Magic in Dheghom
Magic in Dheghom is a polarizing force. Most people make little effort to distinguish between its various forms or the individuals who wield it. In nations like Askara and Ryhoreiral, magic is interwoven with cultural traditions, treated as part of their identity. However, the common folk can rarely even differentiate between divine and arcane magic, let alone frauds, druids, and warlocks. Meanwhile, in nations where magic is taboo, such as Ibunor and Bethune, technological and industrial advancements are pursued. The conundrum is, of course, that some locations will deny the existence of magic while simultaneously outlawing its practice.
Elsewhere, such as in Marcia or the Dwergar nations of Korath and Kazak, magic is both preserved and revered, but steadily fading nonetheless. These lands prioritize industrial progress to remain competitive with more advanced powers. While magic continues to influence certain cultural practices, it is often overshadowed by the demands of modernization. The tension between belief, denial, superstition, and adaptation makes magic a contentious issue, shaping the identities, alliances, and conflicts of Dheghom's nations.
Belief and Non-Belief
Individual belief in magic varies wildly, as some believe in its existence because they think they have seen it for themselves, regardless of reality, and others believe because their cultures, myths, or bedtime stories still preserve the memory of magic.
Magic is most interesting when it is seen as nothing more than superstition or trickery; a lie meant to scare, mislead, or distract the masses. Most mortals in Dheghom live their entire lives in small communities, never seeing anything they can't explain, and the stories of magic are easy to dismiss as lies or exaggerations. In regions where magic is verboten, children are raised to view it as foolish or even dangerous to believe in and without direct exposure, it's easier to rationalize away potentially magical events to preserve their worldview.
In places where magic is misunderstood, the acceptable view of magic is that it is dangerous or evil. Mundane events like crop failures, illnesses, or strange weather might be blamed on curses or witchcraft, leading to scapegoating existing pariahs within their community. Ironically, truly magical events may go unrecognized or be misinterpreted as miracles when they do not match up with the community's notions of what magic is. This combination of ignorance and fear leads to even the faintest suspicion of the use of magic result in panic or violent overreactions.
Consider how these differences in belief can cause tension within your game. In one community, believers are ridiculed or ostracized, and in another community, non-believers are seen as stubborn or willfully ignorant. This divide creates opportunities to shape how people trust or mistrust one another, creating conflicts that define families, villages, or even larger societies.
The Role of Magic
Most of Dheghom's people have only a limited understanding of what magic can truly achieve, and its full potential remains shrouded in mystery. In magic-accepting cultures, its use is often tied to specific roles, such as shamans or priests, and carefully controlled through rituals and tradition. In regions where magic is rejected or suppressed, its rarity leads to wild exaggerations, fueling fear and misunderstandings. Stories of magic-users portray them as either monsters who eat children or attribute impossible, world-ending powers.
Because magic is so rare, it leaves a profound impact wherever it appears. A traveling cleric might cure a town's plague, only to be blamed for its outbreak in the first place, dragged into the streets, and executed. These misunderstandings often spiral into chaos, with magic-users either exploiting the fear around them or falling victim to it.
Magic in Your Campaign
Magic can be a powerful tool for storytelling and character development. Consider how it is perceived in the regions your campaign explores. Is it revered, feared, or dismissed? How rare is magic, and how do people react to its presence? These questions help shape the setting, the conflicts, and the choices that players and characters must navigate.
The tension between belief and non-belief is one of magic's most compelling aspects. Non-believers may act unpredictably or violently when faced with undeniable evidence of true magic, while believers may have strange or misguided notions of how to address wielders, overcome their magic, or even defeat them.
NPC and PC views on magic should reflect their upbringing and experiences. A mage from a skeptical society like Bethune might need to hide their abilities, fearing persecution or ridicule, while a magic-user from a place like Askara might enjoy some semblance of renown among their own people. Meanwhile, a non-magic character might struggle to reconcile their beliefs with what they witness firsthand. These dynamics can create moments of tension and growth, both within the party and in interactions with the world. For a story to fully explore magic's impact, its rarity and mystery should remain central. A magical artifact in one community might be destroyed in a fit of panic, its power lost because of fear and superstition, while another might be dismissed or ignored, even as the community suffers from misunderstood effects. By leaning into these contrasting reactions, magic can serve as a driving force in the story, shaping how characters interact with the world and with one another.
Planar Magic in a Sealed World
Because Dheghom is sealed off from the rest of the multiverse, there are specific mechanical consequences for spells and items that interact with other planes.
