Courses / BI / Wild Surge
Wild Surge
Code:
BI 144
Advised:
Qualifies For:
Level:
1
Study DC:
9
Spell
Time:
Action
Target:
Ranged:sight
Cost:
-1d10 Control
Defense:
Health save negates status
You channel primal chaos to assail an enemy.
This spell damages the target, and (at higher levels of mastery) they must pass a health save or suffer a random debuff until the start of your next turn.
Roll a d8 to determine this spell’s element.
1: Poison
2: Fire
3: Water
4: Wind
5: Earth
6: Cold
7: Lightning
8: Acid
If the target fails their save, 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.
Staggered:
This spell damages the target, and (at higher levels of mastery) they must pass a health save or suffer a random debuff until the start of your next turn.
Roll a d8 to determine this spell’s element.
1: Poison
2: Fire
3: Water
4: Wind
5: Earth
6: Cold
7: Lightning
8: Acid
If the target fails their save, 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.
Staggered:
Name | Effort | Requires | Description |
---|---|---|---|
Unlock | 10 | You can cast Wild Surge. 1d8 random elemental damage |
|
Debuff | 5 | Unlock | Wild Surge now applies a debuff. DC 9 health save prevents this 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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