Whispering Wastes Surge Table

Whispering Wastes Remnant Surge Table

When to Roll

  • Breaking or damaging major Crystal Cacti formations
  • Critical failures on Arcana checks involving remnant magic
  • Disturbing crystallized figures or formations

Remnant Surge Effects

Roll 1d100

d100 Effect Duration Type
01-02 Borrowed Vitality - Gain benefits of short rest instantly, but someone within 1 mile loses the same amount of healing Instant βœ“*
03-04 Reality Displacement - Teleport to random location within 1 mile, leaving behind crystalline sand that slowly spreads Instant β—‹
05-06 Contamination Burst - All creatures within 30ft pushed 15ft away by toxic crystalline wind Instant β—‹
07-08 Temporal Malformation - Size increases one category as crystal tumors sprout from your flesh 1 minute βœ“*
09-10 Crystal Cataracts - Blinded as crystal formations cover your eyes like cancer 1 minute βœ—
11-12 Spectral Echoes - Mirror Image effect, but duplicates whisper fragments of dying memories 1 minute βœ“
13-14 Contaminated Exhaustion - Movement speed halved as crystalline poison weighs down your limbs 1 minute βœ—
15-16 Brittle Protection - Resistance to all damage as unstable crystal armor forms, but armor cracks audibly with each hit 1 round βœ“*
17-18 Neurological Shock - Stunned until end of next turn as remnant energy disrupts brain function 1 turn βœ—
19-20 Internal Crystallization - Take 3d10 force damage as crystal growths pierce organs from within Instant βœ—
21-22 Toxic Wind Flight - Fly speed equal to walk speed, but trail poisonous crystal dust that harms plants below 10 minutes βœ“*
23-24 Muscle Deterioration - Strength becomes 3 as contamination weakens muscle fibers 1 minute βœ—
25-26 Parasitic Healing - Regain 2d10 hit points as crystal parasites consume nearby organic matter to repair you Instant βœ“*
27-28 Death Echo Form - Invisible until attack/cast, but become translucent like the dying Spectral Whisps 1 minute βœ“*
29-30 Contamination Mark - Hair becomes metallic and brittle, constantly shedding toxic crystal dust Permanent β—Š*
31-32 Borrowed Aegis - +2 AC from floating crystal formations torn from nearby cacti (killing them) 1 hour βœ“*
33-34 Dying Wind Voice - Voice echoes like the final breaths of Cataclysm victims 1 hour β—Š*
35-36 Death Whispers - Understand all languages, but hear the last words of those who died here 1 hour βœ“*
37-38 Cataclysm Visions - Confusion spell, see traumatic scenes from the magical apocalypse 1 minute βœ—
39-40 Crystal Seizures - Tiny crystals form in your throat with each breath, disadvantage on concentration 1 minute βœ—
41-42 Temporal Foresight - Advantage on all saves from glimpsing moments ahead, but see your own potential deaths 1 minute βœ“*
43-44 Contamination Drag - Slow spell effect as toxins accumulate in your system 1 minute βœ—
45-46 Parasitic Vitality - Temp HP equal to level Γ— 2, but crystals visibly drain life from soil around you Until lost βœ“*
47-48 Necrotic Crystal - Magical darkness in 15ft radius as death-aspected crystals consume light 1 minute βœ—
49-50 Resonant Weapons - +1d6 thunder damage on attacks, but weapons slowly crystallize and become brittle 1 minute βœ“*
51-52 Primal Terror - Frightened of nearest creature as you experience Cataclysm survivors’ final moments 1 minute βœ—
53-54 Space-Time Tear - Switch places with random creature (60ft), both briefly experience the void between moments Instant β—‹
55-56 Survivor’s Blessing - Bless spell effect, hear encouraging whispers from those who escaped the Cataclysm 1 minute βœ“
57-58 Lightning Discharge - 1d6 lightning to all within 30ft as unstable energy seeks ground Instant βœ—
59-60 Weightless Drift - Float 6 inches above ground but constantly leak crystal dust 1 hour β—‹*
61-62 Toxic Levitation - Levitate spell effect while crystal formations poison air around you 1 minute β—‹*
63-64 Malignant Animation - Random object (60ft) becomes hostile Corrupted Construct (AC 15, 20 HP, +5 to hit, 1d8+3 necrotic damage) 1 minute βœ—
65-66 Invasive Telepathy - Cast Detect Thoughts at will, but also broadcast your own traumatic memories 1 minute βœ“*
67-68 Crystal Parasitism - Max and current HP reduced by 1d10 as crystals feed on life force 1 hour βœ—
69-70 Suffocating Crystal - Silence spell centered on self as formations block airways 1 minute βœ—
71-72 Temporal Acceleration - Haste spell effect, but age 1 year during the duration 1 minute βœ“*
73-74 Crystalline Perfection - Next melee attack deals max damage as weapon becomes perfectly sharp crystal (then shatters) Next attack βœ“*
75-76 Toxic Blindness - Blindness spell effect as poisonous crystals coat your eyes 1 minute βœ—
77-78 Magnetic Contamination - Attract metal objects but also draw in toxic crystal fragments that cut you 1 minute β—Š*
79-80 Siphoned Healing - Random creature (60ft) healed 2d10 HP, but you take 1d6 necrotic damage from the transfer Instant βœ“*
81-82 Facial Crystallization - Charisma becomes 3 as crystal tumors distort your features 1 hour βœ—
83-84 Toxic Feather Fall - Slow falling but trail poisonous spores that harm those below 10 minutes β—‹*
85-86 Burrowing Contamination - Gain burrow speed 30ft but leave toxic crystal residue in tunnels 1 hour βœ“*
87-88 Unstable Size Flux - Enlarge or Reduce (DM choice), but violent crystalline transformations cause 1d6 damage 1 minute β—‹*
89-90 Weapon Deterioration - Weapons become brittle crystal, -1 to attack and damage, 50% chance to shatter on critical failure 1 hour βœ—
91-92 Toxic Beast Form - Polymorph into contaminated desert creature that spreads crystal sickness 1 minute β—‹*
93-94 Vulnerability Exposure - Vulnerability to fire OR cold damage as contamination weakens resistance 1 hour βœ—
95-96 Crystal Dimension Exile - Banished to crystalline death-realm, witness Cataclysm victims’ final moments 1 minute βœ—
97-98 Adaptive Contamination - Auto-Absorb Elements (3 uses), but crystals form from absorbed energy and slowly poison you 1 hour βœ“*
99 Living Crystal Prison - Petrified for 1 minute in conscious crystalline state. Breaking free requires DC 15 Arcana check and causes 2d6 damage 1 minute βœ—
100 Death’s Foresight - Foresight spell effect, but visions focus on potential deaths and disaster 1 minute βœ“*
Legend: βœ“ Beneficial βœ— Harmful β—‹ Neutral β—Š Cosmetic/Minor * Costly/Contaminated

