World Anomaly Table:
A list of random anomalous effects worldwide ranging from true magical anomalous to randomly occurring natural disasters or even bad weather. each has their danger but also a chance of producing a magical ingredient based off of the anomaly itself
D80
Vortex stays up 1d4 turns (a gravitational singularity forms nearby, making strength saves to avoid being dragged in, upon being dragged in take 1d10+2 damage per turn stuck within it, additionally, when it explode,s take 2d12+4 damage and be sent flying back)
Burner: when inactive the anomaly manifests as a barely visible cloud of hot air producing a mirage, upon entering the area it rapidly heats to dangerous degrees, dc 14 dex save or take 3d6 fire damage
Living pool: a highly corrosive pool of acid coats an area, slowly moving over time, take 1d6 damage per turn you start in the pool
Electro: a blue fog that collects static electricity, upon entering the area it immediately discharges the electricity dealing 3d10 lighting damage to whatever is in its grasp, after discharging it takes 2 minutes to recharge. Covers a 30x30 area
SpringBoard: A Springboard is an unstable gravitational field limited to a pocket on ground level, about 1-2 meters wide. Reacts to the presence of creatures or objects by sending out a powerful shockwave that damages anything within the radius. Upon entering take 1d10 force damage and get launched 20 feet in a random direction
Burnt Fuzz: It resembles moss or vines, hanging down like curtains from its growing spot. Reacts to rapidly approaching living beings by discharging a cloud of projectiles severely injuring uncovered or lightly protected skin upon contact. 1d4 damage
Magic radiation: a wild magic surge, a random crystal is left in the remains
Comet: The Comet anomaly functions much like a Burner anomaly in that it deals fire damage on close contact but with a key difference in that the Comet is mobile, hovering around within a certain area at a rapid pace.
The Comet anomaly, unlike the Burner, is extremely powerful: it can kill even a well-armored individual if he gets hit directly.
Fault: The first type of Fault appears to be a Burner anomaly field, but features large cracks on the surface of the Earth. Cracks within the Fault releases intense heat, which in turn results in lethally high ambient temperatures within the vicinity of the Fault. The second type has a similar apperance, but features gravity-based anomalies.
Space Anomaly: The Space Anomaly is truly the ultimate result of the worlds instability as it now alters the very fabric of reality while distorting time and space, seemingly creating miniature wormholes, which act as a portal that teleports anything that touches it to another location or creating a loop in reality that traps anyone unlucky enough to be inside it.
Cluster: The Symbiont anomaly is easily recognizable from a distance by the jagged rock claws surrounding it, and the warped trees nearby. The ground within the anomaly is cracked and collapsed downwards slightly, forming several distinct rings. Burner anomalies can be found within these cracks. In the center, the ground has completely collapsed, and gravitational anomalies can be found here.
Gas: Not always easy to spot, this Anomaly is recognizable by the green gas clouds floating and wandering over the ground. If one approaches, the screen will turn green and a hissing noise can be heard. When triggered by metal parts or organic tissue, it emits acidic compounds, splashing them around in its vicinity.
Emission: A wild magic surge condensed into a storm, take cover immediately
Tesla: a moving ball of electricity
Lift: a region where gravity is severely reduced, covers a 100-meter area
Fog: a thick veil of fog comes rolling in
Whirligig: The anomaly snatches its victims up in the air and spins them at a breakneck Speed. 3d10 damage
Sand Storm/Blizzard: reduced visibility to 15 feet, 1d4 slashing damage every round, or every few minutes. Duration 5-10 minutes or longer, in extreme storm visibility is 5 feet and the movement speed is halved
EarthQuake: DC 15 acrobatics save or fall prone, objects also fall caves potentially cave in. in extreme cases buildings collapse
Thunderstorm: every minute roll a d100, on 70-90 lighting strikes nearby a player, 90 or above causes lightning to strike a player, they must succeed a dc 16 luck check or get struck. Duration 30-60 minutes
Tornado
Tremors
Eclipse
Magical storm, a storm of high magic where reality continuously grows more unstable creating rifts and tears
Anomalous image, a series of 2 dimensional shapes float mysteriously nearby the players, doing nothing to anyone that touches them except disappear
A door unbound that leads to somewhere completely different, its a trap, if the players stay too long they risk getting swallowed by it
In shadow free zone, shadows disappear for 2d10 minutes while in the area
Sand golem, a golem manifests from the sands, it disappears after 1d4 rounds
Shadow full zone?, everyones shadow duplicates for 2d10 minutes
Random knowledge spurs, a character gains a random piece of knowledge they have no possible method of obtaining, it must be a piece of information they dont have and can range from a sentence to a single word
Reverse Fog: you enter fog, upon entering you can clearly see everything within it but become unable to see outside of the boundaries of the fog.