Planar Travel and Portal Creation. Spells that allow travel or communication (Plane Shift, Gate) to or from other planes fizzle when cast, consuming the spell slot but having no effect. An exception exists in rare locations where a pre-existing planar breach has thinned the barrier between worlds; in such a location, these spells may function, but only in alignment with that specific breach.
Banishment and Expulsion. Banishment always removes the target from the battlefield for the spell's duration by shunting it to a temporary demi-plane. The spell's ability to permanently remove a non-native creature only functions if cast within a planar breach that is aligned with the creature's home plane. Otherwise, the creature always returns as per the spell's description.
Extraplanar Summoning. Spells that summon creatures from other planes (Conjure Celestial, Conjure Elemental) do not pull a real entity from another world. Instead, they access a divine archive of spiritual templates and create a temporary, magical construct of that creature. These spells function as written, with the summoned creature disappearing when the spell ends.
Extradimensional & Spiritual Magic. Spells and items that create self-contained pocket dimensions (Bag of Holding, Rope Trick) or conjure spiritual entities that are not from another plane (Find Steed, Find Familiar) function normally as described in their rules.
Aetheric Saturation
Magic in Dheghom does not simply vanish when cast. It lingers, accumulating in the environment over time. While a single spell may pass without consequence, repeated magic in the same area burdens the land. This buildup is measured as Aetheric Saturation, a numerical value from 0 to 1,000 representing the lingering strain on reality.
| Aetheric Saturation | Aetheric Threshold | Effects |
|---|---|---|
| 0-99 | Stable | None |
| 100-199 | Unstable | Minor disturbances, often imperceptible. |
| 200-299 | Hazardous | Subtle but noticeable effects. |
| 300-399 | Treacherous | Unpredictable magical shifts. |
| 400-499 | Severe | Hazardous environmental changes. |
| 500-599 | Precarious | Significant magical interference. |
| 600-699 | Perilous | Dangerous magical consequences. |
| 700-799 | Critical | Reality becomes volatile. |
| 800-899 | Volatile | Severe and far-reaching effects. |
| 900-999 | Catastrophic | Permanent, large-scale changes. |
| 1,000+ | Shattered | Unraveling of Reality. |
Saturation can build slowly over centuries or spike rapidly during major magical events, such as a battle between spellcasters. Even after the fighting ends, the land may remain burdened for generations. Saturation decays only gradually, typically 1 point per year, so some places still bear the scars of ancient magic.
While magic in Dheghom always works as intended, each use of magic (spells, magic items, etc.) increases Saturation, bringing the area closer to the next Aetheric Threshold. When Aetheric Thresholds are reached, reality fractures, resulting in dangerous and unpredictable effects with effects becoming more severe as the Saturation grows. As the area advances into higher Thresholds, it becomes increasingly dangerous, unpredictable, and unstable.
Detecting Instability
Characters trained in Arcana, Religion, or Nature can attempt to detect an area's instability. The level of information gained depends on the success of the check.
| DC | Information Gained |
|---|---|
| DC 10 | Detects if Saturation is present (1 or higher). Yes/No. |
| DC 14 | Determines Saturation is Subtle (1-499) or Noticeable (500-999). |
| DC 18 | Determines if Saturation is Low (1-332), Moderate (333-665), or High (666-999). |
| DC 22 | Determines the exact Threshold (e.g., Treacherous, Severe). |
| DC 26 | Estimates whether Saturation is Early (1-33%), Mid (34-66%), or Late (67-99%) within the Threshold. |
Aetheric Saturation Increases
When using magic items in an area affected by Aetheric Saturation, it is important to understand whether the item contributes to the saturation level. This is determined by whether the item requires an activation or functions passively.
Activated Item. If an item requires the user to take an Action, Bonus Action, or Reaction to trigger a magical effect, it is considered activated. Activation increases the area's Aetheric Saturation based on the item's rarity (see Aetheric Saturation Increases Table).
Charged Item. If an item requires expending charges (like a Staff of Fire or Helm of Teleportation), Saturation increases by the number of charges expended, regardless of any underlying spell level being replicated.
Consumables. Using a consumable item like a potion or casting from a scroll adds 0 Saturation at the time of use, as the Aetheric cost was paid during the item's creation (see the Magic Item Creation section and table).
Spellcasting. Casting a spell directly adds Saturation equal to the spell's level (Cantrips add 0).
