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  1. Notes

Faerzress

Explanation

An unusual magical energy the Drow call faerzress pervades much of the Underdark. The origin of this mysterious arcane power is unknown. Legend claims it is an ancient elven magic dating back to the time when the Dark Evlves were first exiled from the world above. The Drow and other Underdark creatures use the properties of areas suffused with faerzress to protect their settlements.

Areas suffused with faerzress can range in size from a few dozen meters across to several kilometers in diameter, and feature the following effects:

  • Areas suffused with faerzress are always filled with dim light.
  • A creature in an area suffused with faerzress has advantage on saving throws against any Divination spells. If a divination spell doesn't allow a saving throw, the caster must succeed on a DC 15 Constitution saving throw to cast the spell. Failing this save means the spell is wasted and has no effect.
  • Any creature attempting to teleport into, within, or out of a faerzress-suffused area must succeed on a DC 15 Constitution saving throw. On a failed save, the creature takes 1d10 force damage and the teleportation attempt fails. Even if the save succeeds, the teleportation attempt can suffer a mishap as if the destination was known only by description, regardless of how familiar the destination actually is. See the table in the Teleport spell for more information.
  • Areas suffused with faerzress have become tainted by the chaos of the demon lords. When a spell is cast in a faerzress-suffused area, the caster rolls a d20. On a roll of 1, the spell has an additional effect, determined by rolling on the Wild Magic Surge table.

Though faerzress can't be dispelled, its effects are temporarily suppressed in the area of an Antimagic Field.


Wild Magic

d100Effectd100Effect
01-02Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
51-52

A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.

03-04For the next minute, you can see any invisible creature if you have line of sight to it.53-54You are immune to being intoxicated by alcohol for the next 5d6 days.
05-06modron chosen and controlled by the DM appears in an unoccupied space within 1m of you, then disappears 1 minute later.55-56Your hair falls out but grows back within 24 hours.
07-08

You cast Fireball as a 3rd-level spell centered on yourself.

57-58For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
09-10

You cast Magic Missile as a 5th-level spell.

59-60You regain your lowest-level expended spell slot.
11-12Roll a d10. Your height changes by a number of centimeters equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
61-62For the next minute, you must shout when you speak.
13-14

You cast Confusion centered on yourself.

63-64

You cast Fog Cloud centered on yourself.

15-16For the next minute, you regain 5 hit points at the start of each of your turns.
65-66Up to three creatures you choose within 6m of you take 4d10 lightning damage.
17-18You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
67-68You are frightened by the nearest creature until the end of your next turn.
19-20

You cast Grease centered on yourself.

69-70Each creature within 6m of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
21-22Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
71-72You gain resistance to all damage for the next minute.
23-24

Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect.

73-74A random creature within 12m of you becomes poisoned for 1d4 hours.
25-26An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.
75-76You glow with bright light in a 6m radius for the next minute. Any creature that ends its turn within 1m of you is blinded until the end of its next turn.
27-28For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.77-78

You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.

29-30You teleport up to 12m to an unoccupied space of your choice that you can see.
79-80Illusory butterflies and flower petals flutter in the air within 2m of you for the next minute.
31-32

You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.

81-82You can take one additional action immediately.
33-34Maximize the damage of the next damaging spell you cast within the next minute.
83-84Each creature within 6m of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
35-36Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.
85-86

You cast Mirror Image.

37-38

1d6 Flumphs controlled by the DM appear in unoccupied spaces within 12m of you and are frightened of you. They vanish after 1 minute.

87-88

You cast Fly on a random creature within 12m of you.

39-40You regain 2d10 hit points.
89-90You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.
41-42You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.
91-92

If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.

43-44For the next minute, you can teleport up to 4m as a bonus action on each of your turns.
93-94Your size increases by one size category for the next minute.
45-46

You cast Levitate on yourself.

95-96You and all creatures within 6m of you gain vulnerability to piercing damage for the next minute.
47-48

A Unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.

97-98You are surrounded by faint, ethereal music for the next minute.
49-50You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.99-00You regain all expended sorcery points.