You open a brief portal into Adivarri's Realm of Madness. As an action you can reach into the portal within a small leather pouch and remove something that was thrust into the plane long ago. Roll a d100 and consult the following table to see what happens.
d100 - Effect
01-02 - You turn the bag inside out and choose a target within range. The target must make a Wisdom Saving Throw or be engulfed by the small leather pouch and be thrust into Adivarri's Realm of Madness. On a success nothing happens.
03-04 - You open the bag to release a puff of purple magic. Choose a target within 60 feet and they are forced to make a Wisdom Saving Throw. On a failure all of the target's items on their person including their clothes, weapons, and coin will be magically forced off of them and appear within 5 feet of you. On a success you can instead choose one item that you can see to be plucked off of them, this could be a weapon, a piece of armor, a bag of coins, or a backpack.
05-06 - As you reach into the bag you pull out a dark, void energy with a core of deep red that looks like a galaxy. As you release this necromantic energy it floats into the sky and engulfs either the sun or moon causing the celestial bodies to become red and causing the sky to become black. Every creature under the sunlight or moonlight has disadvantage on attack rolls, ability checks, and saving throws for 1 minute. After the duration the sun or moon revert back to their original form. Undead creatures are unaffected by this change.
07-08 - You open the bag wide enough to be able to peer into the Realm of Madness and target a creature within range. This target must make a Wisdom saving throw or gain a form of Long Term Madness as detailed on page 60 of the the Dungeon Master's Guide.
09 - 10 - You open the bag to release hundreds of multicolored, spectral butterflies. They fill a 30-foot-radius sphere centered on you and any creature within that radius gains advantage on attack rolls, ability checks, and saving throws for 1 minute until the butterflies disperse.
11-12 - You summon a wizard's tower that sprouts from the bag. The wizard tower is 70 feet tall and 50 feet wide and has a door at the base. The tower contains three stories and contains random leveled loot determined by the DM. The tower could possibly contain an NPC as well at the DM's discretion
13-14 - You pull from the depths of the bag a small leather satchel or backpack. This satchel contains ruby dust worth 100 gp and a spell book once held by a novice mage. This spell book contains three 1st level spells chosen by the DM.
15-16 - You pull out a handful of various creatures' eyes that begin to float around you. For 1 minute all creatures have disadvantage against you as you see their attacks coming and are quick to dodge, counter, or parry.
17-18 - You reach into the Realm of Madness to pull from it strange magic. Faint orange and blue runes swirls around your body causing you to maximize the damage of the next damaging spell you cast within the next minute.
19-20 - You reach into the Realm of Madness as a faint bit of magic restores your expended arcane abilities. You regain a number of spell slots equal to your spell modifier, either Intelligence, Wisdom, or Charisma. The spell slots restored can be no greater than a 6th level spell slot.
21-22 - You pull out 2d4 gems each worth 50 gp.
23-24 - You summon from the bag a 20-foot long table that sits 15 well dressed humanoids of varying races. They sit at the table talking, laughing, and eating a large feast. Once their feast is finished they will bid their farewells and disperse into the surrounding areas.
25-26 - You pull out 3d6 pounds of food varying from cooked meat to fresh fruit.
27-28 - You pull out 1d4 skeletons. The skeletons are summoned within 5 feet of you and attack the closest creature other than you.
29-30 - You open the bag and the land in a 30-foot-radius sphere centered around becomes more vibrant and grows tall grass and flowers. This small patch of vivid lands also holds a small village of 2d4 sprites that protect their village from harm at all costs.
31-32 - Void seeps out of the bag and you choose a point within range. You cast Darkness.
33-34 - The bag spills snaking, sickly green energy into the ground as you cast the spell. The land in a 60-foot-radius sphere centered around you suddenly quakes before breaking from the earth and levitating 100 feet up into the air.
35-36 - You pull out a single Greater Healing Potion.
37-38 - You pull from the Realm of Madness a strange mango-like fruit with a glowing, golden interior. When consumed a creature gains a +2 to all ability checks and saving throws for 10 hours.
39-40 - You open the bag and cast Fireball.
41-42 - You reach into the bag and release a great storm. The storm stretches to a 60-foot-radius sphere and any creature within the storm must make a Constitution saving throw. On a failure a creature takes 2d8 Thunder damage and is deafened. On a success they take half damage and are not deafened. Ranged attacks and Constitution saving throws made to keep concentration have disadvantage while in the storm. The effects of the storm also affect allies and yourself. The storm lasts for 10 minutes before it disperses.
43-44 - You open the bag to release a torrent of weapons. Each creature in 20-foot-radius cube centered on a point within 60 feet must make a Dexterity saving throw. A target takes 4d10 slashing damage on a failure, or half as much damage on a successful one.
45-46 - You reach into the bag to have the strange magic change your form. You become a chicken for one minute. If you are damaged and your chicken form is reduced to 0 hit points you revert back to your normal form.
47-48 - You pull out 5d10x5 gold coins.
49-50 - A fragment of the madness kept within this demiplane seeps out as you cast the spell. Roll a d8: 1-N, 2-NE, 3-E, 4-SE, 5-S, 6-SW, 7-S, 8-NW. Each number corresponds to a different direction. You teleport 60 feet in that direction depending on the direction rolled.
51-52 - You pull out a tennis ball-sized seed and throw it at the chosen target. As soon as the seed hits the intended target it begins to rapidly grow into a 60 foot tall nonmagical oak tree with a diameter of 5 feet. If the target was a creature or object it is thrust into the bows of the tree.