Passive Effects. If an item grants its effects continuously (Ex. Amulet of Health) or triggers automatically without requiring an action or choice from the user (Ex. Berserker weapon), it is considered passive. Passive items do not increase Aetheric Saturation.
Spell Replication. If an item replicates a specific spell without using charges (like the at-will effect of a Hat of Disguise), Saturation increases by the level of the spell being replicated. When in doubt, check the item's description. If the player must choose to use it in the moment, it increases saturation. If the effect is ongoing or automatic, it does not.
| Category | Saturation Increase | Notes |
|---|---|---|
| Activated Item | Rarity Level | Common (0), Uncommon (+1), Rare (+2), Very Rare (+3), Legendary (+5), Artifact (+10) |
| Charged Item | Per Charge | N Charges (+N) |
| Consumables | 0 | See Magic Item Creation and Saturation |
| Spellcasting | Spell Level | Cantrips (0), Level N (+N) |
| Passive Effects | 0 | Always-on/conditional effects, requiring no action |
| Spell Replication | Spell Level | No specified charges, but specifies spell. Level N = +N |
Escalation During Combat
When battles involve frequent or powerful magic, tracking Aetheric Saturation in real-time can slow play. The Escalation System simplifies this by abstracting individual increases while preserving the risk of Threshold shifts mid-combat.
Escalation Roll
On Initiative Count 20 (every round), the GM rolls a d10 and applies the following modifiers:
| Condition | Modifier |
|---|---|
| Ally Casters (1+ actively casting) | +1 |
| Enemy Casters (1+ actively casting) | +1 |
| High-Level Magic (5th level or higher) | +1 |
| Magic Item Activation (Charge or Single-Use) | +1 |
| Lair or Legendary Magic Effect | +1 |
| Other (Extreme Magical Activity – GM Discretion)* | +1 |
| Momentum (Each round without escalation) | +1 per |
| *Multiple high level spells, magical creatures, etc. |
If the result is 10 or higher, Saturation advances:
- Early (1-33) → Mid (34-66) → Late (67-99) → Next Threshold
- Momentum resets to 0 upon each escalation.
- Roll on corresponding Threshold table
After Combat
When combat ends:
- If the Threshold increased, set Saturation to a fixed or random value within the new range.
- If Saturation advances within its Threshold, estimate an increase (e.g., Early to Mid might be +30 points).
This system is a replacement for individual spell tracking during combat. After combat, normal per-cast tracking resumes as needed.
Use Escalation When:
- Multiple spellcasters are involved.
- High-level magic is common.
- Combat is prolonged or magic-dense.
For smaller fights or fewer spells, standard tracking is often easier and ensures more accuracy.
Magic Item Creation
The act of imbuing an object with magical power, whether temporary (like a potion or scroll) or lasting (like an enchanted sword or wondrous item), draws upon the local Aether and contributes to Aetheric Saturation in the area where the item is crafted. This represents the inherent strain of binding magic into a physical form.
This Saturation cost is paid upfront during the creation process. Consequently, using consumable items (like drinking a potion or casting from a scroll) or benefiting from the passive effects of permanent items later does not add additional Saturation to the area where they are used, as the Aetheric price was already paid at the item's origin. (Note: Activating abilities on permanent items does still add Saturation upon use, as detailed in the 'Increasing Instability' section). The amount of Saturation added during creation depends on the item's rarity and type.
| Rarity | Consumable Item Creation* | Permanent Item Creation |
|---|---|---|
| Common | +1 Saturation | +10 Saturation |
| Uncommon | +2 Saturation | +20 Saturation |
| Rare | +3 Saturation | +30 Saturation |
| Very Rare | +5 Saturation | +50 Saturation |
| Legendary | +10 Saturation | +100 Saturation |
| Artifact | +20 Saturation | +200 Saturation |
| Scrolls increase Aetheric Saturation by the level of the spell being inscribed instead of the standard rarity cost. |
Determining a Location's Threshold
When characters enter a new area, the GM determines the location's current Aetheric Saturation. This value dictates the severity of unintended magical effects that may occur when spells are cast. There are two primary methods for assigning a location's Saturation:
- Pre-Assigned: For pre-designed areas with established histories or magical significance.
