Radia Storms
Table of Contents

The Radia is a churning storm of wild planar energy rooted in the Ethereal Plane. So great is its power that it strains the boundaries of the Planar membranes that separate reality. It bleeds the energies it interacts with from across the entire multiverse into weather-like effects throughout the city.

The stabilization magic of the great ones shield the city from the worst of these effects but as its protection fades toward the edge of the far neighborhoods these effects grow in intensity. The worst neighborhoods require truestone structures, warding magic or more to survive some storms. Middle areas of each district often find themselves flooded with storm refugees during some events.

Radia effects are assigned an Intensity Level as determined by the table below. Each level usually increases bonuses, penalties and saving throw DCs by 1. The DC of a Radia effect should be 12 + the current intensity modifier unless a specific effect states otherwise.

A character who has taken time to familiarize themselves with the city may make a DC 20 Knowledge (planes) or DC 25 Knowledge (nature) check to recognize a Radia weather phenomena as it occurs. Such checks gain a bonus equal to the current intensity modifier the character is exposed to (if any). Some characters learn to harvest Radia effects but generally they dissolve leaving no more impact than normal weather after their stated durations.

GMs should consider these tables guidelines and utilize Radia storm effects to add exciting elements to events throughout the city. Unless otherwise stated effects are assumed to have a caster level of 5 times the current intensity level.

Table: Radia Storm Effects— Intensity Levels

d% Intensity
01–10 No significant Radia emissions currently.
11–20: Minor Far neighborhoods only at level 1.
21–50: Medium Far neighborhoods hit Intensity level 2. Mid neighborhoods are considered level 1. Near neighborhoods and the central ring are considered level 0.
51–80: Major Far neighborhoods hit Intensity level 3. Mid neighborhoods are considered level 2. Near neighborhoods are considered level 1. The center ring is considered level 0.
81–90: Severe Far neighborhoods hit Intensity level 4. Mid neighborhoods are considered level 3. Near neighborhoods are considered level 2. The center ring is considered level 1.
91–95: Fluxstorm Roll again ignoring rolls above 90. Roll 1d8 Districts and increase intensity levels in those Districts 1d4-2 steps step.
96–98: Wildstorm Roll 1d4 times on the Effects Tables and combine results.
99: Legendary Storm Increase roll again ignoring results of 99 or higher, increase all storm intensity by 1d12 levels. GMs are encouraged to creative when interpreting results of this strength.
00 GM’s choice.

Table: Radia Storm Effects—Duration

d% Duration
01–30: Flurry 1d10 Minutes.
31–60: Burst 1d100 Minutes.
61–99: Storm 1d10 hours.
95–99: Greatstorm 1d100 hours.
00: Legendary GM’s choice.

Radia Storm Phenomena

1. Ashmotes of Muspell

Thick flakes of black ash and soot from Muspell swirl down. Reduce light conditions one step. If the ashmotes persist for more than ten minutes, any lawful evil creature remaining in them for that time receives the benefits of a bless spell while chaotic good creatures are affected as per bane. If the rains persist for 10 hours the area is desecrated.

2. Brightrain of Valhalla

Warm rain falls from a shining sky. Increase light conditions one step. If the brightrains persist for more than ten minutes, any chaotic good creature remaining in them for that time receives the benefits of a jump spell while lawful evil creatures are affected as per bane. If the rains persist for 10 hours the area is consecrated.

3. Nightwind of Pandemonia

Howling winds echo through the street and winds carry tatters of the phantasmal dark. Reduce light conditions one step. If the nightwinds persist for more than ten minutes, any chaotic evil creature remaining in them for that time receives the benefits of a bless spell while lawful good creatures are affected as per cause fear. If the rains persist for 10 hours in the area any creature left exposed is deafened as though by a blindness/deafness spell unless they make a Fortitude save.

4. Rays of the Fifth Heaven

Shining lances of celestial light break the Radia’s clouds. Increase light conditions one step. If the rays of heaven persist for more than ten minutes, any lawful good creature remaining in them for that time receives the benefits of an aid spell while chaotic evil creatures are affected as per bane. If the rains persist for 10 hours the area is consecrated.

5. Blood Rains of Revenge

Demiplanar sparks from Anger fall softly to the ground kindling vengeance against those who have wronged you. Any creature exposed to the rain gains a +1 morale bonus per intensity to attack and damage against those they have felt wronged them. They suffer a -1 penalty per intensity to Will saves against emotion-based or mind-affecting effects. If the rains persist for 1 hour or more, creatures exposed for at least 1 hour need to make a Will save or be affected by a rage spell.

6. Single-minded Solipsism Snow

Drifting snow blows in from the dreams of arctic imaginations. Any creature exposed to the snow gains a +1 morale bonus per intensity to Craft skill checks and other rolls to create things. They suffer a -2 to Perception checks involving actions they don’t initiate and that don’t involve their creations. If the snow persists for 1 hour or more, creatures witnessing it for at least 1 hour may make a DC 16 Will to create an object made of snow or ice as though by a minor creation spell.

7. Oppressive Resolutions

Fine sized geometric constructs of pitted black iron form hovering in the streets. Words that are spoken near them experience mystical reinforcement when they involve an action taken on another creature. The constructs grow in size in category with intensity and duration. At 10 minutes they become Diminutive. At 1 hour they become Small. Kytons and other lawful evil creatures experience a +1 morale bonus to skill checks and saving throws of +1 and increasing with each size category. They increase in size once per hour, fusing with one another if areas do not have open spaces. The constructs move around the City at 5 ft. each round and require a creature of two size categories larger to move them from their course. This limit is supernatural and has nothing to do with weight.

8. Shadows of Prima

Dry leaves begin to blow through the streets fading in and out of sight. Animals left outside for 10 minutes gain the benefits of a fox’s cunning spell and considered self-aware. Animals left for 1 hour or more may make a DC 25 Will save to become aware as though the target of an awaken spell for 1d10 days. If they have been left exposed for more than 10 hours they may make a second Will save at the same DC to make this awaken become permanent.

9. Acidic Abrasion of Salt

Harsh and abrasive, this rain is hot and sulfurous. Creatures exposed to the effects take 1 point of acid damage per minute in the rain. If the duration is over 10 minutes, complex machines and constructs must make saving throws or suffer from the effects of building corrosion. Machines failing this save gain the broken condition. Constructs suffer from the effects of a slow spell. At 10 hours the machines suffers instead the destroyed condition.

10. Sleet of Stygia

Freezing rain descends in sheets, rapidly coating the environment in ice. Creatures moving outside must make Reflex saves if they move their full land speed or fall prone. Doors and windows become encased in layers of strong ice. The ice covering things takes a DC 15 Strength check to break open. Lawful evil people find the ice cracks for them easier, and need only a DC 12 Strength check to break open doors and windows.

