Magical danger can take many forms, and the reasons for its presence can be myriad. A strange aura may cover an entire area, or it could be that a spell is in effect that only affects a very specific thing, or occurs under certain circumstances. The degree to which magic can impact a place, and the problems it can cause, vary wildly. Roll on the tables in this chapter if your **danger** is magical in nature, or has a magical effect. # Saves & Defenses This chapter contains a large number of magical effects that can be leveled at the player characters (PCs), ranging from the physical effects of something like a lightning strike or enforced ailment, to a mental condition like a hallucination, or something that is designed to affect the target’s emotions, spirit, or soul. The magic presented in this chapter should always be treated as an outside force that is somehow exerting its influence on those that it can reach. This being the case, make sure you have a good understanding of how your chosen game system handles defenses against these kinds of effects. If a character is poisoned, what (if anything) would they typically roll? If they are targeted by a charm spell, how would they usually defend against it? We suggest that, if there is no precedent, or you can’t find an example and you’re not sure off the top of your head, ask your players what would be most reasonable and, once you’ve taken their suggestions into account, use your best judgement. This will help things feel fun and fair, even if they’re not clearly defined in the system you’re playing. **IMPORTANT!** Be sure to allow the PCs (and any other relevant creatures, as appropriate) to defend against the magic, unless you have a very clear and justifiable reason not to do so. # Targets This chapter mentions targets for the various magical effects. This usually refers to the PCs and any active NPCs or incidental characters in the **region** or **destination type**. You may decide how the magic generally affects any wildlife, plants, structures, inanimate objects, or general population. Use your roll results as guidance to determine how the overall location has been affected so far. # Magic Details | Detail | Result | | ---------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | [[Dangers - Magic#Magic Origin\|Magic Origin]] | `dice:[[Dangers - Magic#^100465]]` | | [[Dangers - Magic#Magic Area\|Magic Area]] | `dice:[[Dangers - Magic#^6b509b]]` | | [[Dangers - Magic#Magic Frequency\|Magic Frequency]] | `dice:[[Dangers - Magic#^5cd0d2]]` | | Magic Manifestation | Something you might wish to consider is what the magic looks like when it manifests. You may decide that it is invisible, which works nicely if you are aiming for mystery, and don’t want visual cues that could tip the players off.<br><br>Alternatively, the magic could manifest as a cloud, beams of light (colored or otherwise), sparkles floating in the air, or any other visual indicator that you feel would be appropriate. You may decide, instead, that you would like a different kind of sensory cue altogether, to give players a hint in a more subtle way. This could be anything from a disembodied sound, a sensation, a change in temperature, a voice, a smell, or countless other options. | | [[Dangers - Magic#Magic Density\|Magic Density]] | `dice:[[Dangers - Magic#^40a4b7]]` | | [[Dangers - Magic#Magic Category\|Magic Category]] | `dice:[[Dangers - Magic#^fd8873]]` | # Tables ## Magic Origin Where did the magic originate from? | d10 | Magic Origin | | --- | ------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Collision.** The magic occurred as a side effect of a clash between entities. | | 2 | **Departed Visitor.** The magic is linked to an otherworldly entity who was on the same plane as the location, but no longer is. | | 3 | **Historic Impetus.** The magic is a lingering effect of something that happened here prior to the destination’s founding. | | 4 | **Intentional.** The magic was created on purpose by an entity who wanted this magic here. | | 5 | **Mistake.** The magic was created unintentionally by an entity who was using magic to complete a task, but something went wrong. | | 6 | **Natural Occurrence.** The magic is a natural phenomenon, or stems from something in the natural world in or near to the destination’s location. | | 7 | **Remote Influence.** The magic is linked to, or caused by, an otherworldly entity who has not been to the destination’s location or plane. | | 8 | **Present Visitor.** The magic is linked to an otherworldly entity who is currently on the same plane as the location. | | 9 | **Unintentional.** The magic was created unintentionally by an entity who was trying to create or use a different kind of magic here. | | 10 | **Wild.