- Random Assignment: For areas without established history of lore, allowing the GM to generate instability as needed.
| d10 | Threshold Category | Threshold Points |
|---|---|---|
| 1 | Stable | 0-99 |
| 2 | Unstable | 100-199 |
| 3 | Hazardous | 200-299 |
| 4 | Treacherous | 300-399 |
| 5 | Severe | 400-499 |
| 6 | Precarious | 500-599 |
| 7 | Perilous | 600-699 |
| 8 | Critical | 700-799 |
| 9 | Volatile | 800-899 |
| 10 | Catastrophic | 900-999 |
Pre-Assigned Threshold (Designed Areas)
If the area is pre-planned, the GM assigns an Aetheric Threshold based on the region's history, magical activity, or prior events.
- Choose an Aetheric Threshold (e.g., Treacherous, Perilous, etc.) based on the area's background.
- Roll d100 to determine the exact Saturation within that range.
- If the result is near the upper end of a Threshold (e.g., 190, 290), monitor further magic use closely, as even a single spell could escalate the area into a higher threshold.
Example: The GM knows an ancient battlefield is heavily scarred by Blood Age sorcery. They assign it Treacherous (300-399) and roll d100 (result: 382). The area is already approaching Severe (400+).
Random Assignment (Undesigned Areas)
If the area's instability is unknown, the GM can randomly generate both the Threshold and Saturation.
Method 1: Full Randomization. Roll d10 to determine the Threshold, then roll d100 to assign the exact Saturation within that range.
Method 2: Limited Randomization. If the GM wants to limit the severity of possible outcomes, they can use a smaller die to restrict the range of potential Threshold Categories.
| Die Used | Threshold Range |
|---|---|
| d4 | Stable (1) to Severe (4) |
| d6 | Stable (1) to Perilous (6) |
| d8 | Stable (1) to Critical (8) |
Example: The party enters an unknown ruin. The GM rolls d6 (result: 5 - Severe, 400-499). They roll d100 (result: 457) to set the exact value.
Using Aetheric Saturation in Your Game
Aetheric Saturation is not a random encounter generator. It represents a region's potential for magical disruption. This lingering magical energy actively strains Dheghom's reality, creating phenomena that can inform your setting, adventures, or broader campaign.
As Aetheric Saturation builds and crosses into higher Thresholds, the fabric of the world begins to react. These reactions manifest in distinct categories of effects: Monsters, Persistent Hazards, Altered Environments, and Sudden Events. In lower Thresholds, instability may only affect flora and fauna, while at higher Thresholds, reality itself can begin to unravel, opening gateways into other planes of existence. When preparing regions with sustained high Saturation, consider what long-term threats might have already emerged over decades or centuries. Crossing a new Threshold can trigger a sudden event, but in areas of long-term instability, the threat may already be present.
Monsters. When Aetheric Saturation results in a Monster, it indicates that either a native monster has been corrupted or a non-native monster has been pulled from another plane of existence. You can choose to either select or roll on the Planes of Existence Table or Monster Types Table to determine the creature's origin or nature and select an appropriate creature. Modifying Monsters: If you are interested in changing the nature of the monster you have selected, you can roll on the Damage Types Table or Conditions Table to alter it. Interpreting Results: A Lower Planes result combined with a Cold damage result could be a demon that deals cold damage instead of fire damage, whereas an Elemental creature combined with a Stunned condition, might have the ability to inflict the Stun condition as a part of its normal attack features.
Persistent Hazard. When Aetheric Saturation results in a Persistent Hazard, it indicates that a new, localized, and lasting threat has been created in the environment. You can choose to either select or roll on the Schools of Magic Table to determine the hazard's magical nature and create an appropriate effect. Modifying Hazards: If you are interested in adding a specific mechanical effect to the hazard you have created, you can roll on the Damage Types Table or Conditions Table to alter it. Interpreting Results: A Transmutation result combined with a Restrained condition could be a patch of earth that has turned to thick mud and functions like the entangle spell. An Evocation result combined with Fire damage could be a field of explosive runes that detonate when a creature enters.
Altered Environment. When Aetheric Saturation results in an Altered Environment, it indicates that the fundamental reality of the entire region has changed in a widespread, persistent way. You can choose to either select or roll on the Schools of Magic Table or Planes of Existence Table to determine the nature of the environmental shift. Modifying Environments: If you are interested in adding a subtle, reinforcing mechanical rule to the environment you have created, you can roll on the Damage Types Table or Conditions Table. Interpreting Results: An Inner Planes (Fire) result combined with a Blinded condition could be a region filled with a shimmering heat haze that imposes a saving throw to avoid the Blinded condition on creatures trying to see beyond 60 feet. A Transitive Plane result could be an environment where all creatures have vulnerability to Necrotic damage.
