The Aethervale

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Mana Wastes Anomalies

Mana Wastes Anomalies

1d50 Mana Wastes Anomalies

The Mana Wastes are a broken landscape where the laws of physics and magic have been shattered. Every step is a gamble.

d50Anomaly
1Sideways Gravity: For a 100ft stretch, gravity pulls to the West. Creatures must "climb" the ground.
2Wild Magic Storm: For 1d4 hours, any spell cast triggers a surge on the Wild Magic table.
3Crystal Blight Spores: A cloud of glowing dust. DC 15 Con save or take 2d6 necrotic damage as crystals begin to grow on skin.
4Temporal Pocket: Time moves faster here. A 10-minute rest inside counts as a long rest, but creatures age 1 year.
5Echoes of the Past: Spectral images of the ancient magi-ocracy play out a tragic scene from the Age of Ruin.
6Mana-Dead Zone: No spells can be cast here, and magical items lose their properties until removed from the area.
7Floating Islands: Chunks of earth floating 50ft up. They are connected by vines of hardened Aether.
8Whispering Winds: DC 14 Wis save or be compelled to walk toward the center of the Wastes for 1 hour.
9Aether-Fever: The air is so saturated with raw energy that creatures gain a level of exhaustion every hour.
10Living Spells: A Cloudkill or Fireball spell that has gained sentience and roams the area like a beast.
11Reverse Rain: Droplets of liquid mana fall from the ground into the sky. Touching them restores a 1st-level spell slot but deals 1d10 force damage.
12Mirror Earth: The ground is as reflective as a mirror. DC 13 Wis save or become permanently blinded while in the area.
13The Lich's Gaze: A massive, spectral eye appears in the sky. All creatures are Frightened while it is visible.
14Gravity Well: A 20ft radius where weight is tripled. Movement speed is halved, and jump distance is zero.
15Prismatic Fog: A thick fog that changes color every minute. Each color has a different effect (e.g., Green = Poison, Blue = Cold).
16The Silent Mile: No sound can be made or heard. Thunder damage is negated.
17Aetheric Flare: A sudden burst of light. All magical items in the party's possession regain 1d4 charges, but the party is Blinded for 1 minute.
18Phase-Shift Terrain: Rocks and hills flicker in and out of existence every few seconds.
19Hungry Shadows: Shadows move independently of their owners and try to "bite" other shadows (dealing necrotic damage to the owner).
20Iron-Scented Air: The air tastes like blood and metal. Weapon attacks deal an extra 1d4 damage, but armor feels twice as heavy.
21Mutated Flora: Trees with eyes and flowers that scream when touched.
22Aether-Crystals (Raw): A cluster of volatile crystals. They can be harvested, but if dropped, they explode (4d6 force damage).
23Gravity Bubbles: Small spheres of zero-gravity drift through the air. Touching one sends a creature drifting upward.
24Psychic Backwash: Memories of the party's worst failures manifest as physical, harmless illusions.
25The Null-Scream: A deafening silence that deals 2d10 psychic damage to any creature with an Intelligence of 6 or higher.
26Arcane Mirage: A lush oasis or safe haven that is actually a pit of shifting, acidic sands.
27Color-Drain: Everything in a 500ft radius becomes black and white. Creatures lose their sense of smell and taste here.
28Memory Leak: Creatures must make a DC 12 Int save or forget their own name for 1d6 hours.
29Shattered Sky: The sky looks like broken glass, showing glimpses of different planes of existence.
30Static Field: Everyone's hair stands on end. Metal weapons deal an extra 1d4 lightning damage but might shock the wielder.
31The Lich's Whisper: A voice in the head offers a "Wish" in exchange for a piece of the soul (permanently losing 1d10 Max HP).
32Stone to Flesh: For a brief moment, the rocks beneath the party's feet feel like muscle and skin.
33Aether-Vampires: Invisible entities that drain spell slots rather than blood.
34Gravity Shear: A line where gravity is normal on one side and reversed on the other. Very disorienting.
35Petrified Magic: A spell (like a Wall of Ice) that was cast 500 years ago and has been frozen in time, never melting.
36The Long Shadow: Shadows are 50ft long regardless of the light source, and they point toward the center of the Wastes.
37Aetheric Resonance: Any verbal communication is broadcast telepathically to everyone within 1 mile.
38Blighted Water: Water that looks pure but turns into lead once swallowed.
39Shifted Horizon: The horizon appears much closer than it is, making distances impossible to judge.
40The Ghost of a City: A perfectly preserved street from the ancient capital, which vanishes if anyone tries to take an item from it.
41Gravity Slingshot: A patch of ground that launches anyone who steps on it 60ft into the air.
42Aetheric Bloom: Massive glowing flowers that pulse with the rhythm of a heartbeat.
43The Lich's Chain: A physical, rusty chain that extends from the ground into the clouds. It cannot be broken.
44Mana-Fog: A fog that smells like ozone. Spending 1 hour in it restores 1d4 levels of spell slots but causes 1d4 points of psychic damage.
45Elemental Chaos: Small fireballs, ice shards, and lightning bolts randomly manifest and dissipate.
46Weightless Gold: Any coins the party carries become weightless and try to float away.
47The Vanguard's Footprint: A massive indentation in the earth where a member of the Vanguard of Dawn once stood. It is the only "Safe" spot for miles.
48Aetheric Web: Invisible sticky strands that drain magic from items they touch.
49Gravity Anchor: A small pebble that weighs 1,000 lbs. If picked up, the creature is pinned to the spot.
50The Heart of the Waste: A vision of the Null-Sphere itself. Roll on this table three times; all effects are active at once.