11. Hail of Jotunheim

Giant size crystals of ice fall dealing 1d6 of bludgeoning damage per point of intensity level. Creatures may negate this damage with a Reflex save but if they fail also take 1 point of cold damage. Weight may accumulate on surfaces not intended to deal with it dealing additional damage at the GM’s discretion.

12. Eddies of Edification

Snow marked by the energies of the Grand Machine descends in columns of white. The flakes fall in orderly rows being disturbed only by the natural winds of the City. When the snow melts, structures find themselves reinforced gaining temporary boosts to their hardness scores. Each level of intensity increases structures harness scores by 2 for 1 day per level of intensity.

13. Anglia Downpour

Hot rain from Phylia descends in a quick series of downpours. The liquid love of the Plane of Amorous Intent improves attitudes of everyone failing a will save by one to anyone they currently see. If the person is already someone that the affected creature would find appealing, their attitude is increased by two categories. If they remain exposed for 10 minutes they must make another will save of be affected as though by a charm monster spell to anyone they would normally find attractive. Creatures that do not experience attraction are immune to these effects.

14. Helpful Zephyr

Winds from the heights of Elysia bring benevolent support to those they touch. All creatures who are exposed for at least 1 min game a +1 morale bonus per intensity level to Skill and Ability checks for the same duration but only as long as they remain outside. Creatures exposed for 1 hour or more get this bonus to AC and saving throws as well.

15. Golden Light of Lumina

The energies of the Sleeping Twins invigorate those who would help one another. After 1 minute of exposure creatures using aid another actions gain a +1 circumstance bonus per intensity level. After 10 minutes of exposure creatures that have teamwork feats may treat allies as though they had the same teamwork feats. After 1 hour of exposure, these creatures benefit as though they had those teamwork feats themselves.

16. Irontongue Ash

A fine metallic powder shimmers and chokes the sky. Creatures exposed at least a minute must make a Will save or suffer a compulsion to be deceitful. At intensity 1, you must Bluff that you are lying if you tell the truth. At intensity 2 or higher you cannot speak simple truth any longer and must lie to the best of your ability with any statement you communicate. This effect is reversed on fey creatures, whom must succeed on a Fortitude Save or be sickened.

17. Smoke of the Hard Word

Creatures smell a simple honest wood fire that promises confession long overdue. Creatures hiding information from others must make a Will save after 1 minute of exposure or begin to admit their dishonest intent. Creatures hearing a hidden truth receive a +1 morale bonus per intensity level to attack or damage against a creature that admitted something to them during this effect.

18. Rain of Revealing

Astral energies flood the slamming downpour with power. Psionic energy suffuses the eyes of creatures that are exposed for at least 1 minute granting them a +1 insight per intensity level bonus to Perception and Sense Motive checks. At 10 minutes of exposure creatures gain sensory enhancement equal to the effects of a see invisibility spell and at 1 hour it becomes a true seeing spell effect.

19. Mists of Concealment

Ethereal mist coats and sticks to the forms of creatures moving in the streets. Dark ectoplasmic mist sticks to creatures that are exposed for at least 1 minute granting them a +1 insight bonus per intensity level to Stealth and Disguise checks. At 10 minutes of exposure creatures gain concealment equal to the effects of a blur spell and at 1 hour it becomes equal greater concealing amorphaUP psionic power.

20. Liquid Fire

This luminous rain surprisingly does not burn but rather invigorates energy channelers. After 1 minute of exposure characters that cast or manifest an effect with an energetic type descriptor they gain of +1 bonus to caster or manifester level per intensity level. Characters in the storm gain the benefit of a channel the gift spell or 5 power points replenished for each hour they are exposed to the weather so long as they can manifest a spell or power with an energy descriptor.

21. Necrotic Flows

This tar-like rain surprisingly does not burn, but rather imbues Negative Energy in creatures that it touches. After 1 minute of exposure characters that cast a necromancy spell or manifest an anathanatism effect with an negative energy damage type they gain of +1 bonus to caster or manifester level per intensity level. Characters in the storm gain the benefit of a channel the gift spell or 5 power point replenished for each hour they are exposed to the weather so long as they can cast a necromancy spell or manifest an anathanatism effect with an negative energy damage type.

22. Psychic Snow

This shower of shimmering silver flakes strengthens the minds who reach out to others. After 1 minute of exposure characters that cast an enchantment spell or manifest a telepathy effect with an mind-affecting descriptor they gain of +1 bonus to caster or manifester level per intensity level. Characters in the storm gain the benefit of a channel the gift spell or 5 power point replenished for each hour they are exposed to the weather so long as they can cast an enchantment spell or manifest a telepathy effect with an mind-affecting descriptor.

23. Spore Motes of Evolution

Demiplanar energies from the Becoming Place seep into the flesh of creatures exposed to these bright green lights. If exposed for 1 minute, the creatures may make a Fortitude save to control a bodily transformation. For each level of intensity the creature gains one evolution point as though it were an eidolon belonging to a summoner of a level equal to their HD. If they fail their saving throw, the GM determines the appearance and nature of these evolutions and any social consequences. The effects of the transformation last for twice the duration of the exposure.

24. Fuelflame Sluice

Wet rains of a jelly-like luminous muck descend in warm cascades. The stuff ignites on impacting a creature providing light like a torch for 1d10 minutes per intensity for each medium size creature it hits. The jelly does not harm a coated creature. A coated creature may make a Will save to prevent the jelly from igniting. Ignited jelly may be used to burn other creatures or objects intentionally inflicting 1d6 of fire damage per intensity level to creature and objects deliberately attacked by it. Unignited jelly can be harvested and stored with a DC 20 Craft (alchemy) check otherwise it evaporates in 1d4 hours or is immediately denatured in a like amount of water.

25. Essence Irridia

A fine powder of glowing white dust comes down settling like sand. Any veilweaver can drain this powder in a 10 ft. radius to gain up to 1 temporary essence per ten minutes of accumulation. A veilweaver can never gain more temporary essence than their veilweaving modifier this way. This powder loses 1 point of essence per hour and dissolves when the essence is totally depleted. A DC 20 Knowledge (arcana) check (+5 to the DC per point of essence) can be used to store the powder in a manner than slows its decay to 1 day per point of essence.

26. Weaponized Will

Wisps of shining soft colors coalesce into spirals of light at the hands of each creature. These spirals can resolve into the shape of any weapon the creature is capable of wielding or ammunition a wielded weapon needs and treat the wielders highest mental ability score as though it were Strength and Dexterity for attacks made using the weapon. These spirals increase in power for every 10 minutes the storm effect continues gaining +1 cumulative enhancement bonuses. At 10 minutes wielded constructed weapons and natural weapons that are non-magical become magical temporarily. For each 10 minutes beyond the first they also begin to accumulate enhancement bonuses. At 1 hour the spirals become capable of harming creatures with DR/epic.