Sudden Event. When Aetheric Saturation results in a Sudden Event, it indicates that a momentary, chaotic, and self-contained magical phenomenon has occurred. To determine the event's nature, you can choose to select or roll on the Planes of Existence Table, Schools of Magic Table, or Monster Types Table. For a truly unpredictable result, you might consider rolling on two of these tables and combining the outcomes. Modifying Events: If you are interested in adding a specific mechanical effect to the event, you can roll on the Damage Types Table or Conditions Table. Interpreting Results: A Divination result combined with a Lower Planes result could be a sudden, shared vision forced upon all creatures in a 60-foot radius, showing a horrifying glimpse of a demonic future. This could be modified with a Frightened condition, forcing a Wisdom saving throw on all affected creatures to resist becoming Frightened for one minute.
| d4 | Manifestation Type |
|---|---|
| 1 | Monster |
| 2 | Persistent Hazard |
| 3 | Altered Environment |
| 4 | Sudden Event |
| d6 | Nature of Manifestation |
|---|---|
| 1 | Boon |
| 2 | Conditional Boon |
| 3 | Duality |
| 4 | Neutrality |
| 5 | Conditional Bane |
| 6 | Bane |
| d6 | Planes of Existence |
|---|---|
| 1 | Upper Planes |
| 2 | Lower Planes |
| 3 | Inner Planes |
| 4 | Demiplanes |
| 5 | Transitive Planes |
| 6 | Other Material Planes |
| d8 | Schools of Magic |
|---|---|
| 1 | Abjuration |
| 2 | Conjuration |
| 3 | Divination |
| 4 | Enchantment |
| 5 | Evocation |
| 6 | Illusion |
| 7 | Necromancy |
| 8 | Transmutation |
Threshold Reference
| Threshold | Save DC | Monster CR | Environment Damage | Hazard Damage | Immediate Damage |
|---|---|---|---|---|---|
| Stable (0-99) | N/A | N/A | N/A | N/A | N/A |
| Unstable (100-199) | 11 | CR 1/8 - 1 | 1d4 (Avg 2.5) | 1d6 (Avg 3.5) | 1d8 (Avg 4.5) |
| Hazardous (200-299) | 12 | CR 2 - 3 | 2d4 (Avg 5) | 3d6 (Avg 11.5) | 3d8 (Avg 13.5) |
| Treacherous (300-399) | 13 | CR 4 - 7 | 3d4 (Avg 7.5) | 6d6 (Avg 21) | 6d8 (Avg 27) |
| Severe (400-499) | 14 | CR 8 - 12 | 4d4 (Avg 10) | 10d6 (Avg 35) | 8d8 (Avg 36) |
| Precarious (500-599) | 16 | CR 13 - 16 | 6d4 (Avg 15) | 12d6 (Avg 42) | 10d8 (Avg 45) |
| Perilous (600-699) | 18 | CR 17 - 21 | 8d4 (Avg 20) | 14d6 (Avg 49) | 12d8 (Avg 54) |
| Critical (700-799) | 20 | CR 22 - 26 | 10d4 (Avg 25) | 16d6 (Avg 56) | 14d8 (Avg 63) |
| Volatile (800-899) | 22 | CR 27 - 30 | 12d4 (Avg 30) | 18d6 (Avg 63) | 16d8 (Avg 72) |
| Catastrophic (900-999) | 23 | CR 30+ / Unique | 14d4 (Avg 35) | 20d6 (Avg 70) | 18d8 (Avg 81) |
| Overload (1000+) | 24 | Unstatted / Divine | Variable / Extreme | Variable / Extreme | Save or Die / Extreme |
Examples
Unstable
Monster
(Manifestation - Monster, Planes of Existence - Other Material Planes, Damage Type - Poison)
A tribe of Bugbears have been pulled into the region.
Poisonous Cloud. Constitution Saving Throw: DC 11, each creature in a 10-foot Emanation originating from the bugbear. Failure: The target has the Poisoned condition until the end of its next turn.
Hazard
(Manifestation - Persistent Hazard, School of Magic - Abjuration, Condition - Charmed)
A 15-foot square area of the ground is covered in faint, shimmering glyphs.
Charmed Ground. Wisdom saving throw: DC 11, an unaffected creature enters the area for the first time on a turn or starts its turn there. Failure: the creature takes 1d6 psychic damage and is affected by the Charmed condition for 1 minute. A creature charmed in this way is captivated by the glyphs and is unwilling to leave the warded area, resisting any attempt to move it from the space. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Success: The creature takes half damage and is not Charmed.
