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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.

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.

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.

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:

DiceNoneMinorModerateSevereCriticalCatastrophic
155%45%0%0%0%0%
230%50%20%0%0%0%
317%41%33%9%0%0%
49%30%37%20%4%0%
55%21%34%28%11%2%
63%14%28%30%19%7%
72%9%21%29%24%15%
81%5%16%26%26%26%
90%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.

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.

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.

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.

Every surge check shows a sign, even when nothing surges. Roll a d20:

1Colored LightEvery light within 30 feet turns a single color for a moment.
2Strange FlamesNearby flames gutter and burn in a new color for a minute.
3Humming MetalMetal nearby hums, and blades and buckles ring faintly.
4Lagging ShadowsShadows trail a heartbeat behind the creatures that cast them.
5Sudden ScentThe air smells of ozone, then of flowers, then of nothing.
6Drifting RunesGlowing runes drift through the air and fade.
7Wild GrowthFlowers or mushrooms push up through the ground around the source.
8Swirling BreezeA gust swirls through, lifting loose papers, hair and cloaks.
9Floating TrinketsSmall loose objects rise an inch and drop.
10Distant ThunderThunder rolls once from a clear sky.
11WhispersFaint whispers sound nearby, too soft to make out.
12Unseen MusicA few notes of music play from nowhere.
13StaticSparks crackle along fingertips, and hair stands on end.
14Late ReflectionsReflections in nearby surfaces move a moment late.
15EchoEvery sound nearby echoes once, a second late.
16Motes of LightBubbles or motes of light stream from the source and fade.
17FrostFrost or dew beads on every surface within 10 feet.
18GlimpseA tiny portal blinks open on a strange sky, and shuts.
19GlowThe source creature's eyes or hair glow faintly for a minute.
20WhirlwindLeaves, dust or ash spin in a small whirlwind and settle.