Primal Magic Events

Primal Magic Events

d%Event
1–6Creatures and objects within a radius equal to 5 × CR are drained of color for CR minutes. A gnome in this area must make a DC 15 Will save to avoid being shaken by this effect for the duration of the loss of color. This is a mind-affecting fear effect.
7–10A number of strangely colored centipedes appear in the area—these centipedes ignore non-spellcasters and attack only creatures capable of casting spells or using spell-like abilities. This encounter should be a mix of centipedes that equals the CR of the primal magic event. The corpses of any slain centipedes pivot until their heads point in the direction of the Pit of Gormuz.
11–14 Strange music fills the air for a number of minutes equal to the CR. Possible choices include the following (roll 1d4):Battle chants, Opera arias, Prayers, or Monastic chants.
The music instills in those who hear it a strong urge to sing or dance along. A creature who does so gains a +2 morale bonus on attack rolls and saving throws for the duration of the music.
15–18A zone of unluck and a strange pale violet radiance equivalent to candlelight fills a CR × 5 foot radius for CR hours. All d20 rolls made in this area must be rolled twice, taking the lower of the two rolls.
19–22 One creature’s body and all its possessions reverse into a mirror image of themselves. The binding of any book in its possession is reversed, though the text within remains normal and legible. This effect is unusual but has no actual game effect. Reversing this effect is possible via break enchantment, limited wish, miracle, polymorph any object, or wish.
23–26A circular pit opens under the feet of a random target. The pit creates an extradimensional space in the ground, not an actual pit. The pit is 10 feet deep per CR, but otherwise functions as create pit.
27–32 A rain of small objects (anything from flowers to rotten fruit) pelts an area with a radius equal to 5 × CR for CR rounds. This strange hail is not harmful, but during this time all creatures in the area gain concealment and must make concentration checks (DC 15 + the spell’s level) to cast spells.
33–38Positive energy affects a number of creatures not to exceed CR in total. These creatures are affected by a heal spell (caster level = CR).
39–44 Negative energy affects a number of creatures not to exceed CR in total. These creatures are affected by a harm spell (caster level = CR).
45–48An area with a radius of CR × 10 feet becomes utterly dark, as if from a deeper darkness spell.
49–54 The environment itself suddenly springs to life and attacks all non-elemental creatures in the immediate area. Treat this event as an encounter with various elementals drawn from the immediate surroundings as appropriate, tailored to be an encounter of a CR equal to that of the primal magic event.
55–62Strange, shifting curtains of color, akin to an aurora borealis, manifest in the sky but are visible only to those in an area equal to CR × 10 feet in radius. Every creature in this area must make a Will save (DC 10 + CR) or be dazed by the shifting colors for 1 round. The colors persist for 1 round per CR. Creatures must make a new save each round to avoid becoming dazed. This is a mind-affecting pattern effect.
63–68 A random number of creatures not to exceed the event’s CR become confused unless they succeed at a Will save (DC = 10 + CR). For each affected creature, this effect persists until that creature’s confusion effect results in “act normally,” at which point the effect ends for the creature. This is a mind-affecting effect.
69–74A storm of energy (with an equal chances of being acid, cold, electricity, or fire) sweeps through the area in a CR × 5-foot-radius spread. Each round, the storm inflicts 2 hit points of damage per CR; a Reflex save (DC 10 + CR) halves the damage done. The storm persists for CR rounds.
75–78 Strange telekinetic forces rip through the area, attempting to trip all creatures in a CR × 10 foot radius. The event makes a trip combat maneuver check against all available targets, using a CMB of 10 + CR. Any creature tripped by the event has its equipment reorganized and tangled by the mischievous telekinesis. Until a creature takes a minute to reorganize its belongings, retrieving a stowed item is a full-round action.
79–88Choose two random creatures in the area, then randomly pick one to be the “wielder” and one to be the “target.” Roll on the rod of wonder table to determine what sort of strange effect occurs between these two creatures.
89–94 A teleportation storm occurs. All creatures in the area must make a Will saving throw (DC = 10 + CR). Those who fail are teleported, as if via dimension door, so that they randomly shift places. If this places a creature in an area too small to accept its space, it instead appears in the closest adjacent space that can contain it. If only one creature is affected, it teleports a number of feet equal to CR × 5 in a random direction.
95–98A magic jar-like effect affects two creatures. A Will save (DC = 10 + CR) negates the effect. If one creature fails this save but the other succeeds, the creature that fails the save is merely stunned for 1d4 rounds. If both creatures fail the save, their minds are switched into each other’s bodies for a number of rounds equal to the event’s CR.
99–100Roll twice, discounting results of 99–100. Both events generated by these rolls occur simultaneously.

Primal Magic Events

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