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Aethyr Instability and Chaos Events

Aethyr contains boundless potential to enact change on the world. Yet, this very potential brings with it a level of inherent instability, a tendency for energy to build up and, if not controlled or directed, release chaotically in what is known as a Chaos Event.

The Aethyrweave is an interconnected network of energy that flows through all things, linking the material and ethereal realms. It is a medium of change, capable of manifesting thoughts, emotions, and intentions into physical effects. However, this same power makes it inherently unstable. When too much Aethyr is concentrated in one place, it naturally seeks equilibrium by dispersing back into the weave. This process, if left unchecked, can lead to a sudden, chaotic release of energy as the concentrated Aethyr rebalances itself.

In simpler terms, Aethyr is a force that “wants” to flow freely, much like water or air, and concentrated Aethyr is like water held behind a dam. When the structure holding that energy weakens, even momentarily, the energy floods out, resulting in unpredictable consequences.

Minor Magical Event

A Chaos Event can be triggered by a number of circumstances:

  • High-Concentration Spellcasting: When a spellcaster draws too much Aethyr without sufficient skill or control, the energy may “spill” from their grasp, triggering an event.
  • Environmental Saturation: Certain locations, such as ancient battlefields or areas rich in magical deposits, accumulate Aethyr over time. This can lead to naturally occurring chaos events as the environment attempts to reach balance.
  • Aethyr Manipulation Gone Awry: Rituals, failed spellcasting attempts, or interference by other magical sources (such as a counterspell) can destabilize an Aethyr flow, causing it to erupt chaotically.

The severity of a Chaos Event depends on the amount of Aethyr that was concentrated prior to the chaotic release. These events range from minor fluctuations to catastrophic upheavals, categorized as follows:

  • Minor Chaos Surges: Small disruptions with localized, often harmless effects. These might be whimsical in nature, causing slight changes in appearance, sounds, or sensations, and usually only affect the caster or immediate area.
  • Moderate Chaos Surges: Slightly larger disturbances that may affect multiple creatures, minor environmental changes, or temporary boosts or detriments.
  • Severe Chaos Surges: More potent disruptions, causing noticeable magical changes to creatures or objects within a significant radius. These surges often have direct impacts on combat, spells, or environments.
  • Critical Chaos Surges: Major magical eruptions that can affect larger areas, permanently alter objects or creatures, and potentially have long-lasting consequences.
  • Catastrophic Chaos Surges: The rarest and most intense of chaos surge, these releases of energy can reshape landscapes, alter creatures fundamentally, or produce powerful magical phenomena that may persist indefinitely.

Each level of chaos surge brings with it a unique set of possible outcomes, ranging from beneficial to disastrous, each shaped by the chaotic nature of Aethyr. Thus, chaos surges stand as both a cautionary tale and a tantalizing temptation for mortals who dare to harness more power than they can control.

Embracing or Fearing Aethyr’s Unpredictability

Section titled “Embracing or Fearing Aethyr’s Unpredictability”

For the skilled, the allure of Aethyr’s power is irresistible, but it comes with an ever-present risk. Many practitioners study for years to mitigate these chaotic effects, while others learn to embrace them, viewing each event as a manifestation of Aethyr’s true nature. Those who toy with high concentrations of Aethyr do so knowing that chaos may find them, bringing unplanned outcomes that can change the course of events—or even lives—forever.

Aethyr Chaos Surges can be triggered by a multitude of scenarios where Aethyr energy concentrates and produces chaotic phenomena but some of the most commons reasons for them to occur include:

  • Mortals drawing on the Aethyr for spellcraft while the local Aethyrweave is unstable, overcharged, or distorted in some way.
  • An Aethyrsparked engages in Anti-Magic and fails to control the unwoven Aethyr’s dissipation and it explodes into chaos instead.
  • An Aethyrsparked capable of Sourcecasting consumes Source within their blood to fuel their spellcasting.
  • A concentration of material Aethyr (Lyrium, Source, Aethyrium) is agitated, ignited, impacted, or otherwise energized, causing it to explode with chaotic potential.
  • Mishaps during the process of researching and crafting new spells, enchantments, and potions.

Determining the Effect of Aethyr Chaos Surges

Section titled “Determining the Effect of Aethyr Chaos Surges”

The more Aethyr is concentrated when it breaks loose, the larger the surge. A surge rolls a pool of d20s set by the level of the magic, how it was worked and how charged the local Aethyrweave is. Each die under 10 raises its severity, and the Gamemaster then rolls a d100 on that severity’s table below. The full rules, including how casters can ground, embrace or steady a surge, are in Aethyr Chaos Surges, and the Chaos Surge Roller rolls them.

