Personal Source• 
  self 
  V 
  Self 
  U 
  9- Succor• 
  self 
  V 
  Self 
  U 
  10-Essaence Speech 
  self 
  10 min/l(C) 
  Touch 
  FE 
  11-Essaence Touch 
  1 target 
  1 rnd/l 
  100’ 
  U 
  12-Disperse Essaence 1’R/lvl 
  1 min/l 
  10’ 
  FU 
  13-Manipulate 
  1 spell 
  --- 
  100’ 
  F 
  14-Penetrating Gaze 
  1 target 
  --- 
  self 
  FE 
  15-Repulse 
  20’r 
  10 AP’s 
  self 
  US 
  16-Survival* 
  self 
  1 min/5 lvls 
  50’ 
  FE 
  17-Storm 
  1’r/lvl 
  V 
  100’ 
  FE 
  18-Disrupt Source 
  1 target 
  1 rnd/10%  
  19-Pooling 
  ½ cu ft/l 
  P 
  20-Crystal 
  1 oz./l 
  24 hours 
  10’ 
  U 
  self 
  FU 
  50’ 
  FU 
  21-Protect Source 
  1 target 
  1 rnd/lvl 
  self 
  F 
  22-Mana Molding V 
  1 effect 
  V 
  100’ 
  FE 
  23-Reverse Effect 
  1 target 
  1 rnd/10% 
  50’ 
  F 
  24-Find Weakness 
  1 target 
  1 rnd/5% 
  touch 
  FU 
  25-Tuning 
  1 Crystal 
  P 
  self 
  FU 
  30-MultiCrystal 
  V 
  P 
  self 
  U 
  35-Immunity 
  self 
  1rnd/5lvls 
  10’ 
  FE 
  40-Encapsule 
  10’r 
  1 rnd/lvl 
  touch 
  FE 
  50-Harmonize 
  1 Crystal 
  P 
  self 
  U 
  60-Essaence Lord 
  V 
  V 
  touch 
  FU 
  70-Condense 
  1 Crystal 
  P 
   
   
  6 inches.  The cloud will drift at a rate of 5’/rnd 
  and will preferentially drift toward the strongest 
  magic source that round.  The area takes one 
  round to form. 
  1-Mana Light: Causes ambient essaence to glow 
  a blue-green radiance.  Intensity can vary from 1 
  lumen to campfire depending on the amount of 
  ambient essaence.  This spell will also cause 
  active magic within the AOE to become visible, 
  vis. Power Perception, except that no 
  information will be obtained, only that there is 
  active magic. 
  5-Enshroud:  As Wall, except creates a 2’ circle 
  around the target which conforms to the target 
  and moves as the target does.  This may be used 
  in addition to armor.  Creatures or special items 
  may make a RR to avoid being enshrouded. 
  2-Wall: Creates a churning wall of visible 
  essaence.  Anything passing through the wall 
  takes an A Essaence critical.  Any magic passing 
  through the wall has a 5% chance of being 
  dispelled/drained/absorbed.  If an elemental spell 
  is affected, the caster of the elemental spell takes 
  an a shock critical and is drained of d10 PP’s.  
  RR’s do apply. 
   
  NOTE:  Wall, Circle, Flow, and Enshroud may 
  have their criticals/% chance increased by 
  doubling PP’s spent, i.e. a Wall may have its 
  critical increased to a B and % chance increased 
  to 10% by spending 4 PP’s, a C critical and 20% 
  chance with 8 PP’s. a D critical and 40% chance 
  with 16 PP’s and so on.  Circles would be 6, 12, 
  18, etc., Flows 8, 16, 32, etc., and Enshroud 10, 
  20, 40, etc.  To increase the radius of a flow the 
  caster first chooses the strength, then the desired 
  radius: 8 PP’s + 4 PPs = B crits and a 7’ radius. 
  3-Circle:  As Wall, except creates a circle with a 
  10’ radius 10’ high and 6” thick. 
  4-Flow:  As Wall, except creates a cloud/fog 
  with a 5’ radius.  Each additional PP spent 
  beyond the desired strength increases the radius 
  Created by Heidi Corrado 
  email:nymalless@yahoo.com 
  
  6-Essaence Lore:  Caster determines the level of 
  taint, concentration ,and patterns of essaence in 
  the area.  She will also be aware of the locations 
  of all individuals/items using magic and the 
  realm of each source of magic.  A Spell 
  Lore/Spell User Lore roll may be made at 50% 
  activity at +10 to determine exact 
  spells/professions.  An Essaence Lore roll may 
  be made at 50% activity to determine 
  approximate power levels. 
  2) A weapon so coated may act as ‘mithril’ 
  against any opponent that is a tleast a semi-
  spell user, and any magic defenses are at 
  50% efficiency.  Magical weapons get a RR, 
  an non-magical weapons are consumed at 
  the end of the duration.  Intelligent weapons 
  get a +30 to their RR, and there is a 20% 
  chance a magical weapon is drained for the 
  next day. 
  3) A magic user so coated will suffer varying 
  effects: 
  7-Creature:  Caster may create a temporary 
  form from essaence which will obey simple (3 
  words or less) commands.  The creature is made 
  from energy/magic and can be dispelled.  The 
  creature may: perform 1 task/5 lvls of the caster, 
  or protect caster for the duration.  Spells may be 
  imbedded in the creature via Imbed.   
  Of essence: spells are cast at ½ cost, but 
  40% chance of a wild surge. 
  Of mentalism: spells are cast at ¾ cost, but 
  30% chance wrong spell effect. 
  Of Channeling: spells are cast at 1.5x cost, 
  and 60% chance of a wild surge. 
  Stats:  AT/DB  1(100) 
  Arcane: spells are cast at ¼ cost, but 5% 
  cumulative chance with each spell cast of a 
  C Void crit as the essaence is consumed in 
  the spellcasting. 
  Hits= 5 per PP expended 
  OB= 3x the avg of the caster’s ME/RE bonuses, 
  attacks use the Grappling table with 
  Essaence/Mana/Void crits. 
  Non-spell users: take a C essaence crit every 
  round due to their non-proficiency with the 
  essaence.  This will also happen to spell 
  users who are coated but not casting spells 
  in a given round or who do not have an 
  active spell, such as Shield, to absorb the 
  essaence. 
  +75 to Stalk/Hide/Ambush due to the ephemeral 
  appearance. 
  8-Imbed:  Caster may imbed a spell in a 
  Creature, Wall, Circle, or Flow.  The spell 
  imbedded must cost the same or less in PP’s as 
  the structure imbedded; a Wall that costs 4 PP 
  can only have a 4th level spell or less imbedded 
  in it. 
  12-Disperse Essaence:  Disperses essaence 
  throughout the AOE, creating a zone of ambient 
  magic.  Power Perception and Detect Magic 
  spells will be effectively useless as they will find 
  only the dispersed essaence and nothing specific. 
  9-Personal Source•:  Caster can use PP’s 
  regardless of ambient essaence.  PP’s may be 
  regained when back in a normal essaence zone or 
  if tapped from another source (e.g. essicrysta or 
  essaence gems). 
  13-Manipulate:  Caster may double the range, 
  AOE, or targets of the next non-
  channeling/channeling hybrid spell.  
  Alternatively, caster may add or subtract a 
  charge to a magic item.  The cost to cast this 
  spell to add a charge is 13 plus twice the level of 
  the spell being charged.  Discharging only 
  expends 13 PP for this spell.  If the last charge is 
  taken from an item this way, then it is destroyed.  
  Intelligent items may make a RR. 
  9-Succor•:  For the duration, caster may cast 
  spells using the surrounding essaence (until it is 
  depleted) and will not use PP’s.  Caster may 
  incur taint from the essaence if the essaence used 
  is not of the caster’s “alignment.”  PP’s available 
  will depend on the amount of ambient essaence 
  but will generally will not exceed 10+5d10 PPs 
  (GM discretion). 
  14-Penetrating Gaze:  target must make a RR  
  10-Essaence Speech:  Allows the caster to speak 
  Sylmaria as if she had 10 ranks in the language.  
  This spell is necessary for higher level spells on 
  this list. 
  (-30 mod) or his true form is revealed to the 
  caster if it was changed by non-channeling 
  magic.  If the change is illusory, the illusion 
  ceases to exist for the caster.  If the change is 
  physical, the ‘real’ form is seen superimposed on 
  the assumed form.  Natural changes (such as 
  lycanthropy) are unaffected.  This spell does not 
  protect the caster from any unpleasant mental 
  effects should the form seen be truly alien. 
  11-Essaence Touch:  Coats one target with raw 
  essaence.  This can be used for several diferent 
  effects: 
  1) target may make non-channeling spells with 
  a range of self a range of touch for the 
  duration.  However, both caster and target 
  take an A essaence crit at –25 as the magic 
  transfer shocks them both. 
   
   
   
  Created by Heidi Corrado 
  email:nymalless@yahoo.com 
  
  21-Protect Source:  Target gains a +50 to all 
  RR’s against spells or effects which might alter 
  her source of essaence. 
  15-Repulse:  Creates a circular wave of essaence 
  which radiates out from the caster to its max AOE.  
  This wave physically shoves anything in its path.  
  Unfixed objects must make a STR check or be 
  thrown to the ground and take an A crush critical.  
  Fixed objects take damage as a +30 Fall/Crush 
  attack.  Expansion to full radius takes 10 AP’s 
  22-Mana Molding V:  This spell may be used to 
  simulate any 1st-5th level spell from any list.  If 
  no spell exists for the desired effect, this spell 
  will provide those effects but at approximately 
  1st-5th level in power. 
  16-Survival:  Caster uses ambient essaence to 
  keep herself alive for the duration.  She still 
  takes damage and all penalties from wounds still 
  apply, but she will not die.  If the spell expires 
  before fatal damage is healed, she will die. 
  23-Pervert Effect:  Targets spells are reversed 
  in effect for the duration.  Some spells cannot be 
  logically reversed (GM discretion). 
  24-Find Weakness:  For the duration, the target 
  must use her worst magic RR for all spell RR’s. 
  17-Storm:  Caster creates a flowstorm; anyone 
  inside the AOE will be affected in the following 
  manner: 
  25-Tuning:  Orders the resonances within a 
  Crystal so that it acts as a Lesser Essaence 
  Focus.  Benefits of a Lesser Focus may include: 
  Each round, roll d20.  06-20 means the target has 
  been hit by a microburst, 01-05 meand the target 
  has been hit by a bolt. 
  anyone within 20’ of the Focus gains an 
  additional +30 to ESF rolls and gains 2d10 extra 
  PPs per day; acts as a natural portal to any linked 
  Crystals (linked via a MultiCrystal spell) 
  Microburst: target takes 1 hit and essence users 
  gain d6 PPs 
  30-MultiCrystal:  Allows caster to link several 
  individual Tuned Crystals so that they act as a 
  single entity.  Locally, each Crystal acts as a 
  Lesser Focus.  Globally, linked Crystals may act 
  as portals, limited (1000’) scrying devices, and 
  will influence the essaence between them to 
  stabilize, effectively creating a major Flow. 
  Bolt:  Target takes a A essaence critical; essence 
  users (including hybrids) gain their full PPs +10, 
  but must immediately make an unmodified non-
  attack spell failure and will surge (25% per 
  casting) for the next d10 days.  Non essence 
  users lose all their PPs for the day and must 
  immediately make an unmodified non-attack 
  spell failure roll. 
  35-Immunity:  For the duration, no spells will 
  work on the caster except for spells active at the 
  casting of this spell.  Does not apply to spells 
  with Type E (elemental). 
  Note: EVERYONE NOTICES A FLOWSTORM 
  The storm will disperse when all the ambient 
  magic in the area has been consumed. 
  18-Disrupt Source:  The target source must 
  resist this spell or else be unable to use any 
  magical properties.  Disrupting a source will not 
  kill a magical construct, though it will be 
  immobile for the full failure period. 
  40-Encapsule:  Creates an impermeable barrier 
  through which no physical motion can occur.  
  Additional castings of this spell may add one of 
  the following restrictions: 
  Non-Elemental Spells 
  19-Pooling:   Caster pools raw essaence into a 
  suitable container (created by a separate casting 
  of this spell) for use with alchemical spells.  
  Reduces enchantment time to ¼ of normal.  Raw 
  essaence is very dangerous to work with and 
  may cause damage unless caster is prepared.  It 
  is also volatile and will explode if jostled. 
  Elemental spells 
  Gating/Phasing 
  50-Harmonize:  As Tuning, except creates a 
  Greater Essaence Focus and acts as a “home 
  base” if networked with other Crystals. 
  60-Essaence Lord:  Caster may make any one 
  spell on this list which does not have a DUR of 
  P, permanent.  Caster may have only one of these 
  Permanent spells in existence at one time. 
  20-Crystal:  Caster may make essicrysta.  
  Multiple castings of this spell allows caster to 
  fuse separate crystals together, making one larger 
  crystal.  Once created, the crystal will have a 
  distinct resonance which will respond to its 
  creator as though it were a familiar.  Once the 
  crystal reaches ½ the caster’s mass, it may be 
  ‘tuned.’  Caster may not have more than 3x her 
  mass in essicrysta in existence at one time. 
  70-Condense:  Caster may reduce the mass of 
  essicrysta she has created by up to 1/10th of the 
  original mass without affecting any properties it 
  may have.  Thus, if the caster condenses all the 
  essicrysta she ever created, she may have up to 
  30x her mass in original essicrysta, but the actual 
  mass of condensed essicrysta is still only 3x the 
  caster’s mass.  This also has the effect of 
  reducing the size of a essicrysta mass. 
  The caster must have the appropriate lab 
  apparatus to create essicrysta, and must have at 
  least 3 cubic feet of Pooled essaence per ounce 
  of essicrysta created.   
   
