Magic Failure Chart 1pg
Magic Failure Chart 1pg
Magic Failure Chart 1pg
Dead Magic areas: Dead Magic areas are spread throughout the Realms. Some are permanent and stationary, some
permanent and roaming and others are random or intermittent. They vary in size, from a few yards in diameter to several miles. All
magic effects that enter a Dead Magic area end. Temporary magic effects do not resume once out of the Dead Magic area, but
permanent effects do resume (where they left off upon entering the Dead Magic area).
Wild Magic areas: Similar to Dead Magic areas, Wild Magic areas are those which cause magic to become erratic and
unpredictable. Wild magic areas are smaller than Dead Magic areas, seldom more than 100 yards in diameter. They are scattered
throughout the Realms, some appear randomly, some are fixed in position and some move about. Only spells and spell like abilities
that are cast from within the Wild Magic area, are affected. Spells and abilities that are cast from outside the area, but enter the
area, are not affected. Unlike Dead Magic areas, Wild Magic areas are not immediately detectable upon entering. A dispel Magic
spell, successfully cast, will shut down a Wild Magic area for d4 Turns. A Limited Wish or Wish spell will dispel a Wild Magic area
permanently. Wild Magic areas are caused by the increasing instability of the Magic Weave.
Edgelands: Edgelands are very similar to Wild Magic areas, but they exist only in the Cormanthor Forest, where two forest types
meet (i.e. Rimwood/Midwood or Midwood/Starwood). Edgelands can be any size, but they are usually no more than 60 miles in
diameter. Edgelands appear in the early spring and remain until the first frost. They seldom reappear in the same location the
following year. The Cormanthor Forest typically has d4 active Edgelands each year. The Edgelands are caused by the instability of the
Mythal at Myth Drannor.
Helmlands: Helmlands are also called Pits of Mystra. These bubbling tar pits erupted in northern Cormyr during the Time of
Troubles. Though they are now smaller in size and activity, they still foul the region. Situated in the north east corner of Cormyr,
near Castle Crag and the foothills of the Stormhorn Mountains, these pits of bubbling tar and oil are a shifting maze of Wild Magic
and Dead Magic areas. The areas seem to shift from Dead Magic to Wild Magic then to normal, at random.
Spell failure: Dwarves (20% base + WIS penalty + INT penalty [as WIS]), Halflings (WIS penalty + INT penalty [as WIS]), priests
(WIS penalty), wizards (INT penalty [as WIS]) and Rangers/Paladins (WIS penalty) may have spells and magic items fail. Spell casting
and magic item use that is disrupted must Save vs. Spell (spell casting) or Rods/Wands/Staffs (magic item use); failure causes the
spell/ability to malfunction as Wild Magic, success allows spell/ability to fail without Wild Magic. Characters with Concentration
proficiency can make a proficiency check to not be disrupted.