1Fleeting Insight: You gain advantage on all Intelligence, Wisdom, and Charisma-based checks for the next hour.Positive1 - Minor
2Restorative Breeze: You regain 1d4 hit points per round for 1 minute as a warm breeze envelops you.Positive1 - Minor
3Aura of Comfort: You and creatures within 10 feet gain advantage on Wisdom saving throws for 1 minute.Positive1 - Minor
4Arcane Refreshment: The next time you cast a 1st-level spell, it does not expend a spell slot.Positive1 - Minor
5Elemental Spark: You gain resistance to one elemental damage type (fire, cold, lightning, acid, or poison) for 1 minute.Positive1 - Minor
6Flourishing Flora: Plants within 10 feet of you bloom and grow rapidly. You can cast thorn whip as a cantrip while within this area for 1 minute.Positive1 - Minor
7Arcane Reflection: The next attack (ranged or melee) made against you within 1 minute is reflected back toward the attacker.Positive1 - Minor
8Dancing Lights: You can cast dancing lights at will for 1 hour without using a spell slot.Positive1 - Minor
9Shielding Bubble: A translucent bubble surrounds you, granting +1 AC for 1 minute.Positive1 - Minor
10Minor Levitation: You and up to two other creatures within 30 feet that you can see levitate 5 feet off the ground for 1 hour.Positive1 - Minor
11Healing Touch: You can use a bonus action to restore 1d4 hit points through touch for the next minute.Positive1 - Minor
12Aethyr Surge: Your attacks or spells deal an extra 1d4 force damage for 1 minute.Positive1 - Minor
13Increased Agility: You gain a +10 bonus to your movement speed and gain a climbing speed equal to your walking speed for 1 minute.Positive1 - Minor
14Positive1 - Minor
15Temporary Flight: You gain a fly speed of 30 feet for 1 minute.Positive1 - Minor
16Arcane Armor: You gain resistance to bludgeoning, piercing, and slashing damage for 1 minute.Positive1 - Minor
17Aethyrial Awareness: You gain expertise in Insight, Investigation, and Perception for 1 hour.Positive1 - Minor
18Breath of Vitality: You can hold your breath indefinitely and become immune to air-borne poisons for 1 day.Positive1 - Minor
19Flicker of Invisibility: For the next hour, you can turn invisible as a bonus action until the start of your next turn.Positive1 - Minor
20Featherweight: You ignore difficult terrain, gain advantage on all Dexterity checks, and glide to the ground at a rate of 60 feet per round for the next hour.Positive1 - Minor
21Luck Charm: You gain a +1 bonus to all attack rolls, saving throws, and ability checks for 10 minutes.Positive1 - Minor
22Minor Elemental Protection: You are immune to the next instance of fire, cold, or lightning damage you take in the next 10 minutes.Positive1 - Minor
23Windfall: A small pouch of gold (10 gp) appears in your possession.Positive1 - Minor
24Arcane Step: You can use a bonus action to teleport up to 10 feet to an unoccupied space you can see for the next 10 minutes.Positive1 - Minor
25Unseen Servant: You can cast unseen servant at will for the next 10 minutes, limited to a number of servants equal to your proficiency bonus.Positive1 - Minor
26Sustained Energy: You can complete a long rest without needing to sleep within the next 24 hours.Positive1 - Minor
27Time Distortion: You and all creatures of your choice within 30 feet gain the effects of expeditious retreat for 1 minute.Positive1 - Minor
28Arcane Sight: For the next 8 hours, you can see faint magical auras around enchanted objects or spellcasters.Positive1 - Minor
29Bubble of Silence: You are surrounded by a bubble of silence for the next hour, but this does not prevent the casting of verbal spells.Positive1 - Minor
30Aethyric Ward: You gain temporary hit points equal to 1d6 + your level for 1 hour. These temporary hit points can be recharged as a bonus action.Positive1 - Minor
31Positive1 - Minor
32Aethyr’s Embrace: You gain temporary immunity to being grappled, restrained, or paralyzed for the next 1 minute, as your form becomes slightly intangible.Positive1 - Minor
33Whispers of the Weave: You can telepathically communicate with any willing creature within 30 feet of you for 1 hour, regardless of language.Positive1 - Minor
34Momentary Weakness: You have disadvantage on all Strength, Dexterity, and Constitution-based checks and saves until you complete a long rest.Negative1 - Minor
35Arcane Backlash: You take 1d4 force damage each time you cast a spell for the next 24 hours.Negative1 - Minor
36Weight of the World: Your movement speed is reduced by 10 feet until you complete a long rest.Negative1 - Minor
37Faerie Glow: You are affected by the spell faerie fire for the next hour.Negative1 - Minor
38Aethyrial Fatigue: You gain 1 level of exhaustion, which lasts until you complete a short or long rest.Negative1 - Minor
39Sluggish Movements: You have disadvantage on all Dexterity-based checks and saves until you complete a long rest.Negative1 - Minor
40Cold Snap: Each time you are hit by a melee attack, you take an additional 1d4 cold damage until you complete a long rest.Negative1 - Minor
41Negative1 - Minor
42Arcane Dissonance: Until you complete a long rest, each time you cast a spell it targets a random target within range instead.Negative1 - Minor
43Trembling Hands: You have disadvantage on attack rolls made with ranged weapons and any spells that require a somatic component for the next hour.Negative1 - Minor
44Fumbled Concentration: You lose concentration on any active spell and cannot maintain concentration until you complete a long rest.Negative1 - Minor
45Leadfooted: Your movement speed is halved for the next 1 hour.Negative1 - Minor
46Sudden Vulnerability: You become vulnerable to non-magical damage and lose all resistances until you complete a short or long rest.Negative1 - Minor
47Nauseating Essence: You feel an overwhelming nausea, making you Poisoned for the next hour.Negative1 - Minor
48Arcane Recoil: After casting a spell, you are pushed 10 feet in a random direction. This effect lasts until you complete a short or long rest.Negative1 - Minor
49Echo of Pain: Each time you take damage, you also take an additional 1d4 psychic damage until you complete a short or long rest.Negative1 - Minor
50Fleeting Memory: You forget how to cast all cantrips until you complete a short or long rest.Negative1 - Minor
51Negative1 - Minor
52Slowed Reflexes: You have disadvantage on initiative rolls and Dexterity saving throws until you complete a short or long rest.Negative1 - Minor
53Negative1 - Minor
54Negative1 - Minor
55Sudden Weight: You and your gear double in weight for 10 minutes, reducing your movement speed by 10 feet in addition to any reduction caused by encumbrance.Negative1 - Minor
56Negative1 - Minor
57Negative1 - Minor
58Negative1 - Minor
59Sapping Energy: For the next minute, you expend 1 spell slot of your lowest unspent level each time you cast a spell.Negative1 - Minor
60Negative1 - Minor
61Negative1 - Minor
62Negative1 - Minor
63Sticky Footing: All terrain becomes difficult terrain for your movement until you complete a short or long rest.Negative1 - Minor
64Slowed Metabolism: You lose the ability to use bonus actions until you complete a short or long rest (you can still use your action to use a bonus action).Negative1 - Minor
65Negative1 - Minor
66Negative1 - Minor
67Wild Growth: A patch of mushrooms or wildflowers suddenly grows in a 15-foot radius around you. The growth is permanent unless disturbed.Chaotic1 - Minor
68Color Shift: Your skin, hair, and clothes change to a random color for 1d10 days.Chaotic1 - Minor
69Itching Hex: You feel an uncontrollable itch in a random part of your body until you complete a long rest.Chaotic1 - Minor
70Persistent Breeze: A gust of wind swirls around you until you complete a long rest, making loose items like papers, your hair, clothes, and small objects fly about.Chaotic1 - Minor
71Floating Trinkets: Non-magical trinkets and tools on your person begin to float 1 inch off your body until you complete a long rest.Chaotic1 - Minor
72Time Skip: You lose memory of all events that have occurred since your last short or long rest.Chaotic1 - Minor
73Vibrating Aura: A low hum surrounds you until you complete a long rest, causing slight vibrations in any metallic objects you’re holding or wearing.Chaotic1 - Minor
74Arcane Tattoo: A glowing, temporary tattoo of a random magical symbol appears on your skin. It lasts for 48 hours unless you perform a 10-minute ritual to make it permanent.Chaotic1 - Minor
75Chaotic1 - Minor
76Flickering Shadow: Your shadow seems to take on a life of its own, mimicking exaggerated versions of your movements until you complete a long rest.Chaotic1 - Minor
77Animal Speech: You can speak with animals until you complete a long rest.Chaotic1 - Minor
78Chaotic1 - Minor
79Flame of a Different Color: All sources of light within 30 feet of you change color randomly every minute until you complete a long rest.Chaotic1 - Minor
80Random Rations: A random, delicious food item appears in your hand at the start of your turn whenever your hand is empty until you complete a long rest.Chaotic1 - Minor
81Static Charge: Until you complete a long rest, random sparks zap a creature within 30 feet of you. The sparks are unpleasant and numbing but cause no damage.Chaotic1 - Minor
82Chaotic1 - Minor
83Illusory Song: A faint tune plays in your head, lowering your passive perception by 5 until you complete a long rest.Chaotic1 - Minor
84Clumsy Shoes: Your footwear feels awkward, causing you to move at half speed unless barefoot until you complete a long rest.Chaotic1 - Minor