Hazardous
Environment
(Manifestation - Altered Environment, Planes of Existence - Lower Planes, Condition - Deafened)
The region is tainted by the influence of a Lower Plane. The air is filled with a constant, low-frequency hum and the faint, unsettling sound of distant, rhythmic chanting.
Droning Chant. Wisdom Saving Throw: DC 12, any creature that spends more than one hour in the area. Failure: the creature takes 2d4 psychic damage and is affected by the Deafened condition for 1 hour. Success: The creature takes half damage and is not Deafened.
Sudden Event
(Manifestation - Sudden Event, School of Magic - Evocation, Planes of Existence - Inner Planes, Damage Type - Lightning)
Once every 1d4 hours, the ambient magical energy in the area discharges violently.
Unstable Discharge. Dexterity Saving Throw: DC 12, a 10-foot Emanation centered on a random point in the area. Failure: The target takes 3d8 lightning damage. Success: The target takes half damage.
Treacherous
At this threshold, the threats become numerous and layered, creating a complex tactical challenge. The following manifestations are all present in the region, working together to create a deadly, synergistic environment.
Monster
(Manifestation - Monster, Creature Type - Undead, Condition - Stunned)
The lingering necrotic energy has animated and empowered the dead in the area. Any Undead creature native to this region has the following additional attack feature:
Paralytic Touch. Constitution Saving Throw: DC 13, any target of an undead creature's melee attack. Failure: the creature is affected by the Stunned condition until the end of its next turn. Success: No effect.
Hazard
(Manifestation - Persistent Hazard, School of Magic - Necromancy, Damage Type - Necrotic)
Pools of stagnant, black water have formed throughout the region, emanating a life-draining energy.
Necrotic Pool. Constitution Saving Throw: DC 13, any creature that consumes, enters, or starts its turn in a pool of necrotic water. Failure: The target takes 6d6 necrotic damage. Success: The target takes half damage.
Sudden Event
(Manifestation - Sudden Event, School of Magic - Transmutation)
Once every 1d6 hours, the unstable magic causes reality to temporarily liquefy.
Unstable Ground. Dexterity Saving Throw: DC 13, a 20-foot Emanation centered on a random point in the area. Failure: The target takes 6d8 force damage as the area attempts to unform. Success: Half damage. When the event triggers, the ground in the area becomes difficult terrain for 1 minute. Any creature in the area at the end of that minute is automatically affected by the Restrained condition as the ground solidifies around them and must make an Escape Artist check to escape.
Severe
At this threshold, a region becomes a complex, multi-layered deathtrap. The following manifestations are all present, creating a highly synergistic and dangerous tactical environment.
Environment
(Manifestation - Altered Environment, School of Magic - Abjuration, Condition - Invisible)
An ancient, failing abjuration ward blankets the region, causing reality to flicker. The entire area is lightly obscured by a shimmering magical haze. At the end of each round, roll a d6. On a 1, target one creature or object with Flickering Veil.
Flickering Veil. Charisma Saving Throw: DC 14, a random creature or object in the area. Failure: the target takes 4d4 force damage and is shifted into the Ethereal plane until the end of its next turn. Success: Target is invisible until the end of its next turn.
Monster
(Manifestation - Monster, Creature Type - Construct, Damage Type - Lightning)
Arcane constructs have been teleported into this region from another plane.
Arcane Sentinel. Dexterity Saving Throw: DC 14, Each creature within 5 feet of the construct when it takes damage. Failure: 4d4 lightning damage. Success: Half damage.
Hazard
(Manifestation - Persistent Hazard, School of Magic - Evocation, Damage Type - Force)
Motes of raw, magical force drift aimlessly through the air.
Force Mote. Constitution Saving Throw: DC 14, any creature that enters or starts its turn in a 5-foot space occupied by a mote. Failure: The target takes 10d6 force damage and is pushed 10 feet away from the mote. Success: The target takes half damage and is not pushed.
Sudden Event
(Manifestation - Sudden Event, Planes - Upper Planes, School of Magic - Evocation, Damage Type - Fire)
Once every 1d8 hours, a brilliant column of holy fire erupts from a random point.
Pillar of Divine Flame. Dexterity Saving Throw: DC 14, a 5-foot-radius, 40-foot-high cylinder centered on a random point in the area. Failure: A creature takes 4d8 fire damage and 4d8 radiant damage. Fiends and Undead in the area have disadvantage on this saving throw. Success: A creature takes half as much damage.
