Magical Phenomena (Isl Cana Supplement)
Isl Cana has many areas on it that cause magic to go awry, become more or less powerful, or flat out useless. These areas appear and disappear randomly, and are entirely unpredictable, even so, people are very much aware of this magical phenomena.
You can place these areas randomly on Isl Cana. It's best that you choose or roll when the players arrive to their destination, but to truly immerse them in the randomness of the event, you can change it mid-session. You can choose which phenomena happens or you can roll on the Magical Phenomena table if you want the dice to decide.
1d8 | Magical Phenomena |
---|---|
1-2 | Wild Magic Area (Surging Field) |
3-4 | Low-Magic Area (Weakened Field) |
5-6 | High-Magic Area (Strengthened Field) |
7-8 | Antimagic Area (Void) |
Isl Cana With One Or Less Phenomena
If you want, you can play this setting without any of these phenomena. Your game will play the same as any other campaign setting that doesn't rely of the randomness of the island. Alternatively, you can choose to play with only one of these phenomena, Isl Cana without magic will be very hard to play, and you're restricting most of the player's choices when it comes to their class. Isl Cana with only Wild Magic Fields can be insane, every caster needs to be wary, and Wild Magic sorcerers will have so much more oomph to their randomness.
Wild Magic Areas[edit]
Also called Surging Fields, Wild Magic Areas cause magic to become uncontrollable, even for the most powerful or mages. If your players that can cast spells enter a Wild Magic Area, they will instantly feel their magic, divine or arcane, become so powerful that it can't be controlled. If a creature casts a spell, either from a class feature or a racial trait, roll on the Wild Magic Surge table.
For abilities and other features that aren't specifically stated as magical, but you think they should be, then roll on the table, nothing is stopping you from doing so.
If an effect requires a saving throw, the DC is the caster's spell save DC. If it doesn't have one, then the DC equals 10 + the spell's level (+0 if the spell is a cantrip).
Wild Magic Surge
d100 | Effect | d100 | Effect |
---|---|---|---|
1-5 | A burst of magical force explodes form the caster. Each creature within 30 feet (including the caster) must succeed on a saving throw (caster's choice), the saving throw is the same for all creatures. A creature takes 3d10 force damage on a failed save, or half as much damage on a successful. The damage increases by 1d10 for each level above the spell's base level. | 51-55 | A wave of positive energy flows from the caster. The caster decides which direction the wave flows. Each creature of the caster's choice heals 3d8 hit points. The healing increases by 1d8 for each level above the spell's base level. |
6-10 | Strong winds push down on the field. A 120-foot wide, 100-foot tall cylinder appears centered on the caster. Each creature in this cylinder must spend twice their movement when moving, and vertical movement is impossible. The winds also disperse any fog and spells like cloudkill and windwall. The winds last for 1 minute | 56-60 | Darkness envelopes the caster for 1 minute. The caster can move through solid objects as though they were difficult terrain. If the caster ends its turn in the space of another creature or object, it takes 2d10 force damage and is shunted 5 feet from the space. |
11-15 | Example | 61-65 | Example |
16-20 | Example | 66-70 | Example |
21-25 | Example | 71-75 | Example |
26-30 | Example | 76-80 | Example |
31-35 | Example | 81-85 | Example |
36-40 | Example | 86-90 | Example |
41-45 | Example | 91-95 | Example |
46-50 | Example | 96-100 | Example |
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