85Dampened Potential: For the next 10 minutes, all damage you deal and take is halved (rounded down).Chaotic1 - Minor
86Bubble Aura: A stream of harmless bubbles floats out from your body until you complete a long rest.Chaotic1 - Minor
87Chaotic1 - Minor
88Mirror Image: A harmless illusion of yourself appears 10 feet from you and perfectly mimics your movements until you complete a long rest.Chaotic1 - Minor
89Chaotic1 - Minor
90Chaotic1 - Minor
91Shimmering Aura: Your body gives off faint, sparkling light until you complete a long rest, shedding dim light in a 10-foot radius.Chaotic1 - Minor
92Phantom Companion: You feel an invisible presence following you until you complete a long rest.Chaotic1 - Minor
93Swapped Gear: All creatures within 30 feet of you randomly swap worn equipment and items. Items revert to their original owners after 1d4 rounds.Chaotic1 - Minor
94Swapped Positions: All creatures within 30 feet of you instantly and randomly swap positions with each other.Chaotic1 - Minor
95Random Scent: You emit a scent that changes every hour between pleasant and offensive aromas until you complete a long rest.Chaotic1 - Minor
96Chaotic1 - Minor
97Chaotic1 - Minor
98Luminous Hair: Your hair glows faintly until you complete a long rest, shedding dim light in a 10-foot radius around your head.Chaotic1 - Minor
99Chaotic1 - Minor
100Chaotic1 - Minor
1Empowered Strikes: Your attacks deal an additional 1d6 force damage for the next hour.Positive2 - Moderate
2Mystic Regeneration: You regain 2d4 hit points at the start of each of your turns for the next minute.Positive2 - Moderate
3Aethyrial Guardian: You summon an ethereal, armored warrior who follows you and protects you, granting you +2 AC for the next 10 minutes.Positive2 - Moderate
4Elemental Ward: You gain resistance to fire, cold, lightning, and acid damage for the next hour.Positive2 - Moderate
5Arcane Surge: The next spell you cast automatically succeeds without requiring a spell slot (up to 3rd level).Positive2 - Moderate
6Teleportation Surge: You can teleport up to 30 feet as a bonus action for the next 10 minutes.Positive2 - Moderate
7Reflexive Magic: When you take damage from a magical effect within the next minute the source of that effect also takes the same damage dealt to you.Positive2 - Moderate
8Aethyric Rejuvenation: You regain all spent 1st- and 2nd-level spell slots.Positive2 - Moderate
9Aethyr Celerity: Your speed is doubled, and you gain the ability to walk on water for 10 minutes.Positive2 - Moderate
10Phantom Mount: A spectral steed appears and is friendly and loyal to you. It is capable of carrying you and up to one additional creature until you complete a long rest.Positive2 - Moderate
11Gaseous Form: You turn into a cloud of mist, granting you resistance to all physical damage and allowing you to pass through small openings for 1 minute.Positive2 - Moderate
12Amplified Awareness: You gain the effects of True Seeing for the next hour, allowing you to see through illusions and into the Ethereal Plane.Positive2 - Moderate
13Magical Burst: Once within the next 10 minutes, you can release a burst of magical energy, dealing 3d6 force damage to all enemies within 10 feet.Positive2 - Moderate
14Blessing of the Weave: You gain the effects of the Bless spell for the next 10 minutes, adding 1d4 to all attack rolls and saving throws.Positive2 - Moderate
15Arcane Shield: You and allies within 30 feet gain resistance to non-magical bludgeoning, piercing, and slashing damage for 1 minute.Positive2 - Moderate
16Fortified Armor: Your armor becomes enchanted, granting you immunity to critical hits for the next hour.Positive2 - Moderate
17Time Distortion: You take an additional turn at the start of each round for the next minute.Positive2 - Moderate
18Spectral Weapon: A magical weapon (your choice) appears in your hand for 1 hour, dealing 2d6 extra force damage and functioning as a +1 weapon.Positive2 - Moderate
19Healing Field: All creatures within 10 feet of you regain 1d6 hit points at the start of each of their turns for 1 minute.Positive2 - Moderate
20Resilient Spirit: You cannot be knocked unconscious, and death saving throws automatically succeed for 10 minutes.Positive2 - Moderate
21Aethyr Empowerment: You can cast one 3rd-level spell of your choice without consuming a spell slot or requiring components.Positive2 - Moderate
22Ethereal Step: You become invisible and incorporeal for 1 minute, allowing you to phase through solid objects.Positive2 - Moderate
23Divine Favor: For the next 10 minutes, any healing effect you receive restores maximum hit points.Positive2 - Moderate
24Mystic Reservoir: You gain 5 temporary spell slots that can be used for any spell up to 3rd level. They expire after 1 hour.Positive2 - Moderate
25Echo of Strength: Your Strength score increases by 4 (up to a maximum of 24) for 1 hour.Positive2 - Moderate
26Shield of Light: A radiant shield surrounds you for 10 minutes, granting immunity to radiant and necrotic damage.Positive2 - Moderate
27Flight of the Aethyr: You gain a flying speed of 60 feet for 1 hour.Positive2 - Moderate
28Regeneration: You regain 10 hit points at the start of each of your turns for the next minute, unless reduced to 0 hit points.Positive2 - Moderate
29Arcane Mastery: For the next 10 minutes, you can cast any cantrip as a bonus action.Positive2 - Moderate
30Aethyric Familiar: You summon a small celestial or fey creature that obeys your commands for 1 hour. It can cast minor utility spells.Positive2 - Moderate
31Blessing of Protection: You and allies within 30 feet gain +2 to AC and all saving throws for the next 10 minutes.Positive2 - Moderate
32Aethyric Chains: The next time you cast a spell, you can chain its effects to an additional creature within range.Positive2 - Moderate
33Temporal Awareness: For the next hour, you cannot be surprised, and you gain advantage on initiative rolls.Positive2 - Moderate
34Aethyric Drain: You lose one spell slot of the highest level you can cast, and the effect repeats after each short rest until cured.Negative2 - Moderate
35Weight of Magic: Your movement speed is reduced to 0 for the next minute.Negative2 - Moderate
36Hex of Weakness: You take 1d6 additional damage each time you are hit by a melee attack for the next hour.Negative2 - Moderate
37Elemental Vulnerability: You become vulnerable to two elemental damage types (fire, cold, lightning, acid, or poison) for the next hour.Negative2 - Moderate
38Maddening Whispers: You hear eerie whispers in your mind for the next 24 hours, giving you disadvantage on all Wisdom and Intelligence checks.Negative2 - Moderate
39Curse of Exhaustion: You gain 2 levels of exhaustion.Negative2 - Moderate
40Fading Magic: Each time you cast a spell, there’s a 25% chance it fails for the next hour.Negative2 - Moderate
41Arcane Feedback: Every time you cast a spell, you take damage equal to the level of the spell cast (e.g., casting a 3rd-level spell deals 3 points of damage).Negative2 - Moderate
42Spectral Opponent: A shadowy doppelganger appears and harasses you, imposing disadvantage on all attack rolls and saving throws for 1 minute.Negative2 - Moderate
43Magical Lockdown: You cannot cast spells of a specific school (roll d8 to determine) for the next 24 hours.Negative2 - Moderate
44Arcane Blindness: You are blinded for the next 10 minutes whenever you attempt to cast a spell.Negative2 - Moderate
45Elemental Rebound: The next elemental spell you cast deals its full damage to you in addition to the intended target.Negative2 - Moderate
46Aethyr Disruption: All concentration spells you attempt to cast automatically fail for the next 24 hours.Negative2 - Moderate
47Cursed Mark: A magical brand appears on your skin, alerting hostile creatures to your presence within 60 feet for the next hour.Negative2 - Moderate
48Energy Leak: You lose 1 hit die every time you take damage for the next 10 minutes.Negative2 - Moderate
49Aethyric Cage: You are trapped in an ethereal cage that hinders movement (reduce movement by half) for the next hour.Negative2 - Moderate
50Mind Fog: You have disadvantage on Intelligence, Wisdom, and Charisma saves and checks for the next 24 hours.Negative2 - Moderate
51Temporal Confusion: For the next minute, every time you move, there’s a 50% chance you teleport to a random space within 30 feet instead of moving normally.Negative2 - Moderate
52Gravitational Surge: You and everything you carry or wear doubles in weight for the next 24 hours, halving your movement speed.Negative2 - Moderate
53Aethyric Paranoia: You become convinced everyone around you is a threat for 1 hour, causing you to distrust allies.Negative2 - Moderate
54Volatile Magic: Each spell you cast has a 50% chance of causing an explosion, dealing 1d6 force damage to yourself and all creatures within 10 feet.Negative2 - Moderate
55Aether Leak: You lose 1d6 hit points every time you successfully cast a spell until you complete a long rest.Negative2 - Moderate
56Haunting Visions: You see phantasmal images that distort your perception, causing disadvantage on attack rolls and Perception checks for the next hour.Negative2 - Moderate
57Frostbite Curse: Your skin grows cold, causing you to take 1d4 cold damage every time you move for the next 10 minutes.Negative2 - Moderate
58Sluggish Mind: Your initiative score is reduced by 5 for the next hour, and you have disadvantage on Dexterity saving throws.Negative2 - Moderate
59Elemental Misfire: The next spell you cast affects an ally instead of the intended target.Negative2 - Moderate
60Aethyr Wasting: You lose 1 spell slot each time you regain hit points for the next 24 hours.Negative2 - Moderate