** The magic occurred, seemingly at random, as a result of magic’s sometimes unpredictable nature. | ^100465 ## Magic Area How much of an area does the magic cover? >[!note] Center >It may be tempting to simply center the magic on your destination, but we encourage you to be creative about how you place the magic zone. There is no reason why it needs to be a perfect circle. The guidelines given below are just that: guidelines. If you roll an area that is as large as the destination, but you want it to only cover half the destination, and then spill into the area the destination, you absolutely can. | 1d20 | Magic Area | | ----- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-2 | **Specific Place.** The magic is present in a very specific, small location, such as a single, average- sized home. | | 3-4 | **Small Area.** The magic is present in an area no larger than a quarter of the destination. | | 5-7 | **Moderate Area.** The magic is present in an area no larger than half of the destination. | | 8-13 | **Large Area.** The magic is present in an area as large as the destination. | | 14-15 | **Very Large Area.** The magic is present in an area twice the size of the destination. | | 16-17 | **Massive.** The magic is present in an area five times the size of the destination. | | 18 | **Broad.** The magic is present in an area ten times the size of the destination. | | 19 | **Environmental.** The magic is present everywhere within the environment in which the destination is located. | | 20 | **Environmental Overflow.** The magic is present everywhere within the environment in which the destination is, as well as spilling over into adjacent environments. | ^6b509b ## Magic Frequency How often does the magic activate, and try to affect targets? >[!note] Important >Practically-speaking, the magic frequency table is intended to help you manage how often you should ask for checks, or roll against any target’s defenses. If you have a clear idea of what you would like the magic to do, or how you would like it to function, we encourage you to choose the option below that fits your needs (or roll first, then decide). | 1d20 | Magic Frequency | | ----- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | 1-5 | **Threshold.** When a target which meets a certain criteria enters the magic’s area, the magic tries to affect them. | | 6-7 | **Fluctuating.** Every hour, in game, roll a die. On an odd result, the magic tries to affect all potential targets in the magic’s area. On an even result, it does not. | | 8-10 | **Minutes.** Every 1, 5, 10, 15, or 30 minutes (whichever you feel is most reasonable), the magic tries to affect all potential targets in the magic’s area. | | 11-14 | **Hourly.** Every hour, the magic tries to affect all potential targets in the magic’s area. | | 15-17 | **Extremes.** Every dawn, midday, dusk, and midnight, the magic tries to affect all potential targets in the magic’s area. | | 18-19 | **Daily.** Once each day, the magic tries to affect all potential targets in the magic’s area. | | 20 | **Greater.** The magic tries to affect all potential targets in the magic’s area once per…<br><br>[1d6]:<br>1-3: Week<br>4-5: Month<br>6: Year | ^5cd0d2 ## Magic Density When the magic is active, how likely is it to target a given individual in its area of influence? >[!note] Important While playing, when the GM determines that the magic in the area is active, about to be active, or about to affect players (as per the Magic Frequency table), all players and active NPCs in the magic’s area should roll a d100. If a player or NPC’s roll falls within the range given in the magic density table below, the magic attempts to affect them (but be sure to allow for any defenses if appropriate). | 1d20 | Magic Density | | ----- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-5 | **Sparse.** Players or NPCs who roll a 1-25 are targeted. | | 6-12 | **Moderate.** Players or NPCs who roll a 1-50 are targeted. | | 13-16 | **Dense.** Players or NPCs who roll a 1-75 are targeted. | | 17-19 | **Very Dense.** Players or NPCs who roll a 1-90 are targeted. | | 20 | **Solid.** Players or NPCs are always targeted when the GM determines the magic is active. Each time, they are given the opportunity to defend against it, if they are able. | ^40a4b7 ## Magic Category What kind of magic affects the targets in the area? | 1d8 | Magic Category | | --- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Physical.** Physically targeted magic affects physical things (bodies, objects, etc.). The magic could simply harm the target, but could also physically move or transform it, change it’s position etc.<br><br>`dice:[[Dangers - Magic#^863ed2]]` | | 2 | **Mental.