27. Easements of the Espersea

Soft droplets of water of faintly luminous natures coat the area in water and blooming algae. This algae coats surfaces in slick sheets of red, yellow or green growth within 1 minute, acting as a grease spell. Creatures may make Acrobatics or CMB checks against a DC of 15 to increase movement speeds by 5 ft. for every 5 they beat the DC. At 1 hour areas where the algae pools begin to function as entangle spells. At 10 hours or more the algae has grown to the point of crusting, losing the grease quality and instead becoming difficult terrain.

28. Boneyard Bluster

This flurry of thunderbursts cast a rainy drear over the street of the City with a cemetery’s pall. At the edges of perception, dark images of death lurk. At 1 minute of exposure, the character must make a Will save of be shaken as fear of death begins to loom in their minds. At 10 minutes the sensation becomes palpable, phantasmal touches and caresses from unseen ghouls and dead things draw at the character, they are dazzled in addition to shaken. At 1 hour, the character becomes fatigued from the constant starts and stops. This is a mind-affecting fear effect.

29. Dust of Days

The Edges of Elemental Earth cast a crumbled, fine powdery dust that has been swept into the Radia like a sandstorm. After 1 minute of exposure, Small size manufactured objects must make a Fortitude save or gain a -1 penalty per intensity to skill checks using the object. After 1 hour objects of Medium size and smaller must make a Fortitude save or gain the broken condition as they age to brittle disuse. After 10 hours, Large or smaller objects failing Fortitude saves are destroyed as per disintegrate.

30. Gravity Warp Motes

Pulsing dark motes thrum with violent and pink discharges that distorting gravity locally. Roll a d10 to determine the relative “down” of gravity in the area.
d10 Direction
1 North
2 Northwest
3 West
4 Southwest
5 South
6 Southeast
7 East
8 Northeast
9 Up
10 Subjective

Creatures under the effect of subjective gravity can choose which direction is effectively down. A creature may make a Will save to resist this effect.

31. Silver Mist of Mirrored Intent

A wet and shimmering fog settles across these areas of the City. Exposed creatures must make a Will save or begin speaking statements contrary to their natures. Gentle souls curse, misers offer up beneficial sales and so on. At 1 hour of exposure, the creature must make a second Will save or suffer a temporary reversal of alignment. At 10 hours, a final save determines if this change becomes permanent on a third failure.

32. Orbs of Aqueous Accommodation

Strange blue orbs drift down from the Radia, avoiding regular strictures of gravity. In areas near water, similar bubbles of air bubble up from the streets. The orbs vary in size 1d10 inches in diameter. Visibly, the appear to be clear, pure water. Creatures exposed for at least 1 minute have gain the effects of a water breathing or air breathing spell (as may benefit the creature) when coming into contact with the orbs. This effect lasts as long as the creatures’ exposure continues and for a like time after the exposure ends. At 10 minutes of exposure, creatures gain the capacity to understand aquan if they did not have it. At 1 hour, they may also speak aquan.

33. Timestorm

Flickering images of alinear moments, echoes of past and future join into those of Temporal origins. For each minute in this effect, a Temporal origin character can do one of the following:

  • regain a 1st level spell slot, boost their next initiative roll by +2
  • cast their next spell with a +2 circumstance bonus to caster level

Alternatively, the character can remain for 10 minutes and make a Will save of DC 25 + current intensity level. If they succeed, they may regain a spell slot of up to 3rd level, 1d4 motes of time, or regain a use of an aevum class feature. Each attempt that succeeds increases the DC for the next attempt by 2. A failed Will save exhausts the creature with no benefits, and a second failed save will make it unconscious and age it 1d4-2 years.

34. Mirrormist of Masks

Silvery mist from the Mirrorstorm of Sarros floods into the City. After 1 minute, characters must make Will saves or be shrouded in an illusion of their ideal traveling companion as per a disguise self. While often the guise takes the appearance of a paramour, it is also sometimes that of a dear friend, or family member. After 1 hour, a new save is required to prevent the illusion from becoming more like a major image effect masking other sensory information about the target. At 10 hours the illusion can become permanent as per permanent image.

35. Burden of Sin

The air has a tang of metallic residue and ozone as footfalls begin to echo as though every boot was steel shod. Creatures with neutral alignments become encumbered by as though by a medium load. Creatures of evil alignments suffer a heavy load instead. A successful Will save will reduce these weights by one category. A creature can ignore them entirely by confessing acts of evil and vowing to make amends in a loud voice. There is no compulsion enforcing this. After 10 minutes creatures become subject to a load one category higher per 10 minutes exposed.

36. Moonmist

A thick fog rolls into the City, functioning much like obscuring mist. This fog also triggers lycanthropy like full-moonlight. After 10 minutes, exposed silver objects begin to glow like softly like candles illuminating 5 ft. around the wielder of any silver object. Natural lycanthropes or have other abilities to control their shapeshifting may use them to interact with the mist as if it was full moonlight. Other magic that requires full moonlight responds similarly.

37. Pyrestorm Stream

Rivers of brilliant energy flow through the City recharging those of arcane origins. For each minute in this effect, an arcane origin character can do one of the following: regain a 1st level spell slot or cast their next spell with a +2 circumstance bonus to caster level. Alternatively, the character can remain for 10 minutes and make a Will save of DC 25 + the current intensity level. If they may regain a spell slot of up to 3rd level, 1 arcane pool point, or regain a point of arcane reservoir. Each attempt that succeeds increases the DC for the next attempt by 2. A failed Will save exhausts the creature with no benefits, and a second failed save will make it unconscious.

38. Trees of Trueheart

Swirling leaves cascade in the hues of autumn, swirling in gentle breezes. When a creature faces a challenge greater than themselves, the leaves conspire to aid them. Creatures facing a CR of at least 1 higher than their level gain a +1 per intensity level luck bonus to all d20 rolls they make as swirled leaves highlight targets, block enemy magic, and otherwise swirl about them in helpful ways. If a creature flees or succumbs to a fear effect the golden leaves turn ash gray and inflict penalties from unhelpful presences.

39. Pearls of Peace

Soft balls of gentle shimmering white drift through the air and shoot past on streams of wind that smell of pleasant spices. Though they look like pearls they burst when touched or contacting a surface. Creatures exposed must make Will saves or find themselves unable to harm other creatures. After 10 minutes of exposure all weapon damage dealt becomes non-lethal as though the weapons had the merciful weapon quality.

