Aethyr Chaos Surges
Concentrated Aethyr wants to flow back into the weave, and when the structure holding it slips, it floods out as a chaos surge. Aethyr Instability and Chaos Events describes why; this page gathers the rules. The more Aethyr is involved, the more dice the surge rolls, and the further and longer its effects reach.
Every surge should change the story. A surge can help or hurt, but it always shifts what happens next: what someone can do, what someone knows or wants, or the place itself.
The Chaos Surge Roller does the rolling for you.
When a Surge Check Happens
Section titled “When a Surge Check Happens”The GM calls for a surge check when one of these happens. The Surge Charge is how many d20s the check rolls.
| Trigger | Surge Charge |
|---|---|
| Casting a spell of 1st level or higher in an Aethyrstorm or an Aethyr Rift, or anywhere the weave is unstable, overcharged or distorted (Odamancy) | The spell slot’s level |
| Using Somamantic magic (innate spellcasting, or Aethyrflame Features that need no components) in the same places | Half the magic’s level, rounded down |
| Failing an Anti-Magic Instability Check | The level of the magic you tried to nullify, plus the amount by which the check exceeded your unspent Nullification Points |
| Sourcecasting: consuming Source in the blood to fuel a spell | The spell slot’s level, plus extra dice the GM sets for the Source consumed (1 for each is a good start) |
| Agitating, igniting or striking material Aethyr (Lyrium, Source, Aethyrium) | A vial or single dose 1, a pouch or weapon charge 3, a crate or cell 6, a stockpile 9 |
| Failing a spellcrafting, enchanting or alchemy check by 5 or more | The level of the spell, or the item or potion’s spell level |
| A rule that names a surge’s severity | No roll: use that severity |
In a stable weave, ordinary casting never calls for a surge check; the other triggers still do. In an Aethyr Scarcity Zone, nothing surges.
The Weave Adds Dice
Section titled “The Weave Adds Dice”Where the Aethyr is concentrated, more of it breaks loose. Add these dice to every surge check, whatever triggered it:
| Where | Extra dice |
|---|---|
| A stable weave (most places) | +0 |
| An Aethyr Node | +1 |
| An Aethyrstorm, or a weave that is overcharged or distorted | +2 |
| An Aethyr Rift | +3 |
The GM can add another die for other concentrations of magic: a ritual circle, several casters working together, or the site of an earlier surge. In an Aethyr Rift, even a cantrip rolls 3 dice.
Rolling the Surge
Section titled “Rolling the Surge”Roll the Surge Charge in d20s. Each die that rolls under 10 adds 1 to the surge’s severity, up to 5. Extra dice beyond that are ignored.
| Severity | Surge |
|---|---|
| 0 | No surge. The weave shivers: roll a surge sign. |
| 1 | Minor |
| 2 | Moderate |
| 3 | Severe |
| 4 | Critical |
| 5 | Catastrophic |
Before rolling the result, the creatures involved can steer the surge. Then the GM rolls a d100 on the table for that severity in the Aethyr Chaos Surges compendium: 1–33 is a positive result, 34–66 a negative one and 67–100 a chaotic one. Every surge also shows a surge sign.
Example. A spellcaster casts a 5th-level spell during an Aethyrstorm. The Surge Charge is 5 for the spell slot plus 2 for the storm: 7d20. The dice come up 5, 7, 9, 13, 15, 16 and 18, three under 10, so the surge is Severe. Nobody steers it, and the GM rolls 42 on the Severe table: Aethyric Sickness.
How often each severity comes up for a pool of dice:
| Dice | None | Minor | Moderate | Severe | Critical | Catastrophic |
|---|---|---|---|---|---|---|
| 1 | 55% | 45% | 0% | 0% | 0% | 0% |
| 2 | 30% | 50% | 20% | 0% | 0% | 0% |
| 3 | 17% | 41% | 33% | 9% | 0% | 0% |
| 4 | 9% | 30% | 37% | 20% | 4% | 0% |
| 5 | 5% | 21% | 34% | 28% | 11% | 2% |
| 6 | 3% | 14% | 28% | 30% | 19% | 7% |
| 7 | 2% | 9% | 21% | 29% | 24% | 15% |
| 8 | 1% | 5% | 16% | 26% | 26% | 26% |
| 9 | 0% | 3% | 11% | 21% | 26% | 38% |
Spells of 3rd level or lower in a stable weave never go past Severe. High-level magic in an Aethyrstorm or a Rift is meant to be dangerous.