Threshold Scenarios
Critical Threshold Scenario: Mount Shirakumo
Source of Aetheric Saturation. Mount Shirakumo is the location of the primary research towers of the Tengu in the pursuit of their Shūfuku. Persistent use of magic has resulted in increasing levels of magical corruption.
Monster Manifestation. A Solar was driven mad when it was shunted from Mount Celestia, and has come to see itself as a deity. Song of Devotion. Wisdom Saving Throw: DC 20, any creature that starts its turn within 60 feet of this celestial and can hear its song. Failure: the creature is affected by the Charmed condition and must use its action to kneel in silent, motionless supplication. Success: Immune to this effect for 24 hours.
Sudden Event Manifestation. Once every 1d4 hours, an illusion from a dying world bleeds through reality. Vision of Ruin. Wisdom Saving Throw: DC 20, a 30-foot Emanation centered on a random point. Failure: The target takes 14d8 psychic damage and is affected by the Frightened condition for 1 minute. Success: The target takes half damage and is not frightened.
Hazard Manifestation. The snow and rock in some areas have been transmuted into bubbling pools of acid. Vitriolic Pool. Constitution Saving Throw: DC 20, any creature that enters or starts its turn in a pool. Failure: The target takes 16d6 acid damage. Success: Half damage.
Sudden Event Manifestation. Once every 1d6 hours, a wave of distorted probability from a nearby demiplane washes over the area. Unraveling Fate. Charisma Saving Throw: DC 20, a 30-foot Emanation centered on a random point. Failure: The target takes 14d8 force damage and has disadvantage on all attack rolls, saving throws, and ability checks until the end of their next turn. Success: Half damage only.
Monster Manifestation. The magical fallout has summoned mutated Remorhazes into the region. Mental Assault. Intelligence Saving Throw: DC 20, takes damage from a Remorhaz's bite attack. Failure: target takes an additional 4d8 psychic damage and has disadvantage on its next attack roll. Success: No effect.
Environment Manifestation. Drafting blankets of fog coat the entire region, its acrid contents stinging the eyes. Choking Miasma. Constitution Saving Throw: DC 20, any creature that begins its turn in a Miasmic cloud and is not immune to poison. Failure: The target takes 10d4 poison damage and is affected by the Blinded condition until it spends 1 minute clearing its eyes in an area free of the fog. Success: Half damage only.
Monster Manifestation. A Roman army of approximately 6,000 human soldiers, along with their retinue of nearly 18,000 humans, was deposited onto the frozen slopes of Mount Shirakumo. They are strangers in a strange land, non-magical skeptics who perceive the chaotic magical effects of the region as proof that they have been cast into Tartarus or some other mythological hell. Magic Resistance. The legionaries have advantage on saving throws against spells and other magical effects.
Volatile Threshold Scenario: Lios na Mara
Source of Aetheric Saturation. Lios na Mara is the ancient southern port of Brynnalyn. Sometime during the Blood Age, the use of magic opened up a breach to a plane of shadow, causing waves of Undead to force the Daoine Sí to abandon the location.
Environment Manifestation. A persistent planar breach to a plane of shadow pulses with necrotic energy once per hour, allowing the native undead on from the other side to pass through freely. Breach Pulse. Constitution Saving Throw: DC 22, any living creature that starts its turn within 3 miles of the breach. Failure: The target takes 12d4 necrotic damage. Success: Half damage only. Any corpse in the area that is not destroyed by fire or acid rises as an Undead creature under the GM's control.
Monster Manifestation. A Kraken has been pulled into this new reality, the planar shift altering it into a land-based creature. Land-Squid. The Kraken's Swim speed is replaced with a Burrow speed and Amphibious is replaced with Earth Glide. The Kraken's Lightning Strike is replaced with Shockwave: a 30-foot Emanation that deals 6d12 bludgeoning damage.
Hazard Manifestation. Chains of solidified shadow erupt from the ground to ensnare trespassers. Shadow Chains. Dexterity Saving Throw: DC 22, any creature that ends its turn in shadow in the area. Failure: The creature takes 18d6 magical slashing damage and is affected by the Restrained condition (escape DC 22) as conjured chains wrap around it. Success: Half damage only.