   
  Created by Heidi Corrado 
  email:nymalless@yahoo.com 
  
  Created by Heidi Corrado 
  email:nymalless@yahoo.com 
  NOTES ON ESSAENCE LAW: 
   
  All spells on this list have an additional BAR 
  modifier of –10 if cast on targets who are 
  spellusers and not Of Channelling.  Pure 
  Channelling users get a +20 to their RR, and non 
  spell users get a +10.  Intelligent items get RR’s 
  based on their primary realm and any GM 
  assigned modifiers.   
   
  All these spells are dispelled at the caster’s level 
  and Realm.  Anyone having familiarity with 
  manipulating Essaence (e.g. Navigators) may 
  have an easier time resisting and/or dispelling 
  raw Essaence effects. (GM discretion) 
   
  This is obviously a very powerful list and should 
  be classified as the character’s most expensive 
  DP cost and restricted to character classes that 
  are Arcane or those descended from the original 
  users of this list, the K’ta’Viir. 
  
  Essaence Criticals 
  Large
  Essaence
  Super Large
  Essaence
  Normal
  Slaying
  Normal
  Slaying
  01-05
  Short circuit.  Essaence arcs back at you and 
  gives you both 10 hits
  Foe feels uncontrollable urge to giggle, but 
  groans in pain instead. 
                          +10 hits
  01-05
  Foe laughs hysterically as the essaence wraps 
  itself around you instead of him.  You take an 'A' 
  essaence critical
  What was that?                                       
  +0 hits
  06-10
  +10 hits
  +20 hits
  06-10
  +5 hits
  +10 hits
  11-20
  +14 hits
  +28 hits
  11-20
  +6 hits
  +13 hits
  21-30
  +18 hits
  +36 hits
  21-30
  +8 hits
  +20 hits
  31-40
  +22 hits
  +44 hits
  31-40
  +9 hits
  +25 hits
  41-50
  +30 hits
  Head shot destroys magical headgear. 
  W/helm- +40 hits W/O- +30 and 5/rnd
  41-50
  +10 hits
  Foe is more nimble than you thought, but 
  he's still too big to avoid the attack. He 
  breaks his leg trying to avoid it.                   
  +35 hits
  51-65
  Essaence swirl distracts your foe.  He tries to 
  parry and fails. 3* (-20)
  Dazzling display teleports foe 200' in a 
  random direction.  When he stops, he takes 
  75 hits and a random magic item on him 
  explodes, giving him an UM 'C' explosion crit.
  51-65
  Not bad, but not great either.           +12 hits
  Whoa!   How did your foe get a magic 
  weapon?  No matter.  It goes flying along 
  with foe's lower arm.                                    
  +45 hits and 12/rnd
  66
  Foe’s hair stands on end and nearly ignites.  
  Unfortunately for him, the rest of him does       
  +50 hits
  Hope you didn't want to interrogate this one.  
  Or collect any goodies.  Blast sucks foe into 
  another plane.  +75 hits.
  66
  With all that essaence floating around, some of 
  it had to have hit your foe.  Stunned without 
  parry for 3 rnds.                              +20 hits and 
  3/rnd
  You almost feel sorry for foe as he looks 
  perplexed just before his head explodes in 
  a wash of color.  Death.                               
  +50 hits
  67-80
  Is foe a spellcaster? He is now!  Foe 
  internalizes assault and can use it to manifest a 
  1-3rd level spell effect.  He'll take 20 hits and 
  stun himself for 6 rounds for his efforts, though.
  Foe laughs at your efforts, then takes one up 
  the nose.  +40 hits and his head glows 
  international orange for 3 days.
  67-80
  This essaence thing is going to get you into 
  trouble someday.  In the meantime, though, 
  everyone within 20' of foe will either gain or lose 
  5d10 PP's.  Foe just loses 15 hits.
  Foe learns how to fly the hard way.  He 
  breaks his neck as he lands.  He'll be 
  paralyzed after his next attack drives bone 
  into his spinal cord.                    +40 hits, (-
  100)
  81-90
  A light breeze of essaence flows through foe 
  and continues on for 30', taking 30 hits and d20 
  PP's from everyone it encounters.
  If foe is a spelluser, he loses all his PP's at 
  once.  Unfortunately, this fuels the onslaught 
  and foe takes as many hits as PP's he lost.  If 
  foe isn't a spelluser, he just takes 75 hits.
  81-90
  Foe seems to trip on something.  (-30) due to 
  instability.
  The very earth despises foe and a 10' 
  deep chasm opens up beneath him and 
  closes.  Foe is stuck and now 10' shorter.  
  (-75) and you have a clear shot at his 
  head (+35).  
  91-95
  A shimmer envelops foe, and suddenly there 
  are two of him!  The new foe (has a beard) 
  immediately engages your foe in combat, 
  screaming "There can be only one!"
  Bummer.  All that effort and foe just stands 
  there.  And stands.  And stands.  Is he 
  breathing?  No?  Oh well…
  91-95
  Your magic items pulse and discharge 
  themselves at your foe all at once.  All 
  elemental attacks are at +30, point blank range 
  for BAR's.
  Foe becomes conduit for ambient 
  essaence and gets a glimpse of 
  spellcasting life as he becomes one with 
  the essaence and fades out of existence.
  96-98
  Essaence streaks toward foe, then inexplicably 
  stops in front of him.  Foe ponders this briefly 
  then is struck from behind by an unseen force.  
  Foe crumples to the ground.
  Oooh! Fireworks!  Too bad they're from all 
  his magical gear exploding.  Foe dances 
  around trying to avoid himself for 3 rounds 
  before dying from massive shock.  +45 hits
  96-98
  Loud pop ruptures eardrums stuns foe for 20 
  rounds.  Successive concussive blast does 30 
  hits.
  Essaence shuts down foe's central 
  nervous system.  He dies in 2 agonizing 
  but colorful rounds as his body spews out 
  the excess.  +100 hits 
  99-100
  Careful strike envelops foe.  If foe is using 
  magic, he is absorbed into it.  If not, he 
  explodes messily. 
  Look at the pretty lights!  Foe and everything 
  10’ around him vaporizes, but remaining 
  nimbus holds all his magic items in a stasis 
  for 6 rnds 
  99-100
  Arcs of essaence strike foe.  He drops 
  everything he is holding as he tries to get away.  
  He only succeeds in burning himself.  +35 hits, 
  5/rnd
  A vortex opens up, sucks foe through, and 
  closes. 2 rounds later a belch is heard and 
  foe's equipment drops from the sky.
  101-150
  Essaence arcs across foe, pauses at his back, 
  and leaves a nasty burn which glows green until
  healed. +25 hits and 10/rnd
  Concentrated strike burrows through 
  abdomen.  +35 hits and 10 hits/rnd
  101-150
  Foe panics and runs away.  Tracking him will be 
  easy since he's glowing a daisy yellow that will 
  show up even in Utterdark.
  Foe must make a RR vs. Arcane at your 
  level or shapeshift into a small innocuous 
  furry animal.
  151-175
  Essaence picks up foe, twirls him around and 
  puts him down hard.  +30 hits and at -40 for 3 
  rounds until the dizziness passes.
  Foe rockets into the air 30' and comes down 
  on his head.  Ouch.  +40 hits and creates a 3' 
  deep crater as he takes a normal Large 
  Crush crit. 
  151-175
  Essaence blast sweeps foe off his 
  feet/tentacles/whatever.  He breaks something 
  and is slow to get up.  +40 hits stun w/o parry for
  3 rounds and at -50
  Flowstorm!  Too bad your foe is in the 
  center of it.       (+25)
  176-200
  Essaence pulses toward foe, giving him d4 
  additional criticals and 50 hits.
  Coruscating wave of essaence hits foe and 
  sticks to him.  Foe will take a 'D' Essaence 
  crit every round for 2d10 rounds unless he 
  uses a lot of magic to absorb it.
  176-200
  Foe begins to have size issues.  50/50 chance 
  he'll shrink/grow up to a % equal to 2x the level 
  of the attack.  The stress gives him 30 hits and 
  he can do nothing.  If he shrinks more than 20% 
  he's now Large.
  You've heard the expression in one ear 
  and out the other?  Now you've seen it.  
  Brain is parboiled to perfection.  
  Mmmmmm.  Oh yeah, foe is dead.
  201-250
  Oops.  Magical energies rip open a rift in 
  reality.  Foe struggles in vain for 4 rounds 
  against it before getting sucked in.  Now you 
  have another problem…
  Essaence swirls around foe before being 
  absorbed by his weapon/armor.  This makes 
  them magical for the 3 rounds foe has before 
  they explode and kill him in a 5'R Essaence 
  ball.
  201-250
  SURGE!  Whatever it is, it seriously damages 
  your foe.  +50 hits and breaks foe's leg.  Any 
  charged items on him have a 50/50 chance of 
  being drained/fully charged.
  Uncontrolled blast causes d4 surges 
  directed at foe.  All that and 70 hits too.
  250+
  Colorful curtain of essaence separates you 
  from foe.  When it passes, foe is gone and has 
  conveniently left all of his equipment behind.
  Impressive display fascinates foe for half a 
  round before the follow-up blast cooks him in 
  magical energy where he stands. Death.
  250+
  You impress yourself and everyone around you. 
  The whole area is awash with essaence as foe 
  is obliterated and his allies consider fleeing.      
  +25 to your allies for 2 rnds.
  Blast enters mouth, vaporizes everything 
  that makes foe function and leaves an 
  empty husk standing for a moment before 
  collapsing.  Dragon hide, anyone?
  created by Heidi Corrado
  email:nymalless@yahoo.com
  
