| d100 | Result |
|---|---|
1-2 |
Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. |
3-4 |
You lose concentration on any spells you are concentrating on, and your eyes swirl with energy, and you now passively emanate a 60 feet antimagic cone in the direction you face for the next minute. |
5-6 |
Your body takes on a glassy appearance for the next minute. During this time, ranged attacks that target you bounce off and target other random creatures within 30 feet of you instead. |
7-8 |
You cast Explosion as a 3rd-level power centered on yourself. |
9-10 |
Re-Roll twice for 2 simultaneous effects on this table, ignoring this result. |
11-12 |
The next time you cast a damaging power or make an attack it targets you instead. |
13-14 |
You cast Force Confusion centered on yourself. You are included as a target. |
15-16 |
For the next minute, you regain 5 hit points at the start of each of your turns. If you are at max hit points, a random creature within 60 feet takes 5 necrotic damage. |
17-18 |
You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. |
19-20 |
You see briefly into the future. Roll a d20. The next time a creature makes an ability check, attack roll, or saving throw, the number rolled will be replaced by what you rolled. |
21-22 |
Creatures have disadvantage on saving throws against the next force power you cast in the next minute that involves a saving throw. |
23-24 |
Your skin turns a vibrant shade of blue for the next minute. |
25-26 |
The next power that is cast by a creature within 30 feet of you (including yourself) in the next minute is cast as if cast 2 levels higher than the amount of Force Points used to cast it. |
27-28 |
For the next minute, all your force powers with a casting time of 1 action have a casting time of 1 bonus action. |
29-30 |
You teleport up to 60 feet to a random unoccupied space of your choice that you can see. |
31-32 |
You feel lucky. You automatically succeed on the next saving throw you make within the next minute. |
33-34 |
Maximize the damage of the next damaging power you cast within the next minute. In return, you take the maximum damage from the next attack or power that targets you after your initial power is cast. |
35-36 |
Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older. |
37-38 |
If you are in combat, you reroll your order in the initiative at the end of this round. If you are not, roll again. |
39-40 |
You regain 2d10 hit points. |
41-42 |
If you die within the next minute, you immediately come back to life with full hit points, rolling on this table when you do so (even if you already surged that turn). |
43-44 |
For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. |
45-46 |
All creatures within 30 feet of you (including yourself) gain vulnerability to all damage for the next round. |
47-48 |
Your arms stretch. You gain a reach of 15 feet with them for the next minute, but must make a Strength (Athletics) check to use them.. |
49-50 |
Time stops in a 100 ft radius centered on you for 1 round. Everyone is frozen but you. All creatures act as if paralyzed. |
51-52 |
Roll a d4. On evens, your speed is doubled for a number of rounds equal to the number rolled. On odds, you gain a number of slowed levels equal to the number rolled. |
53-54 |
You regain 1d4 Force points. If the number rolled is higher than the number of expended force points, regain all expended force points and gain a number of temporary force points equal to the number rolled, but take 1d6 true damage for each temporary force point. |
55-56 |
Until the end of your next turn, you have tapped into the fires of creations. You eyes glows, your voice becomes deep and reverberating. You levitate 5 feet above the ground and are wreathed in radiant energy. All attacks against you automatically fail. You feel a taste of your true potential. On your next turn, you can choose to attack or teleport. If you choose to attack, you only make one attack even if you normally are allowed more. By putting your all into this attack, you automatically critically hit your target with maximized damage (maximum die rolls). If you choose to teleport, you move yourself and up to nine others to anywhere in any existing plane, though if you choose an inhospitable plane, you may all immediately perish. At the end of your next turn, roll a d20. On a 10 or lower, you die instantly. |
57-58 |
For 1 minute, you emanate Wildspace aura around you in a 30-foot radius. All creatures casting powers of 1st level or higher while in the radius must roll a d20 for Wildspace Surge. |
59-60 |
You regain one Force Point. |
61-62 |
You involuntarily let out a loud scream. Each creature (including you) within a 30-foot radius must make a Constitution saving throw (DC equals to your your saving throw DC). On a failed save, non-flying creatures are knocked prone and flying creatures fall to the ground |
63-64 |
Roll 2d20. For the next 24 hours, the GM can replace any d20 rolls made until the end of the session with one of the numbers rolled. Each number rolled can only be used once. |
65-66 |
Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. |
67-68 |
For a moment, you gain a bit of control over the magic surge. Roll three times on this table, re-rolling if you get this effect again. From the rolled effects, choose one. |
69-70 |
You take necrotic damage equal to a number of d8s determined by the amount of force points used to cast the power that triggered the Wildspace Surge. |
71-72 |
You gain resistance to all damage for the next minute. |
73-74 |
A random creature within 60 feet of you becomes poisoned for 1d4 hours. |
75-76 |
You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn. |
77-78 |
For the next minute, a ghostly shield hovers near you, granting a +2 bonus to AC. |
79-80 |
For 1 minute, you automatically succeed on Constitution saving throws, unless a 1 is rolled on the die. |
81-82 |
You can take one additional action immediately. |
83-84 |
Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |
85-86 |
For the next minute, any creature that targets you is randomly teleported into a free space 15 feet away from it. |
87-88 |
Your voice booms like thunder for 1 minute. If you start speaking, all creatures within 15 feet that can hear you must make a Constitution saving throw DC 13. Creatures take 1d6 thunder damage on a failed save and half as much on a successful one. |
89-90 |
You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a power. |
91-92 |
The next person to physically touch you (or hit you with a weapon) will take 1d6 lightning damage. |
93-94 |
Your size increases or decreases (GM's decides how to resolve) by one size category for the next minute. |
95-96 |
You are surrounded by faint, ethereal music for the next minute. |
97-98 |
You regain 50 Force Points. If you can only regain an amount less than 50, regain all expended force points and subtract the number regained from the 50. Whatever remains is the amount of true damage dealt to every creature (including you) within 15 feet. |
99-100 |
Choose any surge you want (besides this one). |