61Grappling Shadows: Shadowy tendrils wrap around your legs, reducing your movement speed by half and causing disadvantage on Dexterity saves for 10 minutes.Negative2 - Moderate
62Arcane Resonance: Every time you take damage, all creatures within 10 feet of you take 1d6 force damage.Negative2 - Moderate
63Time Lapse: You skip your next turn and lose concentration on any active spell.Negative2 - Moderate
64Aetheric Withdrawal: You cannot cast spells of your highest level for the next 1 hour.Negative2 - Moderate
65Backfire: Your next spell fails and deals 1d10 damage of its type to you.Negative2 - Moderate
66Fractured Reality: Every attack you make has a 50% chance of missing as reality warps around you for the next 10 minutes.Negative2 - Moderate
67Bouncing Light: All light sources within 30 feet of you flicker and jump between bright and dim every round for 10 minutes.Chaotic2 - Moderate
68Random Portals: Small, harmless portals (about 1-foot wide) open around you, depositing random objects (pebbles, leaves, bits of paper) for the next 10 minutes.Chaotic2 - Moderate
69Shifting Colors: The color of your surroundings shifts every minute for the next hour.Chaotic2 - Moderate
70Aethyric Echo: Your voice repeats everything you say 3 seconds later, in a ghostly tone, for the next 24 hours.Chaotic2 - Moderate
71Fickle Weapons: The weapons you wield transform into random objects (ladles, sticks, etc.) for 1 minute, but retain their normal damage.Chaotic2 - Moderate
72Floating Runes: Magical runes appear in the air around you, harmlessly shifting and glowing for the next hour.Chaotic2 - Moderate
73Glimpses of the Past: You see momentary, transparent visions of people or events that took place in the area centuries ago. These images are not harmful, just distracting.Chaotic2 - Moderate
74Reverse Gravity Field: All small objects within 20 feet float upwards and remain suspended for 1 minute before falling back down.Chaotic2 - Moderate
75Eternal Sunrise: The sky around you appears stuck in a state of sunrise or sunset for the next 24 hours.Chaotic2 - Moderate
76Ghostly Whispers: The faint voices of long-dead souls are audible within 60 feet for the next hour.Chaotic2 - Moderate
77Misty Veil: A thin veil of mist hangs around you for 10 minutes, slightly obscuring vision in a 10-foot radius.Chaotic2 - Moderate
78Planar Rift: A tiny, harmless rift opens nearby, giving glimpses into a random, distant plane. It closes after 10 minutes.Chaotic2 - Moderate
79Sudden Feast: An entire table of food and drink materializes before you, lasting until eaten or disturbed.Chaotic2 - Moderate
80Shadow Puppets: Your shadow moves independently, creating shadow puppets based on your actions for 1 hour.Chaotic2 - Moderate
81Arcane Echoes: Any spells cast within 30 feet of you leave behind faint, magical echoes that last for 24 hours.Chaotic2 - Moderate
82Walking on Walls: You gain the ability to walk on walls for the next 1 minute, though gravity still pulls you downward.Chaotic2 - Moderate
83Delayed Sound: Any sound within 30 feet of you is delayed by 3 seconds for the next hour.Chaotic2 - Moderate
84Musical Atmosphere: A faint, unseen orchestra plays atmospheric music around you for the next 24 hours.Chaotic2 - Moderate
85Gravity Shift: For the next 10 minutes, gravity pulls toward a random direction, not necessarily down.Chaotic2 - Moderate
86Mirror Portal: You create a harmless illusory mirror that, when touched, shows a brief reflection of an alternate timeline.Chaotic2 - Moderate
87Doppelganger Shadows: The shadows of all creatures within 30 feet act independently for 10 minutes.Chaotic2 - Moderate
88Sinking Sand: The ground within 15 feet of you turns into harmless, illusory quicksand for 1 minute.Chaotic2 - Moderate
89Ethereal Bloom: Spectral flowers bloom and fade within 10 feet of you every minute for the next 10 minutes.Chaotic2 - Moderate
90Whirling Winds: Small dust devils appear and whirl harmlessly around you for the next hour.Chaotic2 - Moderate
91Ghostly Familiars: Ghostly, intangible versions of common animals (cats, birds, dogs) appear and follow you around for 1 hour.Chaotic2 - Moderate
92Sudden Downpour: A rain cloud appears overhead and drenches you in water for 10 minutes.Chaotic2 - Moderate
93Illusory Chains: Faint, illusory chains appear to wrap around you, but they do not impede your movement.Chaotic2 - Moderate
94Colorful Flames: All flames in the area flicker into random, shifting colors for the next 24 hours.Chaotic2 - Moderate
95Fleeting Memory: You and all creatures within 30 feet lose memory of the last minute.Chaotic2 - Moderate
96Aethyric Sprites: Tiny, harmless faerie-like creatures made of Aethyr flit around you for 10 minutes.Chaotic2 - Moderate
97Mimicking Sounds: Random sounds from the environment repeat themselves at random intervals for the next hour.Chaotic2 - Moderate
98Sudden Shadow: For the next 10 minutes, it appears to be dusk, regardless of the time of day.Chaotic2 - Moderate
99Floating Specters: Harmless, transparent ghosts appear and drift around for the next 24 hours.Chaotic2 - Moderate
100Aethyric Mirror: All creatures within 30 feet of you see slightly altered reflections of themselves in the air for the next 1 minute.Chaotic2 - Moderate
1Aethyr Overcharge: For the next 1 minute, you can cast spells as if they are 1 spell level higher than you normally could (up to 5th level).Positive3 - Severe
2Temporary Immortality: For the next minute, if you are reduced to 0 hit points, you regain half of your maximum hit points instead.Positive3 - Severe
3Time Dilation: You gain two actions per turn for the next 3 rounds.Positive3 - Severe
4Elemental Mastery: For 1 minute, you deal an additional 2d6 elemental damage of your choice (fire, cold, lightning, acid, or poison) on every attack or spell.Positive3 - Severe
5Radiant Ascension: You radiate a divine aura for the next 10 minutes. All allies within 30 feet of you gain +2 AC and advantage on saving throws.Positive3 - Severe
6Aethyrial Surge: You regain all expended spell slots up to 4th level.Positive3 - Severe
7Arcane Body: You gain resistance to all damage types except force for the next 10 minutes.Positive3 - Severe
8Summon Lesser Elementals: You summon 1d4 lesser elementals (CR 2 or lower) to assist you for 10 minutes.Positive3 - Severe
9Spell Reversal: For the next 1 minute, any spell cast against you is reflected back at the caster.Positive3 - Severe
10Arcane Reservoir: For the next 1 minute, you can cast any spell you know or have prepared without expending a spell slot, but only spells up to 4th level.Positive3 - Severe
11Divine Favor: For the next 24 hours, you have advantage on all saving throws and automatically succeed on saving throws against being frightened or charmed.Positive3 - Severe
12Overwhelming Vitality: You and all allies within 30 feet gain temporary hit points equal to half your maximum hit points for the next 10 minutes.Positive3 - Severe
13Spectral Ally: You summon a powerful spectral companion (CR 5) for 10 minutes to fight alongside you.Positive3 - Severe
14Haste of the Aethyr: You gain the effects of the Haste spell for 1 minute, without the need for concentration.Positive3 - Severe
15Arcane Regeneration: For the next 1 minute, you regain 5 hit points at the start of each of your turns.Positive3 - Severe
16Aethyrial Weapon: One weapon or spell attack of your choice deals an additional 6d6 force damage on your next successful hit within 1 minute.Positive3 - Severe
17Arcane Recharge: You regain the use of one expended 6th-level spell slot (or lower).Positive3 - Severe
18Planar Shift: You and up to 10 allies can teleport to any location within 1 mile that you have seen before.Positive3 - Severe
19Master of Elements: For the next 10 minutes, you gain immunity to fire, cold, and lightning damage.Positive3 - Severe
20Soul Shield: The next time you are reduced to 0 hit points within 24 hours, you are immediately stabilized with 1 hit point.Positive3 - Severe
21Positive3 - Severe
22Mind of Aethyr: You gain telepathy with all creatures within 100 feet for 1 hour, and you can read the surface thoughts of any creature within range without needing concentration.Positive3 - Severe
23Flight of the Aethyr: You gain a flying speed of 60 feet for the next 10 minutes.Positive3 - Severe
24Positive3 - Severe
25Guardian of Life: You can summon a spectral guardian (AC 20, 50 HP, 3d8 radiant damage) to protect an ally of your choice for the next 10 minutes.Positive3 - Severe
26Positive3 - Severe
27Aethyr Barrier: For the next 10 minutes, you and all allies within 30 feet gain resistance to all damage types.Positive3 - Severe
28Reality Warp: For the next minute, you can reshape terrain in a 100-foot radius as a bonus action, transforming it into any natural terrain type.Positive3 - Severe
29Stasis Field: You and up to 6 allies can place themselves in stasis for up to 1 hour. While in stasis, time stops for you, and you cannot be harmed.Positive3 - Severe
30Aethyr Storm: You can summon a storm of magical energy in a 60-foot radius, dealing 3d6 force damage to enemies of your choice at the start of each of your turns for 1 minute.Positive3 - Severe
31Master of Illusions: For the next hour, you can cast Major Image at will, without expending a spell slot.Positive3 - Severe
32Summon Celestial Beasts: You summon 2 celestial creatures (CR 3 or lower) to fight by your side for the next 10 minutes.Positive3 - Severe
33Wings of Light: You gain radiant wings, giving you a flying speed of 30 feet for 1 hour. You also shed bright light in a 30-foot radius and dim light for another 30 feet.Positive3 - Severe