** Mentally targeted magic affects the mind and senses. The effects tend to take the form of altering dreams, perception, or attitudes.<br><br>`dice:[[Dangers - Magic#^389020]]` | | 3 | **Spiritual.** Spiritually targeted magic aims to affect the soul, either by testing, warping, or weakening the target’s convictions and spiritual fortitude.<br><br>`dice:[[Dangers - Magic#^adbd6a]]` | | 4 | **Life & Death.** Life and death magic relates to the cycle of life, and the body and spirit of the living and dead.<br><br>`dice:[[Dangers - Magic#^7665da]]` | | 5 | **Conjuration.** Conjuration magic focuses on altering things, or bringing them into being.<br><br>`dice:[[Dangers - Magic#^a2e0de]]` | | 6 | **Divination.** Divination magic focuses on the revelation and interpretation of the unknown.<br><br>`dice:[[Dangers - Magic#^40e7e9]]` | | 7 | **Illusion.** Illusion magic focuses on fooling the senses, and creating fabricated realities.<br><br>`dice:[[Dangers - Magic#^cb7866]]` | | 8 | **Other.** Other magic incorporates all manner of unique and obscure effects that sit outside the standard magic categories.<br><br>`dice:[[Dangers - Magic#^42678b]]` | ^fd8873 #### Physically Targeted Magic Physically targeted magic affects physical things (bodies, objects, etc.). The magic could simply harm the target, but could also physically move or transform it, change it’s position etc. | 1d10 | Physically Targeted Magic | | ---- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-2 | **Transformation.** Within the magic’s area, targets are physically changed in some way. The magic alters...<br><br>[1d6]:<br>1: Something superficial or cosmetic<br>2-3: Something generally important, or specifically vital<br>4-5: The target’s entire body or structure into something with similar physical traits or biology<br>6]: The target’s entire body or structure into something with different physical traits or biology | | 3-4 | **Element.** Within the magic’s area, an element manifests. The element is...<br><br>[1d12]:<br>1: Acid<br>2: Air<br>3: Dark<br>4: Earth<br>5: Fire<br>6: Force<br>7: Ice<br>8: Light<br>9: Necrotic<br>10: Psychic<br>11: Shadow<br>12: Water<br><br>The element manifests...<br><br>[1d12]:<br>1-5: Directly on the target(s)<br>6-9: Immediately around the target(s)<br>10-11: Widely around the target(s)<br>12: As an elemental creature of the related element | | 5-6 | **Change Position.** Within the magic’s area, targets are magically moved from one location to another.<br><br>The targets are...<br><br>[1d6]:<br>1-3: Physically pushed (target’s movement can be seen)<br>4-6: Teleported (target disappears and appears somewhere else)<br><br>The targets are moved...<br><br>[1d8]:<br>1-4: A short distance<br>5-6: A moderate distance<br>7: Far<br>8: Very far | | 7-8 | **Disease.** Within the magic’s area, targets develop a physical sickness. Roll a d6 for each of the following questions:<br><br>Contagious?<br>1-3: Yes 4-6: No<br><br>Deadly?<br>1-2: Yes 3-6: No<br><br>Time For Worst Symptoms To Show:<br>1: A minute 2: An hour 3: A day 4: A week 5-6: 2 weeks<br><br>Impacted Body System:<br>1: Digestive 2: Circulatory 3: Respiratory 4: Immune 5: Nervous 6: Brain | | 9-10 | **Lethargy.** Within the magic’s area, targets feel tired, lackadaisical, or listless. They suffer from some degree of exhaustion, or feel a decided lack of energy. | ^863ed2 #### Mentally Targeted Magic Mentally targeted magic affects the mind and senses. The effects tend to take the form of altering dreams, perception, or attitudes. | 1d10 | Mentally Targeted Magic | | ---- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Hallucination (One Sense).** Within the magic’s area, targets sense something that is not physically there in the surrounding environment. The affected sense is...<br><br>[1d10]:<br>1-2: Sight<br>3-4: Sound<br>5-6: Smell<br>7-8: Taste<br>9-10: Touch | | 2 | **Hallucination (Multiple Senses).** Within the magic’s area, targets sense something that is not physically there in the surrounding environment in multiple (1d4 + 1) ways. The affected senses are...<br><br>[1d10]:<br>1-2: Sight<br>3-4: Sound<br>5-6: Smell<br>7-8: Taste<br>9-10: Touch | | 3 | **Disorientation.** Within the magic’s area, targets constantly lose their sense of direction, or rarely seem to find a clear path or trajectory. | | 4 | **Frightening Dreams.** Within the magic’s area, targets are plagued with terrifying dreams that disturb their rest and may put them on edge in their waking hours. | | 5 | **Pleasant Dreams.** Within the magic’s area, targets experience wonderful dreams, which may aid their rest, or may lead them astray, alter their opinions, create a false narrative, or cause other various problems on awakening. | | 6 | **Strange Dreams.