Difference between revisions of "Zodiac"
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|5||An 8HD Fire Elemental appears 60' from the caster. It is uncontrolled and tries to attack the caster or anyone in the way. The Elemental lasts for 1d6+1 rounds before leaving||16||The Caster sprouts a pair of horns which fall off after 1d6 days. Caster can 'Headbutt' as a bonus action for 1d4 piercing or bludgeoning, is not (but can become) proficient. | |5||An 8HD Fire Elemental appears 60' from the caster. It is uncontrolled and tries to attack the caster or anyone in the way. The Elemental lasts for 1d6+1 rounds before leaving||16||The Caster sprouts a pair of horns which fall off after 1d6 days. Caster can 'Headbutt' as a bonus action for 1d4 piercing or bludgeoning, is not (but can become) proficient. | ||
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− | |6||Caster becomes vulnerable to Fire until the Zodiac changes ||17||The caster vomits forth a stream of small red toads which hop away. If molested they swarm the attacker and explode for 4d6 fire damage. | + | |6||Caster becomes vulnerable to Fire until the Zodiac changes ||17||The caster vomits forth a stream of small red toads which hop away in search of water. If molested they swarm the attacker and explode for 4d6 fire damage. |
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|7||The Caster's hair catches fire. 1d6 fire damage per round until extinguished and hats destroyed.||18||A shooting star streaks across the sky. Caster is affected by '''Bless''' until Zodiac changes. | |7||The Caster's hair catches fire. 1d6 fire damage per round until extinguished and hats destroyed.||18||A shooting star streaks across the sky. Caster is affected by '''Bless''' until Zodiac changes. | ||
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|11||A random nearby object is affected as if by '''Heat Metal'''. If nonmagical it melts/burns away after 1d4 rounds, if magical it is caked in forgescale and probably useless until the scale is ground off, but not permananently damaged. If sentient it screams audibly until the spell ends. ||22||An 8HD Fire Elemental appears 60' from the caster. It is uncontrolled but friendly to the caster. The Elemental lasts for 1d6+1 rounds before leaving | |11||A random nearby object is affected as if by '''Heat Metal'''. If nonmagical it melts/burns away after 1d4 rounds, if magical it is caked in forgescale and probably useless until the scale is ground off, but not permananently damaged. If sentient it screams audibly until the spell ends. ||22||An 8HD Fire Elemental appears 60' from the caster. It is uncontrolled but friendly to the caster. The Elemental lasts for 1d6+1 rounds before leaving | ||
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− | |12|| The temperature within 1 mile rises by 20 degrees for one hour. Ice melts and cold-based spells automatically fail. ||23||Initially nothing happens, but the following round the caster's target is struck by a meteor. | + | |12|| The temperature within 1 mile rises by 20 degrees for one hour. Ice melts and cold-based spells automatically fail. ||23||Initially nothing happens, but the following round the caster's target is struck by a meteor. 5d20+20 bludgeoning damage, no save. Meteor weighs 100 pounds and its composition is based on damage, Iron (12-40 damage) Silver (41-60) Gold(61-90 damage) Mithril (91-110) or Adamantium (111-120). |
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|13||Caster gains heat vision for 1 hour. They may fire 2 '''Scorching Ray''' blasts at a target as a bonus action.||24||All water within 1 mile is destroyed. Any clouds are cleared from the horizon and any rain or snow stops. | |13||Caster gains heat vision for 1 hour. They may fire 2 '''Scorching Ray''' blasts at a target as a bonus action.||24||All water within 1 mile is destroyed. Any clouds are cleared from the horizon and any rain or snow stops. | ||
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|3|| The ground shakes for 1d6 rounds. All move actions require DC12 Acrobatics, all attacks are at disadvantage. One hour later the area is struck by a tsunami.||14|| | |3|| The ground shakes for 1d6 rounds. All move actions require DC12 Acrobatics, all attacks are at disadvantage. One hour later the area is struck by a tsunami.||14|| | ||
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− | |4|| | + | |4||||15|| |