34Aethyr Burn: Every spell you cast for the next 10 minutes deals 2d6 fire damage to you.Negative3 - Severe
35Curse of Fragility: You become vulnerable to all damage types for the next 10 minutes.Negative3 - Severe
36Exhaustive Burst: You gain 2 levels of exhaustion, which cannot be removed except by a long rest.Negative3 - Severe
37Energy Drain: Every time you cast a spell, you lose 1 hit die until you complete a long rest.Negative3 - Severe
38Temporal Recoil: You skip your next turn, becoming unable to move or act for 1 round.Negative3 - Severe
39Arcane Reversal: The next time you cast a spell, it immediately rebounds, targeting you instead of its original target.Negative3 - Severe
40Aethyrial Feedback: For the next 10 minutes, each time you cast a spell, roll a d20. On a 10 or lower, you take 2d6 psychic damage.Negative3 - Severe
41Negative3 - Severe
42Aethyric Sickness: Until you complete a short or long rest, whenever you cast a spell or are affected by magic you make a constitution saving throw or become poisoned for 1 minute.Negative3 - Severe
43Weakened Magic: For the next 10 minutes, your spells deal half damage.Negative3 - Severe
44Magic Drain: You lose all spell slots of 5th level or higher until you complete a long rest.Negative3 - Severe
45Elemental Affliction: You take 2d6 elemental damage (fire, cold, acid, lightning, or poison) at the start of each of your turns for the next 1 minute.Negative3 - Severe
46Life Drain: You lose 1d10 hit points at the start of each of your turns for the next 1 minute.Negative3 - Severe
47Magic Inversion: Any healing you receive for the next 10 minutes instead deals damage equal to the amount healed.Negative3 - Severe
48Temporal Freeze: You are frozen in time for the next 2 rounds, unable to act or be acted upon.Negative3 - Severe
49Aethyric Decay: For the next 10 minutes, any item you touch ages 100 years.Negative3 - Severe
50Backlash of the Aethyr: The next spell you cast immediately fails and stuns you for 1 round.Negative3 - Severe
51Spectral Assault: For the next 1 minute, you are attacked by a spectral force, taking 2d6 force damage at the start of each turn.Negative3 - Severe
52Arcane Bleed: Each time you take damage for the next minute, you also lose 1 spell slot.Negative3 - Severe
53Aethyric Scar: Every time you cast a spell, you take 1d6 damage per spell level for the next hour.Negative3 - Severe
54Corrupted Spell: The next spell you cast becomes corrupted and instead summons a hostile creature (CR equal to the spell level).Negative3 - Severe
55Planar Shift: You are shifted to a random plane of existence for 1 minute.Negative3 - Severe
56Crippling Exhaustion: After your next spell, you gain 3 levels of exhaustion, which last until your next long rest.Negative3 - Severe
57Aethyric Inversion: For the next 10 minutes, all spells you cast are cast at their lowest level, regardless of spell slot expended.Negative3 - Severe
58Chaotic Spellcasting: For the next minute, every time you cast a spell, its effects are randomly altered (GM discretion).Negative3 - Severe
59Fading Presence: You are partially phased out of existence for the next hour, giving you disadvantage on all attack rolls, saving throws, and ability checks.Negative3 - Severe
60Temporal Distortion: Every time you move, you teleport 10 feet in a random direction instead of moving normally.Negative3 - Severe
61Aethyr Drain: You lose 1 spell slot of your highest available level for every round of combat for the next minute.Negative3 - Severe
62Arcane Burden: You take 1 level of exhaustion for every spell you cast for the next 10 minutes.Negative3 - Severe
63Blinding Light: Every time you cast a spell for the next 10 minutes, you and all creatures within 30 feet are blinded until the end of your next turn.Negative3 - Severe
64Haunted Shadows: You are haunted by a spectral figure for the next hour. It deals 2d6 psychic damage to you whenever you take a long rest.Negative3 - Severe
65Aethyric Recoil: Every spell you cast for the next 1 minute knocks you prone.Negative3 - Severe
66Sapping Curse: You lose 1 hit point for each minute that passes for the next hour.Negative3 - Severe
67Chaotic3 - Severe
68Chaotic3 - Severe
69Chaotic3 - Severe
70Living Shadows: Shadows in the area come to life, mimicking the movements of creatures but having no direct effect.Chaotic3 - Severe
71Chaotic3 - Severe
72Chromatic Storm: A storm of colorful light fills the sky, causing all light sources within 1 mile to flicker and change colors every 6 seconds.Chaotic3 - Severe
73Temporal Distortion: Time warps around you. For the next 1 minute, all creatures in a 60-foot radius move 10 feet slower.Chaotic3 - Severe
74Elemental Echoes: For the next 10 minutes, every spell cast within 60 feet of you triggers minor elemental effects (e.g., sparks, gusts of wind, or small tremors).Chaotic3 - Severe
75Phantom Choir: You hear distant, ghostly singing for the next hour. Others can hear it too, though it has no adverse effect.Chaotic3 - Severe
76Light Flux: The brightness of all light sources within 60 feet of you fluctuates wildly for the next 1 hour, randomly dimming and brightening.Chaotic3 - Severe
77Aethyric Fog: A dense, glowing mist fills a 100-foot radius, obscuring vision beyond 10 feet for the next 10 minutes.Chaotic3 - Severe
78Reality Flicker: You and all creatures within 60 feet experience random flickers of visibility, briefly turning invisible for 6 seconds every minute for the next 10 minutes.Chaotic3 - Severe
79Planar Reflection: For the next 10 minutes, strange reflections of objects and creatures from other planes appear in mirrors or reflective surfaces.Chaotic3 - Severe
80Color Rain: A rain of multicolored droplets falls from the sky, soaking all creatures in the area for 1d4 hours. The rain is harmless but stains clothing in vibrant hues.Chaotic3 - Severe
81Magical Pulses: Waves of magical energy pulse outward from you every 6 seconds for the next 10 minutes, harmlessly lighting up the area and causing small magical sparks.Chaotic3 - Severe
82Echoing Footsteps: For the next hour, every step you take echoes loudly, regardless of the surface.Chaotic3 - Severe
83Fleeting Flight: All creatures within 30 feet of you gain a flying speed of 10 feet for the next minute, but they must land after each movement or fall.Chaotic3 - Severe
84Invisible Creatures: For the next 10 minutes, all creatures within 60 feet of you turn invisible every time they stand still.Chaotic3 - Severe
85Backwards Speech: For the next hour, all spoken words within 60 feet are reversed, though they can still be understood with effort.Chaotic3 - Severe
86Reflected Sunlight: For the next hour, all non-magical metal objects within 60 feet glow with a bright, golden light.Chaotic3 - Severe
87Swirling Leaves: A whirlwind of leaves (or other small debris) surrounds the area for the next 10 minutes, reducing visibility to 30 feet.Chaotic3 - Severe
88Temporal Echoes: For the next 1 hour, random echoes of past conversations and events play in the area, distracting but harmless.Chaotic3 - Severe
89Aethyric Imbalance: Magic in the area becomes unpredictable. All spellcasters must roll twice on the Minor Aethyr Chaos Surge table for the next minute.Chaotic3 - Severe
90Inverted Gravity: Gravity reverses for 1 minute, causing all creatures and objects within 60 feet to fall upward before falling back down when the effect ends.Chaotic3 - Severe
91Hollow Voices: You hear the sound of faint, ghostly whispers for the next hour. Others can hear them too, though they have no discernible source.Chaotic3 - Severe
92Dimensional Portals: Tiny, harmless portals to other planes briefly open and close around you for 10 minutes, showing glimpses of strange landscapes.Chaotic3 - Severe
93Vibrant Flora: All plants within 60 feet bloom in brilliant colors, growing rapidly and overgrowing their confines until they’ve quadrupled in size.Chaotic3 - Severe
94Static Energy: For the next 10 minutes, all creatures within 60 feet of you feel mild static shocks, though they cause no damage.Chaotic3 - Severe
95Distant Thunder: You hear the sound of thunder rumbling in the distance, though no storm is present. The sound continues for 1d4 hours.Chaotic3 - Severe
96Illusory Flames: For the next 1 hour, illusory flames flicker on all objects and creatures within 60 feet, though they cause no harm.Chaotic3 - Severe
97Time Bubble: Time briefly freezes in a 30-foot radius around you for 6 seconds, though only you can act during this time.Chaotic3 - Severe
98Planar Overlap: For the next 10 minutes, faint, translucent images of creatures from another plane briefly appear and interact with the environment.Chaotic3 - Severe
99Reflected Thoughts: For the next hour, any creature within 60 feet who thinks of a person or place sees a brief image of it appear in front of them.Chaotic3 - Severe
100Phantom Animals: Illusory animals appear and roam the area for the next hour, behaving like real creatures but causing no harm.Chaotic3 - Severe
1Positive4 - Critical
2Temporal Pause: For the next minute, you can take an additional turn immediately after each of your normal turns.Positive4 - Critical
3Positive4 - Critical
4Aethyr Empowerment: You regain all expended spell slots up to 6th level.Positive4 - Critical
5Perfect Immunity: For 10 minutes, you are immune to all damage types except force.Positive4 - Critical
6Radiant Ascension: You and allies within 60 feet gain +3 AC and advantage on all saving throws for the next hour.Positive4 - Critical