** Within the magic’s area, targets are beset by dreams that confuse or unsettle them, possibly prompting misleading thoughts or misguided suspicions. | | 7 | **Heightened Emotions.** Within the magic’s area, targets experience their emotions in more extreme ways. Anger becomes intense rage, happiness becomes hysteria, sadness becomes deep melancholy or depression. | | 8 | **Dampened Emotions.** Within the magic’s area, targets experience their emotions in more subdued ways. Things they would otherwise react strongly to don’t seem to prompt the same reaction, and emotions seem to blur into each other and become indistinguishable. | | 9 | **Combative.** Within the magic’s area, targets experience increased aggression. When affected, the targets...<br><br>[1d6]:<br>1-2: Are more prone to aggressive responses<br>3-5: Immediately lash out at anyone they consider an enemy<br>6: Immediately lash out at enemies and allies alike, at the slightest provocation or disagreement | | 10 | **Friendly.** Within the magic’s area, targets experience increased good feeling towards others. When affected, the targets...<br><br>[1d6]:<br>1-2: Are more prone to friendly responses<br>3-5: Give the benefit of the doubt to all allies, and to those they usually consider an enemy<br>6: Go out of their way to help enemies and allies alike, regardless of the risk to their own safety | ^389020 #### Spiritually Targeted Magic Spiritually targeted magic aims to affect the soul, either by testing, warping, or weakening the target’s convictions and spiritual fortitude. | 1d10 | Spiritually Targeted Magic | | ---- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-2 | **Corruption.** Within the magic’s area, targets have their good qualities twisted to ill, and flaws or faults seem to appear in them where they once did not. | | 3-4 | **Temptation.** Within the magic’s area, targets have an overwhelming desire to possess something that they shouldn’t, or that is unobtainable, often at a dire or hidden cost that is in opposition to their usual principles. | | 5-6 | **Hopelessness.** Within the magic’s area, targets seem lost, and lack hope and a sense of purpose. | | 7-8 | **Loss of conviction.** Within the magic’s area, targets lack the drive to press on, to complete important tasks, and accomplish the things that matter dwindles. Things that were previously important to the targets don’t seem to matter so much any more. | | 9-10 | **Distraction.** Within the magic’s area, targets are easily diverted by new and interesting things, losing the attention and focus that they would normally devote to major goals and tasks. | ^adbd6a #### Life & Death Magic Life and death magic relates to the cycle of life, and the body and spirit of the living and dead. | 1d10 | Life & Death Magic | | ---- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-2 | **Decay.** Within the magic’s area, things seem to wear out faster; organic things rot, structures fall apart, and living things seem to age more quickly. The longer that targets remain in the magic’s area, the worse and more pronounced these effects appear to get. The dead, under the magic’s effects, decompose exponentially quicker than they otherwise would.<br><br>This is a permanent effect, unless the source of the magic is dispelled or disabled. (Ignore your results from the *Magic Frequency* and *Magic Density* tables) | | 3-4 | **The Walking Dead.** Within the magic’s area, any dead things, including those brought in from outside, are animated, but mindless. This includes all creatures that were once living, including insects, animals, etc. When affected creatures attempt to leave the magic’s area, they…<br><br>[1d6]:<br>1-3: Do so unharmed<br>4-6: Collapse into their dead state<br><br>This is a permanent effect, unless the source of the magic is dispelled or disabled. (Ignore your results from the *Magic Frequency* and *Magic Density* tables) | | 5-6 | **The Awakened Dead.** Within the magic’s area, any dead things are animated, and their consciousness is restored. Their bodies remain in the state they were in; they are magically supported, no longer require sustenance or rest, but permanently retain their state of decay. When affected creatures attempt to leave the magic’s area, they…<br><br>[1d6]:<br>1-3: Do so unharmed<br>4-6: Collapse into their dead state<br><br>This is a permanent effect, unless the source of the magic is dispelled or disabled. (Ignore your results from the *Magic Frequency* and *Magic Density* tables) | | 7-8 | **Deathless.** Within the magic’s area, no living thing can die. If a creature in the area that would normally be dead (such as one that has suffered a usually-fatal injury) somehow exits the magic’s area, it dies immediately. | | 9-10 | **Spirits.