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− | |5|| ||16|| | + | |5|| An 8HD Water Elemental appears 60' from the caster. It is uncontrolled and tries to attack the caster or anyone in the way. The Elemental lasts for 1 minute before disappearing||16|| |
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|6||Caster becomes vulnerable to Poison until the Zodiac changes ||17|| | |6||Caster becomes vulnerable to Poison until the Zodiac changes ||17|| | ||
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|8|| ||19||The caster sees a vision of three crones working around a loom. The eldest crone notices their gaze, then quickly unravels a portion of the loom and reworks it. The success/failure of the last action is reversed. Only the caster remembers previous outcome. | |8|| ||19||The caster sees a vision of three crones working around a loom. The eldest crone notices their gaze, then quickly unravels a portion of the loom and reworks it. The success/failure of the last action is reversed. Only the caster remembers previous outcome. | ||
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− | |9|| ||20|| | + | |9|| ||20|| A hag appears and grapples the target. If they do not escape it pulls them into the feywild at the end of their next turn. |
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|10|| Plants and vines rise up and the Caster is '''Entangled''', escape DC 12 ||21||Caster's target afflicted by '''Crown of Madness'', save DC 20 | |10|| Plants and vines rise up and the Caster is '''Entangled''', escape DC 12 ||21||Caster's target afflicted by '''Crown of Madness'', save DC 20 | ||
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|6||Caster shifts into the deep ethereal for 1 round. They see a [[http://2.bp.blogspot.com/-7cjRIZsY1vY/UVbZjk8qlRI/AAAAAAAAFoM/tWV6iaGubp0/s1600/Hound_of_Tindalos.jpg|''Hound of Tindalos'']] before returning ||17|| | |6||Caster shifts into the deep ethereal for 1 round. They see a [[http://2.bp.blogspot.com/-7cjRIZsY1vY/UVbZjk8qlRI/AAAAAAAAFoM/tWV6iaGubp0/s1600/Hound_of_Tindalos.jpg|''Hound of Tindalos'']] before returning ||17|| | ||
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− | |7|| ||18|| | + | |7|| Caster learns one 9th level spell. Spell is sentient, will cast itself when it is good and ready. ||18|| |
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|8||Caster is wracked with excruciating pain when they move. They take 1d4 Psychic for each 5' moved or action taken, any spells with somatic components require a DC 18 Concentration Check. ||19||Target is wracked with excruciating pain when they move. They take 1d4 Psychic for each 5' moved or action taken, any spells with somatic components require a DC 18 Concentration Check. | |8||Caster is wracked with excruciating pain when they move. They take 1d4 Psychic for each 5' moved or action taken, any spells with somatic components require a DC 18 Concentration Check. ||19||Target is wracked with excruciating pain when they move. They take 1d4 Psychic for each 5' moved or action taken, any spells with somatic components require a DC 18 Concentration Check. | ||
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|12|| ||23|| | |12|| ||23|| | ||
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− | |13||Caster sprouts 3d6 eyestalks until next long rest. Cannot be surprised or flanked, + | + | |13||Caster sprouts 3d6 eyestalks until next long rest. Cannot be surprised or flanked, +1 to perception checks per eye, gains '''Sunlight Sensitivity'''. ||24||A '''Purple Worm''' bursts forth from the ground. The caster can influence it with a CHA check (DC 12 + 2 * the number of rounds present). |
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|||||25+||Portal to Astral Sea opens for 1 minute. Everything within 30 ft. is pulled in. Any creature beyond 30 ft. can make a STR Save to resist (DC = 60 - the number of feet from the epicenter). | |||||25+||Portal to Astral Sea opens for 1 minute. Everything within 30 ft. is pulled in. Any creature beyond 30 ft. can make a STR Save to resist (DC = 60 - the number of feet from the epicenter). |
Latest revision as of 07:14, 25 February 2025
Greensward has hundreds of constellations belonging to seven Houses. As the significant planetary bodies move through these houses, the arcane power of these houses ebb and flow. The greatest sages of antiquity could not predict the dominant Zodiac out to a week, and modern scholars can only reliably predict the Zodiac one day in advance.