Special Desert Effects

Spectral Whisp Interaction

When you roll 11-12, 27-28, or 35-36, any Spectral Whisps within 120 feet are drawn to you and share fragments of their dying memories, potentially providing useful but traumatic information.

Crystal Cacti Resonance

While affected by crystal-related surge effects, you can sense the slow death of Crystal Cacti within 1 mileβ€”the beautiful formations are actually crystallized contamination slowly killing the plants.

Memory Echoes

Effects that reference the past (35-36, 37-38, 55-56, 65-66, 100) trigger visions of The Cataclysm’s victims, providing potential clues about the area’s history and the true scope of the disaster.

DM Notes

Contamination Allegory Guidelines

  • Every benefit has a cost: Positive effects should include environmental or social harm
  • Invisible danger: Contamination effects may not be immediately apparent
  • Generational impact: Some effects hint at long-term consequences
  • No true safety: Even beneficial effects carry hidden risks

Environmental Storytelling

  • Crystal formations represent contamination, not natural beauty
  • Spectral Whisps are the traumatized dead, not mystical guides
  • Crystal Cacti are dying from poison, not thriving with magic
  • Each surge reinforces that remnant magic is contamination, not power

Mechanical Balance Notes

  • Beneficial Effects (30%): Entries 01-02, 07-08, 11-12, 15-16, 21-22, 25-26, 27-28, 35-36, 41-42, 45-46, 49-50, 55-56, 65-66, 71-72, 73-74, 79-80, 85-86, 97-98, 100
  • Neutral Effects (30%): Entries 03-04, 05-06, 29-30, 31-32, 33-34, 59-60, 61-62, 77-78, 83-84, 87-88, 91-92
  • Harmful Effects (40%): Entries 09-10, 13-14, 17-18, 19-20, 23-24, 37-38, 39-40, 43-44, 47-48, 51-52, 67-68, 69-70, 75-76, 81-82, 89-90, 93-94, 95-96, 99

Costly Victory Integration

  • Many beneficial effects (marked with * include environmental damage or hidden costs
  • Players should feel powerful but also complicit in spreading contamination
  • Use surge descriptions to reinforce the themes of inherited problems and difficult choices
  • Balance immediate benefits against long-term consequences to maintain the dark tone

Managing Player Experience

  • Emphasize the beauty of effects while revealing their horrific true nature
  • Use environmental descriptions to show the cost of remnant magic use
  • Allow characters to gradually understand they’re wielding contamination, not clean magic
  • Maintain mechanical fun while reinforcing thematic darkness