Planar Magic Casting

Magic flows as a river, the Life Force of Oxdara is fed from various streams and pathways from the other planes of existence, beyond the material. Magic is known to work in specific ways because of this flow, but when viewed outside the normal, magic can become more potent; known as Planar Magic Casting.

If someone normally from the material plane finds themselves in a different plane of existence, their connection to the Life Force is altered - say they are in the Feywild, fey magic is stronger and influences other casting, or if they are on the The Elemental Plane of Fire, fire magic might be heightened.

From a gameplay sense, whenever a magic user is on a plane of existence not their natural (with the exception of the material plane) they magic begins to have some additional effects. Every time a player casts a spell or uses an ability that involves a connection to the Life Force of Oxdara they must roll an additional d20. If the d20 result is higher than their total character level one of the effects listed below happens to their spell. The GM makes the roll to determine what effect privately.

Localization

Nine Hells

1d6
1 The magic of the spell crackles with deep red, fiendish energy. The spells damage increases by 1d12 force damage and the target must make a Wisdom Save against your Spell DC or be frightened of you until the start of your next turn.
2 The infernal magic of the plane casts a second spell at the point you targeted. You cast darkness, requiring no components or concentration. Whilst the spell persists you can move it 60 ft as a bonus action.
3 Your magic gains an infernal flame, any spell or magical damage you deal gains an additional 1d8 fire damage.
4 The infernal magic of the plane influence your body - Until you next long rest you grow either devil horns, a tail, or wings. You gain Darkvision up to 60ft. that cannot be impended and gain resistance to fire damage.
5 The strength of Arch-Devils weaves into your magic, your next attack crits on a 19 or 20, or on a spell requiring a saving throw, the target critically fails on a 1 or 2.
6 The hordes of the Fiendish forces answer to your magic, you summon a swarm of 1d4+1 Imps. These Imps use the Imp stat block, and answer to your commands until the next long rest.

Type
Metaphysical

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