Sorcerers who describe themselves as Wild Magic acolytes draw on this fluctuation to empower their magical strength. Others of this devotion prefer to call themselves Star Sorcerers. The name is superfluous, the effect is the same.
Each day at dusk, with the setting of the sun and the first twinkling of the North Star, the Zodiac shifts into one of the following Houses:
Proficient Arcanists may make a check to determine the house in effect if they are outside under a clear sky. Failure by 5 or more reveals no result, a failed check by 4 or less will predict the wrong house.
Beyond the natural houses, certain consecrated areas or the presence of powerful outsiders may cause results from the Celestial or Demonic table instead of the natural result.
Contents
House of the Ifrit DC12
3 | A crater forms at a random location. 1d10 Balls of Fire erupt from the crater each round for the next minute. Each ball will manifest as a 3d10 chromatic orb targeting a random person or object with +7 SAB. | 14 | The area around the caster is blasted by waves of heat. Any creature that starts their turn within 30' radius of the caster takes 1d6 fire damage and anyone who moves closer to the caster takes 1d6 fire damage for each 5 ft of movement. The effect ends if the caster opens their mouth for any reason. | 4 | A massive Fireball flashes out from the caster. Everyone within 30' takes 8d6 fire damage. save for half. Caster gets no save. Every combustible item in the area is burning | 15 | The caster sprouts wings of fire, can Fly for one hour. | 5 | An 8HD Fire Elemental appears 60' from the caster. It is uncontrolled and tries to attack the caster or anyone in the way. The Elemental lasts for 1d6+1 rounds before leaving | 16 | The Caster sprouts a pair of horns which fall off after 1d6 days. Caster can 'Headbutt' as a bonus action for 1d4 piercing or bludgeoning, is not (but can become) proficient. | 6 | Caster becomes vulnerable to Fire until the Zodiac changes | 17 | The caster vomits forth a stream of small red toads which hop away in search of water. If molested they swarm the attacker and explode for 4d6 fire damage. | 7 | The Caster's hair catches fire. 1d6 fire damage per round until extinguished and hats destroyed. | 18 | A shooting star streaks across the sky. Caster is affected by Bless until Zodiac changes. | 8 | Smoke pours from the caster's eyes for 1d6 rounds. Caster is 'Blinded' and a 'Fog Cloud' expands out around caster at a rate of 5' per round. | 19 | The caster gains one temporary spell slot and they gain Chromatic Orb (Fire) as a memorized spell. | 9 | Caster glows as if the target of Light for one hour. | 20 | All fire effects within 1 mile do double damage for the next minute | 10 | Caster's hair turns red permanently | 21 | Caster becomes resistant to Fire until the Zodiac changes | 11 | A random nearby object is affected as if by Heat Metal. If nonmagical it melts/burns away after 1d4 rounds, if magical it is caked in forgescale and probably useless until the scale is ground off, but not permananently damaged. If sentient it screams audibly until the spell ends. | 22 | An 8HD Fire Elemental appears 60' from the caster. It is uncontrolled but friendly to the caster. The Elemental lasts for 1d6+1 rounds before leaving | 12 | The temperature within 1 mile rises by 20 degrees for one hour. Ice melts and cold-based spells automatically fail. | 23 | Initially nothing happens, but the following round the caster's target is struck by a meteor. 5d20+20 bludgeoning damage, no save. Meteor weighs 100 pounds and its composition is based on damage, Iron (12-40 damage) Silver (41-60) Gold(61-90 damage) Mithril (91-110) or Adamantium (111-120). | 13 | Caster gains heat vision for 1 hour. They may fire 2 Scorching Ray blasts at a target as a bonus action. | 24 | All water within 1 mile is destroyed. Any clouds are cleared from the horizon and any rain or snow stops. | 25+ | Portal to Elemental Plane of Fire opens for 1 minute. |
House of the Djin DC18
