In ancient Netheril, rampant magical experimentation created unique environmental effects and magical hazards. At your discretion, some of these effects might persist in your present-day campaign.
Environmental Effects
These magical environmental effects supplement the effects found in the Dungeon Master's Guide.
Communal Telepathy Zone
Places in Netheril where mages engage in intense magical study for prolonged periods sometimes result in an intellectual hivemind where conceptual thought transcends language. These areas, known as communal telepathy zones, are typically no more than 300 feet in diameter.
Creatures with an Intelligence score of 8+ in a communal telepathy zone gain telepathy with a range of 30 feet.
Dampened Magic Zone
Dampened magic zones arise where magic is failing or being absorbed by a powerful Artifact. This effect might ebb and flow based on other natural or supernatural phenomena, such as at twilight or after magical weather.
In a dampened magic zone, which is typically no more than 300 feet in diameter, magical effects sputter feebly or appear ephemeral. When a creature in the area casts a spell with a duration of 1 minute or longer, the spell's duration is halved. Spell attack rolls in the area are made with Disadvantage, and creatures have Advantage on saving throws against spells and other magical effects.
Eerie Chanting Zone
Regions where magical rituals with harmful effects habitually occur can resonate with disconcerting chanting, even after the rituals are complete.
In an eerie chanting zone, which is typically no more than 300 feet in diameter, discordant chanting insinuates itself into the mind. Creatures have Disadvantage on Wisdom (Perception) checks and on Constitution saving throws to maintain Concentration.
Empowered Force Zone
Netherese mages often work magical energy into physical shapes such as unique jewelry, ostentatious decor, or even into creatures such as magen (6). Areas where magic has been frequently refined, known as empowered force zones, amplify raw magical energy and are typically no more than 300 feet in diameter.
When a creature in an empowered force zone rolls damage for a spell or attack that deals Force damage, it treats any 1 or 2 on a damage die as a 3.
Low Gravity Zone
Many structures in Netheril's flying cities defy gravity. The rampant Transmutation magic used to achieve these effects can go haywire, resulting in a low gravity zone, which is typically no more than 300 feet in diameter.
In a low gravity zone, creatures quadruple the distance they can leap with a High Jump or a Long Jump, and the damage creatures take from falling is halved (round down).
Unstable Gravity Zone
Netherese mages often commanded gravity to bend to their will, but gravity isn't so easily controlled. Overuse of gravity-altering magic can cause it to oscillate unpredictably, creating an area of unstable gravity.
An area of unstable gravity is normally filled with debris from smashed objects that aren't affixed to a surface. A creature near an area of unstable gravity can identify its presence by noticing these smashed items, taking a Study action, and succeeding on a DC 15 Intelligence (Investigation) check.
The effect is the same as the Reverse Gravity spell (save DC 16), except that it is permanent and typically covers an area that is 60 feet in diameter and 60 feet high. Every 1d4 rounds, the effect is suppressed for 1d4 rounds and normal gravity returns, causing creatures and objects to fall.
Magical Hazards
These magical environmental effects supplement the effects found in the Dungeon Master's Guide.
Example Magical Hazards
Hazards are presented in alphabetical order.
- Arcane Effluence
- Glittermoss
- Shadowbark
- Wildstorm
- Witchbriars