Courses / BI / Wild Surge
Wild Surge
Advised:
Qualifies For:
Level:
1
Study DC:
9
Code:
BI 144
Wild Surge Spell
Time:
Action
Range:
300 ft.
Target:
1 target
Cost:
-1d10 Control
Defense:
Health save negates status
You assail an enemy with a bolt of primal chaos.
The target takes 1d8 damage of a random element.
Intensify: +1d8 damage per boost from Intensify.
Roll a d8 to determine the element.
1: Poison
2: Fire
3: Water
4: Wind
5: Earth
6: Cold
7: Lightning
8: Acid
The target gets a health save to avoid being debuffed by this spell.
Pass:
No debuff.
Fail:
The target suffers a debuff until the end of their next turn.
Roll a d8 to determine this spell’s debuff.
1. Slowed (Move or act, not both. No reactions. Creatures with multiple actions only lose one.)
2. Immobilized
3. Sickened
4. Afraid
5. Blind
6. Restrained
7. Staggered
8. Disabled (Creatures with multiple actions only lose one)
Sickened:
You have disadvantage on rolls to hit.
You have disadvantage on tests of skill.
Afraid:
You have disadvantage on rolls to hit.
You have disadvantage on tests of skill.
You cannot move closer to things you fear.
Blind:
You cannot see. Everything is concealed from your sight.
You have disadvantage on tests of skill which rely on vision.
You have disadvantage on rolls to hit creatures you cannot see.
Creatures you cannot see have advantage on rolls to hit you.
If you dash, you must pass a health save or fall prone.
You may still see using extraordinary senses.
Restrained:
You are immobilized.
You have disadvantage on rolls to hit.
Rolls to hit you have advantage.
Staggered:
You cannot react (unless the reaction is effortless),
you have disadvantage on rolls to hit,
you have disadvantage on tests of skill,
rolls to hit you have advantage,
and other creatures have advantage on saves against your abilities.
The target takes 1d8 damage of a random element.
Intensify: +1d8 damage per boost from Intensify.
Roll a d8 to determine the element.
1: Poison
2: Fire
3: Water
4: Wind
5: Earth
6: Cold
7: Lightning
8: Acid
The target gets a health save to avoid being debuffed by this spell.
Pass:
No debuff.
Fail:
The target suffers a debuff until the end of their next turn.
Roll a d8 to determine this spell’s debuff.
1. Slowed (Move or act, not both. No reactions. Creatures with multiple actions only lose one.)
2. Immobilized
3. Sickened
4. Afraid
5. Blind
6. Restrained
7. Staggered
8. Disabled (Creatures with multiple actions only lose one)
Sickened:
You have disadvantage on rolls to hit.
You have disadvantage on tests of skill.
Afraid:
You have disadvantage on rolls to hit.
You have disadvantage on tests of skill.
You cannot move closer to things you fear.
Blind:
You cannot see. Everything is concealed from your sight.
You have disadvantage on tests of skill which rely on vision.
You have disadvantage on rolls to hit creatures you cannot see.
Creatures you cannot see have advantage on rolls to hit you.
If you dash, you must pass a health save or fall prone.
You may still see using extraordinary senses.
Restrained:
You are immobilized.
You have disadvantage on rolls to hit.
Rolls to hit you have advantage.
Staggered:
You cannot react (unless the reaction is effortless),
you have disadvantage on rolls to hit,
you have disadvantage on tests of skill,
rolls to hit you have advantage,
and other creatures have advantage on saves against your abilities.
Name | Effort | Requires | Description |
---|---|---|---|
Unlock | 15 | You can cast Wild Surge. 1d8 random elemental damage DC 9 health save prevents debuff |
|
DC +2 | 5 | Debuff | DC 11 |
DC +4 | 5 | DC +2 | DC 13 |
DC +6 | 5 | DC +4 | DC 15 |
DC +7 | 5 | DC +6 | DC 16 |
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