3 | A tornado strikes the area. Its a bad thing. | 14 | A swarm of finches flocks to the caster's presence. They will not leave willingly for 1d10 minutes and obscure vision but do not attack. | 4 | Reverse Gravity centered directly beneath caster. Lasts until dispelled. | 15 | Caster Polymorphed into a Coatl for one hour. | 5 | An 8HD Air Elemental appears 60' from the caster. It is uncontrolled and tries to attack the caster or anyone in the way. The Elemental lasts for 1 minute before leaving | 16 | Caster's eyes turn permanently blue. Gains Truesight for 1d6 days. | 6 | Caster becomes vulnerable to Lightning until the Zodiac changes | 17 | Fireflies swirl around the caster, providing dim light for 10' radius. They last until the next sunrise. | 7 | All of the caster's body hair disappears. Will grow back normally but will be very itchy. | 18 | Caster teleports up to 60 feet to an unoccupied space of your choice that you can see. | 8 | The caster's body becomes misty and vaporous for 1 minute. They are Vulnerable to physical attacks while in this state. | 19 | The caster affected by Gaseous Form. | 9 | Caster is surrounded by faint, ethereal music for the next minute. | 20 | Caster can take one additional action immediately. | 10 | Caster's height changes by 1d12 inches. (even=increase, odd=decrease) | 21 | Caster becomes resistant to Lightning until the Zodiac changes | 11 | Caster is affected by Blink spell for 1 minute. | 22 | Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. | 12 | Smoke pours from the ground obscuring all vision for a 60' radius from caster for one minute. The effect moves with the caster. | 23 | You regain all expended sorcery points. If you do not have sorcery points, you gain the 'Metamagic Initiate' feat. | 13 | The caster is affected by the Fly spell for one hour. No concentration required. | 24 | You spontaneously cast 'Wind Walk' on yourself or a hostile group. If you target enemies they are immediately blown in a random direction each round and cannot end the spell early. | 25+ | Portal to Elemental Plane of Fire opens for 1 minute |
House of the Marid DC16
3 | The ground shakes for 1d6 rounds. All move actions require DC12 Acrobatics, all attacks are at disadvantage. One hour later the area is struck by a tsunami. | 14 | 4 | 15 | 5 | An 8HD Water Elemental appears 60' from the caster. It is uncontrolled and tries to attack the caster or anyone in the way. The Elemental lasts for 1 minute before disappearing | 16 | 6 | Caster becomes vulnerable to Poison until the Zodiac changes | 17 | 7 | 18 | 8 | 19 | 9 | 20 | 10 | Caster's eyes double in size and become inky black. Gain Darkvision 120 ft. and Sunlight Sensitivity. | 21 | Caster becomes resistant to Poison until the Zodiac changes | 11 | 22 | 12 | The area around the caster for 60 ft radius is coated in ice. Any active fires are extinguished. Any creature that starts their turn in the area must make a DC 13 Dexterity Save or fall Prone. | 23 | 13 | Caster gains Ice Breath for one hour. (30 ft cone, 6d8 cold damage, DC14 Dex Save for half, recharge 6) | 24 | 25+ | Portal to Elemental Plane of Water opens for 1 minute |
House of the Dao DC10
3 | A greater earthquake strikes the area. | 14 | 4 | An 8HD Earth Elemental appears 60' from the caster. It is uncontrolled and tries to attack the caster or anyone in the way. The Elemental lasts for 1 minute before disappearing | 15 | 5 | 16 | 6 | Caster becomes vulnerable to Bludgeoning until the Zodiac changes | 17 | 7 | 18 | 8 | 19 | 9 | 20 | 10 | 21 | Caster becomes resistant to Bludgeoning until the Zodiac changes | 11 | 22 | 12 | 23 | 13 | 24 | 25+ | Portal to Elemental Plane of Fire opens for 1 minute |
House of Shadow DC17
3 | All creatures within 60 ft. of the caster must make a DC17 Constitution Save or gain a random Undead Template | 14 | 4 | 15 | 5 | 16 | 6 | Caster becomes vulnerable to Necrotic until the Zodiac changes | 17 | 7 | 18 | 8 | 19 | 9 | 20 | 10 | 21 | Caster becomes resistant to Necrotic until the Zodiac changes | 11 | 22 | 12 | 23 | Target and their equipment are vaporized into smoke and shadow. At the darkest hour of night they return, but are now some manner of undead creature. | 13 | 24 | 25+ | Portal to Shadowfell opens for 1 minute |
