Variable Magic Zones (5e Hazard)

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Variable Magic Zones[edit]

normal magic zone[edit]

the weave is perfectly intact and functional here

However, keep note if a large amount of spells are cast within a very short timeframe, or if extremely powerful spells like 9th-level spells are used, you can change the type of zone.

strong magic zone[edit]

saving throws made against magical effects have disadvantage, and spells are cast at one level higher than the caster intends. If the spell cast at a higher level creates effects that the caster is responsible for controlling, the caster must make a saving throw against his spellcasting ability DC. On a fail the effects are instead controlled at the DM's discretion, but the caster may try the saving throw on subsequent turns.

weak magic zone[edit]

saving throws made against magical effects have advantage, and spells are cast at one level lower than the caster intends, but not less than 1st level. If the spell cast at a lower level creates effects that the caster is responsible for controlling, the caster must make a saving throw against his spellcasting ability DC. On a fail the effects don't occur, but the caster may try the saving throw on subsequent turns.

wild magic zone[edit]

also known as a passive wild magic zone

every time a spell is cast, roll a d20, subtracting the spell's level from the result. If the result is 1 or less, roll on a wild magic table.

spellcasters that use wild magic, such as wild magic sorcerers, don't roll the d20, but they trigger the effect every time they cast a spell.

flux magic zone[edit]

also known as an active wild magic zone

the weave is damaged in such a way that it is interacting violently with background raw magic

every time magic is used in a flux zone, roll a d10.

1-2: the magic does not work

3-4: the magic behaves as if it was in a weak magic zone

5-6: the magic behaves as if it was in a strong magic zone

7-8: wild magic effect on a wild magic table

9-10: the magic behaves as normal

dead magic zone[edit]

as if an antimagic field. spells cannot be cast, summoned creatures disappear, and magic items become normal

flux magic zones are treated as difficult terrain

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