Supernatural Region: Elemental Chaos

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Elemental Chaos

In regions where the boundaries between the material plane and the elemental planes, incursions of elemental chaos can break through. This turbulent energy manifests in ways that changes not just the environment, but also the creatures can be suffused with elemental power. These incursions tend to not be subtle, as it takes a lot of energy to break through the planar barriers.

Consider rolling on the Elemental Chaos Effects table when the following circumstances occur in the region:

  • When a creature takes an amount of acid, cold, fire, lightning, or thunder damage greater than its Constitution score.
  • When a creature casts a spell or uses an ability that attempts to control the elements, for example control flames.
  • When a creature casts a spell or uses an ability that has an additional effect because of the environment, for example casting call lightning in stormy conditions.
  • When an Elemental creature is killed.

Some of the Elemental Chaos Effects refer to a Random Elemental Damage Type, for this you can roll on the following table to determine the damage type. Alternatively, you could pick a damage type from the table that makes sense.

Random Elemental Damage Type
d10 Damage Type
1–2 Acid
3–4 Cold
5–6 Fire
7–8 Lightning
9–10 Thunder
Elemental Chaos Effects
d100 Effect
01–05 The temperature in the region suddenly drops to Extreme Cold for 1d12 hours.
06–10 The temperature in the region suddenly rises to Extreme Heat for 1d12 hours.
11–15 The region fills with constantly violent weather that is unsuited for the environment, such as a snowstorm in a desert, limiting the vision of all creatures to 60 feet for 1 hour.
16–20 Elemental energy erupts in a 10-foot-radius sphere centered on one random creature in the region. Each creature in the sphere that isn’t an Elemental takes 3d6 damage of a Random Elemental Damage Type. Each Elemental creature in the sphere regains 3d6 hit points.
21–25 All nonmagical weapons in the region are under the effects of the elemental weapon spell with a Random Elemental Damage Type for 24 hours
26–30 Small tornadoes form in random unoccupied spaces. From one of these spaces an air elemental appears that attacks any creature in sight.
d100 Effect
31–35 The ground cracks and opens up in random unoccupied spaces. From one of these spaces an earth elemental appears that attacks any creature in sight.
36–40 Flames burst from the ground in random unoccupied spaces. From one of these spaces a fire elemental appears that attacks any creature in sight.
41–45 Waves that appear out of the air in random unoccupied spaces. From one of these spaces a water elemental appears that attacks any creature in sight.
46–50 One random creature is suffused with elemental power. It must make a DC 14 Constitution saving throw, gaining resistance to a Random Elemental Damage Type on a successful saving throw, or becoming vulnerable to a Random Elemental Damage Type on a failed one.
51–55 Elementals in the region have advantage on attack rolls and ability checks for the next 24 hours.
56–60 All creatures that are not Elementals in the region are under the effects of the elemental bane spell for 1 hour with a Random Elemental Damage Type. This effect does not end after they take the additional damage.
61–65 One random creature in the region gains limited protection from the elements. This creature can cast the absorb element spell once without expending a spell slot or material components.
66–70 For the next 24 hours, any creature killed in the region immediately explodes with a force of elemental energy. Each creature within 5 feet of them must succeed on a DC 15 Dexterity saving throw or take 2d6 damage of a Random Elemental Damage Type.
71–75 A mephit of a type connected to the surrounding environment appears next to one random creature and follows it like an affectionate pet for 24 hours before scampering off. The mephit will not attack anything, and will scamper off early if attacked.
76–80 The region is battered by strong winds for 1 hour, the entire region becoming under the effects of the gust of wind spell in a random direction.
81–85 The ground in a 50-foot sphere at a random point in the region turns to lava for 24 hours.
86–90 A random spot in the region is targeted by the call lightning spell, with lightning striking random spaces in the area for the duration which deals damage as if it were in stormy conditions.
91–95 All water in a 50-foot sphere at a random point in the region is frozen for 24 hours.
96–100 One random creature in the region can cast the conjure elemental spell once without expending a spell slot or material components.