7Reality Control: For the next minute, you can bend reality around you, altering terrain and environment (within 500 feet) to suit your desires as a bonus action.Positive4 - Critical
8Aethyric Echoes: For the next minute, all spells you cast trigger a secondary, free casting of the same spell on a second target.Positive4 - Critical
9Planar Ally: You summon a powerful ally from another plane (CR 10 or lower) for the next 10 minutes to fight alongside you.Positive4 - Critical
10Supreme Regeneration: You regain 10 hit points at the start of each of your turns for the next 10 minutes.Positive4 - Critical
11Mass Teleportation: You and up to 20 willing creatures can teleport anywhere within 10 miles that you have seen before.Positive4 - Critical
12Time Stop (Controlled): You can cast Time Stop for up to 2 minutes, acting freely while the world remains frozen. You can interact with objects and cast spells during this period.Positive4 - Critical
13Eternal Blessing: You are under the effects of Greater Restoration for 1 hour, healing any negative conditions as soon as they afflict you.Positive4 - Critical
14Perfect Flight: You gain a flying speed of 90 feet for 1 hour and are immune to non-magical ranged attacks while flying.Positive4 - Critical
15Legendary Weapon: For the next minute, any weapon you wield or spell you cast deals an additional 8d6 damage of a chosen elemental type.Positive4 - Critical
16Aethyr Guardian: You summon a celestial guardian (CR 8 or lower) that fights by your side for the next hour.Positive4 - Critical
17Divine Invocation: You can call upon a divine entity (your choice) once within the next hour to intervene on your behalf in a crisis.Positive4 - Critical
18Arcane Shield: You and allies within 30 feet gain resistance to all damage types for the next 10 minutes.Positive4 - Critical
19Infinite Spellcasting: For 1 minute, you can cast any spell you know or have prepared without expending a spell slot and without concentration requirements.Positive4 - Critical
20Supreme Source: Your source of Aethyr is strengthened. You gain an additional 10 spell slots of any combination up to 5th level, to be used in the next 24 hours.Positive4 - Critical
21Temporal Mastery: For the next minute, you can manipulate time, allowing you to take an additional action each turn and reverse any failed saving throw once per round.Positive4 - Critical
22Cosmic Empowerment: You gain access to two 7th-level spells of your choice for the next 10 minutes, which you can cast without expending a spell slot.Positive4 - Critical
23Life Aura: For the next 10 minutes, you and allies within 30 feet regain 5d6 hit points at the start of each of your turns.Positive4 - Critical
24Supreme Elemental Control: For the next hour, you gain control over the elemental forces around you (fire, water, earth, air), allowing you to reshape and command them at will.Positive4 - Critical
25Etheral Form: For 1 hour, you gain the ability to pass through solid objects and are immune to non-magical damage.Positive4 - Critical
26Planar Shift: You can cast Planar Shift on up to 10 willing creatures, traveling to any plane of your choice.Positive4 - Critical
27Reality Warp (Minor): For 1 minute, you can reshape reality within a 100-foot radius, bending matter, terrain, and objects as you see fit.Positive4 - Critical
28Summon Greater Beasts: You summon 3 CR 5 or lower beasts to fight by your side for the next hour.Positive4 - Critical
29Supreme Resistance: You gain immunity to fire, cold, lightning, poison, and necrotic damage for the next 24 hours.Positive4 - Critical
30Aethyrial Rejuvenation: You and up to 10 allies immediately regain all expended hit dice and spell slots of up to 4th level.Positive4 - Critical
31Phase Shift: You and up to 5 allies can move into the Ethereal Plane for up to 10 minutes, becoming invisible and intangible.Positive4 - Critical
32Overcharged Healing: You and up to 10 creatures of your choice regain all hit points and are cured of all diseases, conditions, and poisons.Positive4 - Critical
33Arcane Surge: You regain one expended 7th-level spell slot.Positive4 - Critical
34Aethyric Collapse: All spells you cast for the next 10 minutes immediately fail and cause you to take 3d6 force damage.Negative4 - Critical
35Soul Drain: Every time you cast a spell for the next hour, you lose 1 hit die permanently.Negative4 - Critical
36Temporal Fragmentation: You become stuck in time, unable to take actions or move for 3d6 rounds.Negative4 - Critical
37Energy Decay: You lose 5 spell slots of the highest level you currently have available.Negative4 - Critical
38Aethyric Curse: For the next hour, you are vulnerable to all magical and non-magical damage.Negative4 - Critical
39Elemental Recoil: Each time you cast a spell for the next 10 minutes, you take 4d6 damage of a random elemental type (fire, cold, lightning, etc.).Negative4 - Critical
40Reversed Gravity: You are pulled toward the sky for the next minute, rising 10 feet per round unless you anchor yourself.Negative4 - Critical
41Aethyric Destruction: For the next 1 minute, all magic items you carry immediately become mundane, losing their magical properties.Negative4 - Critical
42Massive Exhaustion: You gain 3 levels of exhaustion, which last until you complete a long rest.Negative4 - Critical
43Arcane Explosion: Your body releases a violent burst of energy, dealing 6d6 force damage to all creatures within 30 feet (including yourself).Negative4 - Critical
44Mana Drain: All spells and magical effects within 100 feet of you cease to function for 10 minutes.Negative4 - Critical
45Planar Inversion: You are instantly transported to a hostile plane (GM’s choice) for the next hour, with no means of return until the time has passed.Negative4 - Critical
46Life Drain: For the next hour, each time you take damage, you lose an additional 2d10 hit points.Negative4 - Critical
47Arcane Fragility: For the next 24 hours, you are vulnerable to all magical attacks.Negative4 - Critical
48Fading Aethyr: You lose all spell slots of 5th level or higher until you complete a long rest.Negative4 - Critical
49Negative4 - Critical
50Time Slow: For the next 10 minutes, your speed is reduced by half and you take one fewer action per turn.Negative4 - Critical
51Mind Fracture: You suffer 4d6 psychic damage each time you cast a spell for the next 24 hours.Negative4 - Critical
52Aethyric Rift: A large rift in space opens beneath you, sucking in you and nearby objects for 1d4 rounds before spitting you back out into a random location within 1 mile.Negative4 - Critical
53Arcane Implosion: Every spell you attempt to cast for the next 10 minutes causes you to take 4d6 force damage and automatically fails.Negative4 - Critical
54Nightmare Visions: For the next 24 hours, you are plagued by horrifying illusions that impose disadvantage on all saving throws and skill checks.Negative4 - Critical
55Spectral Curse: Each time you rest, you are attacked by a spectral entity that deals 6d6 necrotic damage unless you succeed on a Wisdom saving throw.Negative4 - Critical
56Mana Burn: For the next 10 minutes, every spell you cast causes you to lose 1d4 spell slots of random levels.Negative4 - Critical
57Chaotic Magic: All spells you cast for the next hour cause random Minor Aethyr Chaos Surges.Negative4 - Critical
58Draining Aura: All creatures within 30 feet of you lose 1 spell slot or take 3d6 damage at the start of each of their turns for the next minute.Negative4 - Critical
59Flesh to Stone: Each time you take damage for the next 10 minutes, you must make a Constitution saving throw or be petrified until the condition is cured.Negative4 - Critical
60Reversed Healing: Healing magic causes damage to you for the next 24 hours.Negative4 - Critical
61Elemental Fury: You are randomly struck by an elemental attack (fire, lightning, cold, or acid) every 10 minutes for the next hour, dealing 4d6 damage.Negative4 - Critical
62Explosive Casting: Each time you cast a spell for the next 10 minutes, you and all creatures within 20 feet take 6d6 fire damage.Negative4 - Critical
63Unstable Aethyr: Every spell you cast for the next hour causes a minor explosion centered on you, dealing 2d6 force damage to nearby creatures.Negative4 - Critical
64Chaotic Reflection: Each time you cast a spell, there is a 50% chance the spell will reflect back on you instead.Negative4 - Critical
65Twisting Reality: For the next 10 minutes, reality warps around you, causing gravity, light, and time to behave unpredictably in your vicinity.Negative4 - Critical
66Arcane Shackle: You are restrained by magical chains for the next 10 minutes and cannot cast spells that require somatic components.Negative4 - Critical
67Planar Rift: A rift to another plane opens within 100 feet, randomly releasing creatures, objects, or weather phenomena for the next 10 minutes.Chaotic4 - Critical
68Gravity Collapse: Gravity reverses within a 1-mile radius, causing creatures and objects to fall upwards for 1d6 rounds before slamming back to the ground.Chaotic4 - Critical
69Time Loop: For the next hour, events within a 100-foot radius repeat themselves every minute.Chaotic4 - Critical
70Elemental Storm: A massive storm of elemental energy (fire, water, lightning, etc.) envelops the area for the next hour, causing random bursts of elemental damage.Chaotic4 - Critical
71Reality Distortion: The landscape warps, bending and twisting in impossible shapes within a 1-mile radius for the next 10 minutes.Chaotic4 - Critical
72Flickering Existence: All creatures within 100 feet blink in and out of existence every 6 seconds for the next minute.Chaotic4 - Critical