  Essaence Criticals 
  Large
  Disruption
  Super Large
  Disruption
  Normal
  Slaying
  Normal
  Slaying
  01-05
  That would have hurt a lot had foe been 
  smaller.  +2 hits.
  Foe raises his eyebrow at you and it falls 
  off.  +10 hits.
  01-05
  A piece of foe hits you in the head and 
  distracts you.  +10 hits but you're at -20 for 
  a round.
  +10 hits
  06-10
  +5 hits
  +20 hits
  06-10
  +5 hits
  +11 hits
  11-20
  +7 hits
  +28 hits
  11-20
  +6 hits
  +13 hits
  21-30
  +9 hits
  +36 hits
  21-30
  +7 hits
  +15 hits
  31-40
  +11 hits
  +44 hits
  31-40
  +8 hits
  +17 hits
  41-50
  +15 hits
  Rib cage implodes.  Breathing is going to 
  be difficult.  +45 hits, stunned for 3 rnds 
  and at +30.
  41-50
  +9 hits
  +19 hits
  51-65
  +20 hits
  Weapon arm explodes in a Daliesque 
  display of flesh.  +50 hits and 12/rnd.  
  Stunned W/O parry for 3 rnds and arm is 
  useless unless magically animated.
  51-65
  +10 hits
  +21 hits
  66
  Foe's spleen forces its way out and takes 
  several large blood vessels with it.  They 
  promptly begin leaking.  +50 hits and 
  20/rnd.
  That's gross.
  66
  67-80
  +30 hits
  Foe charges you and is suddenly facing 
  the other way.  Too bad it's only his top 
  half.  +45 hits and death in 12 rounds as 
  he fails to cope with his new orientation.
  67-80
  This essaence thing is going to get you into
  trouble someday.  In the meantime, 
  though, everyone within 20' of foe will 
  either gain or lose 5d10 PP's.  Foe just 
  loses 15 hits.
  Foe learns how to fly the hard way.  He 
  breaks his neck as he lands.  He'll be 
  paralyzed after his next attack drives bone 
  into his spinal cord.                    +40 hits, (-
  100)
  81-90
  Foe's nose falls off.  This might be an 
  issue if his helm is supported by his nose.  
  +26 hits and 3/rnd.
  Foe's neck becomes elastic as his 
  vertebrae disintegrate.  His spinal cord 
  follows ans foe is unconscious in 2 
  minutes, dead in 6 minutes as he 
  asphyxiates.  +60 hits.
  81-90
  Foe seems to trip on something.  (-30) due 
  to instability.
  The very earth despises foe and a 10' 
  deep chasm opens up beneath him and 
  closes.  Foe is stuck and now 10' shorter.  (
  75) and you have a clear shot at his head 
  (+35).  
  91-95
  Foe's shoulders collapse; his armor slips 
  down around his waist and makes 
  movement difficult.  +32 hits, stunned w/o 
  parry 4 rnds and at -50.
  Pop goes the weasel.  Foe's head bounces
  off into a corner.  Death usually follows.  
  +55 hits.
  91-95
  Your magic items pulse and discharge 
  themselves at your foe all at once.  All 
  elemental attacks are at +30, point blank 
  range for BAR's.
  Foe becomes conduit for ambient 
  essaence and gets a glimpse of 
  spellcasting life as he becomes one with 
  the essaence and fades out of existence.
  96-98
  Rupture foe's lungs.  He is at a cumulative -
  30 as he drowns in his 12 hits/rnd.  +40 
  hits.
  Foe stops suddenly, get a pained look on 
  his face, and collapses as his brain starts 
  to leak out his nose.  +60 hits ans at -100.
  96-98
  Loud pop ruptures eardrums stuns foe for 
  20 rounds.  Successive concussive blast 
  does 30 hits.
  Essaence shuts down foe's central nervous
  system.  He dies in 2 agonizing but colorful 
  rounds as his body spews out the excess.  
  +100 hits 
  99-100
  A loud crunch accompanies a loud thud as 
  foe falls over.  +50 hits and 6 random 
  bones broken.
  Foe does his best impression of an 
  invertebrate.  It's a pretty good one, too.  
  Foe dies after 2 rounds of squishy 
  existence.
  99-100
  Arcs of essaence strike foe.  He drops 
  everything he is holding as he tries to get 
  away.  He only succeds in burning himself. 
  +35 hits, 5/rnd
  A vortex opens up, sucks foe through, and 
  closes. 2 rounds later a belch is heard and 
  foe's equipment drops from the sky.
  101-150
  Foe reaches up and you hear several 
  popping noises.  You know it's not his back 
  adjusting when his weapon drops to the 
  ground because he no longer has fingers.  
  +30 hits and 5/rnd
  Can we have your liver?  Foe obliges 
  without you even laying a saw on him.  +55
  hits and 20/rnd
  101-150
  Foe panics and runs away.  Tracking him 
  will be easy since he's glowing a daisy 
  yellow that will show up even in Utterdark.
  Foe must make a RR vs. Arcane at your 
  level or shapeshift into a small innocuous 
  furry animal.
  151-175
  Who needs feet?  Not your foe, apparently. 
  +35 hits and 10/rnd.  Foe moves at -75 
  Wow.  Legs disintegrate and leave foe 
  much shorter.  Be careful or he'll bite your 
  knees off.  +60 hits and at -100
  151-175
  Essaence blast sweeps foe off his 
  feet/tentacles/whatever.  He breaks 
  something and is slow to get up.  +40 hits 
  stun w/o parry for 3 rounds and at -50
  Flowstorm!  Too bad your foe is in the 
  center of it.       (+25)
  176-200
  Blast off foe's leg/tentacle/whatever.  He 
  can still crawl…+45 hits until he bleeds out 
  after 4 rounds.
  You saw "Alien," right?  +65 hits and 1 
  round of agonizing death throes.  Kinda 
  disturbing, really.
  176-200
  Foe begins to have size issues.  50/50 
  chance he'll shrink/grow up to a % equal to 
  2x the level of the attack.  The stress gives 
  him 30 hits and he can do nothing.  If he 
  shrinks more than 20% he's now Large.
  You've heard the expression in one ear 
  and out the other?  Now you've seen it.  
  Brain is parboiled to perfection.  
  Mmmmmm.  Oh yeah, foe is dead.
  201-250
  Foe wears his heart on your 
  sleeve…momentarily.  He can't cope with 
  the trauma and dies.  You heartbreaker, 
  you.
  Did you really *need* to know what the 
  inside of a troll looked like?  +70 hits and 
  foe dies.
  201-250
  SURGE!  Whatever it is, it seriously 
  damages your foe.  +50 hits and breaks 
  foe's leg.  Any charged items on him have 
  a 50/50 chance of being drained/fully 
  charged.
  Uncontrolled blast causes d4 surges 
  directed at foe.  All that and 70 hits too.
  250+
  Disrupt foe into a fine powder.  Ashes to 
  ashes…
  Parts is parts.  Everything within 20' is 
  covered with foe.
  250+
  You impress yourself and everyone around 
  you.  The whole area is awash with 
  essaence as foe is obliterated and his 
  allies consider fleeing.      +25 to your 
  allies for 2 rnds.
  Blast enters mouth, vaporizes everything 
  that makes foe function and leaves an 
  empty husk standing for a moment before 
  collapsing.  Dragon hide, anyone?
  created by Heidi Corrado
  email:nymalless@yahoo.com
  
  WILD SURGE TABLE 
  Roll (d6+d100)    Surge 
   
  100 Caster affected as though run over by an automobile.  +100 Huge Fall/Crush attack. 
  101 Caster’s sanity reduced to half of its present state.  If he makes a successful Sanity check with the new stat the 
  reduction only lasts d4 weeks.  Otherwise the loss is permanent but can be healed with appropriate magic. 
  102 Caster struck by lightning.  +50 lightning bolt strike, no DB.  Those within 5’ of caster get half their DB. 
  103 A random extraplanar creature is gated in and will act appropriately. 
  104 The next living creature the caster touches gains d10 hit points and the caster loses the same amount, 
  permanently.  This can raise the creature’s hit points above maximum. 
  105 Target becomes immortal.  When he dies, he loses 5 points of potential and temporary Constitution and rises 
  from the dead at the next midnight.  This continues until his CON becomes 0, at which time he becomes a 
  Revenant which will hunt down the caster. 
  106 Target’s hit points are raised (and healed) to his racial maximum. 
  107 The caster is imprisoned on another plane (GM choice).  The captors may or may not be intelligent enough to 
  care properly for their new inmate. 
  108 The caster grows wings (50% feathered, 50% skin) and can fly at 50’/rnd. 
  109 The caster pivots 360 degrees, creating a vortex.  All creatures in the caster’s original line of sight are drawn in, 
  emerging on the ethereal plane. 
  110 Caster and target affected by Jolts III, no RR. 
  111 Caster forced to speak in rhyme for d12 rounds.  Verbal components of spells are useless.  
  112 Caster gains a random harmful (for him) miscellaneous magic item which takes effect immediately. 
  113 The target is returned to the condition he was in before the start of the current situation. 
  114 A randomly chosen wand within 50 feet of the caster (unless there is a wand of elemental anything nearby, in 
  which case it is affected) explodes, all within 10’ of it take a ‘B’ essence critical or the critical appropriate to 
  the type of element in the wand. 
  115 Target is cured of 5d10 hit points (up to normal maximum). 
  116 The person closest to caster grows hair on their eyeballs.  This is very painful and will cause blindness.  A 
  successful remove curse spell will remove the hair but not the damage. 
  117 All spells cast by the caster in the next 24 hours will cause a wild surge. 
  118 A Banshee appears by the caster and Wails. 
  119 3d20 Demons from the Third Pale are gated in and attack the caster.  If the caster survives, award double XP. 
  120 The caster’s toes enlarge to 3x their normal size, ruining footwear and inflicting d10 points of damage and 
  reduces the caster’s BMR to 50% of normal.  If the caster is wearing metal footwear (or something else which 
  wouldn’t normally be destroyed) d10 toes are broken.  Toes return to normal size after d8 turns. 
  121 Caster is attacked by 2d100 small annoying insects (50% chance they’re the biting kind). 
  122 A meteorite streaks out of the sky and hits caster for 5d10+50 hit points. (if underground, waits until exposed to 
  sky). 
  123 All of caster’s spell components vanish. 
  124 For the next 3d4 rounds, all of caster’s rolls are at –5. 
  125 The caster turns into a painting of herself, until Dispelled (any Dispel will do).  Any changes painted on the 
  canvas will become part of the caster if and when she is returned to her normal form. 
  126 A rumtifusel appears on the caster’s shoulder. 
  127 All of caster’s weapons turn to Cursed Friendslaying weapons which take effect the next time they are used and 
  then return to normal. 
  128 Caster develops an allergy to one of her magic items.  This item causes sneezing and coughing for d6 hours 
  every time it is used.  Caster will be at –30 during this time. 
  129 Target protected by a Cancel (caster’s realm) Sphere 10’R for 1 round/caster’s level. 
  130 Exact duplicate of the target appears.  This affects all but the most powerful artifacts.  The duplicate and the 
  target may not be friendly to each other! 
  131 Target gains d100% resistance to magic for d6 rounds. 
  132 Target is able to drain Life Essence (RCII) at a touch for d4 rounds. 
  133 Caster changes into a 4 foot diameter jellyfish unless a RR vs. Arcane is made at –20.  If on land, the caster 
  takes 4d10 points of damage each round unless continually doused by water. 
  134 Target is protected by Reverse Spell for the next turn.  
   
  Wild Surge Table 
  created by Heidi Corrado 
  email:nymalless@yahoo.com 
  
  135 The caster’s familiar turns against him.  The animal is no longer treated as a familiar and will act as a normal 
  creature of that type will.  This may include attacking the caster (usually just running away).  If caster doesn’t 
  have a familiar, he does now (GM choice.  Be creative). 
  136 The ground between the target and the caster turns to molten lava.  All creatures touching the 5’ by 10’ strip of 
  lava will take two ‘E’ heat criticals every round they are in contact with it. 
  137 Caster loses all teeth.  A regeneration spell/herb or suitable replacement will be needed, else the caster will 
  have to make an ESF roll for every spell with a verbal component and is at –50 for all spoken interactions 
  (communications, influences, etc.) 
  138 Any magic altering the caster’s DB/OB or RR’s will reverse in effect for d4 rounds; a Shield spell will be –25 
  instead of +25 to DB, a Resist Heat spell will give a –5 to RR’s instead of +5, etc. 
  139 The target gains an aura which acts as a Fear spell at the caster’s level.  Everyone gazing at the target gets a 
  RR. 
  140 The target gains Regeneration at the rate of 1 hit/round, as per the talent (Character Law) 
  141 Molten lava comes out of the ground near caster, who takes 5d10 points of damage and an ‘E’ Heat critical per 
  round until he moves away.  Roll d100 for duration:  01-50, d4+4 rounds; 51-70, d4 hours; 71-85, d100 days; 
  86-100, becomes a real, non magical volcano. 
  142 Star Trek Conflict Music plays, and a cloud of smoke surrounds the caster.  When it clears, there will be two 
  incarnations of the caster, one good and one evil.  They will be locked in combat.  If one is killed, they both 
  die.  The GM takes one chosen randomly to play. 
  143 Caster permanently Forgets one spell chosen randomly.  It may be re-learned at 2x DP cost at the next level. 
  144 All creatures slain by the caster in the last 24 hours rise up as Revenants and attempt to destroy him/her.  All 
  undead have their original abilities and skills. 
  145 Caster opens a gate to another location (GM choice or random) and is pulled through. 
  146 Caster Levitates uncontrollably, always heading upward until the spell duration (at the caster’s level) is 
  reached, then falls. 
  147 Caster is in great pain (takes d20 hits, stunned for d4 rounds and at –30 to all activity) for d3 rounds. 
  148 Caustic slime spews out of caster’s nose.  Caster takes an ‘A’ Acid crit and cannot smell for one month. 
  149 Caster becomes a very strong magnet for d4 rounds.  All metal in the area will fall toward the caster.  Metal 
  weapons will attack the caster at +20, those wearing metal armor will fall on the caster, each taking a +30 
  Small Fall/Crush attack. 
  150 Target is affected by a Heal V, as per the Healer spell. 
  151  Target’s STR increases to 102 (no RR, wears off in d4 days).  GM discretion as to effect on animals/monsters. 
  152 Caster emits a powerful fart which does d10 damage to the caster, propels her 10 feet forward, and remains 
  where the caster was and acts like a Stun Cloud for d4 rounds.  Any non-magical trousers are ruined 
  completely. 
  153 Area within 100’ of caster becomes a null magic zone.  Magical/animated creatures become inert and items and 
  spells will not work in this area. 
  154 One charge from a randomly chosen Wand, Rod, Staff, or other Charged item affects the caster if she fails a 
  RR vs. herself. 
  155 Caster and target must re-roll their highest statistic that is not a Prime Requisite.  Use the current Potential even 
  if it not the original. 
  156 Nearest creature friendly to the caster is replaced by a doppelganger.  The original creature is imprisoned in the 
  doppelganger’s lair (wherever that may be). 
  157 Fireball, centered on the caster (no RR) effective at caster’s level. 
  158 All creatures in a 60’ Radius hostile to the caster are duplicated, including possessions, etc. 
  159 Target can only be hit by a +5 weapon or greater for the next d10+10 rounds. 
  160 Hostile creatures within 60’ of caster have their hit points restored to maximum. 
  161 Target becomes extremely drunk (no RR).  Target acts at –75. 
  162 Target permanently gains 1 rank of Body Development or 1 level. 
  163 The caster becomes Deaf (as per the flaw).  Remove Curse will cure this condition. 
  164 Caster Immolates (as per the spell) for d4 rounds. 
  165 A 30-inch Color TV appears from another time and dimension appears in front of the caster.  All who view it 
  must make a SD check or be totally unable to do anything except watch the screen. 
  166 A gallows appears.  Caster must make an AGI check to avoid being hung.  The rope can be cut down before the 
  caster is killed in one round; the rope is AT 9 and has 20 hits. 
  167 Caster is affected by Paralyze (as the spell).  Duration is based on the caster’s level. 
   
