Magic in the Realms - Wild and Dead Magic

Wild Magic

In some areas of Toril, the Weave is so warped or frayed that magic does not function reliably. This damage may be due to some magical disaster, such as those that were common during the Time of Troubles in 1358 DR. or due to some powerful effect that distorts the Weave, such as a mythal (see mythal). Most zones of wild magic created during the Time of Troubles have since disappeared, but small pockets of wild magic remain, especially underground and in wilderness areas.

Detecting Wild Magic Zones

Wild magic zones are generally unnoticed until they make some spell or effect go awry. A character who views a wild magic zone with a detect magic spell detects the presence of magic on the first round and the existence of a wild magic zone on the second. If the character studies the area for 3 rounds, he can attempt a Spellcraft check (DC 25) to determine the exact borders of the affected area.

Some clever wizards use existing wild magic zones to defend their towers or strongholds. With careful study, they chart the boundaries of the wild magic effect and then use this information to best advantage when fighting on their home ground against enemy spellcasters.

Effects Of Wild Magic Zones

Any spell or spell-like ability whose caster is within a wild magic zone is vulnerable to the effects of wild magic. (Wild magic does not affect supernatural, extraordinary, or natural abilities.) The caster must roll a caster level check (DC 15 + spell level). For a magic item, use its caster level for the caster level check.

If the caster level check fails, roll on Wild Magic Effects to determine if the spell actually goes awry, and if so, how. Spells or spell-like abilities cast from outside a wild magic zone at targets inside the zone are not affected by the zone, nor are mobile effects brought into a wild magic zone. Only magic originating inside the zone is affected.

Table of Wild Magic Effects
d%Effect*
01-10The spell rebounds on the caster with normal effect. If the spell cannot affect the caster, it fails.
11-25The spell affects a random target or area. The DM should randomly choose a different target from among those in range of the spell or relocate the point of origin of the spell to a random place within range of the spell. To generate the direction in which the point of origin is moved randomly, roll 1d8 on the Grenadelike Weapons diagram on page 138 of the Player's Handbook. To generate how far the point of origin is moved from its intended position randomly, roll 3d6. Multiply the result by 5 feet for close-range spells, 20 feet for medium-range spells, or by 80 feet for long-range spells. It is possible for the spell effect to extend outside the wild magic zone; however, its point of origin cannot exceed its range. If the result generated would do that, adjust the point of origin to the limit of the range in the randomly generated direction. Spells whose range is personal or touch simply fail.
26-40Nothing happens. The spell does not function. Any material components are used up. The spell or spell slot is used up, and charges or uses from an item or spell-like ability are used up.
41-50Nothing happens. The spell does not function. Any material components are not consumed. The spell is not expended from the caster's mind. (Thus, a spell slot or prepared spell can be used again.) An item does not lose charges, and the use does not count against an item's or spell-like ability's use limits.
51-55The spell functions, but shimmering colors swirl around the caster in a 30-foot radius for 1d4 rounds. Consider this a glitterdust effect with a save DC of 10 + spell level of the spell that generated this result.
56-85The spell functions normally.
86-95The spell functions normally, but any material components are not consumed. The spell is not expended from the caster's mind. (Thus, a spell slot or prepared spell can be used again.) An item does not lose any charges that would have been expended, and the use does not count against an item's or spell-like ability's use limits.
96-100The spell functions at increased strength. Saving throws against the spell suffer a -2 penalty. The spell is maximized as if with the Maximize Spell feat. If the spell is already maximized, this result has no further effect.

Suppressing Wild Magic

Through hard-earned experience, Faerûn's spellcasters have stumbled across a couple of methods for dealing with a wild magic zone. An area dispel use of dispel magic cast into a wild magic zone causes magic in the area covered by the spell to function normally for 1d4 minutes. An area dispel use of greater dispelling causes magic to work normally for 1d4x10 minutes. A wish or miracle spell permanently repairs all wild magic zones in a 30-foot-radius area (or a 30-foot-radius portion of a larger wild magic zone). None of these spells, however, are effective against wild magic effects caused by a mythal.

Dead Magic

In some areas of Toril, the Weave is absent altogether. The Weave has a tear or hole, and the area effectively has no magic at all. Like the rare wild magic zones, many regions of dead magic were created during the Time of Troubles and have since faded or retreated. Dead magic zones often persist in places where extreme concentrations of magical power were abruptly scattered or destroyed - in the vicinity of a shattered mythal, at the spot where an artifact was broken, or at the scene of a god's death.

Detecting Dead Magic

Spellcasters and creatures with spell-like or supernatural abilities immediately notice when they enter a zone of dead magic. Spellcasters are attuned to the Weave, and they feel uneasy and uncomfortable in dead magic zones. A Weave user can take a move-equivalent action to note the exact boundary of a dead magic zone. Shadow Weave users are not attuned to the Weave and experience no such unusual sensations in regions of dead magic.

Any spellcaster, Weave or Shadow Weave, can use a detect magic spell to delineate the extent of any dead magic within the spell's range. Naturally, a Weave user must be outside the affected area in order to employ this tactic.

Effects Of Dead Magic

A dead magic zone functions in most respects as an antimagic field spell, except that it does nor impede the spells or spell-like abilities of Shadow Weave users, nor does it interfere with the operation of Shadow Weave magic items. Divination spells cannot detect subjects that are within dead magic zones. Finally, it isn't possible to use a teleportation effect to move into or out of a dead magic zone.

A dead magic area cannot temporarily be returned to normal function. A wish or miracle spell permanently repairs all dead magic zones in a 30-foot-radius area (or a 30-foot-radius portion of a larger dead magic zone).


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Magic in the Realms