40. Bloodstorm

Thundering drums begin to echo through the City streets as a scent of copper begins to flood the senses and awakens those of Incarnate origins. For each minute in this effect, an Incarnate or Primal origin character can do one of the following:

  • regain a 1st level spell slot
  • gain a +2 circumstance bonus to their physical ability scores

Alternatively, the character can remain for 10 minutes and make a Fortitude save of DC 25 + current intensity level. If they succeed they may regain a spell slot of up to 3rd level, gain +4 circumstance bonuses to all physical ability scores for 10 minutes, or regain a use of a daily use class feature (such as grit, panache, martial adaptability, or rage). Each attempt that succeeds increases the DC for the next attempt by 2. A failed Will save exhausts the creature with no benefits, and a second failed save will make it unconscious.

41. Motes of Fertility

Drifting in like clouds of luminous pollen, these motes interact with plants in beneficial ways, granting all plants, fungi, and rhyzala fast healing 1 at 1 minute of exposure. At 10 minutes of exposure, areas of vegetation become equal to entangle effects. After 1 hour, plants experience the effect of a plant growth spell beginning with overgrowth effect (impacting the early entangle) and adding the enrichment effect at 10 hours of exposure.

42. Honor’s Overarch

A nearly perfect rainbow of color arches in every direction and on every horizon. A strange awe settles over creatures exposed to the phenomenon for more than 1 minute. Each word spoken seems to have a strange weight. Those creature will find that every deal or promise made under that light is subject to a Will save to be made binding. If any creature party to an agreement made in the arches light breaks the agreement then all others will know. If creatures make an agreement after 1 hour exposure or more they are then subject to a geas/quest spell to uphold it.

43. Mists of Abandonment

A gray fog poor in thick and cloying, whispers of indistinct words fill the air. Creatures feel their minds beginning to fuzz and thoughts become sluggish. At 1 minute of exposure, the creature begins to make Will saves of experience a memory lapse effect every round. At 1 hour the creature begins to experience random modify memory effects.
d6 Result
1–3 Forget all memory of GM’s choice of subject
4 Perfect recall
5 Altered memories
6 False memories

At 10 hours, creatures must save versus Fortitude or experience an energy drain effect (they may still save against the negative levels as normal if they survive).

44. Mirror Haze

Strange mists rise upward to a strangely quiet Radia. Creatures see shadows shift and reflection move of their own volition. Creatures exposed for 10 minutes or more exhibit mirror images that even allies must treat as an active defense. At 1 hour, these images begin to randomly act as though they are independent. They speak hurtful truths at the original and proceed to mock them for their flaws. Characters must make a Will save or be demoralized.

45. Soulstorm

Columns of shining power descend in brilliant shafts or multi-hued splendor empowering those of divine origins. For each minute in this effect, a Divine origin character can do one of the following:

  • regain a 1st level spell slot
  • cast their next spell with a +2 circumstance bonus to caster level.

Alternatively, the character can remain for 10 minutes and make a Will save of DC 25 + the current intensity level. If they may regain a spell slot of up to 3rd level, 1 channel energy attempt, or regain a use of a smite class feature. Each attempt that succeeds increases the DC for the next attempt by 2. A failed Will save exhausts the creature with no benefits, and a second failed save will make it unconscious.

46. Crystals of Synchronization

Strange floating crystals swirl through the streets drawn by those with the power to use elemental attacks. After 1 minute of exposure a creature accumulates a small cloud of these crystals that shift colors in response to the elemental magics around them. If a creature casts a spell or uses a power, with an energy type that has a opposed type (cold for fire, acid for electrical) and then follows with an elemental attack with its opposed element, the crystals unleash their oppositional power to at +1 per die to elemental damage for the second attack. This effect can oscillate between opposed elements a number of times equal to the current intensity level for the area.

47. Runeweb Remnants

Whispers of strange languages, tatters of spent web, and flickers of half wrought runes and circles of magic hang in the air. A momentary exhibition of the Runeweb's once dominant control magic of the Radia allows a strange echo of magic to form for you for every 2 ranks in Spellcraft a character possess they gain access to a temporary spells lot that may be cast or prepared as normal. No more than one spell of any single level can be cast or prepared in these bonus slots. This spell slot fades away when the character next rests.

48. Dissolving Drops

Acrid warm drops of a liquid drip slowly from the sky. Creatures exposed to the drops must make a Reflex save or take 1 point of acid damage. Magical effects are not immune to the acid effects taking a -1 penalty to their effective caster levels per 10 minutes of exposure to the rain. If a magical effect (spell, power, etc) is exposed for at least 1 hour per the effect is subjected to a dispel magic effect with a caster level of 5 per intensity level. This effect targets all spells on a creature simultaneously.

49. Professing Prisms

Small winged prisms of delicate crystal hover lazily around the City streets. If light shows through them, the other side projects runes in the Celestial language of the positive thoughts of others about nearby creatures. These feelings do not need to have been openly stated but rather can be positive sentiments actively hidden by a creature who thinks them. Hints and clues to the nature of the person who thinks them may be evident. Creatures who read the signs as a move action benefit from a morale bonus equal to the current intensity level to all d20 rolls of the duration they remain in the crystals. A creature may resist this effect by making a Will save. If two creatures are near each other and have such thoughts revealed to one another, increase the total morale bonus by +1.

50. Vacuous Venting

A sulfurous wave of air rolls through the City. Creatures exposed to the fouled air for 1 minute must make a Will save or become weakened taking a –2 penalty on all Intelligence-based skill checks and ability checks. At 10 minutes, this becomes impaired instead moving these penalties to -4. If exposed for 1 hour another save is required or the creatures become mentally hindered as per a feeblemind spell. A creature left in the rain for 10 hours will require a final Will save or die.

51. Aundil’s Rain

A strange rain like red wine and similar in flavor flows down. This rain stains the clothes of any who are engaged in infidelity (as defined by the creatures marriage vows or promises made to a lover, if any) a dark blood color while invigorating those in love. It is possible for both effects to impact the same creature. Creatures amorously involved with another creature experience a +1 morale bonus to saves and gain 1d8 temporary hit points. Lovers who drink of the rain after at least 10 minutes of exposure gain the benefits of a lesser restoration spell while those who are being unfaithful must make a Fortitude save of be blinded by the staining of their own eyes.

52. Golden Mead

Sweet floral smells cloy the air with a humid and heady scent as sticky sweet golden rain falls down. Creatures touched by the fluid must make a Fort save or become intoxicated. After 1 minute of exposure creatures must make a Will save or find their attitudes toward all others increase by one positive step (see the Diplomacy skill in the Pathfinder Roleplaying Game Core Rulebook). After 1 hour or more of exposures creatures must make Will saves or be affected as though by an irresistible dance spell. The golden rain if collected is nearly indistinguishable from mead but vanishes harmlessly if not bottled within 1 hour of the storm.