** Living physical bodies cannot enter the magic’s area. The bodies of any living targets in the area, when the magic manifests, are shunted, or otherwise moved, outside the magic’s area, leaving the target’s spirit behind. If a living target attempts to move into the magic’s area, it leaves its body at the magic area’s edge, and the spirit continues on through. If a spirit, or other ethereal entity that is possessing or inhabiting a physical body, attempts to move into the magic’s area, the same thing happens. | ^7665da #### Conjuration Magic Conjuration magic focuses on altering things, or bringing them into being. | 1d10 | Conjuration Magic | | ---- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-2 | **Objects.** Within the magic’s area, magical energies create and unmake objects.<br><br>*During play+:* Roll a d10 as often as your *Magic Frequency* table result suggests. When you roll, something disappears or reappears (GMs choice).<br><br>To determine the size of what disappears or reappears, roll a d10:<br><br>1-3: Small<br>4-6: Medium<br>7-9: Large<br>10: Huge<br><br>*+Bookmark or copy this down to use in your next relevant gaming session.* | | 3-4 | **Structure.** Within the magic’s area, magical energies alter structures or large physical formations.<br><br>*During play+:* Roll a d10 as often as your *Magic Frequency* table result suggests. When you roll, a structural element nearby disappears or reappears (GMs choice).<br><br>To determine what disappears or reappears, roll a d10:<br><br>1-3: Door or window<br>4-6: Wall or barrier<br>7-9: Complete room or space<br>10: Entire structure<br><br>*+Bookmark or copy this down to use in your next relevant gaming session.* | | 5-6 | **Heart’s Desire.** Within the magic’s area, desires are made manifest. Something that the target(s) deeply want materializes in front of them (GMs discretion).<br><br>*During play+:* Roll a d10 as often as your *Magic Frequency* table result suggests.<br><br>To determine how long the desire remains, roll a d10:<br><br>1-3: Disappears when touched<br>4-6: Disappears after 1 minute<br>7-9: Disappears after 1 hour<br>10: Remains permanently while within the magic’s<br>area<br><br>*+Bookmark or copy this down to use in your next relevant gaming session.* | | 7-8 | **Heart’s Dread.** Within the magic’s area, nightmares are made manifest. Something that the target(s) deeply dread materializes in front of them (GMs discretion).<br><br>*During play+:* Roll a d10 as often as your *Magic Frequency* table result suggests.<br><br>To determine how long the dread remains, roll a d10:<br><br>1-3: Disappears when touched<br>4-6: Disappears after 1 minute<br>7-9: Disappears after 1 hour<br>10: Remains permanently while within the magic’s<br>area<br><br>*+Bookmark or copy this down to use in your next relevant gaming session.* | | 9-10 | **Dreamscape.** Within the magic’s area, humanoids and other intelligent creatures can exert their influence on their surroundings to change them into other things. The area under the magic’s influence functions as a dreamscape.<br><br>This is a permanent effect, unless the source of the magic is dispelled or disabled. (Ignore your results from the *Magic Frequency* and *Magic Density* tables) | ^a2e0de #### Divination Magic Divination magic focuses on the revelation and interpretation of the unknown. | 1d12 | Divination Magic | | ----- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-2 | **External Self-Awareness.** Within the magic’s area, targets are contacted by voices that know all about their past, and tell them about it. These voices might be an effect of their own mind, but it could also be a god, or another entity. | | 3-4 | **Answers.** Within the magic’s area, targets receive answers to questions they ask. The answers are…<br><br>[1d6]:<br>1-2: Lies<br>3-4: Vague<br>5-6: Truthful | | 5-6 | **Aura of Revealing.** Within the magic’s area, it is impossible to hide or obscure the truth. Invisibility and illusions fail, lies are not utterable, and spells that create false feelings, such as charm person, do not function. | | 7-8 | **Mental Network.** Within the magic’s area, targets are able to communicate telepathically. This means, as if they were speaking out loud, creatures nearby can hear telepathic speech (but cannot read the thoughts of others). | | 9-10 | **Beacon.** Within the magic’s area, targets are visible to, and actively being watched by, a being or beings on another plane. | | 11-12 | **Understanding.