d6 | Result |
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1 |
Quicksand (Localized). A quicksand pit covers the ground in roughly a 10-foot square area and is usually 10 feet deep. When a creature enters the area, it sinks 1d4+1 feet into the quicksand and becomes restrained. At the start of each of the creature's turns, it sinks another 1d4 feet. As long as the creature isn't completely submerged in quicksand, it can escape by using its action and succeeding on a Strength check. The DC is 10 plus the number of feet the creature has sunk into the quicksand. A creature that is completely submerged in quicksand can't breathe. A creature can pull another creature within its reach out of a quicksand pit by using its action and succeeding on a Strength check. The DC is 5 plus the number of feet the target creature has sunk into the quicksand. |
2 |
Sandstorm (Localized). For every 4 hours the party spends in the wasteland roll a d20. On a 18-20, a 1 mile high sand storm rolls across the terrain, making the area within 60 miles heavily obscured for 1d12 hours. For each hour or portion thereof that a character is exposed to a sandstorm it must make a DC 16 Constitution check and a DC 16 Dexterity check.
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3 |
Aberrant Earth (Localized). This thick, slimy mud occasionally moves when humanoids are within 60 feet of it, pulsating in their general direction, and vaguely face-shaped formations can be found within it. It covers a 20 square foot patch of ground, though some can be much larger. Any creature that isn't an aberration that starts its turn in aberrant earth or moves into aberrant earth for the first time on its turn must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage and be stunned until the end of its next turn. A creature that dies while standing in aberrant earth is absorbed by it, and only a resurrection spell or similar magic can restore it to life. Sometimes, a patch of aberrant earth magically becomes a gibbering mouther of its own accord, though especially large patches might become more than one mouther. |
4 |
Time Displacement (Localized). The temporal anomaly can temporarily disrupt the force of time, forcing creatures in a 120ft. radius to make a DC 22 Charisma saving throw. On a failed save, the target vanishes until the next round. At the start of the next round, it reappears in the same spot or the nearest unoccupied space. |
5 |
Temporal Stasis (Localized). A Temporal stasis covers roughly a 20-foot square area. When a creature enters the area, they must make a DC12 Wisdom saving throw or they will be forced into a state of suspended animation. For the creature, time ceases to flow and its condition becomes fixed. The creature does not grow older. Its body functions virtually cease, and no force or effect can harm it. This state persists until the magic is removed (such as by a successful dispel magic spell.) A creature can pull another creature within its reach out of the Temporal Stasis by using its action and succeeding on a DC20 Strength check. |
6 |
Illusion Storm (Localized) An illusion storm is a mysterious surge of illusory magic that becomes self-sustaining for 12 to 48 hours, spreading terror and wonder until it clears. Illusion storms only occasionally pose a direct threat, but they are known for making things difficult and confusing. The storm takes the form of a great cloud, between 200 and 500 feet wide, and it can affect areas up to 1 mile away. It appears as a chaotic, amorphous amalgamation of all things. Mountains, men, dragons, beasts, cottages and castles, anything and everything that can be found in the material plane may be seen and heard by audiences of an illusion storm. Within it, these illusions fly, stretch, twist, and bend in impossible ways, swirling about like a volatile liquid. Some storms move in a specific direction over time, some remain still, and some attempt to spread out in all directions before tearing and fading out.
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