Changepools
Across the world are small patches - usually no more than a few metres across - where residual Shockwave energy has found places to settle and pool.
These Changepools are areas of wild magic. Spells often fail, or act in strange, unintended ways when cast within a Changepool, and sometimes even create stranger effects still. Creatures born or concieved in a changepool often have strange features, or are even unclassified hybrids. During the first year after the Shockwaves, the majority of the world was under Changepool-like conditions that are theorised to have spawned the various Beastkin and Rukk species. Others born in Changepools bear stranger abilities yet.
The one consistency in first generation Changepool-born creatures - those who were born or raised under the effects of a Changepool - is that they have a deep well of innate magic. While this occasionally produces a a slew of spell-like and supernatural abilities, by far the most common manifestation of Changepool magic is that the victim is faster, stronger, smarter or simply better in some way than other members of their species.
Manifestation
Changepool Magical Effects
When designating an area as a Changepool, you can either choose which effects it has, or determine them randomly. There's no need to limit yourself to the effects suggested here - imagination is the limit.A Changepool should have between one and three of the effects from the chart below. Almost always, these include Cursed Vegetation and/or Fantastic Beasts and at least one Wild Magic effect. Larger Changepools may have different effects in different places within them.
Changepool Effect (1d6)
- Dead Magic Zone
- Wild Magic Zone - Additional Effect
- Wild Magic Zone - Alternate Effect
- Memory Disruption
- Cursed Vegetation
- Fantastic Beasts
Magic simply fails to function in a Dead Magic Zone. Any time a character attempts to cast a spell or use a spell-like or supernatural ability within a Dead Magic Zone, the ability is expended as normal but produces no results. Likewise, magical items and golems cease to function, although the enhancement bonuses of a Changepool Born continue to operate as normal, making these incredibly dangerous places to explore.
Wild MagicWhen a character successfully casts a spell or uses a spell-like ability or spell trigger item while in a Wild Magic zone, roll a d6. If the number is odd, reduce the effective spell slot level for all effects by the number on the die. If the number is even, increase the effective spell slot level for all effects by the number on the die. If this would result in the spell being cast at a level lower than its minimum, the spell fails and the spell slot is not expended.
Wild Magic effects that force a character to cast a spell do not trigger further wild magic effects, and the character casts the spell as a free action without expending any spell slots. The 'spell' is simply a shorthand way to describe the effects, duration and saves of the wild magic effect.
Wild Magic - Additional EffectIn an Additional Effect wild magic area, when a character successfully casts a spell or uses a spell-like ability, or spell trigger item, a second effect manifests in addition to the spell's intended effect. Roll on the Wild Magic table to determine the effects. The DM should roll on the table secretly, and then describe the results. Where an effect refers to a level, this is the spell slot level of the triggering effect.
Wild Magic - Alternate EffectIn an Alternate Effect wild magic area, when a character casts a spell or uses a spell-like ability or spell trigger item, the result is wildly different from intended. The spell is expended as normal, but its effects are instead determined by rolling on the Wild Magic Table. The DM should roll on the table secretly, and then describe the results. Where an effect refers to a level, this is the caster level of the character who triggered the effect.
Memory DisruptionThe biggest effect of the Shockwaves was that it destroyed everything's memories. A character in an area of Memory Disruption must make a Will save against a DC equal to 10 + their character level every hour or find that some of their memories are missing or scrambled. The first time a character fails a save, they lose or confuse 1 hour of memories from a random point in their life. The second failed save damages 1 day's worth of memories. The third damages 1 week's worth of memories. The fourth affects 1 month's worth of memories, and the fifth failed saves affects 1 year's worth. Each failed save after the fifth affects another year's worth of memories.
Every time a character loses more than 1 month's worth of memories, there is a 5% chance that they will forget a single class feature or spell. The ability can be regained through the use of a Greater Restoration or Wish, but the memories themselves remain lost.
Resting outside the zone of Memory Disruption resets the counter, but does not restore any lost memories. Short of intervention from Shatter, they are lost forever.
Cursed VegetationPlants that grow in an area of Cursed Vegetation are automatically affected by an Animate Plants spell. They are naturally hostile to all non-plant matter. In addition, there is a 40% chance that any given plant will instead transform into a CR appropriate Plant-type monster when a creature interacts with it.
Fantastic BeastsAnimals that live in an area of Fantastic Beasts for more than a month gain the a +2 to all ability scores. In addition, there is a 30% chance that they will acquire traits, Actions, or Bonus Actions from another bestiary entry of the same CR.
Localization
Taking the Pool With You
Some creatures are so infused with the power of a Changepool that they produce an aura reminiscent of their effects, gaining the Wild Magic Creature template.
A Wild Magic Creature produces an aura out to a range of 5 ft per point of Charisma modifier it has (creatures with a negative Charisma modifier treat it as if it were positive). Within this area of effect, whenever a character casts a spell or uses a spell-like supernatural ability, or a spell trigger item, roll a d20. On a roll of a 1, the spell or ability fails. On a roll of a 2, a Wild Magic - Additional Effect is triggered. On a roll of a 3, a Wild Magic - Alternate Effect is triggered.
Increase the CR of a Wild Magic Creature by 1.
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