53. Ink of Secrets

This dark fluid is a midnight-blue that slips effortlessly off of all substances other than paper. If the paper is blank or mostly blank, the ink begins to stain the page with words of random languages. These words always spell out secrets. A creature who has sat within the rain for 1 hour or more may unfurl a new page and make a Will save against a DC 20 to trying to force a secret to be revealed about someone they know or are aware of. A DC 25 will let them target a specific person with this effect.

54. Cleansing Phoenix Fire

These burning droplets raise light harmlessly where they fall giving off only a gentle radiance. Creatures exposed to them for at least 1 minute benefit from a cure light wounds effect and lose any shaken or daze conditions. Creatures that are exposed for at least 10 minutes are cured of the nauseated and paralyzed conditions. At 1 hour of exposure the burning droplets will cure poison and disease. If a legendary intensity is rolled, creatures that die or died within 1 day and are left in the fire droplets are impacted by a breath of life or raise dead effect the following round.

55. Guided Insight

Shimmers of silver light slowly drift up and down in the air. The minds and bodies of those exposed find themselves more ready to grow and learn. Any skill checks made after 1 minute of exposure gain a +1 bonus per intensity level to their results. Challenges defeated or overcome during exposure grant experience as though the CR was one higher as the lessons and insights taken away from the experience are effortlessly and indelibly marked on the creatures exposed.

56. Depletion Downpour

Cold droplets of pounding rain nearing freezing descend in relentless cascades. Creatures exposed to the rain must make a Fortitude save or take 1 point of cold damage per minute. A successful save ignores this damage for 10 minutes. The damage does not penetrate hardness. If a magical item is exposed for at least 10 minutes it must make a Will save (or the wielder must do so if attended) or lose a charge or daily use. Creatures exposed for more than 1 hour who have taken cold damage must make a second Fortitude save or become exhausted.

57. Prayers of the Fallen

Tatters of scrolls and clouds of burned incense drift through the City. The whispers of an indeterminate number of priests echo from the Prime Worlds. A willing creature may open themselves to these whispers to receive the echoed magic. For each 10 minutes a creature is exposed the GM may roll off of the scroll table for a minor magic spell effect suitable to a priest casting a spell. These spells may be harmful or beneficial and a random reflections from the Prime Worlds without deliberate intent. For every hour beyond the first a creature is exposed, increase the effective scroll level and roll again.

58. Quicksilver Rain

This silver slick rain surprisingly seems to cause melting ripples in the flesh of those it contacts. After 1 minute of exposure characters that manifest or cast a spell with the polymorph descriptor or metamorphosis power, they gain of +1 bonus to caster or manifester level per intensity level. Characters in the storm gain the benefit of a channel the gift spell or 5 power point replenished for each hour they are exposed to the weather so long as they can manifest or cast a polymorph descriptor spell or metamorphosis power.

59. Manifest Mana

Sustenance falls from the sky! Roll again for one of the following:
d% Result Description
01–25 Goblin Gruel A warm, thick greyish porridge drizzles and drops from the sky. The sludge is edible (barely) and will sustain any creature eating it in a manner similar to the goodberry spell. Creatures consuming it must make a Will save of be cursed to only speak or understand the goblin language for 1 day. After 10 hours, the gruel has turned and begins to emit odor similar to a stinking cloud spell.
25–50 Elan Repletion Sparkling shimmers of purple and blue settle into the flesh of those exposed. These creatures benefit from a loss of hunger and thirst for 24 hours. They must make a Will save against the effect to gain an aversion to food and water. If a creature fails it may make a new save each day to end the effect. Creatures failing to eat or drink begin suffering starvation and dehydration after the first 24 hours as normal.
51–75 Orcish Tenacity A steamy jungle breeze rushes through the streets. Creatures feel a basal urge to consume and devour all living things and a few rocks too. If a creature fails a Fortitude save, it gains a bite attack appropriate to its size. A creature failing this save must make a Will save or be compelled to eat the nearest living thing to it. Anything the creature can physically consume seems to offer sustenance for 1 day.
76–99 Bulging Beetles Thick-bodied black beetles drop in cascading waves from the sky. While the creatures are harmless, they smell slightly of sulfur and oil. Creatures can eat the beetles to gain sustenance but must make Fortitude saves to avoid gaining the nauseated condition. Creatures consuming 10 beetles in this fashion gain a +4 enhancement bonus to Constitution for 10 hours.
100 GM’s choice of random sustaining phenomena.

60. Dreamless Droning

Winds of soft indecipherable moaning echo and blow through the City streets. Creatures hearing the sounds for at least 1 minute must make a Will save vs. a mind-affecting effect or find themselves unable to sleep. Creatures exposed to this effect for more than 10 minutes after a failed save will be fatigued regardless of the amount of rest they get until they get a full 8 hours of rest without hearing the wind. At 1 hour, the upsetting effects of the wind cause restless thrashing requiring a second Will save to resist an exhaustion effect.

61. Effervescent Essences

Sparks of raw Eternal essence drift through the streets in shimmering columns and vortices. Creatures contacting the energies for at least 1 minute must make a Will save or be imbued with the essence of the one Eternal sources. Roll a d6 to determine the essence’s nature:
d6 Essence Nature
1 Pyre Arcane
2 Union Divine
3 Temporal Temporal
4 Umbral Entropic
5 Incarnate Physical
6 Mental Psychic/Psionic

Creatures failing the save are staggered by the energy as the sudden influx of power is incongruent with their current state. Creatures saving may instead benefit from a +1 effective level bonus to any ability matching that source. Creatures not matching that source can consider other abilities they possess to be of that source in addition to their own sources for the duration. At 1 hour, the effective bonus becomes +2.

62. Dark Mirror Dirge

A sad mournful cry echoes over the City as the Radia grows dim over Seraph's Ring. Creatures exposed to the dark motes blotting out the light for more than 1 minute must make Will saves of find their alignment reversing. Lawful good switches with chaotic evil, lawful evil with chaotic good, lawful neutral switches with chaotic neutral, neutral good with neutral evil. If the creature takes action based on a new morality they receive a second save to break the reversal. This alignment shift lasts for twice as long as the Radia effect.

63. Fool’s Splendor

This silvery rain coats metals in new surfaces that make them appear more valuable to a creature that was holding them. Generally copper becomes brass, brass becomes silver, silver becomes electrum, electrum becomes gold, and gold sadly turns to ashen lead. These effects are temporary lasting twice the durations of the Radia storm effect. Merchants are often suspicious for days after these events.