  Wild Surge Table 
  created by Heidi Corrado 
  email:nymalless@yahoo.com 
  168 The intended spell functions in reverse, if possible. 
  
  169 The intended spell backfires on the caster and caster must make a roll on the Attack Spell fumble table. 
  170 D10 skeletons under the target’s control rise up out of the ground and attack the caster (this may anger the 
  caster’s deity!). 
  171 The caster is buried to the chest in offal that oozes from a gate that spontaneously appears. 
  172 The caster and all of her party are transported to another site of conflict. 
  173 The ground opens up and swallows the caster to the neck. 
  174 Caster is affected by Confusion, as the spell. 
  175 Caster is surrounded by hot coals.  All those attempting to walk on the coals must make a SD check to stay on 
  them. 
  176 The intended spell functions, but affects the caster as well as the target. 
  177 Target becomes invulnerable to Slash criticals for 1 hour. 
  178 Caster is affected by a Hold Kind spell. 
  179 Caster becomes magnetically repulsive for d20 rounds.  Metallic objects cannot be brought closer than 5 feet, 
  any ferrous items on the caster are repelled and go flying. 
  180 A large bullseye target appears on caster, giving anyone aiming at her with any kind of ranged attack a +10 to 
  hit.  This lasts for 1 hour. 
  181 Target begins to dance uncontrollably and will continue until he drops from exhaustion.  A Dancing roll may 
  be made to keep from falling over and crashing into things. 
  182 A loud Gong sounds. 
  183 The spell fails but the caster believes it affected the target to the maximum possible effect (if the max possible 
  is death, the caster must choose a new target). 
  184 A juvenile dragon of a random type flies onto the scene and acts appropriately. 
  185 Re-roll, but the effect doesn’t happen right now.  Instead, one of caster’s fingernails falls off.  The re-roll takes 
  effect when the nail is discarded or destroyed and always affects caster, even if the surge says ‘target.’ 
  186 All of caster’s weapons jump off her to a spot 10 feet away. 
  187 Caster grows an argumentative, annoying second head on her shoulder.  
  188 One charge is consumed with a fizzle from one of caster’s charged magic items. 
  189 Target turns Invisible as per the spell, but can be hit once before turning visible again. 
  190 Stun Cloud centered on caster. 
  191 The caster is picked up by an invisible hand and shaken like a rag doll for d6 rounds.  Spellcasting under such 
  conditions is impossible unless casting an instantaneous spell. 
  192 Technicolor hailstorm.  All those within 50’ of caster are hit by d4 icy stones, doing d6 hits each.  The storm 
  lasts for d4 rounds. 
  193 The caster is turned into a puddle of water for d8 rounds.  Evaporation or splashing will do d20 hits.  The caster 
  returns to normal form at the end of the duration. 
  194 Caster’s mouth is puckered for d10+10 rounds.  No speech, spell casting, breath weapons, or other uses of the 
  mouth are possible. 
  195 Target is affected as per Flattening for 10 rounds, flat side initially faces caster. 
  196 Target Forgets the last 24 hours. 
  197 The caster’s pack/robes whatever ignites for d4 rounds.  Caster takes an ‘A’ Heat critical every round unless 
  she removes the source of the flame or renders herself immune to natural flame/heat. 
  198 Caster is yanked into the air 10 feet and spins around rapidly, transfixing all those who see it as per Hypnotize.  
  Caster will continue to spin until she fails a Stun Maneuver roll, at which time she falls, taking a +10 Small 
  Fall/Crush attack, instead if hits she is stunned without parry for the indicated damage. 
  199 Illusion of a Fireball centered on caster.  All who see this feel the heat of the Fireball but the caster is 
  unharmed. 
  200 All gold in the caster’s possession turns to water. 
  201 A large mirror appears in front of the target.  If the target tries to get around it his mirror image emerges from 
  the mirror and engages him in combat. 
  202 The caster is affected as per a Charm Kind spell where she thinks the target is her best friend. 
  203 Caster is covered with tar and feathers.  This causes caster to be blinded and all MM are at –20.  50% chance 
  target will stop what he’s doing and taunt and laugh hysterically at the caster. 
  204 Caster is Mute for the next d4 hours. 
  205 Caster turned into an infant of the same race.  She reverts to her original age after d10 rounds. 
  206 There is an immediate random encounter with a monster hostile to the caster. 
   
  Wild Surge Table 
  created by Heidi Corrado 
  email:nymalless@yahoo.com 
  207 Caster and her party affected by a Lord Sleep spell, divvying up levels starting with caster and proceeding 
  randomly until all 20 levels are assigned. 
  
  208 Target gains power of speech in the caster’s native language and High Intelligence.  This also applies to 
  inanimate objects. 
  209 Caster is bound in High Steel straps.  These will take a skilled locksmith to remove. 
  210 Caster is teleported to the top of the highest tree in sight and must make an AGI check to avoid falling. 
  211 Area in 100’ of caster is held in stasis d10 days; caster is unaffected.  
  212 Wild surge triggers the casting of another randomly chosen spell. 
  213 Caster jerks uncontrollably for d4 rounds, then a hypnotic pattern appears, affecting all who see it as a Hold 
  Kind spell. 
  214 Caster gains a stutter.  Remove curse will cure it. 
  215 Caster Forgets all her spells for d6 rounds.  Items still function. 
  216 Caster is teleported to nearest goblinoid brothel. 
  217 Caster is teleported home.  Normal teleport error rules apply. 
  218 One member of the caster’s party is Blinded for d8 rounds. 
  219 Incapacitating green gas comes out of the caster’s ears and floats in the target’s general direction.  All those 
  between caster and target must make a RR at caster’s level vs. Poison or fall unconscious. 
  220 Target picks between two more surge rolls. 
  221 All magical weapons within 30’ of caster lose their magical powers for 2 rounds only. 
  222 Small rubber balls (1 inch diameter) rain down in a 20’ radius around caster for d4 rounds.  Everyone in the 
  area must make an AGI check to move or fall down.  The balls remain in the area, causing a check every round 
  of movement until cleared. 
  223 Target affected by True Sight as per the Seer spell for 10 rounds. 
  224 Caster’s ferrous items must make a RR vs. 4th level or rust completely away in one round. 
  225 Caster chained to ground; tensile strength of chains is 3000 lbs. 
  226 Caster sprayed by 2d20 pieces of confetti, edge on.  They do 1 HP of damage each and caster has annoying 
  paper cuts that will itch maddeningly as they heal. 
  227 All non-magical glass or crystal within 30 feet of caster shatters. 
  228 Target’s form turns gaseous for d4 rounds.  A good gust of wind will disperse the cloud and kill the target. 
  229 Trees around caster fall down (if none, some grow first).  Caster must make an AGI check or be pinned beneath 
  them. 
  230 D10 Orbital Stones (C&M II) shoot from the caster’s fingertips and orbit the target’s head.  They are under 
  target’s control. 
  231 Target is made ethereal.  Unless the target is familiar with the ethereal plane he may not realize what has 
  happened and will not be able to return unless shown the way. 
  232 Next missile weapon used by target multiplies by 6; one arrow becomes 6, each with its own attack. 
  233 The intended spell functions but consumes twice as many PP’s.  If this exceeds the caster’s level, normal 
  overcasting rules apply. 
  234 A burst of infrared light blinds all with infravision in the caster’s vicinity for 2d4 rounds. 
  235 A geyser erupts midway between caster and target.  Anyone within 10 feet of it takes a ‘B’ Heat critical from 
  the boiling steam. 
  236 A random snake is teleported in to within 10 feet of caster and is under the targets control. 
  237 Everyone within 50 feet of caster is thrown 5 months back in time. 
  238 Earth Fingers (as per the spell) grow out of the earth and attack the caster. 
  239 Caster shapeshifts into something rhyming with her name (GM choice). 
  240 A booming voice audible over the din of battle says “SURRENDER!”  This acts as a Command Word and all 
  who hear it must make a RR at the caster’s level or surrender to anyone who makes their RR. 
  241 All the caster’s magic items are teleported to random locations within 100 feet.  Items that don’t wish to be 
  separated from the caster get a RR. 
  242 Word of Fear on the caster.  No RR. 
  243 Caster hit by d6+4 giant staples which do ‘A’ puncture criticals at –25 and staple the caster to the nearest 
  surface.  This may be the ground. 
  244 Nearest dead body within 60 yards of the caster becomes a Zombie and attacks the caster. 
  245 All food within 50 feet spoils completely. 
  246 A random spell of the same level as the intended spell affects caster if she fails a RR. 
  247 A net falls on the caster and she immediately takes a ‘C’ Grappling critical with any part of the body mentioned 
  in the critical becoming so entangled it will have to be cut out. 
  248 The target gains 20 ranks in singing and can’t wait to try it out.  Ever hear a troll sing? 
   