House of the Feywild DC13
3 | A Dullahan erupts from the ground in a column of fire. It speaks the name of a nearby creature and they must make a DC20 WIS save or take 20d10 Necrotic, save for half | 14 | 4 | 15 | 5 | Every face that the Caster sees looks like their own face. Any damage caused by the Caster is also caused to Caster. Can save after a long rest. DC CHA 20 - (number of days afflicted). | 16 | A Dullahan erupts from the ground in a column of fire. He rides away into the night. | 6 | Caster becomes charmed by whatever they next see. DC18 to break next round | 17 | 7 | Caster and Target become Star-Crossed. Feelings and injuries are shared. Can only be broken when "stars are right". | 18 | 8 | 19 | The caster sees a vision of three crones working around a loom. The eldest crone notices their gaze, then quickly unravels a portion of the loom and reworks it. The success/failure of the last action is reversed. Only the caster remembers previous outcome. | 9 | 20 | A hag appears and grapples the target. If they do not escape it pulls them into the feywild at the end of their next turn. | 10 | Plants and vines rise up and the Caster is Entangled, escape DC 12 | 21 | Caster's target afflicted by 'Crown of Madness, save DC 20 | 11 | Caster is affected by Blink spell for 1 minute. Whenever they become ethereal, they are replaced by a murderous duplicate who disappears whenever they return. | 22 | Caster is affected by Foresight for 8 hours. | 12 | Caster grows a new freckle. +1 to CHA for 7 days, then the freckle falls off. | 23 | Target disappears in a flash of light and a cloud of pollen. They belong to the fae court now, for good or ill. | 13 | 24 | An eyeball appears in the caster's hand. If eaten, it will grant Truesight 60' permanently. If dropped it will run away | 25+ | Portal to the Feywild opens for 1 minute |
House of the Far Realm DC20
3 | A hole in reality forms. Everyone within 60' must make a DC15 STR check or be sucked into the Astral Plane in the middle of a Psychic Storm. | 14 | Caster gains Starvision until next long rest. | 4 | A Purple Worm bursts forth from the ground. It is hostile to the caster. | 15 | 5 | Caster grows a random limb or organ. | 16 | 6 | Caster shifts into the deep ethereal for 1 round. They see a [Hound of Tindalos] before returning | 17 | 7 | Caster learns one 9th level spell. Spell is sentient, will cast itself when it is good and ready. | 18 | 8 | Caster is wracked with excruciating pain when they move. They take 1d4 Psychic for each 5' moved or action taken, any spells with somatic components require a DC 18 Concentration Check. | 19 | Target is wracked with excruciating pain when they move. They take 1d4 Psychic for each 5' moved or action taken, any spells with somatic components require a DC 18 Concentration Check. | 9 | 20 | 10 | 21 | Evard's Black Tentacles forms at the target location and lasts 1d6 rounds. DC18 to break the grapple | 11 | 22 | 12 | 23 | 13 | Caster sprouts 3d6 eyestalks until next long rest. Cannot be surprised or flanked, +1 to perception checks per eye, gains Sunlight Sensitivity. | 24 | A Purple Worm bursts forth from the ground. The caster can influence it with a CHA check (DC 12 + 2 * the number of rounds present). | 25+ | Portal to Astral Sea opens for 1 minute. Everything within 30 ft. is pulled in. Any creature beyond 30 ft. can make a STR Save to resist (DC = 60 - the number of feet from the epicenter). |
Houses in Flux DC22
The Empty House indicates that the celestial bodies are in such a state of flux that they are cancelling each other out completely. Roll on a random table every time a surge is called to find the results of that moment. Make this roll with 1d10, on an 8 there is no surge, on a 9 or 10 use the Celestial or Demonic entry.