73Chromatic Tornado: A tornado of colorful, magical energy forms, pulling in nearby objects and creating chaotic winds for the next hour.Chaotic4 - Critical
74Planar Overlap: For the next 10 minutes, the boundary between planes weakens, allowing creatures and objects from other realms to briefly materialize.Chaotic4 - Critical
75Chaotic4 - Critical
76Arcane Gravity Well: A powerful gravity well forms, pulling all creatures and objects within 200 feet toward the center for the next 10 minutes.Chaotic4 - Critical
77Mana Flood: Magical energy floods the area, causing Minor Aethyr Chaos Surges for every spell cast within the next hour.Chaotic4 - Critical
78Aethyrial Wave: A massive wave of Aethyr energy flows through the area, causing minor magical effects to randomly manifest in the environment for the next hour.Chaotic4 - Critical
79Temporal Echo: Time splits for a moment, causing all creatures within 100 feet to experience multiple versions of themselves simultaneously for 1 minute.Chaotic4 - Critical
80Mirrorworld Shift: For the next 10 minutes, creatures and objects within 100 feet become reflections of their mirror counterparts, behaving strangely.Chaotic4 - Critical
81Living Landscape: The environment within 100 feet comes alive, with trees, rocks, and terrain moving and shifting for the next 10 minutes.Chaotic4 - Critical
82Illusory Apocalypse: A powerful illusion makes the world appear to end (meteors, tidal waves, etc.) for the next 10 minutes, though nothing is truly harmed.Chaotic4 - Critical
83Inverted Light: All light sources within 1 mile become darkness, and all areas of darkness glow brightly for the next 1 hour.Chaotic4 - Critical
84Mass Levitation: All creatures and objects within 1 mile slowly float 100 feet off the ground for the next 10 minutes.Chaotic4 - Critical
85Aethyric Blizzard: A storm of glowing, magical snow engulfs the area for 1 hour, creating difficult terrain and magical hazards.Chaotic4 - Critical
86Planar Swap: The landscape within 100 feet temporarily shifts to another plane of existence for the next 10 minutes.Chaotic4 - Critical
87Frozen Time: For the next minute, all creatures within 100 feet freeze in time, though their consciousness remains aware.Chaotic4 - Critical
88Echoes of the Past: Ghostly apparitions of creatures from the area’s history appear, mimicking their past actions for the next 10 minutes.Chaotic4 - Critical
89Phantom Invasion: Harmless, translucent creatures (dragons, elementals, etc.) appear in the sky, giving the impression of an invasion for 1 hour.Chaotic4 - Critical
90Reality Reversal: For the next 10 minutes, physical laws (gravity, time, etc.) reverse within a 1-mile radius.Chaotic4 - Critical
91Endless Mirror: All reflective surfaces within 100 feet become portals to a dimension of mirrors for 1 minute.Chaotic4 - Critical
92Etheral Deluge: A wave of ethereal water crashes through the area, passing through creatures and objects harmlessly, but making everything wet for 1 hour.Chaotic4 - Critical
93Cosmic Distortion: For the next hour, the sky above you distorts, showing strange celestial phenomena like multiple moons or unfamiliar stars.Chaotic4 - Critical
94Echoing Laughter: For the next 10 minutes, eerie, disembodied laughter echoes throughout the area, though it has no discernible source.Chaotic4 - Critical
95Invisible Earthquake: The ground shakes violently for 1 minute, though no physical damage occurs and no debris is displaced.Chaotic4 - Critical
96Temporal Rewind: Time briefly rewinds by 1 minute for all creatures within 100 feet, allowing them to reattempt any failed action or save.Chaotic4 - Critical
97Colorless World: All color within a 1-mile radius fades to grayscale for the next hour.Chaotic4 - Critical
98Planar Call: For the next 1 hour, creatures from another plane can be summoned at random intervals, though they are not hostile unless provoked.Chaotic4 - Critical
99Spatial Collapse: Space compresses within 100 feet, making distances appear shorter and causing odd perspectives for the next 10 minutes.Chaotic4 - Critical
100Aethyric Reflection: Every spell cast within the next hour creates a mirror copy of itself targeting a random creature within range.Chaotic4 - Critical
1Divine Favor: You and all allies within 1 mile automatically succeed on all saving throws for the next hour.Positive5 - Catastrophic
2Aethyr Surge: Your next spell or attack deals an additional 20d6 damage of a chosen type.Positive5 - Catastrophic
3Timeless Escape: You and up to 10 creatures of your choice are transported to a pocket dimension for up to 8 hours, where time outside passes normally.Positive5 - Catastrophic
4Elemental Empowerment: You gain control over one elemental force (fire, water, air, earth) for 24 hours. You can summon and command elementals (CR 10 or lower).Positive5 - Catastrophic
5Mana Overflow: You regain all spell slots and gain 10 temporary spell slots of any level for the next 24 hours.Positive5 - Catastrophic
6Ethereal Shift: You and all creatures within 60 feet become ethereal for 1 hour, able to pass through solid objects and avoid non-magical attacks.Positive5 - Catastrophic
7Perfected Form: You gain +6 to one ability score of your choice (up to a maximum of 30) for 24 hours.Positive5 - Catastrophic
8Arcane Mastery: For the next hour, you can cast any spell from any class list without needing components or expending spell slots.Positive5 - Catastrophic
9Planar Gate: You can open a gate to any plane of existence for 24 hours, allowing free passage between them for yourself and others.Positive5 - Catastrophic
10Echoes of the Weave: For the next hour, you can duplicate any spell you cast without expending additional spell slots.Positive5 - Catastrophic
11Aethyric Ascendance: You gain resistance to all damage types for 24 hours and are immune to conditions like paralysis, stunned, and frightened.Positive5 - Catastrophic
12Temporal Pause: You can stop time for up to 1 minute, acting freely during this time.Positive5 - Catastrophic
13Mass Teleportation: You can teleport yourself and up to 100 willing creatures to any location you have seen within the same plane of existence.Positive5 - Catastrophic
14Mana Barrier: You create an impenetrable shield around you and all allies within 60 feet for 1 hour. The shield blocks all physical and magical attacks.Positive5 - Catastrophic
15Arcane Resurrection: You can cast True Resurrection once within the next 24 hours without needing components.Positive5 - Catastrophic
16Supreme Flight: You and up to 10 creatures of your choice gain a flying speed of 120 feet for 24 hours.Positive5 - Catastrophic
17Positive5 - Catastrophic
18Reality Reversal: You can reverse any one event that has occurred in the last 24 hours.Positive5 - Catastrophic
19Restorative Winds: You and all allies within 1 mile regain full hit points, all spell slots, and gain 10d6 temporary hit points.Positive5 - Catastrophic
20Arcane Echo: The next spell you cast echoes across reality, allowing you to cast it again for free once per round for the next minute.Positive5 - Catastrophic
21Divine Insight: For the next 24 hours, you know the answer to any question you ask and can perceive the future with perfect clarity.Positive5 - Catastrophic
22Elemental Mastery: You gain the ability to cast Control Weather or Earthquake at will for the next 24 hours.Positive5 - Catastrophic
23Planar Knowledge: For the next 24 hours, you can freely communicate with any extraplanar entities and ask them for guidance.Positive5 - Catastrophic
24Aetheric Amplification: For the next 24 hours, your spells are cast as if you were 10 levels higher, with all effects maximized.Positive5 - Catastrophic
25Phantom Army: You summon 10d4 spectral warriors (CR 5 or lower) to fight by your side for the next 24 hours.Positive5 - Catastrophic
26Temporal Mastery: For the next 24 hours, you can accelerate or slow time for yourself or others, adjusting time flow by a factor of 10.Positive5 - Catastrophic
27Healing Rain: A healing rain falls in a 1-mile radius for the next hour, restoring 10 hit points per round to all creatures within the area.Positive5 - Catastrophic
28Fortress of the Mind: You and all allies within 1 mile are immune to mind-altering effects for the next 24 hours.Positive5 - Catastrophic
29Arcane Transmutation: You can permanently transmute up to 10 cubic feet of material into any other material.Positive5 - Catastrophic
30Life’s Boon: You gain the ability to heal all creatures within 60 feet to full health and cure all diseases, poisons, and conditions.Positive5 - Catastrophic
31Supreme Vitality: For the next 24 hours, you cannot be reduced below 1 hit point.Positive5 - Catastrophic
32Planar Anchor: You can create a permanent portal to another plane within 1 mile of your location.Positive5 - Catastrophic
33Divine Light: You emit an aura of divine light for 1 hour, granting all allies within 60 feet advantage on all rolls.Positive5 - Catastrophic
34Temporal Fracture: Time in a 1-mile radius fractures, causing random time skips and loops for 24 hours. You and others experience disjointed moments.Negative5 - Catastrophic
35Mana Overload: You are struck by a surge of raw magic, losing all spell slots for the next 24 hours.Negative5 - Catastrophic
36Aethyr Collapse: All spells you cast for the next 24 hours have a 50% chance of failing and backfiring, dealing 10d10 force damage to you.Negative5 - Catastrophic
37Soul Drain: You lose 1d6 maximum hit points each time you cast a spell for the next 24 hours. These hit points can only be restored by divine intervention.Negative5 - Catastrophic