  Wild Surge Table 
  created by Heidi Corrado 
  email:nymalless@yahoo.com 
  
  249 The caster is covered in an inert green slime which drips incessantly into her eyes.  This goes on for d6 rounds 
  during which time caster is at a –50. 
  250 Target’s skin turns to steel, giving him AT 20 for the next d6 rounds. 
  251 Caster spins rapidly for d4 rounds and is stunned for d6 rounds afterward.  Stun Maneuver rolls apply. 
  252 Jail cell bars of the appropriate size surround the caster and her party (and anyone else in between). 
  253 Target must make a RR vs. the caster or become a Wraith. 
  254 Caster’s next spell cast at 1st level in effect. 
  255 Target must make a RR vs. 10th level or turn into a Lesser Mummy. 
  256 Caster must resist herself or be affected by Flesh to Stone for 10 hours. 
  257 The caster’s mount is shapeshifted into a goat if it fails a RR vs. the level of the intended spell.  If the caster has 
  no mount, it affects the nearest one. 
  258 An enormous tornado picks up caster and her associates and takes them to Kansas (or some other boring, flat, 
  corn filled spot on the same plane). 
  259 Caster changes sex. 
  260 The caster is teleporrted to the highest mountain top in sight. 
  261 Target Phases into and out of the ethereal plane for the next d10+10 rounds. 
  262 A poisonous spider (GM choice) appears near the caster and attacks. 
  263 Target collapses and appears to be dead.  He is not, however, and it is Absurd (-70) to discover this.  He’ll 
  wake up and be fine in d6 minutes. 
  264 Target’s hair thickens and grows 4 yards long in 4 rounds.  Target must part the hair to see.  The hair is 
  impossible to damage for d3 hours. 
  265 The attempted spell functions, but at minimum possible effect (at 1st level, only ‘A’ crits, etc.) 
  266 Target is Hasted as per the spell. 
  267 Caster takes an ‘A’ electricity critical. 
  268 The spell functions, but at 1/3 normal damage, AOE, range, duration, etc. 
  269 All creatures within 60 feet of caster musts resist the caster or Forget, as per the spell, for 1 hour/10% failure. 
  270 All magic items within 60 feet of caster wiggle when touched for the next d6 days. 
  271 A randomly chosen person near the caster has their knees reversed to bend the other way.  This is permanent, 
  and incurs a –3 to their AGI bonus.  Armor will require modification.  On the plus side, their base Jump is now 
  doubled. 
  272 The next time caster and her associates return home, they will be visited by a stern old tax collector who will 
  demand 10% of all they own as taxes, and has the authority to enforce the collection.  He will return every 
  month demanding another 10% until dispelled. 
  273 Caster summons a Leprechaun (or other suitable Fey). 
  274 All non-magical clothing, weapons, armor, and similar equipment must make a RR vs. the level of the intended 
  spell or Enlarge to twice their normal size for 4d10 rounds. 
  275 Caster shoots a web at the target, who takes a ‘C’ Grapple critical with any limb mentioned being entangled.  
  The caster is one (possibly the only) anchor point. 
  276 Caster’s stomach is emptied; she becomes ravenously hungry and must stop to eat. 
  277 Caster sweats buckets for a month, and must drink at least 3 liters of water per day or lose one point of 
  Temporary Constitution for each day the water requirement is not met. 
  278 An Imp appears, insults the caster, and disappears. 
  279 Caster shapeshifts into a mammal appropriate for the area, or a random type if no mammals are around; 40% 
  chance for a monster type. 
  280 Caster becomes hysterically religious for one month, believing herself to be an Avatar of some previously 
  unknown god(dess) and will try to convert followers. 
  281 Caster ant target exchange bodies.  If the target is completely non-sentient the caster’s body will fall into a 
  coma. 
  282 Caster and friends are teleported without error to the next place named. 
  283 All gold on target turns to lead. 
  284 Caster changes race. 
  285 The caster’s footwear animates and grows teeth for 3d4 rounds.  These teeth will attack everything within 
  range, causing the caster to kick the nearest person.  Treat the attack as a +50 MSt/+30SBi. 
  286 No one (except the caster) can hear the caster for d6 rounds.  Caster can still hear normally. 
  287 Caster glows a primary color for d12 days.  This glow has the effective light of a normal torch. 
   
  Wild Surge Table 
  created by Heidi Corrado 
  email:nymalless@yahoo.com 
  288 Caster becomes immensely dirty- so much so that a dust cloud forms around her.  Only natural bathing will 
  remove the dirt.  Interactions with others will suffer a –30 penalty (unless they enjoy that kind of thing). 
  
  289 Caster falls flat on her face and must stand up again. 
  290 Caster’s hair turns florescent green (some other obnoxious color if already green).  This is permanent until new 
  hair grows in. 
  291 Target it teleported directly behind caster. 
  292 Target and caster (only) are sealed behind an impenetrable force wall that only falls after one of them is dead. 
  293 Target glows bright blue, permanently. 
  294 The target is covered with plate armor (AT20).  Any other armor worn falls off.  All MM penalties apply.  This 
  lasts for d4 rounds then the armor disappears (but the original armor does not reappear on the target’s body!). 
  295 Caster is surrounded by a giant pliable (but impenetrable) bubble for 24 hours.  (Giant hamster ball, anyone?) 
  296 The shield closest to the caster is turned into a flower basket.  Any DB due to shield is lost (but the flowers 
  smell nice). 
  297 Caster and target become locked in a heated debate over the nature and use of Arcane Magic and will do 
  nothing else for d6 rounds.  If the two do not have a language in common, an imp appears to act as translator.  
  Inanimate objects animate for the duration. 
  298 Circle Aflame, as per the spell, surrounds caster and moves with her, duration based on caster’s level. 
  299 Caster thinks her favorite weapon/wand/other long skinny object has turned into a poisonous snake.  This lasts 
  for d6 rounds. 
  300 Caster gains a level at the expense of a nearby being.  The caster gains skills appropriate to the being drained.  
  If this reduces the being’s level to zero, the being dies and is resurrected as a revenant who hunts down the 
  caster.  The being can be anything, including small mammals, insects, etc. 
  301 The next time the PC’s enter a town the inhabitants will try to chase them away. 
  302 Caster contracts Lycanthropy as per the Flaw.  Make it something suitably innocuous. 
  303 Each gold piece in the caster’s possession turns into the equivalent value in copper pieces. 
  304 The next 10 meals the caster eats will taste like cow dung. 
  305 Spell functions, but cannot be controlled by caster (GM determines effects). 
  306 A skunk in conjured before the caster, who is promptly sprayed. 
  307 A Lesser Air Elemental is summoned and promptly attacks the target. 
  308 No effect, but the next surge the caster causes will have two effects. 
  309 The ground beneath the caster becomes slippery as if icy.  –50 to all MM if care is not taken. 
  310 Caster shapechanges into a reptile/amphibian appropriate to the area, or a random type if no reptiles or 
  amphibians are in the area.  40% chance for a monster type. 
  311 A nearby bird starts singing the Star Spangled Banner in a rich baritone voice, and will follow the caster, 
  singing at 100 decibels, for 1 month. 
  312 Caster develops an irritating rash for d4 rounds and is at –30 to scratch incessantly. 
  313 All slain creatures within 60 feet of caster become Type II created Undead. 
  314 Caster shapechanges into a bird appropriate to the area, or a random type if no birds are in the area.  40% 
  chance for a monster type. 
  315 Caster encased in a block of lime Jello 10 feet on a side.  Caster must make an AGI check every round to 
  escape.  Keep rolling until she gets out or passes out from lack of oxygen. 
  316 Target gains infravision (or some other unusual vision if he already has infravision) but loses all normal vision.  
  This lasts for 1 day. 
  317 Target’s skin turns hard as a diamond and will be immune to slash and puncture attacks.  This does not affect 
  his AT/DB or MM, but only lasts 2 turns. 
  318 Caster’s tongue grows long enough to touch the tip of her nose.  If her tongue is already that long, the surge 
  affects some other part of her body. 
  319 Spell Hold III as per the spell, except affects all spells in a 50’ radius around caster. 
  320 Caster’s next spell is cast at d4 levels lower in effectiveness (a 5th level spell would be resisted as though it 
  were 1st level if a 4 was rolled). 
  321 Caster’s feet are changed to two left feet for one day.  Caster’s BMR is halved and fitted footwear becomes 
  uncomfortable. 
  322 D100 pieces of gold rain down in a 30’ radius of caster.  Anyone caught in the radius takes d20 hits from the 
  falling coins until they are outside the radius. 
  323 Heavy rain in a 60’radius, centered on caster, for d8 rounds.  The rain moves with the caster. 
  324 Caster Shrinks, as per the spell, but to 1/12th her original size, permanently. 
  325 Target loses all hair/fur/feathers/scales etc.  Reaction is determined by target’s race/outlook.  Other effects 
  determined by GM (flying will be tough without feathers).  Whatever is lost grows back naturally. 
   
  Wild Surge Table 
  created by Heidi Corrado 
  email:nymalless@yahoo.com 
  
  326 The intended spell functions, but consumes one charge from a random nearby charged magic item instead of 
  PP’s. 
  327 Utterdark 30’ centered on caster.  This is permanent unless dispelled at the level of the intended spell and 
  moves with caster. 
  328 Caster’s clothing and equipment turn invisible.  Very embarrassing. 
  329 Enchantments and bonuses on all weapons and armors/shields within a 50’ radius of caster have their bonuses 
  inverted for 2d10 rounds (i.e. a +10 weapon becomes a –10 weapon). 
  330 Caster is tied down with magically appearing rope. 
  331 Some random body part of the caster becomes invisible.  This is permanent unless dispelled at the level of the 
  caster. 
  332 All of casters flesh except her blood vessels and bones become transparent for d4 turns.  Ick. 
  333 Caster is coated in a thick layer of taffy.  She reduces slash crits by 2, but the taffy will solidify in one turn.  
  Caster will be immobile unless the taffy is removed. 
  334 Caster and target exchange places, clothing, possessions, etc. 
  335 The area around the caster becomes uncomfortably hot. 
  336 A randomly chosen possession of the caster’s begins to gripe about the caster’s treatment of it, lousy working 
  conditions, low pay, long working hours, etc. 
  337 Caster has a vision of the players around a table, rolling dice, playing Rolemaster.  This lasts for one round.  
  She is affected by a sense of ennui for the rest of the day. 
  338 A barrel of syrup appears in the air above the caster’s party and empties itself on the first person to notice it 
  (normal Alertness or Observation rolls). 
  339 Next spell cast within 100 feet of the caster has triple effect or an additional –20 to the RR, whichever applies 
  (doesn’t apply to spells from items). 
  340 Target smells of roses for one month.  If killed, his body will not decompose and will resurrect as though given 
  a Lifegiving spell with no stat degeneration at the end of the month. 
  341 Caster and target must re-roll their Constitution Statistic; use the current Temporary stat at –10. 
  342 A free willed simulacrum of the caster appears 3 feet in front of her.  The simulacrum has 65% of the caster’s 
  skills, (use ranks, not bonus), all her Talents and Flaws, and is 50% of caster’s level. 
  343 Vacuum A 10’ centered on caster. 
  344 Caster shapechanges into a fish appropriate to the area, or a random type if no fish are in the area.  40% chance 
  for a monster type. 
  345 Caster is covered in liquid chocolate. 
  346 One of caster’s items teleports into the target’s hand.  Target drops anything previously held in the hand.  If 
  target has no hands or is not a creature, the item just lies there. 
  347 All moving creatures within 60 feet of caster must make a AGI check or trip and fall. 
  348 Create Water, as per the spell, at caster’s level, just above the caster’s head. 
  349 Caster’s entire party teleported to the nearest artifact/relic (does not guarantee it is usable, and it is likely to be 
  in the possession of someone else). 
  350 Target Frenzies as per the skill and attacks the nearest thing. 
  351 Caster shapechanges into a plant appropriate to the area, or a random type if no plants are in the area.  40% 
  chance for a monster type (Huorn, Deathwoode, etc.). 
  352 Target Enlarges, as per the spell, to 2x normal size.  This lasts for d4 hours. 
  353 Caster finds her lungs filled with water; she must make a CON check or do nothing but cough and sputter for 
  d4 rounds. 
  354 Every spell the caster has learned in the last level go off, one per round, until caster is exhausted.  Caster may 
  name the target with a successful Spell Mastery roll. 
  355 All creatures within 120 feet of the caster teleport to random other positions within 120 feet of the caster. 
  356 Caster’s associates all turn green whenever they come within 5 feet of her for the next 2d10 turns. 
  357 Target begins whistling “Whistle While You Work.”  All targets allies gain a +15 to OB due to increased 
  morale for d4 rounds. 
  358 All spells are exchanged between the minds of the caster and the target if they are both spellcasters.  If not, the 
  caster Forgets all her spells for the next 24 hours. 
  359 Caster thinks the spell has functioned as intended when it actually hasn’t.  This delusion lasts for 1 round. 
  360 The caster’s hair spontaneously combusts into blue flame and continues to burn for 6d10 turns.  The hair is not 
  consumed, and no damage is taken.  The flame is actually an Illusion and can be detected as such. 
   
  Wild Surge Table 
  created by Heidi Corrado 
  email:nymalless@yahoo.com 
  361 Target is cleaned.  All dirt and bad smells are removed.  This can actually cause damage to creatures composed 
  of earth, GM discretion. 
  