** Within the magic’s area, targets can understand one another as if they can all speak the same language. | ^40e7e9 #### Illusion Magic Illusion magic focuses on fooling the senses, and creating fabricated realities. | 1d8 | Illusion Magic | | --- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Different Environment.** Within the magic’s area, the environment or location appears different than it really is. The illusion feels real in every way to anyone fooled by it. | | 2 | **Magnificent.** Within the magic’s area, the environment or location appears to be the most amazing version of itself possible. The illusion feels real in every way to anyone fooled by it. | | 3 | **Terrible.** Within the magic’s area, the environment or location appears to be the most awful version of itself possible. The illusion feels real in every way to anyone fooled by it. | | 4 | **Copycats.** Within the magic’s area, perfect copies of all targets are created. The copies obey the intent or direction of whoever created the magic. If the magic occurred randomly, or there was no clear intent, the copies act similarly (but perhaps not identically) to the originals. If the copies try to leave the magic’s area, they…<br><br>[1d6]:<br>1-3: Do so without issue<br>4-5: Cannot<br>6: Die | | 5 | **Seeming.** Within the magic’s area, all targets appear to be something else, when viewed by another target. To the targets, all others look like…<br><br>[1d10]:<br>1-4: Beasts<br>5-7: Animated objects<br>8-9: Animated plants<br>10: Monsters<br><br>To the targets, all creatures appear to be…<br><br>[1d6]:<br>1: Identical (i.e. all dogs of the same breed)<br>2-4: Similar (i.e. all dogs, but of different breeds)<br>5-6: Different, while still within the basic category,<br>species or type (i.e. dogs, wolves, foxes, or other canines.). | | 6 | **Appropriate Hazards.** Within the magic’s area, illusions of hazards manifest. These hazards blend in and seem appropriate in the surrounding environment, making it hard to tell which dangers are real, and which are not. The hazards appear to be…<br><br>[1d6]:<br>1-3: Dangerous environmental features (plants, pits,<br>etc.)<br>4-5: Creatures<br>6: Constructed objects or traps | | 7 | **Discordant Hazards.** Within the magic’s area, illusions of hazards manifest. These hazards are out of place in the area (such as a lava pit in a forest), so stand out from those that are real. The hazards appear to be…<br><br>[1d6]:<br>1-3: Dangerous environmental features (plants, pits, etc.)<br>4-5: Creatures<br>6: Constructed objects or traps | | 8 | **Phantom Senses.** Within the magic’s area, targets see, hear, smell, taste, or feel something that isn’t really there.<br><br>*During play+:* Roll a *pair* of d10s as often as your *Magic Frequency* table result suggests. The affected sense is…<br><br>[First 1d10]:<br>1-2: Sight<br>3-4: Sound<br>5-6: Smell<br>7-8: Taste<br>9-10: Touch or physical feeling<br><br>What is being sensed is…<br>[Second 1d10]:<br>1: Pleasant<br>2: Unpleasant<br>3: Intoxicating<br>4: Revolting<br>5: Positively connected to the target’s childhood<br>6: Negatively connected to the target’s childhood<br>7: Uncomfortable<br>8: Comforting<br>9: Painful<br>10: Soothing<br><br>*+Bookmark or copy this down to use in your next relevant gaming session.* | ^cb7866 #### Other Magic Other magic incorporates all manner of unique and obscure effects that sit outside the standard magic categories. | 1d10 | Other Magic | | ---- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-2 | **Etherealness.** Within the magic’s area, targets shift into the ethereal plane, until they leave the area, the magic tries to affect them again but they successfully defend, or they escape via magical means. | | 3-4 | **Force Field.** The magic’s area is contained within a force field. The force field’s purpose is to...<br><br>[1d6]:<br>1-2: Keep targets in<br>3-4: Keep targets out<br>5-6: Keep targets in, and others out, or vice versa | | 5-6 | **Voices.** Within the magic’s area, targets hear voices. The voices…<br><br>[1d12]:<br>1: Sound confused<br>2: Sound conspiratorial<br>3: Sound excited<br>4: Sound frightened<br>5: Sound guiding<br>6: Sound dishonest<br>7: Sound malicious<br>8: Sound pleading<br>9: Sound solicitous<br>10: Are talking to each other<br>11: Are unaware that they can be heard<br>12: Give a warning | | 7-8 | **Animation.** Within the magic’s area, inanimate, non-living objects gain sentience and begin moving, unless somehow anchored to the ground. Plants are unaffected by this. Objects that are anchored in some way (such as houses) are unable to move from their location, but still gain sentience. | | 9-10 | **Parallel Dimension.** Within the magic’s area, targets are shifted to a version of the destination in a parallel dimension. The GM decides how closely this dimension aligns with the original. | ^42678b