The untamed spaces between civilized settlements are shaped by raw, unbuffered crystal currents. Where elemental energy pools or clashes, natural environments warp into hazardous terrain zones that challenge travelers and require specific countermeasures.
Dense, luminescent vapor that settles in deep valleys, dried riverbeds, and ancient crater sites. The mist glows with a faint cerulean or sickly violet hue, smelling faintly of ozone and crushed stone.
Environmental Effects
Reduced Visibility: The area is under Heavy Obscurement beyond 15 feet. Creatures beyond this distance have the Blinded condition relative to one another.
Resonant Surge: Elemental spells (dealing acid, cold, fire, lightning, or thunder damage) cast within the mist are hyper-charged. The caster adds an additional 1d6 damage of that spell's damage type to one damage roll.
Aetheric Backfire: The wild energy is volatile. Whenever a creature within the mist rolls a natural 1 on an attack roll, saving throw, or spell attack, the ambient vapor ignites, dealing 1d6 force damage to the creature.
Navigation Countermeasure
Travelers can burn Purification Incense (25 gp per block) mounted on a walking staff or chocobo saddle, creating a 10-foot clear radius of breathable, unobscured air that suppresses the mist for 1 hour.
Wastes and mountain passes where underground aether veins have violently erupted through the crust, leaving fields of jagged, translucent mineral shards that rise like razor-sharp blades.
Environmental Effects
Lacerating Terrain: The entire area is Difficult Terrain.
Torn Stride: Whenever a creature moves more than half its walking speed on its turn through the field, it must succeed on a DC 12 Dexterity saving throw or take 1d8 piercing damage. A creature that takes this damage has its walking speed reduced by 10 feet until it completes a Short Rest or receives any magical healing.
Mount Protection: Chocobos wearing standard or heavy barding have Advantage on this saving throw.
Navigation Countermeasure
A guide proficient in Survival can chart a safe path through the fractures. A successful DC 14 (base) Wisdom (Survival) check allows the party to travel through the area at normal speed without making saving throws against the shards.
Violent atmospheric tempests caused by conflicting aether currents colliding above the canopy or canyon rims. Instead of rain, the storm discharges crackling ribbons of raw, multi-colored lightning and sheets of humming, pressurized wind.
Environmental Effects
Hindered Movement: Heavy winds and static friction halve all overland travel speed. Flying mounts and airships cannot fly through the storm without risking structural failure or engine stalls.
Wild Lightning Discharge: For every hour spent traveling through the tempest, roll a d20. On a roll of 1 or 2, a bolt of arcing aether strikes within the party's ranks. Each creature within a 10-foot radius of the strike must make a DC 13 Dexterity saving throw, taking 3d8 lightning damage on a failed save, or half as much on a successful one.
Apparatus Interference: Magitech walkers, pneumatic armor, and clockwork equipment suffer static locking. Piloted walkers lose 10 feet of movement speed and suffer Disadvantage on initiative rolls while inside the storm.
Navigation Countermeasure
Grounding stakes of dense cold iron hammered into bedrock can form a safe 30-foot haven during rests, redirecting wild lightning discharges harmlessly into the earth.
Deceptive expanses of white or pale-gold sand that appear solid but consist of pulverized crystal silt suspended over cavernous underground aether pockets.
Environmental Effects
False Floor: Spotting a sinkhole before stepping onto it requires a successful DC 15 (Base) Passive Perception or active Wisdom (Survival) check.
Entrapment: A creature that steps onto a sinkhole immediately sinks waist-deep and is Restrained. At the start of each of its turns, it sinks deeper and must succeed on a DC 13 (Base) Strength (Athletics) check to pull itself up 5 feet, or sink fully beneath the silt, beginning to suffocate.
Resonant Drag: Using teleportation magic (such as Misty Step) inside the sinkhole requires a DC 12(base) spellcasting ability check. On a failure, the spell slot is expended, but the magical transit fails due to the localized spatial density.
Rescue Countermeasure
An ally within 20 feet can use an Action to extend a rope, staff, or harness, allowing the trapped creature to make its Strength check with Advantage.Β