  362 D6 chickens appear at the caster’s feet and run away at top speed. 
  363 The caster’s clothing becomes sentient for 2 weeks, refusing to leave the caster’s warm, comfortable body and 
  complaining loudly if treated roughly or exposed to uncomfortable elements. 
  364 Caster’s fingernails grow to 12 inches in length. 
  365 Suds flow from the ground in a 60 foot radius around the caster for d6 rounds at the rate of 3 cubic feet per 
  round.  Suds are from either soap (25%) or beer (75%). 
  366 Caster hit by a flurry of non-magical snowballs.  No damage unless she is fire or heat based, in which case she 
  takes a ‘B’ Cold crit. 
  367 Random plant appears and takes root at caster’s feet. 
  368 A yellow mushroom grows out of the caster’s right ear over the course of two rounds.  It is edible but tastes 
  like wax.  Caster must make a SD check or be distracted (-30) during the process. 
  369 Tip of caster’s nose glows red for a second.  No other effect. 
  370 A watermelon appears in the caster’s hands. 
  371 All weapons within 60 feet of caster sing one shrill note for one round. 
  372 Casters’ clothing is transformed into a soft, skin-tight, glossy black leather outfit studded with silver. 
  373 Heavy rain falls in a 30’ radius of caster for one round. 
  374 Caster speaks in a squeaky voice for the next d6 days. 
  375 Caster’s clothing changes to the outfit of a full patch Hell’s Angel biker. 
  376 The intended spell appears to fail when cast, but will go off the next time caster uses a spell. 
  377 A field of mushrooms sprouts around caster.  They are edible and will either heal 3d10 hits (50%) or cause 
  3d10 hits (50%). 
  378 All visible areas of cloudy skies clears, and clear skies cloud over. 
  379 One randomly chosen magic item has its enchantment (not material) bonus changed by –d10 (50%) or +10 
  (50%). 
  380 A solar eclipse occurs (or lunar if nighttime).  This lasts the rest of the night/day. 
  381 Caster loses color vision for 2d6 turns.  Everything is just shades of grey. 
  382 A loud ZAP is heard.  No other effect. 
  383 Exact reverse of a second roll; re-roll if non-reversible. 
  384 Fog, as per the spell, 60’ radius centered halfway between caster and target. 
  385 Darkness, as per the spell, 10’ radius centered on target. 
  386 A forest grows up around caster in 3d4 rounds, 1 mile radius per level of the intended spell. 
  387 Sweet music fills the air, produced by a nearby flower (if there aren’t any one grows first).  The flower will 
  never die, even if picked, continuing to sing forever and the tune never repeats. 
  388 The intended spell functions, but with spectacular special effects. 
  389 A 10 foot diameter boulder rises from the ground directly under the caster.  Footing is precarious… 
  390 Roll again and double effects. 
  391 Everybody’s last meal animates and seeks the easiest way out, which will be down if more than 3 hours have 
  passed.  No damage is incurred, but combat ceases for 2 rounds and the result may be embarrassing. 
  392 Everybody within 50 feet of caster and Target starts singing bawdy drinking songs for d10 rounds.  Everyone 
  affected must make a RR vs. the caster or become friends.  Those who make their RR may Ambush those who 
  don’t. 
  393 A randomly chosen charged item has its spell changed.  The appearance, command word, and number of 
  charges does not change.  Just the spell.  Owner won’t know this until the item is used again. 
  394 An enormous glitter covered ball appears in mid-air between caster and target.  The words and music to 
  “Staying Alive” play loudly, and caster and target dance disco for the next 2 rounds. 
  395 All blunt weapons within the caster’s sight emit loud kissing noises whenever they hit anything for the next 
  turn. 
  396 Nothing happens.  The GM should roll many dice and chuckle a bit. 
  397 Roll again, but substitute caster/target.  Re-roll if inappropriate. 
  398 The fingers of a nearby randomly chosen creature shrink to 1/12th their normal size for 1 hour. 
  399 Quakes, as the spell, for 2 rounds.  Roll d4+3 to determine Richter Scale severity. 
  400 Random weather change, 1 mile radius. 
  401 Caster summons a buzzard, giraffe, or kitten. 
  402 Caster becomes color blind (red/green) for 2d6 turns. 
  403 Caster and target exchange current HP total. 
   
  Wild Surge Table 
  created by Heidi Corrado 
  email:nymalless@yahoo.com 
  404 Caster grows fangs like a vampire.  The fangs can be used to attack on the SBi table, but lower APP by 5.  The 
  fangs can be removed by an Undisease spell.  If the caster has fangs already, this surge removes them. 
  
  405 Five foot long pink flower petals with green polka dots rain from the sky in an area 50’ around the caster.  
  Everything in the area is buried and combat stops for 2d6 rounds while everyone fights their way to the surface. 
  406 All soil and ground covering a 100’ radius around caster becomes invisible for d6 days, so that it will seem 
  everyone is standing on air.  Buried objects will be visible. 
  407 All grass in a 160 square foot area around caster grows uncontrollably.  If there was no grass previously, a well 
  manicured lawn sprouts.  
  408 All copper pieces within 30 feet of caster are changed into gold pieces, and vice versa. 
  409 A rainbow appears for one hour overhead. 
  410 The area fills with countless butterflies, blinding everyone for 2 rounds. 
  411 A deep lake forms in a 100’ radius of caster.  Everyone in that area gets a quick swimming lesson. 
  412 Caster summons a large dove, a large rabbit, or large iguana. 
  413 An empty log cabin pops up next to the caster. 
  414 Rabbit comes out of the nearest helm/hat.  It runs for its life, but not before soiling the head of the wearer. 
  415 A desert oasis grows around the target. 
  416 One randomly chosen creature within 50’ of caster will automatically score a critical for the next 2d4 rounds.  
  If the creature misses or would give only hits, the critical will be an ‘A’ appropriate to the type of attack. 
  417 Everyone within 200 feet of the caster becomes completely invulnerable for 2d6 rounds. 
  418 The ground becomes covered in slick ice.  MMs may be required.  Ice melts normally. 
  419 A plant within 10 feet of caster swells alarmingly and then explodes in a cloud of pollen, obscuring everything 
  in a 20 foot radius as per a Fog spell. 
  420 Everyone in caster’s view feels cold for 5 rounds.  No other effect. 
  421 Fog, as per the spell, but only between the caster and the target, and moves with them. 
  422 Caster summons a rhino, elephant, or large mouse. 
  423 All rock within a 20’ radius of target turns to a random metal (whatever ore is most prevalent). 
  424 Large oak tree with mistletoe springs up in a place where no one will be injured. 
  425 Caster names anything desired (not more than 10th level in effect), and GM rolls a 50/50 chance it will happen 
  to target or caster. 
  426 Caster’s eyes become vertically slitted like a cat’s.  The caster gains Nightvision (as the talent), but gains 
  Unique Looks Lesser (as the Flaw).  If the caster has slitted eyes already, this surge removes them. 
  427 Caster summons an ugly painting (25%), a bellows (25%), or a giant’s boot (50%). 
  428 Burst of fireworks (harmless but neat). 
  429 Re-roll, affects both target and caster. 
  430 Target’s nose grows to 10 times its normal size for d6 rounds. 
  431 The intended spell functions, but is delayed by d6 rounds. 
  432 A giant sock appears in the target’s mouth. 
  433 A ring of mushrooms appears around target (no other effect). 
  434 A black felt hat (value 15 sp) appears on caster’s head. 
  435 D4 rotten tomatoes hit target (effect at GM discretion). 
  436 D6 raw eggs hit target from above (effect at GM discretion). 
  437 Cream puffs fly from caster’s hands toward target. 
  438 Target is turned into a cartoon rendition of himself and will not be able to take any action without making a 
  short (less than 1 round, no more than 60% action) speech telling everyone exactly what he’s going to do. 
  439 Caster gains one rank of spells on the list the intended spell comes from. 
  440 Caster learns the profession of the target. 
  441 Caster’s shadow vanishes for d4 days. 
  442 Graffiti reading “<caster’s name> was here!” appears on target written in ink.  Ink is visible even if target is 
  not. 
  443 Handedness of target is reversed.  Target must take time to switch hands or suffer the appropriate penalty. 
  444 Leaves sprout on target’s body.  These do no damage and can be pruned. 
  445 Harmless colorful light beams radiate from caster. 
  446 A large green worm appears and jumps at the target. 
  447 All water within 60’ of caster turns to fine elven wine.  Cheers! 
  448 All claws and nails within 30 feet of caster are filed short and blunt, making them harmless. 
  449 Target is turned upside down and right side up in the same round.  Target is stunned 3 rounds and is at –30. 
  450 All spells cast during the next round will last 10 times longer than normal.  Do not inform caster of this. 
  451 A stream of beer shoots from caster’s fingertips for d3 rounds. 
   
  Wild Surge Table 
  created by Heidi Corrado 
  email:nymalless@yahoo.com 
  
  452 Target is Charmed (regardless of race) and is enamored of the caster.  He will follow the caster around, 
  serenading her, for the next d4 days. 
  453 All caster’s coins are transformed into pearls (100 GP base value).  They will remain pearls until 2 hours after 
  they are sold or traded to someone else, then return to normal.  They cannot be used as spell components. 
  454 Target changes race (monsters turn to similar monsters). 
  455 Vacuum A, 10’ radius, centered on target.  No RR. 
  456 Caster jumps in a random direction d3x20 feet.  Caster cannot jump more than 20 feet backwards. 
  457 Darkness, 10’ radius, centered on target for one round.  It reappears in the 3rd, 5th, etc. for d20 rounds. 
  458 Target can do nothing but laugh uncontrollably for d8 rounds. 
  459 Cream pie flies at target; target must waste a round wiping it off his face or fight at –20 for the next 3 rounds. 
  460 A jinn bottle appears; target must make a RR vs. the level of the intended spell or be forced inside and the jinn 
  released.  If target makes his RR, a randomly chosen ally of target is next, one by one until one fails his RR.  If 
  they all make their RR’s, the caster’s party is next.  The jinn is under the caster’s control if the target/ally of 
  target fails their, if a party member gets stuck, the jinn is under the target’s control. 
  461 Target contracts Lycanthropy, GM choice as to type. 
  462 Target inflates like a balloon for d4 rounds and deflates for another d4 rounds.  This only affects living material 
  up to 1000 pounds and will not float. 
  463 Caster is endowed with impressively large genitals (if male) or breasts (if female). 
  464 The first four notes of Beethoven’s Fifth Symphony echo through the air.  All creatures within hearing range 
  hostile to caster are affected by Fear, as the spell, if they fail a RR vs. the caster’s level. 
  465 Target’s ears grow enormously huge (1 foot per round) until target falls over from the weight after 2d4 rounds.  
  The ears will then fall off and fly to the caster’s home, where they will mount themselves over the front door 
  and flap for visitors.  Target’s ears are otherwise unharmed. 
  466 Target shapeshifts into a reptile/amphibian appropriate for the area, or a random type if no reptiles/amphibians 
  are around; 40% chance for a monster type. 
  467 The first spell caster ever learned takes effect. 
  468 Target changes sex. 
  469 Caster has an accurate vision of the future (as per Anticipations) about one hour head.  Unfortunately, the 
  vision lasts d4 rounds, during which time the caster can only stare straight ahead. 
  470 Caster is healed as a Heal V spell if wounded. 
  471 All weapons and armor within a 50’ radius of caster become rubbery and useless for 2d4 rounds.  When armor 
  solidifies, it will reduce minimum MM penalties by 50% due to the excellent fit.  Weapons used during this 
  time will be ruined. 
  472 Target screams (wasting a round, though voice or breath weapon attacks take effect automatically). 
  473 Every object on target reverses itself; armor is on backward, sword is in other hand, etc. 
  474 All plants in a 20’radius around caster wither and die. 
  475 Caster’s STR bonus is doubled for rounds/level of the intended spell. 
  476 Target falls down and is pinned there as though under a great weight for 3 rounds. 
  477 Magical aura of caster changes so as to change apparent Realm.  This lasts for d3 days and does not affect her 
  casting ability (but might confuse some Seers or Mage Hunters). 
  478 Thick dust covers target, 50% chance target is allergic to it and starts sneezing uncontrollably. 
  479 Target is turned Invisible, as per Invisibility, and Paralyzed at the same moment.  This lasts for d4 rounds. 
  480 Target shapeshifts into a plant appropriate for the area, or a random type if no plants are around; 40% chance 
  for a monster type (Huorn, Deathwoode, etc). 
  481 Target shapeshifts into a bird appropriate for the area, or a random type if no birds are around; 40% chance for 
  a monster type. 
  482 Target will rise as a random undead when killed (no RR), if target is already undead, all its damage is healed. 
  483 Caster has foreknowledge of the next 3 Wild Surges, but the information is only 75% correct. 
  484 Target is sprayed with mostly harmless insecticide.  Does 5d10 hits of damage to large insect/insect-like 
  creatures, kills small insects. 
  485 Target is Slowed (opposite of Haste) for 2 rounds. 
  486 All spells cast during the previous round are re-cast again this round (no AP or PP cost), affecting the same 
  targets again. 
  487 Caster Curses target if he fails a RR at caster’s level.  Roll d20 on the Dark Curses spell list to determine which 
  curse affects target. 
   