53-54 - You pull out the spirit of a knight clad in plate armor. The knight carries a longsword and shield and defends you at all costs. You gain a +2 to your AC for 1 minute until the knight kneels and fades away.
55-56 - Small and ethereal green orbs pour out of the Realm of Madness, three in total. These green orbs exist for 24 hours before blinking out. These orbs can carry out different tasks for the caster including holding one object that could be carried by a medium creature such as a set of armor, weapon, or a bag of coins. They can also perform sleight of hand to steal something from a creature and they have a +5 to their sleight of hand bonus. They can also act as a mage hand to activate something or pick something up. The orbs can even hold a spell up to 2nd level that is kept within them by sacrificing a spell slot and can be cast later by the orb. If they are holding a spell or object when they blink out the spell is cast or the object is dropped within 5 feet of the previous orb.
57-58 - A cacophony of whispers pours from the bag. Each creature within a 60-foot-cube centered on you including allies must make a Wisdom saving throw. On a failure a target is frightened of you for 1 minute. On a success nothing happens.
59-60 - You pull out a handful of glitter and throw it at a point within range. You cast Faerie Fire.
61-62 - You open the bag to release an immense fog. You cast Fog Cloud centered on yourself.
63-64 - You pull out 2d4 Flying Snakes.
65-66 - You pull out a barbed vine that shoots out towards a target within range. The target must make a Dexterity saving throw as the vine strikes them. The target becomes restrained on a failure and the bramble stretches out to make difficult terrain in a 30-foot-radius centered on the target. On a success the target is not restrained but the bramble still creates difficult terrain in a 30-foot-radius centered on the target.
67-68 - You pull out a bottle of spiced wine worth 75 gp.
69-70 - You pull out three elven spirits that begin to dance around you while playing faint, ethereal music. They remain there until you dismiss them as a free action.
71-72 - You pull out a single ogre as the bag stretches to release its form. The ogre is summoned within 5 feet of you and attacks the closest creature other than you.
73-74 - You open the bag and cast Lightning Bolt.
75-76 - You pull out a sailing ship that measures 80 by 20 feet. When you summon this ship from the Realm of Madness it looks like a simple wooden toy in the likeness of a boat but when thrown at the target it expands to become the size and appearance of an actual sailing ship.
77-78 - You open the bag to let glowing, infernal chains strike a target within range. Make an attack against the target using your spell attack modifier. On a hit the target is paralyzed for 1 minute and takes 1d6 fire damage at the start of each of their turns.
79-80 - You open the bag to release a swarm of biting locusts. You cast Insect Plague.
81-82 - You release from the pouch a wave of spectral fists. Choose a target within 60 feet and they must make a Constitution saving throw or be stunned until the end of your next turn as the ethereal fists strike pressure points on the creature.
83-84 - You open the bag to release stray magic that bestows the area around you with a sliver of the strange time within the Realm of Madness. Roll a d10. All creatures within a 20-foot-radius centered on you age a number of years equal to the number rolled. If the roll is odd, you get younger (minimum 1 year old) and Slow is cast in the 20-foot-radius. If the roll is even, you get older and Haste is cast in the 20-foot-radius.
85-86 - You pull out an arrow made of acid. You cast Melf's Acid Arrow.
87-88 - You pull from the bag a medium sized chest covered in slightly glowing runes. The chest contains 4d4x10 gp, 100 gp worth of ruby dust, as well as one magic item rolled on the Magic Item Table B located on page 144 of the Dungeon Master's Guide.
89-90 - You pull from the bag a beating heart. While the heart is on your person you gain 20 temporary hit points. When the temporary hit points are lost the heart withers into ash.
91-92 - You pull out of the bag an adult elephant. The elephant isn't hostile unless provoked and can be ridden as mount.
93-94 - You open the bag to release a small, floating bead of ethereal energy. You can keep this bead or gift it to an ally within range. The energy floats around the creature for 24 hours or until expelled. After a creature with this ethereal bead makes an attack roll, ability check, or saving throw, it can expend this energy to roll an additional d20 and choose which of the rolls is used for the attack roll, ability check, or saving throw.
95 - 96 - You open the bag to release a streak of bright pink energy. You target a creature within range with you spell attack modifier. If the attack hits, the target is turned into a pastry for 1 minute. If the pasty is eaten of destroyed the target reverts back to their form.
97 - 98 - You pull out a small wooden figurine with the likeness of yourself. It immediately grows to the size of a medium creature and becomes a 1st level character of your class and race with your exact features and appearance. The clone of yourself however retains no memories and begins with the standard array of ability scores. The clone also has access to your starting skills and has the starting equipment of that class.
99 - 100 - You reach into the bag and are pulled within the Realm of Madness as the portal grows to swallow you whole. You become trapped within Adivarri's Realm of Madness until the end of your next turn. You teleport to a unoccupied space within 5 feet of the space you left. The Realm of Madness is a junkyard for magic items, creatures, and stray bits of arcane energy. Once you escape the Realm of Madness you gain a form of short term madness as detailed on page 59 of the Dungeon Master's Guide. If you cast a spell while in the Realm of Madness the magic is siphoned by the realm itself and added upon the atmosphere of arcane energy.
Adivarri's Realm of Madness is a demiplane where this mad sorceress has shunted all of her complications over many years.This demiplane was created to act as a much greater bag of holding where creatures, items, and spells could be thrown into and pulled out later. However without the knowledge of Adivarri and without understanding the intricacy of the plane one would only be able to create a small fracture within the dimension.
* - (A single begonia tucked within a leather pouch and ruby dust worth 50 gp.)
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