dopple ganger, a party of doppelganger will appear nearby the party and attempt to interact, acknowledging they are doppelgangers will cause them to become hostile, if they are either not hostile for 4 minutes or are defeated they disappear.
Sinkhole
Liminic eruption from a nearby water source
Magical vent, magical vent cracks from the ground erupting dense magic, this causes spell casters to regain 1 level one spell slot
Landslide if applicable
Avalanche if applicable
Rain: Unpleasant to travel in. If you have wagons, your travel pace is slowed by half. If you attempt to take a long rest without cover, you must make a DC 12 Constitution saving throw gain the benefits for a long rest. All fire damage rolls have a –2. Also has the effect of Heavy Clouds.
Heavy clouds: The sky is blocked. High flying aerial creatures have total cover, and outdoor light does not count as sunlight (for the purposes of sunlight sensitivity and similar traits). Checks using Navigation Tools to determine your location based on celestial observation are made with disadvantage.
Heavy Rain: Same as rain, but the DC becomes 16 to benefit from a long rest without shelter and if Heavy Rain occurs two days in a row wagon travel becomes impossible until one day without rain occurs. May cause flooding. All fire damage rolls have a –4. Lightning and Cold damage rolls gain a +2. Also has the effect of Heavy Clouds.
Scorching heat: Blistering heat that is unpleasant to travel in. Creatures that attempt to travel during day light hours require twice the ration of water, and creature that travel for 4 or more hours or engage in heavy activity for 1 or more hour during the day and do not immediately take a short or long rest under cover must make a DC 10 Constitution saving throw or gain a level of Exhaustion. All fire damage rolls have a +2. All cold damage rolls have a–2
High Winds: Turbulent gusts sweep across the land. Select a wind direction based on locale or roll a d4 and consult the table. Flying creatures gain +10 movement speed when moving with the wind, and –10 movement speed when moving against it. All ranged weapon attacks have a –2 to attack rolls, and their range is reduced by half when shooting into the wind
Thunderstorm Alt : Lightning flashes and thunder crashes. All creatures are partially obscured if they are more than 20 feet from you. If you travel for 4 or more hours during a Thunderstorm, roll a d20. On a 1, you are struck by a lightning bolt dealing 3d12 lightning damage. Lightning and Thunder damage rolls have a +2. Also has the effect of Rain, High Winds, Heavy Clouds.
Ash Fall: Heavy white clouds of swirling smoke fill the sky, and it rains ash that coats everything in little flecks. A smell of burning wood or sulphur permeates the air. Also has the the effect of Heavy Clouds.
Eclipse Alt: For 1 hour during the day, it becomes night. Either select a dramatic time or roll a d12 for the hour. May or may not have prophetic ramifications.
Strange Lights: Strange swirling lights fill the sky, swirls of green, blue, and purple. Night becomes dim (strangely hued) light until the effect ends.
Meteor Shower: Stars begin to fall from the sky as lumps of stone and metal. All creatures gain 1 luck point as per the Lucky feat, which lasts until used or the weather changes. If you travel 4 or more hours outdoors through this weather, roll a d100. On a 1-4, a meteor strikes nearby, leaving 40d6 of devastation in it's wake, but perhaps you'll find something cool. Potential consequences: 2d12 damage from the shock wave, difficult terrain, or heavily obscuring dust clouds
Meteor Strike: luck check or a meteor hits nearby or off in the distance
Malevolent Storm: Has the effects of a Thunderstorm, but the lightning seems to seek creatures out. While outside during this storm, roll a d20 every 1 hour you outside without shelter. On a 2-5, you are struck by a lightning bolt dealing 3d12 lightning damage. On a 1, you are attacked by an air elemental.