  Wild Surge Table 
  created by Heidi Corrado 
  email:nymalless@yahoo.com 
  488 Marbles appear on the floor next to the target.  Target will have to make Hard MM rolls every round to stay on 
  his feet. 
  
  489 The next time the PC’s enter a town the inhabitants will try any method available, short of imprisonment, to try 
  to get the PC’s to live there permanently. 
  490 Target shapeshifts into a fish appropriate for the area, or a random type if no fish are around; 40% chance for a 
  monster type. 
  491 Caster automatically succeeds on her next roll. 
  492 Target drops his weapon. 
  493 Shimmering colors dance and play in a 12’x9’ area directly in front of the caster.  Everyone caught inside is 
  stunned. 
  494 The intended spell functions but any RR’s are made with an additional modifier of +10. 
  495 A spray of boiling oil strikes the target and he takes a point-blank firebolt attack. 
  496 Target emits a bad odor, lowering his APP by 3, permanently.  Only the strongest perfume/cologne will cover it 
  up. 
  497 Target’s clothing and armor fall to the ground. 
  498 Target jumps around wildly (as if in a mosh pit) for 2 rounds. 
  499 One of the caster’s items pops over and draws the appropriate Circle to confine the target.  Targets susceptible 
  to summoning must resist at an additional –25 to avoid being encircled.  The item drops at the circle. 
  500 Caster is affected by Invisibility. 
  501 Caster’s APP is raised to 102.  Anyone viewing her will act appropriately. 
  502 Target shapeshifts into a mammal appropriate for the area, or a random type if no mammals are around; 40% 
  chance for a monster type. 
  503 A beam of light strikes the target.  The caster can choose what effect the target thinks the beam had. 
  504 No gravity at the target’s location (max 5’ radius) for 1 hour. 
  505 Target disappears, only to reappear nearby when the caster casts another spell or is killed. 
  506 All creatures within 100 feet of caster that are naturally resistant to Stun or Hits/round critical effects lose their 
  resistance for 2d10 rounds. 
  507 Target aged 2d20-20 years. 
  508 Caster can automatically identify one item in the next 24 hours with a 100% chance of success.  She will know 
  everything about the item, e.g. its properties, who made it and when, who has owned it, etc. 
  509 All lead in the caster’s possession turns to gold. 
  510 All creatures in a 20’ sphere centered on caster become invisible, as per Invisibility Sphere, except caster is still 
  visible. 
  511 D10 Lesser Skeletons under caster’s control rise out of the ground and attack the target.  This may anger the 
  caster’s deity! 
  512 A bucket of green slime appears over target’s head and dumps the slime all over the target. 
  513 4d10 (10 minimum) 1 gp base value uncut gems shoot from the caster’s fingertips at the target. 
  514 The caster’s teeth turn into unbreakable white stone.  She can chew through just about anything (including soft 
  metals) and never gets a cavity again.  If caster already has stone teeth this surge removes them. 
  515 A random spell at the same level of the intended spell affects the target instead. 
  516 Caster’s clothing changes color to match the surrounding environment as per the Camouflage spell.  If the 
  environment changes the caster’s clothes will not change again. 
  517 Target is mute for the next day. 
  518 Target finds his lungs filled with water; he must make a CON check or do nothing but cough and sputter for d4 
  rounds 
  519 Target is sucked into a an extradimensional pocket for the duration of the intended spell. 
  520 Target is affected by Hold Kind as per the spell, for the duration of the intended spell. 
  521 A 10’ radius area chosen by the caster becomes intensely cold (for the surrounding environment) for one hour. 
  522 The intended spell functions as intended. 
  523 Caster gains Mistform, as the Talent. 
  524 Normal fire springs up at the target’s feet. 
  525 Caster’s skin turns to steel, giving her an AT of 20 with no MM penalties for d6 rounds. 
  526 Lord Sleep, as the spell, cast on target and target’s allies. 
  527 All of target’s Temporary stats are reduced by 5d10 to a minimum of 1. 
  528 Target has an urgent call from nature and must immediately retreat to relieve himself. 
  529 Target is sent d4 rounds forward in time.  To everyone else it looks like the target simply disappeared. 
  530 Target begins to recite very bad poetry for 2d4 rounds, taking no other action unless attacked. 
  531 The ground opens up and swallows target up to the neck.  (Fore!) 
   
  Wild Surge Table 
  created by Heidi Corrado 
  email:nymalless@yahoo.com 
  
  532 Caster summons a Mistraven or Faerie Dragon, which will agree to become the caster’s familiar if she requests 
  it. 
  533 Target’s weapon or other possession becomes a teddy bear (25%), leg of mutton (25%), or red herring (50%).  
  If target has no possessions roll again. 
  534 Caster’s next spell is cast as though she were d4 levels higher. 
  535 Target shot with d10 darts; roll on dagger table at +20 and multiply damage by the # of darts, max crit is a ‘B’. 
  536 Target is struck by an invisible fist; roll on Brawling table at +50. 
  537 Target’s next action automatically fumbles as though he rolled an 01. 
  538 Target is stunned for d10 rounds. 
  539 Spin, as the spell, on target. 
  540 Caster gains a familiar if she doesn’t already have one.  It will appear in d4 hours and no spells are necessary to 
  effect the bond. 
  541 Target is teleported 30 feet directly above caster and will fall the next round.  +30 Fall/Crush, and caster may 
  be hit if she fails to notice the falling target! 
  542 D4 flame arrows shoot at target.  Use caster’s best Directed Spell bonus or Missile attack bonus, whichever is 
  greater, and attack on the Long Bow table with Heat criticals of 2 levels less in severity.  Roll each attack 
  separately. 
  543 Target is Charmed, regardless of race/outlook/intelligence, if he fails a RR vs. the caster’s level. 
  544 Water sprays from the caster’s tear ducts like a water pistol, 1/3rd chance each for normal, holy, or unholy. 
  545 The target, if able to cast spells, casts them all with random targets and normal PP and EXH expenditure. 
  546 Triad of Fire, as the spell, attacks target.  If caster has the appropriate Directed Spell bonus she may use it. 
  547 Caster has True Sight, as the Seer spell, for 10 minutes. 
  548 Caster gains the Midas Touch.  For the next d3 rounds, anything smaller than her that she lays her hands on 
  will turn to solid gold. 
  549 Target is fascinated by what the caster is doing and will stop whatever he is doing to watch. 
  550 Caster gains the use of Repel Undead True for one time only.  It need not be used immediately. 
  551 Target is covered in earwigs.  These do no damage but are likely to greatly annoy the target and gross everyone 
  else out as they drop off his body and scurry away. 
  552 Loud horn sound.  This has the effect of raising everyone’s OB by 10 as they feel inspired. 
  553 Flesh to Stone on target.  Reverse if target is already stone. 
  554 Alkar, as the spell, on caster.  Ooooh… 
  555 Caster learns a randomly chosen spell.  Can be from any realm and need not fit on any of her existing lists. 
  556 Small licks of flame shoot from caster’s fingertips.  These do no damage but can ignite flammables. 
  557 Caster begins singing as though she had 20 ranks in singing.  This lasts for 3 days and she hums in her sleep. 
  558 Target is wrapped in chains of force which will give him an ‘A’ Electricity critical if he struggles.  Target is 
  entitled to a RR at the caster’s level. 
  559 Sudden Light spell, caster names target. 
  560 Target bursts into flames, taking a ‘C’ Heat critical every round until the flames are extinguished. 
  561 All metal on the target turns into wood. 
  562 Caster is struck by a sudden bit of insight about a random skill and will succeed the next time she uses that skill 
  as if she rolled a 100.  The spell is lost. 
  563 Caster is suddenly fluent (5 ranks) in a previously unknown (to her) language that is common in the area. 
  564 Lightning Ball, centered on target. 
  565 A Whitesnake appears on the target’s shoulders. 
  566 Caster’s hands spew a colorless slime in a cone 20 feet wide and 40 feet long, affecting the area as though it is 
  covered in slick grease. 
  567 Caster picks an object nearby for Animation.  The object must be smaller than the caster but is under the 
  caster’s control. 
  568 A golem is created from the nearest appropriate substance.  50/50 chance it will obey or attack the caster. 
  569 Caster chooses one object within 100’ to heat up to 200 degrees Fahrenheit. 
  570 Target is affected by a random spell from the Sorceror Base list Mind Destruction. 
  571 The target is buried to the chest in offal that oozes from a gate that spontaneously appears. 
  572 Haste spell on caster. 
  573 Stun Cloud centered on target. 
   
  Wild Surge Table 
  created by Heidi Corrado 
  email:nymalless@yahoo.com 
  574 A pillow (25%), small table (25%), or anvil (50%) appears over the target’s head.  The pillow causes no 
  damage, the table causes d10 points of damage, and the anvil strikes on the Fall/Crush table at +50.  DB’s do 
  apply. 
  
  575 Target is teleported d100 miles away (horizontally). 
  576 Target is bound in High Steel straps.  These will take a skilled locksmith to remove. 
  577 Target shapeshifts into something rhyming with its name (GM choice). 
  578 Target buried to his waist or to 5’ (whichever is less) in solid concrete.  He fights at –15 and has a –20 to his 
  DB. 
  579 Horror, as the spell, on target if he fails a RR vs. the caster’s level. 
  580 Target immediately stops what he is doing to sit down and perform some other non-combat related skill with 
  whatever materials are at hand (e.g. making money bags out of his cloak). 
  581 Target crumbles to dust, with a 20% chance per round he will return to normal.  If the dust is scattered, the 
  target is destroyed. 
  582 Caster fires a Shock Bolt at the target.  Appropriate Directed Spell skill applies. 
  583 Caster gains 5000 experience points and generates another Wild Surge. 
  584 Target is covered in spider webs, complete with thousands of tiny spiders which will crawl into every crevice 
  and space in his armor. 
  585 A nearby wand/rod/staff doubles in size (retaining its magical properties).  If cut in half, both pieces become 
  Wands of Random Spells, casting only spells from the list the original spell was from (e.g. a wand of Firebolts 
  would cast spells from Fire Law), and each has half the original number of charges. 
  586 Target instantly coated in unlit flammable oil. 
  587 A randomly chosen item on the target’s person sprouts wings and flies away. 
  588 Target attempts to commit suicide for 3 rounds.  Must roll normal attacks on himself (minimum DB).  If he 
  inflicts a serious wound or stuns himself he stops, as it really is just a cry for help. 
  589 The appropriate Dispel X spell is cast upon the closest item or being to target (could be caster!). 
  590 Caster picks between two more surge rolls. 
  591 Cold Ball, 2x damage, centered just to the left of target. 
  592 All gold in the caster’s possession turns to platinum. 
  593 Caster turns ethereal for d6 rounds. 
  594 Caster breathes fire as a Young Fire Drake for one breath only. 
  595 All fluid in containers on target turn to deadly poison (Extreme Reduction, 20th level). 
  596 Caster changes sex and gains a +25 to her APP bonus.  If the sex change is ever reversed (spells, remove curse, 
  etc.) the gain is lost. 
  597 Target changes to an effective alignment far from the one he is now (evil priests will become good, etc.).  If 
  target is “neutral” or acting only on instinct, no effect. 
  598 Target turns into a block flavored Jello, all his possessions are suspended in the Jello. 
  599 Target is teleported home/to lair/etc.  There is a possibility of error as per Teleport. 
  600 A nearby tree becomes sentient and is under the control of the caster.  It may attack immediately if the caster 
  chooses.  This lasts for 1 turn.  However, if the tree dies, the caster also dies.  The caster feels increasingly 
  uncomfortable. 
  601 Target chained to ground; tensile strength of chains is 3000 lbs. 
  602 A Tarot of Many Teachings (RC VII) appears at the caster’s feet, and she and each of her party members may 
  draw one card.  If RC VII is not available, the deck gives a +50 to Divination and Scrying. 
  603 Target’s weapons jump off him and bounce away out of reach. 
  604 Target is displaced 10 feet to the right. 
  605 Caster and target switch their RR’s; caster has target’s and target has caster’s.  This includes and race 
  modifiers. 
  606 Caster’s eyes continuously change colors for 24 hours.  Anyone viewing them must resist at the caster’s level 
  or be Charmed. 
  607 Target loses all claws, horns, antlers or other hard non-living body parts not possessed by humans.  They will 
  regrow naturally. 
  608 Target levitates 20 feet above the ground for 3d10 rounds. 
  609 Target is affected by Absolution, but for 2d4 rounds only. 
  610 Target gets a random disease.  Roll d20 on the Evil Channeling Diseases list. 
  611 Caster’s arm stretches out and slaps the target across the face.  This could be quite entertaining in a crowded 
  bar when the target is 50 feet away. 
  612 Caster feels as though she is in the hot seat and takes d4 ‘B’ Heat criticals. 
  613 D12 caltrops appear at the target’s feet. 
  614 Caster affected by Nightvision Curse.  She might want to consider changing her name to Diogenes. 
   