38Planar Instability: You are randomly teleported to another plane every 1d6 hours for the next 24 hours, with no control over where or when.Negative5 - Catastrophic
39Void Touch: You are touched by the Void, permanently losing 1 level (or hit die) unless restored by Wish or Divine Intervention.Negative5 - Catastrophic
40Arcane Feedback: Every time you cast a spell, you take 4d10 psychic damage. This effect lasts for 24 hours.Negative5 - Catastrophic
41Reality Warp: The area around you warps uncontrollably, causing random terrain changes and environmental hazards for 24 hours within a 1-mile radius.Negative5 - Catastrophic
42Mana Drain: All magical items in your possession are drained of their power and rendered mundane for 24 hours.Negative5 - Catastrophic
43Echo of Pain: Every time you take damage, you take an additional 4d10 psychic damage for the next 24 hours.Negative5 - Catastrophic
44Soul Fragment: Your soul becomes unstable, splitting into three pieces. Each piece exists in a different plane, and you must retrieve them to be whole again.Negative5 - Catastrophic
45Planar Banishment: You are randomly banished to another plane for 1d6 days.Negative5 - Catastrophic
46Gravitational Collapse: Gravity within 60 feet of you increases tenfold for the next hour, crushing objects and making movement nearly impossible.Negative5 - Catastrophic
47Temporal Freeze: You are frozen in time for 1d4 hours, unable to move, act, or perceive.Negative5 - Catastrophic
48Mana Burn: You lose access to all spells for the next 24 hours, unable to cast or regain spell slots.Negative5 - Catastrophic
49Soul Burn: Your soul is branded with arcane runes, causing you to take 10d10 damage every time you attempt to cast a spell for the next 24 hours.Negative5 - Catastrophic
50Dimensional Rift: A rift to the Astral Plane opens near you, pulling in objects and creatures randomly for the next 24 hours.Negative5 - Catastrophic
51Etheral Wasting: You lose 1 hit die per hour for the next 24 hours. These hit dice can only be restored by Greater Restoration or similar magic.Negative5 - Catastrophic
52Planar Fissure: A random planar effect (such as gravity reversal or environmental hazard) occurs in a 1-mile radius every 10 minutes for the next 24 hours.Negative5 - Catastrophic
53Psychic Cascade: You and all creatures within 1 mile must make a Wisdom saving throw every hour for the next 24 hours or take 10d6 psychic damage.Negative5 - Catastrophic
54Temporal Erosion: Every time you take damage, you lose 1 hour of memory for the next 24 hours.Negative5 - Catastrophic
55Mana Scar: A permanent scar of raw Aethyr is burned into the land within a 1-mile radius, making all magic unpredictable and volatile for 1d4 years.Negative5 - Catastrophic
56Planar Anchor: You become anchored to a random plane for the next 24 hours, unable to leave or escape it without intervention.Negative5 - Catastrophic
57Void Whisper: You begin hearing whispers from the Void, causing you to take 10d6 psychic damage every time you make a decision.Negative5 - Catastrophic
58Aethyric Wound: You are struck by a wave of raw Aethyr, losing 10 hit points per hour until healed by divine magic.Negative5 - Catastrophic
59Mana Deficiency: All spells cost 2 spell slots for the next 24 hours.Negative5 - Catastrophic
60Planar Confusion: You and all creatures within 1 mile are randomly shifted between planes every hour for the next 24 hours.Negative5 - Catastrophic
61Reality Distortion: The area within 1 mile is permanently altered, causing unpredictable magical effects for the next year.Negative5 - Catastrophic
62Gravity Break: Gravity randomly shifts every 10 minutes for the next 24 hours, making movement unpredictable and hazardous.Negative5 - Catastrophic
63Temporal Schism: You are split into two versions of yourself, each controlling one half of your body. This effect lasts for 24 hours.Negative5 - Catastrophic
64Soul Fragmentation: You permanently lose a portion of your soul, reducing your maximum hit points by 10.Negative5 - Catastrophic
65Mana Rift: A rift in the fabric of magic opens, causing Minor Aethyr Chaos Surges in a 1-mile radius for the next 24 hours.Negative5 - Catastrophic
66Endless Suffering: Every time you take damage, you lose 1 hit die. These can only be regained through divine magic or Wish.Negative5 - Catastrophic
67Planar Entanglement: For the next 24 hours, the boundaries between planes weaken, causing random creatures and objects to pass between them.Chaotic5 - Catastrophic
68Aethyr Maelstrom: A storm of raw Aethyr magic forms within a 1-mile radius, causing unpredictable magical effects for the next 24 hours.Chaotic5 - Catastrophic
69Temporal Cascade: Time within 1 mile fluctuates, sometimes speeding up or slowing down randomly, for the next 24 hours.Chaotic5 - Catastrophic
70Planar Drift: The area within 1 mile randomly shifts between different planes for 24 hours.Chaotic5 - Catastrophic
71Reality Shift: The landscape around you shifts randomly every 10 minutes for the next 24 hours.Chaotic5 - Catastrophic
72Dimensional Echo: You hear distant echoes of other realities for the next 24 hours, occasionally glimpsing alternate versions of events.Chaotic5 - Catastrophic
73Gravity Flux: Gravity within 1 mile fluctuates unpredictably, making movement difficult and dangerous for the next 24 hours.Chaotic5 - Catastrophic
74Mana Surge: Magical energy floods the area, causing random Minor Aethyr Chaos Surges every 10 minutes for the next 24 hours.Chaotic5 - Catastrophic
75Elemental Cascade: Elemental forces (fire, water, air, earth) randomly manifest and interact within a 1-mile radius for the next 24 hours.Chaotic5 - Catastrophic
76Temporal Loop: You and all creatures within 1 mile are trapped in a repeating loop of time for the next 24 hours, replaying the same 10 minutes over and over.Chaotic5 - Catastrophic
77Mana Implosion: The magical energy in the area collapses, causing random bursts of magic for the next 24 hours.Chaotic5 - Catastrophic
78Celestial Phenomenon: A rare celestial event occurs, causing unpredictable magical effects within a 10-mile radius for the next 24 hours.Chaotic5 - Catastrophic
79Planar Inversion: The laws of nature invert within a 1-mile radius, causing random and chaotic effects for the next 24 hours.Chaotic5 - Catastrophic
80Arcane Convergence: Magical ley lines converge, amplifying all spells cast in the area by 10-fold for the next 24 hours.Chaotic5 - Catastrophic
81Living Spell: A spell cast within the last hour takes on a life of its own, acting independently for the next 24 hours.Chaotic5 - Catastrophic
82Reality Tear: A tear in the fabric of reality causes random environmental changes every 10 minutes for the next 24 hours.Chaotic5 - Catastrophic
83Elemental Storm: Elemental forces wage war within a 1-mile radius, creating chaotic weather and environmental hazards for 24 hours.Chaotic5 - Catastrophic
84Temporal Distortion: Time within a 1-mile radius becomes unpredictable, causing random jumps forward and backward in time.Chaotic5 - Catastrophic
85Gravity Shift: Gravity within a 1-mile radius fluctuates, causing random objects and creatures to float or fall unexpectedly for the next 24 hours.Chaotic5 - Catastrophic
86Mana Cascade: Raw magical energy floods the area, causing random magical effects and wild surges every hour for the next 24 hours.Chaotic5 - Catastrophic
87Planar Migration: Creatures from another plane begin to appear within a 1-mile radius, interacting with the environment for the next 24 hours.Chaotic5 - Catastrophic
88Ethereal Manifestation: Ethereal creatures appear within a 1-mile radius and interact with the physical world for 24 hours.Chaotic5 - Catastrophic
89Celestial Alignment: A rare celestial alignment occurs, amplifying all magical effects within a 10-mile radius for the next 24 hours.Chaotic5 - Catastrophic
90Mana Vortex: A vortex of raw magic forms within 1 mile, pulling in spells and magical energy for the next 24 hours.Chaotic5 - Catastrophic
91Reality Ripple: The boundaries of reality ripple within 1 mile, causing random magical effects and environmental changes for the next 24 hours.Chaotic5 - Catastrophic
92Temporal Fragmentation: Time fragments within a 1-mile radius, causing random time jumps and loops for 24 hours.Chaotic5 - Catastrophic
93Mana Storm: A storm of raw magical energy rages within 1 mile, creating random magical effects and Minor Aethyr Chaos Surges for 24 hours.Chaotic5 - Catastrophic
94Planar Flux: The boundaries between planes shift unpredictably, causing random planar phenomena for 24 hours within 1 mile.Chaotic5 - Catastrophic
95Elemental Shift: The elemental forces within a 1-mile radius shift randomly, causing environmental hazards and magical effects.Chaotic5 - Catastrophic
96Celestial Call: A celestial entity becomes aware of the area, manifesting within 1 mile to observe or interact for the next 24 hours.Chaotic5 - Catastrophic
97Reality Echo: The past and future of the area overlap, causing random events from different timelines to manifest within 1 mile.Chaotic5 - Catastrophic
98Planar Whisper: Faint whispers from another plane fill the area, hinting at future events or hidden knowledge.Chaotic5 - Catastrophic
99Temporal Collapse: Time within 1 mile begins to collapse, causing random time jumps and loops for the next 24 hours.Chaotic5 - Catastrophic
100Mana Implosion: A collapse in the local magic field causes random Minor Aethyr Chaos Surges for the next 24 hours within a 1-mile radius.Chaotic5 - Catastrophic

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