Trap | Arcana Crystals

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Arcana Crystals

Magic when left unchecked can run rampant and effect the flora and fauna around it. Wildlife can be twisted into aberrations and the environment itself can become a danger to others in the area. Once way this danger is highlighted is the presence of large pulsing crystals that sprout from everything from the soil beneath your feet to the walls of a cavern complex. These crystals are a product of rampant magical contamination of an area and yield particularly nasty effects to spellcasters within its presence.

The following table is used for determining the DCs of all types of Arcana Crystals.

Save DC
Severity Level DC
Setback 10
Dangerous 15
Deadly 20

Resonance Crystals

Typically, Resonance Crystals display a certain pulsing color depending on their severity level. Any creature that casts a spell within 10 feet of a crystal clump must make an Intelligence saving throw. A creature takes psychic damage on a failed save, or half as much damage on a successful one. A spell or weapon attack that targets the crystals triggers the crystal's effects for all creatures within a 10 foot range of the crystal. The following table is used to determine their damage:

Damage Severity by Level
Character Level Setback (Blue) Dangerous (Violet) Deadly (Red)
1st - 4th 1d10 2d10 4d10
5th - 10th 2d10 4d10 10d10
11th - 16th 4d10 10d10 18d10
17 - 20th 10d10 18d10 24d10

Surge Crystals

These bright orange crystals give off a distinct glow that looks almost like embers of a fire circling the center of the crystal within. When a creature casts a spell within 30 feet of a Surge Crystal, they must make a Charisma saving throw. On a failed saving throw, the creature is forced to cast the spell one level higher, if there is a higher-level version available, and if the creature has an available spell slot for that spell-level. If no spell-slot is available, the creature casts the spell as they normally would with no additional effects.

Absorption Crystals

These dark-gray crystals seem to distort the light around it. When a creature casts a spell within 30 feet of an absorption crystal, they must make a Wisdom saving throw. On a failure, the crystal absorbs the spell and deposits its energy within. An absorption crystal can only hold a limited amount of spells which is determined the amount of Absorption Points the crystal holds.

The severity level of the crystal cluster determines the potential amount of Absorption Points, and each spell-level corresponds to an equal amount of absorption points. For example, a 1st-level spell would take up 1 absorption point of the crystal while a 3rd-level spell would take up 3. Cantrips are equivalent to a 1st-level spell and count as one absorption point.

Severity Level
Severity Level Absorption Points
Setback 1d4 + 1
Dangerous 2d4 + 2
Deadly 4d4 + 4


Homebrew created by /u/Valerion with feedback from the Discord of Many Things community.
Artist Credit: "Crystal Cave" by Joshua Lim.