64. Powder of Paranoia

Sparkling flakes of chill moisture flurry from the Radia above, hitting skin and rapidly melting it a cool wetness. Creatures exposed to the wind for at least 1 minute must make Will saving throws or find themselves wary and suspicious of danger. They take a -2 penalty to Diplomacy and Bluff checks made for as long as they have been exposed, while gaining a +2 circumstance bonus to initiative checks. A creature who has been exposed for at least 1 hour must make a second Will save or become panicked, fleeing to the place it feels safest.

65. Seeds of Bitter Fruit

Small spiny spores and spiky seed pods blow in to coat the streets of the city. Wherever they land the burst into animate vines and begin to hinder those well thought of. The animate vines are Tiny plant creatures with 5 hit points. When anyone is near them that has an attitude better than indifferent from another creature in visual range, the vines harden and die, making squares between these creatures difficult terrain. For each intensity level there is another plant creature nearby that may fill another square with difficult terrain as it dies. At intensity 3 or greater the thorns on these vines also deal 1d6 of slashing damage to creatures moving through those squares. Other vine effects in line with the prestidigitation spell also have been known to happen.

66. Mutagenic Mist

A fecund fog forms on the city streets full of softly burbling near-voices. Creatures exposed to the mist for at least 1 minute must make a Fortitude save vs. a polymorph effect. If they fail they randomly gain the GM’s choice of effect of either a monstrous physique I or two points of evolutions of a eidolon. Creatures exposed for 1 hour or more must save again of continue to evolve gaining 1 evolution point an hour of the GM’s choice or moving the next level of monstrous physique spell every two hours after the first.

67. Isolating Iridescence

Pearly sheets of light and color ripple through the air of the City. Creatures exposed to the light for 10 minutes may make a Will save to resist them; if they fail they are phased into a personal version of the City streets, utterly alone until they exit the Iridescence. The cannot perceive or affect people in the true city. Other creatures can perceive them but interact with them as though they are incorporeal. At 1 hour of exposure they may no longer be perceived at all. After 10 hours, the creature must make another Will save; if it fails it is instead sloughed off into a demiplanar echo of the City isolated as though in the GM’s choice of a maze or create demiplane spell.

68. Whispers of Envy

A wind picks up and hisses dark sentiments of avarice and desire into the ear. Creatures exposed to the wind for at least 1 minute must make Will saving throws or find themselves dissatisfied with their own possessions. They take a -2 penalty on all attacks, Skill checks or other rolls involving one of their own possessions. After one hour a creature who failed the initial save must save again of be drawn to the possessions of others strongly enough to attempt to steal them, similar to the effect of a suggestion spell. At 10 hours, a final save must be made to resist the penalty becoming permanent.

69. The Rain of Cups

Shining green rain droplets of varying temperatures strike across the City. Any creature exposed for more than 1 minute must make a Will save of exchange forms (as a possessionOA spell) with the nearest other affected creature that has not been exchanged. This effect always happens in twos and never at more than medium range. The effect’s duration begins to end when either impacted creature is out of the Radia effect (see the possessionOA spell for more information).

70. Difference Drifts

A soft rain that runs into sleet and rapidly shifts to fluffy wide flakes and back to droplets descends on the City. Creatures exposed to the moisture may make a Will save to avoid the effects. Creatures that are multiclassed or creatures with more than one archetype gain a +1 bonus per intensity level on all ability checks, attack rolls, CMB, CMD, saving throws, and skill checks. Single class creatures take -1 per intensity level penalty to these checks instead.

71. Seeds of Synergy

Small drifting blooms and seed pods blow in to coat the streets of the city. Wherever they land the burst into animate vines and begin to help those around them. The animate vines are Tiny plant creatures with 5 hit points. When anyone is near them they use actions (readying in combat as needed) to use aid another actions on behalf of nearby creatures. For each intensity level there is another plant creature nearby that may aid. Normal limits on aid another checks apply as usual at the GM’s discretion. Other vine effects in line with the prestidigitation spell also have been known to happen.

72. Smoke of Sensory Awakening

A hot and burning smoke drifts in coils reducing visibility by half for all lighting conditions. Creatures breathing in the fumes for at least 1 minute must make a Fortitude save vs. a poison effect as they experience rapid expansion of awareness. Creatures failing the save are sickened by the smoke as it triggers a violent bout of coughing fits. Creatures saving may instead benefit from a +2 alchemical bonus to Wisdom. At 1 hour, this becomes +4, but a new Fortitude save is necessary to resist becoming nauseated.

73. Flurries of Frozen Might

Blowing snow swirls in from the Radia clinging to the bodies of those who are wielding power. Creatures casting spells, manifesting powers, or using spell-like or supernatural abilities find this snow begins to harmlessly cling to them after any such use of power. At 1 minute of exposure where a creature has used a power, spell or ability they during the exposure the will find their effective level increased by 1 per intensity for repeated uses of that power, spell or ability. Activating a different ability ends this effect causing the snow to instantly melt away.

74. Dimensional Drifts

Strange purplish particles drift through the City energizing creatures that come into contact with them. Creatures energized by these particles for more than 1 minute of exposure can warp a short distance (25 ft. + 5 ft./per HD). If they do not warp for more than 10 minutes they can instead warp as though dimension door. At 1 hour of exposure they may instead teleport. A creature that accumulates a charge for 10 hours (assuming the effect lasts that long) may plane shift. A creature may accumulate a new charge after any of the above jumps until the effect ends. A creature may only have one charge build at a time.

75. Falling Filth

Viscous and sticky droplets of warm, foul fluid fall from the sky. At 1 minute of exposure creatures must make Fortitude saves or gain the sickened condition from odor and accumulated filth. After an hour, creatures that fail a Fortitude saving throw contract one of the following diseases.
d10 Disease
1 blinding sickness
2 bubonic plague
3 cackle fever
4–5 filth fever
6 leprosy
7 mindfire
8 red ache
9 shakes
10 slimy doom

At 10 hours of exposure a second save with a +4 to its DC is required. Diseases gained from Falling Filth become normal diseases after the event ends and are still contagious.

76. Shocking Spirals

Motes of crackling lightning drift down in spirals of arching energy. Creatures exposed to the spirals must make a Reflex save or take 1 point of electrical damage (2 if they are wearing metal). The damage does not penetrate hardness. A magical item modified by a Use Magic Device check (DC 15 + the item’s caster level) and left unattended for 1 hour per its highest spell level equivalent in hours, the item gains a phantom charge or daily use for 24 hours.

