Magical Hazards

There are many dangers to the use of magic, some more common than others.



Magical Depletion
Powerful spells can create a drain on the local sources of magical energy. Whenever a fifth level or higher spell is cast using an ability than can cause magical depletion, roll to determine if depletion occurs. The chance is 10% per level of the spell over fifth, +5% for each time within the last 24 hours this roll has been made. If magical depletion occurs a one mile radius around the casting spot is effected. The effects of magical depletion are additive. For each level of magical depletion in the area of a caster, any class ability that can cause magical depletion takes 100% longer. Each level of depletion takes two days to pass.

Theoderic is defending his laboratory from another wizard and his henchmen. The lab is suffering from Magical Depletion level 3. Both Theoderic and his rival need to use the Energy Gathering ability for three rounds to gain the effects of having done so for one round in a non-depleted area. Theoderic may use his attunement circle, but any spell he casts must be channeled for three rounds or three minutes before being cast.

Planar Convergence
Often the result of a magical disaster or the recklessness of an Amalat Mage, Planar Convergence often results in wide areas that are of great danger to all life that is magically unprotected. Temporary areas of Convergence are a common sight on the island of Amalat, and permanent areas frequently occur where the barriers between the planes were already weak prior to meddling.