Sudden Event Manifestation. Once every 1d6 hours, a wave of fiendish, life-draining energy erupts from a random point. Necrotic Surge. Constitution Saving Throw: DC 22, a 20-foot Emanation centered on a random point. Failure: The target takes 16d8 necrotic damage, and it cannot regain hit points until the start of its next turn. Success: Half damage only.
Environment Manifestation. The island's waterlogged soil has been transmuted into a thick, grasping mud that clings to all who tread upon it. Clutching Mud. Strength Saving Throw: DC 22, any creature that enters into muddy terrain. Failure: The target takes 12d4 cold damage, and is affected by the Grappled condition (escape DC 22). Success: Half damage only. The entire area is difficult terrain.
Monster Manifestation. Four Mariliths have been dragged from the Lower Planes and corrupted by the planar shunt so that they heal supernaturally while in Dheghom. Planar Graft. The Marilith regains 10 hit points at the start of its turn if it has at least 1 hit point.
Sudden Event Manifestation. Once every 1d8 hours, a cloud of illusory mist coalesces at a random point, carrying a potent, supernatural toxin. Phantom Plague. Constitution Saving Throw: DC 22, a 20-foot Emanation centered on a random point. Failure: The target takes 16d8 poison damage and is affected by the Poisoned condition for 1 hour. Success: Half damage only.
Monster Manifestation. A lich has taken up residence near the planar breach, its magic empowered by the necrotic energies. Empowered Lich. The lich's spell save DCs have increased to 22 so long as it remains within 1 mile of the breach.
Catastrophic Threshold Scenario: Cathair Lir
Source of Aetheric Saturation. The ancient Aos Sí city of Cathair Lir was abandoned due to the rising Aetheric Saturation during the Blood Age. The magical beings within the city maintain the high saturation within the city.
Monster Manifestation. A Gold Dragon and a Lamia were spliced together as they were dragged through the planes. The resulting creature, Sybaris, is utterly mad, now a strange malformation of a vampiric dragon that ravages the ruins. Sybaris. See the Sybaris entry for full stat block.
Environment Manifestation. The chaotic magical energies have coalesced into stable, protective auras in certain areas of the city. Aegis of Stability. Any creature that starts its turn within this shimmering, 30-foot-radius sphere gains a +2 bonus to its Armor Class and saving throws until the start of its next turn.
Sudden Event Manifestation. Once every 1d10 hours, residue of the city's fall coalesces into illusions of the catastrophe, displaying short vignettes of the fall. Echoes of Agony. Wisdom Saving Throw: DC 23, a 60-foot Emanation centered on a random point. Failure: The target takes 18d8 psychic damage and is Paralyzed until the end of their next turn. Success: Half damage only.
Sudden Event Manifestation. Once every 1d4 hours, a brief, painless memory from a creature's happiest moment manifests as a flash of pure, golden light. Golden Memory. Charisma Saving Throw: DC 23, a 30-foot Emanation centered on a random point. Failure: The target takes no damage and is instead granted the benefits of the bless spell for 1 hour. Success: The target is unaffected.
Environment Manifestation. A fluctuating tear into the Abyss allows creatures from that plane to enter, including a powerful Balor. Abyssal Tear. Constitution Saving Throw: DC 23, any living creature that starts its turn within 100 feet of the tear. Failure: The target takes 14d4 fire damage. Success: Half damage only. Any creature in Cathair Lir is subject to the effects of Extreme Heat.
Hazard Manifestation. The mortar in many streets and ruined buildings exhumes random bursts of toxic gas. Tainted Stone. Constitution Saving Throw: DC 23, any creature that walks over befouled stones. Failure: The target takes 20d6 poison damage and is afflicted by the Poisoned condition for 1 hour. Success: Half damage only.
Sudden Event Manifestation. Once every 1d4 hours, a chaotic conjuration summons a swarm of mephits (2d10) that hunt the ruins for living creatures. Death Burst. The Death Burst trait DC is doubled, and while Failure still results in the amount of damage indicated, Success heals that target creature instead.
Monster Manifestation. The statues of Cathair Lir have been transmuted into living constructs. Some are mirrored or corrupted versions of the figure they were sculpted to represent, while others are primal manifestations of protection, aggression, or chaos. Statues of Cathair Lir. The living statues use the Iron Golem stat block, but the nature of their Absorption Trait, Bolt Attack, and Breath Action varies, allowing any combination of damage types to be substituted.
Environment Manifestation. The temporal chaos in the city grants fleeting glimpses of the immediate future. Precognitive Echoes. All creatures in Cathair Lir have advantage on Initiative checks and Dexterity saving throws.