77. Flakes of Fond Memory

Soft falling flakes drift down blanketing the area in white. Memories of fond experience raise to the surface of the minds of those exposed to the flakes. Knowledge, Craft and Profession skill checks or Will saves that tie to memory gain a +1 circumstance bonus per intensity level. After 1 hour exposed to these drifting memories, a character may make a new Will save against any existing mind-affecting magic or power that alters memory or long-term behaviors.

78. Mists of Unfamiliarity

Light rain and fog with a faint acrid odor settles down on the area. Creatures exposed for 1 minute may make Will saves for any companion animals, familiars, eidolons or other class-based creatures. These creatures become hostile to their masters on a failed saving throw. At 1 hour of exposure, these creatures lose loyalty and other similar features that grant bonuses to resist attacking their own bound owner. At 10 hours, the creature must make a final Will save or be severed from their master. The creature’s master suffers any penalty as though the companion had died.

79. Poisonous Precipitates

Noxious yellow-green drops of fetid foulness drizzle from above. Creatures exposed to the poisonous rain for 1 minute must make a Fortitude save or become weakened taking a -2 penalty on all Fortitude saves and Constitution checks. At 10 minutes this becomes impaired instead moving these penalties to -4. If exposed for 1 hour, another save is required or the creature becomes unconscious. A creature left unconscious in the rain for 10 hours must succeed at a final Fortitude save or die.

80. Pinpoints of Petrification

A cascade of warm sparks swirls down in radiant spirals. Creatures exposed to the sparks for at least 1 minute must make a Fortitude save vs. a petrification effect as the motes begin to transform their flesh to a rocky calcified consistency taking a -1d4 penalty to Dexterity. This penalty increases by -1 point per minute to a maximum penalty equal to their Dexterity. After 1 hour, the creature must make a second Fortitude save or be turned to stone as per a flesh to stone spell.

81. Scents of the Singular Mind

A dry wind carrying warm spices and the scent of dried flowers wafts around the City. Creatures exposed to the wind may make a Will save to avoid the effects. Creatures that are multiclassed or creatures with more than one archetype take -1 per intensity level penalty on all ability checks, attack rolls, CMB, CMD, saving throws, and skill checks. Single class creatures gain the same amount as bonuses to these checks instead.

82. Shadowstorm

Shards of agitated shadow matter plunge downward exploding with quasi-real power and infusing those with umbral or entropic origins. For each minute in this effect, an Umbral or Entropic origin character can do one of the following:

  • regain a 1st level spell slot
  • cast their next spell with a +2 circumstance bonus to caster level.

Alternatively, the character can remain for 10 minutes and make a Will save of DC 25 + current intensity level. If they may regain a spell slot of up to 3rd level, 1 influence ability, or regain a use of a weave reality feature. Each attempt that succeeds increases the DC for the next attempt by 2. A failed Will save exhausts the creature without benefit, and a second failed save will make it unconscious.

83. Mindstorm

Pale arcs of psychic lightning blast downward from the Radia empowering those of mental origins. For each minute in this effect, a Mental origin character can do one of the following:

  • regain 1 power point,
  • regain 1st level spell slot.

Alternatively, they character can remain for 10 minutes and make a Will save of DC 25 + current intensity level. If they may regain a spell slot of up to 3rd level, 5 power points, 1 phrenic pool point, or regain a point of mental focus. Each attempt that succeeds increases the DC for the next attempt by 2. A failed Will save exhausts the creature without benefit, and a second failed save will make it unconscious.

84. Graupel of the Genius

Soft cool pellets of snow collect into mounding piles. Creatures holding the pellets for at least 1 minute must make a Will save versus a mind-affecting effect as they experience a sudden and jarring epiphany. Creatures failing the save are dazzled by the pellets as they melt and spark random and distracting moments of thought. Creatures that succeed their saving throw may instead benefit from a +2 alchemical bonus to their Intelligence score. At 1 hour, this becomes +4, but the cold of the melting ice pellets begins to inflict 1d6 of nonlethal damage per hour.

85. A Maddening of Mists

Hazy mist filters into the streets of the City filled with strange knocking and clicking sounds. Creatures hearing the sounds and breathing the mists for 1 minute must make a Will save or become weakened taking a -2 penalty on all Will saves and Wisdom checks. At 10 minutes this becomes impaired instead moving these penalties to -4. If exposed for 1 hour another save is required or the creature becomes confused. A creature left unconscious in the rain for 10 hours will require a final Will save or go insane as the insanity spell.

86. Essence of Peace

Pale ribbons of raw akashic power drift from the storm in soft-spun circles. The luminous loops add 1 temporary essence to the essence pool of any creature that is exposed for at least 1 minute. If this essence is invested in an essence receptacle the character must make a Will save with a DC equal to 15 plus the Radia storm’s intensity. If they fail, they cannot commit acts of violence and become immune to other morale and emotion effects. Temporary essence from essence of peace cannot be burned until all other essence the character has is burned first. Uninvested temporary essence fades after the exposure has ended for more than a minute. After 10 minutes of exposure another temporary essence is gained that must be invested in a different receptacle. At 1 hour or more a third point of essence is gained that may be invested in a third receptacle.

87. Rays of Reversive Resistance

Shafts of shimmering light radiate the City in various hues distorting distances. A Will save can be made to resist the rays each minute. Creatures that fail and take move actions must roll a d6 each round.
d6 Minute Hour
1 Speed x1/2 immobile
2 Speed x1/3 immobile
3 Speed x1/4 immobile
4
5 Speed x2 teleport
6 Speed x3 teleport

The rays’ teleport effect allows the creature to move any where that does not have a blocked line of effect. A creature that is in this storm’s effect for 10 hours must make a Fortitude save or be torn apart by conflicting speeds.

88. Essence of War

Crimson sparks of raw akashic power burn down in curling spirals. The burning lights add 1 temporary essence to the essence pool of any creature that is exposed for at least 1 minute. If this essence is invested in an essence receptacle the character must make a Will save vs. 15 + the storm intensity. If they fail they must attack the nearest creature with their veil abilities or a nearest effective weapon as long as the essence remains invested. Temporary essence from essence of war cannot be burned until all other essence the character has is burned first. Uninvested temporary essence fades after the exposure has ended for more than a minute. After 10 minutes of exposure another temporary essence is gained that must be invested in a different receptacle. At 1 hour or more a third point of essence is gained that may be invested in a third receptacle.

89. Horns of Valhalla

A cold wind blows through the City’s streets. After 1 minute of exposure anyone with a base attack bonus of 3 or higher who falls below 0 hit points is immediately stabilized. After 1 hour anyone with a +7 base attack bonus or higher is immediately subjected to a breath of life when dropped below 0 hit points. After 10 hours of exposure, anyone’s corpse who has died with a +7 base attack bonus or higher in the last 7 days will be affected as though by a raise dead spell.

