Variable Magic Zones (5e Hazard)

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Variable Magic Zones[edit]

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 less than 1, roll on a wild magic table.

spellcasters that use wild magic, such as wild magic sorcerers, roll the d20 twice and take the lowest result.

strong magic zone[edit]

saving throws made against magical effects in the area are made at 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, and the caster is unprepared for them, the effects are instead controlled at the DM's discretion. The caster may attempt to gain control of the effects by beating a DC of 10 + the spell's level using their spellcasting modifier.

additionally, every time a spell is cast, roll a d100, subtracting the spell's level from the result

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.

If you decide that a sufficient amount of magical discharge has occurred in an area of normal magic, roll a d100.

weak magic zone[edit]

saving throws made against magical effects have advantage, while spell attack rolls have disadvantage. In addition, all magical effects do half damage.

Every time a spell is cast, roll a d100, subtracting the spell's level from the result

dead magic zone[edit]

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

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: wild magic effect

3-4: the magic does not work

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

7-8: the magic behaves as if it was in a strong magic zone

9-10: the magic behaves as normal

flux magic zones are treated as difficult terrain


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