Limbo

Limbo is a plane of pure chaos, a roiling soup of impermanent matter and energy. Stone melts into water that frees into metal, then turns into diamond that burns up into smoke that becomes snow, and on and on in an endless, unpredictable process of change. Limbo’s petitioners compose their bodies out of element suits their mood at the moment.

Limbo has no gravity, so creatures visiting the plane float in place. A creature can move up to its walking speed in any direction by merely thinking of the desired direction of travel.

Magic is chaotic here. Whenever a creature casts a spell they roll 1d20. On a one, they roll on the wild magic surge table. Each time they cast a spell, the chance of wild magic increases by 5% until they get a wild magic surge at which point the die resets.

As an action, a creature on Limbo can make an Intelligence check to mentally move an object on the plane that it can see within 30 feet of it. The DC depends on the object’s size: DC 5 for Tiny, DC 10 for small, DC 15 for Medium, DC 20 for Large, and DC 25 for Huge or larger. On a successful check, the creature moves the object 5 feet plus 1 foot for every point by which it beat the DC.

A creature can also use an action to make an Intelligence check to alter a nonmagical object that isn’t being worn or carried. The same rules for distance apply, and the DC is based on the object’s size: DC 10 for Tiny, DC 15 for Small, DC 20 for Medium, and DC 25 for Large or larger. On a success, the creature changes the object into another nonliving form of the same size, such as turning a boulder into a ball of fire.

Finally, a creature can use an action to make an Intelligence check to stabilize a spherical area centered on the creature. The DC depends on the radius of the sphere. The base DC is 5 for a 10 foot radius sphere; each additional 10 feet added to the radius increases the DC by 5. On a successful check, the creature prevents the area from being altered by the plane for 24 hours, or until the creature uses this ability again.