90. Binding Blots

This dark fluid is a blood-red that slips effortlessly off of all substances other than paper. If the paper is blank or mostly blank, the ink begins to stain the page with words of random languages. These words record promises and magically bind creatures making them. A group of two or more creatures speaking oaths in the blood rain will know when one of the creature making an agreement breaks it regardless of time or distance. A creature resisting the effect may make a Will save to do so. If they do the blood-ink runs and the paper becomes a worthless mess. If all creatures involved wait for at least 1 hour in the rain, they are bound to action as per a geas/quest spell additionally.

91. Essence of the Infinite

Shining motes of raw akashic power shoot down like fine falling stars. The shimmering most add 1 temporary essence to the essence pool of any creature that is exposed for at least 1 minute. If this essence is invested in an essence receptacle all essence, including the temporary essence becomes locked at the current amount and cannot be shifted or redistributed for 1 hour. Temporary essence from essence of the Infinite cannot be burned until all other essence the character has is burned first. Uninvested temporary essence fades after the exposure has ended for more than a minute. After 10 minutes of exposure another temporary essence is gained that must be invested in a different receptacle. At 1 hour or more a third point of essence is gained that may be invested in a third receptacle.

92. Solitary Sunmotes

Drifting cascades of light crown the heads of those who stand with no adjacent creatures. After 1 minute of exposure creatures with no one closer than 10 ft. to them gain the benefits of aid another on all applicable d20 rolls. Creatures are incapable of receiving any aid another bonuses while exposed and adjacent to another creature. At 1 hour, the aid another bonus increases by +1 per intensity level beyond 1. This bonus can be increased by +1 if the creature currently considers no one within sight an ally.

93. Clouds of Cascading Completion

A bank of golden clouds spreads outward from the City center showering soft waves of sunset light. These waves help those who build or create things. At 1 minute or more exposure add the intensity level as a bonus to skill checks for Craft and Profession skills already in progress. At 10 minutes, this bonus also applies to caster level or manifester level when determining meeting the requisites for creating a magic item. At 1 hour or more the crafter can ignore the requisite spells or powers of an item exposed to the light that are of a level equal to or less than the total number of hours exposed. This effect lasts even if the crafting takes more days than the that of the Radia effect.

94. Weakening Wind

A numbing cold blast of glacial wind rips through the City. Creatures exposed to the chilling wind for 1 minute must make a Fortitude save or become weakened taking a -2 penalty on Strength-based attack rolls, damage rolls, skill checks, and ability checks. Their carrying capacity is divided by 3. They are always considered to be carrying at least a medium load. At 10 minutes, this becomes impaired instead moving these penalties to -4. If exposed for 1 hour another save is required or the creatures becomes unconscious, immobile, and helpless. A creature left unconscious in the rain for 10 hours will require a final Fortitude save or die.

95. Mucosae of Mercy

Thick, ropey droplets of bioluminescent muck drizzle downward in strands. Creatures holding weapons exposed to the mucosa for 1 minute must make a Will save versus prevent their weapons (natural and manufactured) from being coated in the sticky substance. Creatures failing the save find themselves only able to deal nonlethal damage with their weapons. At 10 minutes this becomes so thick as to give creatures still exposed the entangled condition.

96. Surgeon’s Sweat

Humid fronts of hot air bloom across the City, and moist clinging sweat coats the faces and skin of those exposed. At 1 minute of exposure the sweat begins to heighten the focus of those who focus on tasks. Creatures wishing to resist the effect may make a Will save. Those who fail find that they have a +1 per intensity level bonus to mental ability checks, mental skills, Will saves and concentration checks. Precision damage is increased by +1 or +1 per die. They suffer a -1 penalty to physical ability checks, physical skills, Fortitude and Reflex saves. At 1 hour, these effects become +2 or +2 per intensity level.

97. Calls of the Prima

Rustling winds carry the calls of distant hunting cats. Primal energies invest creatures exposed to the winds for at least 1 minute. Creatures wishing to resist the effect may make a Will save. Those who fail find that they have a +1 per intensity level bonus to physical ability checks, physical skills, Fortitude and Reflex saves. Morale bonuses to Strength increase by +2 (even if the current bonus is 0). They suffer a -1 penalty to mental ability checks, mental skills, Will Saves and concentration checks. At 1 hour, these effects become +2 or -2 per intensity level.

98. Shades of the Futures Past

Temporal echoes filter along dappled rays of cloud-stuttered light. Creatures with lifespans under 150 years exposed to 1 minute of this light must make a Will save or experience an age shift. For each failed Will save roll 1d4.
d4 Effect
1–2 Gain the young creature template
3-4 Advance one age category. Creatures already venerable must make a Fortitude save or die from being aged to dust.

99. Vengeful Vendetta

The Shadows lengthen as dark rain drips into ebon pools. Creatures exposed to the rain for 1 minute must make Will saves to prevent their unconscious mind from manifesting harmful shades to attack those they are angry with. At 1 minute, the creatures summoned are 1d3 creatures from the summon monster I spell list. At 10 minutes, these creatures double in number. At 1 hour, the creatures summoned are from the summon monster IV list. Summoned monsters from this effect have the shadow template.

100. Motes of the Miraculous Moment

The sparkling energy of the Radia begins to infuse any with its reach with raw universal energy. After 1 minute of exposure, a creature can make a DC 15 Will save to shape this potential energy into any spell or power effect of 1st level or lower. After 10 minutes of exposure, a creature can attempt a DC 20 Will save to manifest a spell or power of up to 2nd level or lower. At 1 hour of exposure the DC increases to 30 and effects created can be of 4th level or lower. After 10 hours of exposure, the DC of 40 can be made to enact a 6th level or lower effect. Use or attempted uses resets the time of exposure per creature. A failed save is wasted unless there is a roll of a natural 1 in which case the magic backfires as a wild effect of the GM’s choice.


City of 7 Seraphs by Lost Spheres Publishing
Classes
Aegis Aethernaut Echo
Eclipse Nexus Radiant
Shadow Weaver Sphereshaper Theurge
Races
Ceptu Judow Mirrorkin Rhyzala Shadow Fey Veryx
Xodai
Luminous Organizations
Ashlords Children of Dreams Everlasting Dawn Foreseers House of Prominence Steamstriders
Neutral Organizations
Cocoon Pact Descendants of Thunder
Umbral Organizations
Blackswords Booksealers Church of Coin Frozen Graves Hands of Burden Scarlet Sovereignty
Get The City of 7 Seraphs
Get Spheres of Akasha
This website uses cookies. See the Legal & OGL page for important information. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.