  Wild Surge Table 
  created by Heidi Corrado 
  email:nymalless@yahoo.com 
  615 A war hammer flies at the target, strikes at +100 and does Holy criticals.  It disappears. 
  
  616 A simulacrum of the caster appears in the caster’s place as she is teleported to appropriate cover.  The 
  simulacrum is under the caster’s control. 
  617 Waiting Fireball, as per the spell, caster can name the condition which triggers the blast. 
  618 Either target or caster must reduce all their statistics to the lowest one; 80% target, 20% caster. 
  619 Target sent to another plane. 
  620 Target contracts Hemophilia as per the Flaw. 
  621 Caster gains a random magic item (should be no more than Potent) which appears 10 feet above her head and 
  falls.  If she makes a Hard (-10) Alertness roll she can avoid the falling item; otherwise it hits her on the head.  
  Roll breakage normally. 
  622 Targets circulatory system jumps out and runs away.  Oddly, this has no ill effect on target. 
  623 All creatures in a 15 foot radius of caster receive a healing spell which heals their most grievous wound.  This 
  only affects living creatures but may heal fatal damage. 
  624 All weapons within 60 feet of caster receive a random lesser magical attribute (see Treasure Companion). 
  625 Caster is protected by Reverse Spell at the level of the intended spell for 1 turn. 
  626 The caster’s clothes are changed into that of a Star Fleet Captain.  None of the characters understand, but the 
  caster’s PR bonus is raised by 3 while in uniform.  The uniform may not be duplicated, as the material is 
  unknown. 
  627 The intended spell works, but has its AOE doubled.  Caster may retarget the spell if she makes a successful 
  Spell Mastery roll. 
  628 Target is cooled to absolute zero and may shatter if hit.  Target must make a successful CON check at –30 to 
  survive the thawing process. 
  629 Caster summons an extra planar entity which she can control (unless it’s a Clostoph, in which case she should 
  just run). 
  630 The next living creature the caster touches loses 3 points of Temporary CON, which is added to caster’s 
  Potential CON. 
  631 A random body part on the target is Disrupted as per Touch of Disruption. 
  632 Target must make a RR vs. disease at the caster’s level or contract radiation sickness.  All his hair will fall out, 
  he will lose weight alarmingly, etc. 
  633 Target must resist all spells with his lowest RR for 2d6 rounds. 
  634 Caster gains 2 experience levels. 
  635 Caster may cast a spell of her choice of 14th level or less, instantaneously.  Give the player 10 timed seconds to 
  choose. 
  636 The caster drains the target of as many hit points as are required to put the caster at maximum.  The target will 
  regain these lost hits if the caster is killed, and is aware of this fact. 
  637 Instant Random Encounter (roll at +50) appropriate for the area. 
  638 Caster gains Wallrunning, as the spell, for 1 turn. 
  639 All creatures hostile to the caster in a 60’ radius are Glamoured to see each other as the caster. 
  640 Caster is surrounded by a Mantlet (as the Armsmaster spell, Mentalism Companion) for d10 rounds. 
  641 Time Stop as the Power Word (50th lvl Magus list, RC III) for all except the caster, in a 10’ radius, for d3 
  rounds. 
  642 Caster’s hands turn into +15 magical melee weapons appropriate for her primary weapon category.  Caster may 
  attack twice in one round as per Two Weapon Combo but with no non-proficiency modifier.  The hands return 
  to normal after 5 rounds. 
  643 One of caster’s weapons flies through the air and attacks target as per a Dancing Weapon. 
  644 Target takes one ‘A’ Impact critical every round for the next 3 rounds. 
  645 Caster instantly knows all sorts of information about the target; its mission, race, general history, name, 
  profession, level, abilities, strengths, weaknesses, mother’s first name, etc. 
  646 D4 silver bullets fly at target.  Use Sling table at +50.  Bullets contain 1 sp worth of metal each. 
  647 Drain target’s magic items (except artifacts) of all enchantments; each item gets a RR vs. the caster at the 
  target’s level. 
  648 Chain Lightning centered on target. 
  649 All magic items on target take effect.  Target is the target as all runes are read, one charge from charged items 
  are expended, any daily items go off, etc.  Weapons and the like only cause effects if they do something other 
  than cause damage, e.g. a haste spell, stun relief, etc. 
  650 Caster gets to add 5 to every roll (including crit rolls) she makes for the next 24 hours. 
  651 Cold Cone (as a mature Cold Drake) directed at target.  Brrrrr. 
   
  Wild Surge Table 
  created by Heidi Corrado 
  email:nymalless@yahoo.com 
  
  652 Caster summons a Gryphon, Pegasus, Dracasus, or other fantastical animal to serve as a steed.  The steed wil 
  appear in d8 days. 
  653 Caster gains a green thumb for d4 days; grows any seed by touch, may cast Heal <plant/tree etc> at a touch. 
  654 Spray of molten gold as Firebolt shoots from caster’s hands.  D100 GP, OB is +1/GP, i.e. 55 GP is a +55 
  Firebolt attack.  If the attack scores a critical, target will continue taking damage every round as the gold stuck 
  to him cools over 6 rounds. 
  655 A Type II elemental (random) appears.  The caster has a 50% chance of controlling it if she stops and 
  concentrates for the duration of 3d6 rounds. 
  656 A demon from a random Pale (roll d6) is summoned. The caster has a 50% chance of controlling it if she stops 
  and concentrates for the duration of 3d6 rounds. 
  657 Caster gains d8x10% to her magic RR’s for 1 turn. 
  658 Laser beam strikes target.  If target is wearing metal armor he takes a ‘C’ puncture crit and an ‘E’ heat crit.  
  Otherwise a ‘C’ puncture crit and a ‘C’ Heat crit. 
  659 Target takes 5d10 hits (as Heal V reversed). 
  660 Next successful attack by target on caster heals instead of harms. 
  661 All those within 50 feet of caster who have any special vision (night, infra, dark, etc.) lose it, and all who don’t, 
  gain Darkvision for d6 turns. 
  662 Caster gains the ability to see magic for a month.  The sensitivity is so great that if she looks at a +15 or greater 
  item she is flash-blinded for d4 rounds.  She should probably invest in Ray-Bans. 
  663 Target sees a volley of arrows headed for him and will react appropriately.  They’re not really there, though, 
  and his allies wonder what the heck he’s doing. 
  664 Earth Hand, as per the spell, under the caster’s control, attacks the target. 
  665 A vorpal guillotine blade flies from the caster’s hands and strikes the target with a +75 OB on the Broadsword 
  table.  If a ‘B’ critical or better is obtained, the creature is decapitated and the head falls into a magically 
  appearing basket.  The creature gets its normal DB. 
  666 Everything in a 10 foot radius of target is sliced into 1 inch cubes by radiant forcefields (except ethereal 
  creatures).  Sheer Folly (-50) MM to avoid the effect. 
  667 A giant (6’ tall) rubber ducky falls out of the sky to land between caster and target with a loud “SQWEEKEE.” 
  668 Caster steals target’s reflection for d20 days.  For that time, anytime caster looks in a mirror she will see the 
  target instead of herself.  Makes grooming difficult… 
  669 A rock launches itself from the ground and strikes target on the head.  This does no damage except to skew any 
  helm he has on and make him think he’s being attacked from someplace else. 
  670 All of target’s actions for 2d4 turns are accompanied by theme music and pop-up balloons containing his 
  thoughts. 
  671 Caster is able to Fly, as the spell, at will, for one month. 
  672 Hero or other famous figure friendly to caster is summoned and remains for one turn. 
  673 A 3’ black sphere appears and floats off in a random direction, vaporizing a 3’ circle in everything it comes 
  into contact with.  It remains for d20 rounds, moving at 10’/round. 
  674 An announcer’s voice is heard, announcing everyone’s moves and offering critique when someone does 
  something wrong.  When it’s all over, the voice will give a synopsis of the event and a final opinion, good or 
  bad. 
  675 GM shouts “WISH!” and counts down from ten.  If the caster makes a wish within the count, it is granted.  Be 
  creative, be cruel. 
  676 Caster gains a wild psionic ability; roll for a random psion.  If psions are inappropriate or not used, use 
  Mentalism.  One spell/psion only is learned, and there is a 40% chance the spell/psion will automatically go off 
  when caster is placed in a stressful situation. 
  677 Caster is healed of all non-fatal damage incurred thus far without scarring. 
  678 Caster scrambles her Potential statistics.  All but the Prime Requisite stats must be randomly reassigned.  
  Temporary stats stay with their Potentials. 
  679 The next time caster says the word “Blind,” “Kill,” or “Stun,” it acts as though a Power Word has been spoken 
  with durations based on 10% failure.  Let the caster name the target. 
  680 Roll 6d10, multiply each roll and the caster’s level together, and give the caster that many experience points 
  (max 1 level gain). 
  681 All of caster’s statistics are raised to 100 for 1 hour. 
  682 Caster loses all ranks in a random skill.  She will not discover this until she tries to use that skill. 
  683 Caster is exempt from all random determinations, as per the Wyrd spell, for the next 24 hours. 
   
  Wild Surge Table 
  created by Heidi Corrado 
  email:nymalless@yahoo.com 
  
   
  Wild Surge Table 
  created by Heidi Corrado 
  email:nymalless@yahoo.com 
  684 Caster has limited omniscience for 1 minute and may ask the GM any questions.  The GM must answer 
  truthfully (to the best of his/her knowledge).  60 timed seconds only! 
  685 Caster Multiclasses, but to a random profession.  DP costs are now the lesser of the two costs for the caster’s 
  old profession and her new profession, per skill. 
  686 Target is imprisoned on another plane. 
  687 The spell functions, but at 3x normal AOE, DUR, range, and damage. 
  688 A one-ton boulder drops on the target (piece of ceiling if underground).  Target is unharmed, though squashed 
  flat.  A “meep-meep” is heard from behind the boulder.  Target must take 2 turns to wiggle out from 
  underneath.  Creatures which are very large get proportionately larger boulders. 
  689 The caster’s deity is summoned.  This does not oblige the deity to come, but is liable to attract attention.  A 
  reasonably smart deity will recognize the summoning as unintentional, but may still watch the caster a little 
  closer for a while. 
  690 Caster may gamble up to 15 points of her temporary RE stat on a future RR.  If the RR succeeds, the points are 
  not lost.  If it fails, she loses the points and must regain them through leveling. 
  691 Target is the subject of an Unmetal spell; all non-magical metal on the target must resist the caster at half the 
  target’s level (min 1) or be reduced to dust. 
  692 Target turned into an infant of the same race.  He reverts to his original age after d10 rounds. 
  693 A magical artifact of great power is transported into the caster’s hands.  The caster is affected normally by 
  handling it if it has detrimental effects.  The previous owner will probably be missing it and be coming after it 
  very soon. 
  694 Roll on the appropriate Random Encounter table for the area.  The caster gains the ability to shapechange into 
  that creature.  This ability cannot be used more than once per week or it will be lost. 
  695 Portal, as the spell, directly underneath target, duration based on the caster’s level. 
  696 Icebolt, 2x damage at target.  Caster may use any applicable Directed Spell skill. 
  697 Caster makes a RR vs. herself using the appropriate realm.  If the RR is made, she gains one point to the 
  Potential of a random stat.  If the RR fails, one point is lost from a random Potential stat. 
  698 The intended spell functions as though the BAR or attack roll was a 100. 
  699 The ugliest handbag anyone has seen falls out of the sky with a thud.  Anyone opening the bag has their clothes 
  transformed into those of an English Nanny and has an irresistible urge to start singing.  A few rounds later 
  two dirty children and several penguins wearing bow ties jump out of the bag and begin to dance and sing.  
  Anyone watching must make a RR vs. the level of the intended spell or join them.  This lasts for 12 rounds, 
  then the bag, children, and penguins disappear, the caster’s clothes return to normal, and everything is as it was 
  before this surge, but everyone feels fuzzy and happy inside and no one disagrees with anyone for the next 
  turn. 
  
SOURCE: textdata/thevault/Shadow World/Shadow World Essaence Law and Wild Surge Tables.pdf