Steering the Surge
Section titled “Steering the Surge”Practitioners spend years learning to calm the weave, and others learn to ride it. Once the severity is known, and before the d100 is rolled:
- Ground the Surge. A creature within 30 feet of the surge that has Nullification Points can use its reaction to spend points equal to the severity and lower it by 1. Grounding disperses Aethyr rather than unravelling a spell, so it doesn’t call for an Anti-Magic Instability Check. Several creatures can ground the same surge, each using its own reaction; grounding a Minor surge disperses it entirely.
- Embrace the Chaos. The creature that caused the surge can raise its severity by 1 (not past Catastrophic). If it does, the GM rolls the d100 twice and that creature picks the result.
- Steady the Weave. If the surge is Moderate or larger and wasn’t embraced, the creature that caused it can make a spellcasting ability check, DC 10 + twice the severity. On a success, the GM rolls the d100 twice and the caster picks the result. On a failure, the GM rolls twice and picks the one that twists the scene more.
A creature without a spellcasting ability uses Constitution for Steady the Weave.
Severity and Reach
Section titled “Severity and Reach”Each severity reaches further and lasts longer than the one before, and changes something bigger in the story. Use this to judge results at the table and to write new ones.
| Severity | Reach | Typical duration | What it changes |
|---|---|---|---|
| Minor | The source creature, or within 10 feet | 1 minute to 1 hour | A moment: a quirk or a complication in this scene |
| Moderate | Creatures within 30 feet | 10 minutes to 24 hours | The encounter: how this scene plays out |
| Severe | Everything within 60 to 100 feet | Strong for 1 minute to 1 hour, and may linger | The session: the plan has to change |
| Critical | Up to a mile; can permanently alter a creature or object | Hours to permanent | The arc: people hear of it, and a new problem, rival or ally appears |
| Catastrophic | A mile or more; can reshape a place | A day to permanent | The campaign: a new place on the map, a quest, or a power that takes notice |
Critical and Catastrophic surges are noticed. Decide who comes looking: scholars of the Aethyr, a temple, rivals, the authorities, or creatures drawn to loose Aethyr. A surge that leaves a lasting mark on a place belongs on the campaign’s map and in its calendar.
Writing Surge Results
Section titled “Writing Surge Results”A good result changes at least one of these:
- What someone can do: a real change to the rules, good or bad.
- What someone knows or wants: something revealed, a new motive, a relationship, a reputation.
- The place: terrain, access, light, or who is now on their way.
Write the effect first, then the twist: what it does to the scene. Prefer complications to repeated damage. Permanent harm should come with a cure the party can go and find, and great boons with a price or with attention from something powerful.
Surge Signs
Section titled “Surge Signs”Every surge check shows a sign, even when nothing surges. Roll a d20:
| 1 | Colored Light | Every light within 30 feet turns a single color for a moment. |
| 2 | Strange Flames | Nearby flames gutter and burn in a new color for a minute. |
| 3 | Humming Metal | Metal nearby hums, and blades and buckles ring faintly. |
| 4 | Lagging Shadows | Shadows trail a heartbeat behind the creatures that cast them. |
| 5 | Sudden Scent | The air smells of ozone, then of flowers, then of nothing. |
| 6 | Drifting Runes | Glowing runes drift through the air and fade. |
| 7 | Wild Growth | Flowers or mushrooms push up through the ground around the source. |
| 8 | Swirling Breeze | A gust swirls through, lifting loose papers, hair and cloaks. |
| 9 | Floating Trinkets | Small loose objects rise an inch and drop. |
| 10 | Distant Thunder | Thunder rolls once from a clear sky. |
| 11 | Whispers | Faint whispers sound nearby, too soft to make out. |
| 12 | Unseen Music | A few notes of music play from nowhere. |
| 13 | Static | Sparks crackle along fingertips, and hair stands on end. |
| 14 | Late Reflections | Reflections in nearby surfaces move a moment late. |
| 15 | Echo | Every sound nearby echoes once, a second late. |
| 16 | Motes of Light | Bubbles or motes of light stream from the source and fade. |
| 17 | Frost | Frost or dew beads on every surface within 10 feet. |
| 18 | Glimpse | A tiny portal blinks open on a strange sky, and shuts. |
| 19 | Glow | The source creature's eyes or hair glow faintly for a minute. |
| 20 | Whirlwind | Leaves, dust or ash spin in a small whirlwind and settle. |