Wild Magic Storm: Fluctuations in the weave drive strange flashing lights and odd phenomena sweeping across the world. Rain falls upwards, plants bloom unseasonably, and people see apparitions of the dead and gone. High chance of encounters with sentient plants, ghosts, and strange illusions. All spells cast are naturally upcast by 1 level, but trigger a Wild Surge as per a Wild Magic Sorcerer class feature until the storm subsides (or a table of similar effects including apparitions, illusions, and magical mishaps).
It interacts with the scene: the outer god comes into play
Anomalyous Surge: roll off the d10000 wild magic table
Steady Rain Drizzle: Going out in this weather without proper protection risks hypothermia and reduced visibility. Starting fires is much harder and dry shelter is scarce.
Sudden heavy rain: same effects as heavy rain, but ranged attacks also have disadvantage for the first 5 minutes
Extreme Fog: It can be difficult to spot traps or enemies. Everything beyond a few feet is heavily obscured.
World Convergence: roll a d20 luck check on a 10 or below the party is transported directly into an alternate world for 1d4 hours
Bad Luck: roll 3 times off this table
Good Luck: Roll a d20 off this table
Unfortunate air: the next attack is made with disadvantage
Fortunate air: the next attack is made with advantage
Temporary revival: 1 Random Creature within 50 ft of you is brought back to life at full HP. If none are dead, then nothing happens.
Double or nothing: Re-Roll twice for 2 simultaneous effects on this table, ignoring this result.
Haunting: Until the next sunrise, the last creature you killed appears as a ghost and follows you around. Everyone can see and hear it, but it will only interact with you. It is unaffected by all attacks and spells and pesters you the entire time. Some will trash talk you, others will moan about being dead, some will just shriek the entire time.
Vitality Surge: For the next minute, you regain 5 HP at the start of your turn., at the end of 1 minute roll a DC 15 con save or gain one level of exhaustion
Aquatic surge: A rain of fish starts with you at the center. 1d6 fish fall from the sky per 5 ft. Each does only 1 point of damage. Lasts for 1d6 rounds. 2 mile radius. The fish do not disappear after the rain ends. 22 For the next hour, a small cloud hangs over your head and rains on you.
Gamblers Gambit: roll a d2 on a 1 your next attack or action automatically critically fails with maximum consequence, on a 2 your next attack or action automatically critically succeeds with maximum benefit
Teleportation: You teleport 60 ft to the closest unoccupied space in a random direction
Flash Point: For the next minute, any flammable object you touch that isn't being worn or carried bursts into flames.
Arcane surge: roll off the 7th 8th or 9th level spell table
Unfortunate aim: your next attack automatically misses
Fortunate aim: your next attack automatically hits (roll for crit d20)
Unknown Aid: A Call Lightning spell hits your target, in addition to the spell you just cast.
Lightning strike: A Bolt Lightning flashes down and randomly strikes a creature within 20 ft of you, dealing 3d10 lightning damage
Temoral Anomaly: If you die within the next minute, you come back to life as if by the reincarnate spell.
Time stop: Time stops in a 100 ft radius centered on you for 1 round. Everyone is frozen but you. All creatures act as if paralyzed.
Geyser: a large volcano like structure rizes from the ground, it erupts with water
Divine intervention: if the character has a patron or diety they will intervene and assist in some manner on their next action
Unatural inspiration: roll a charisma or wisdom check DC 20, on success gain a point of inspiration
Fortunes Favor: gain 1 lucky point (based on lucky feat)
Wormhole, teleports objects instantly to corresponding anomaly. Teleporters must be mapped before game starts. If a teleporter has 2 or more exits, a random die roll on a d100 determines the outcome.
Worlds Choice: I get to choose