Celestial Blessing DC15
3 | The area is blasted by radiant energy. Any undead in the vicinity are destroyed. As the light clears, a random celestial creature remains. If there is evil present it will contest it, After 1 minute it will leave to its own purposes. | 14 | Caster is affected by Sanctuary DC16 until they are damaged. Attacking ends the spell. | 4 | A deva is summoned. It believes the caster summoned it and is hostile unless convinced otherwise. | 15 | 5 | Target is affected by Sanctuary DC16 until they are damaged. May attack normally. | 16 | 6 | 17 | 7 | 18 | 8 | 19 | 9 | 20 | Target is affected by Sanctuary DC16 until they are damaged. Can attack normally without breaking the spell. | 10 | 21 | Caster grows wings of silvery feathers. Can Fly 60MV for one hour, then wings disappear. | 11 | 22 | Caster is affected by Heal. | 12 | Caster gains Truesight until next long rest. | 23 | A deva is summoned. It serves faithfully for 1 hour. | 13 | Caster develops a soft halo of light. CHA checks have advantage until LR | 24 | A Solar appears in a blinding flash of light. Everyone within 120' save vs WIS DC18 or be stunned. If the caster is evil, the Solar will attack. If the caster is good he will bless one item with Holy power permanently. If neutral he will disappear. | 25+ | Portal to one of the upper planes opens for 1 minute |
Demonic Taint DC17
3 | A massive sinkhole forms, At the heart of the sinkhole is a glowing vortex with a planar gate to the Abyss. Each round a random creature comes through. After 1d10 rounds the gate closes. | 14 | 4 | A Type (1d6) Greater Demon appears 30' from the caster. It is uncontrolled and tries to attack the caster or anyone in the way. | 15 | 5 | 16 | Everyone within 10' r of spell target affected by Bane | 6 | 17 | 7 | Caster and everyone within 10' r of caster affected by Bane | 18 | 8 | 19 | 9 | 20 | 10 | 21 | 11 | 22 | 12 | Caster gains Darkvision (120') and Devil's Sight until next long rest. | 23 | A Type (1d6) Greater Demon appears 30' from the caster. It is subservient to the caster and serves for 1 hour. There is a 25% chance that it will try to take the caster back with it when it leaves. | 13 | Any fire or magical light source within 1 mile is extinguished. | 24 | A cambion appears in a column of fire. He attacks the caster. If he hits he leaves the weapon in the caster's body and disappears. | 25+ | Portal to one of the lower planes opens and a damned soul crawls out. |
Eldritch Surge
An individual marked by the Old Ones can feel a connection to the strangest threads of the weave. With effort they can pluck at these threads, potentially confusing the effects or erasing them completely. An afflicted has a number of surges equal to their proficiency bonus and they regain any used surges at the end of a long rest.
In order to trigger a surge, the afflicted must make an Intelligence(Arcana) check with a DC of 12 + the level of the spell. If this check fails the spell completes normally and the surge is not lost.
2 | Whoop | 3 | Whoop | 4 | Whoop | 5 | Whoop | 6 | Whoop | 7 | Nothing happens | 8 | Whoop | 9 | Triggering creature's **Shadow** animates for 1 minute. Any time the creature moves or takes an action, the shadow attacks the | 10 | Whoop | 11 | Whoop | 12 | Whoop |