Dead Magic

In some areas of Creed, the land has become so wounded that mana tears apart in its presence. This damage is often due to some extreme magical disaster, though natural destruction can occasionally have similar results. Many believe that dead magic areas can also be caused by areas of wild magic that fail to repair, their origins being so similar. Areas of dead magic are easily identified, the land surrounding them turning into a true wasteland devoid of all life (not to be confused with deserts, which have a vibrant ecosystem in their own fashion). Anything left in an area of dead magic will begin to slowly deteriorate. Eventually, even the stone within an area of dead magic will begin crumbling to sand.

Effects of Areas of Dead Magic

Not all areas of Dead Magic are equally as powerful. Anything left in an area of dead magic will eventually begin to weaken and ultimately crumble apart, even magical items will inevitably be worn to nothing. Only Legendary or Legendary-equivalent objects can survive in such an area, though many will have their mystical powers quieted if left within for a sufficient period of time. The more powerful the area of dead magic, the swifter the deterioration. Fortunately, even in areas of completely dead mana, such a process usually takes months if not years or even decades, depending on the strength and size of the object.

Partial

An area with only partially destroyed mana. Such areas may be ranked on a 1 to 20 scale, with 1 being minor and 20 being nearly complete. A GM may roll a 1d20 to randomly determine this ranking, or may simply assign the area a rank.

  • Magical Effects: A character may only cast a spell if it’s level is equal to or less than one-half their caster level for that spell minus the area’s rank. A character may only use a spell-like ability if it’s level is equal to or less than their hit dice minus one-half of the area’s rank. In neither case is the actual caster level of the spell or spell-like ability reduced. Spells or effects cast into or brought into an area must meet this requirement, otherwise they die away immediately and have no effect on the area.
  • Supernatural Effects: A character’s effective hit dice or class level for determining the potency of supernatural effects is reduced by the area’s rank. Supernatural effects not dependent on the character’s level to determine potency function as-normal (uses or duration per day does not count as potency).
  • Magical Items: Activated magical items with a caster level less than double the rank of the dead magic area are shut down as if in an area of Antimagic Field. Constantly active magical items with a caster level less than the rank of the dead magic area are shut down as if in an area of Antimagic Field. In both cases, items unaffected by an area of antimagic will continue to function.
  • Mana Recovery and Loss: Characters recover X% less of their total mana per mana pool when they rest, where X is the rank of the dead magic area. Characters lose Y% of their total mana per hour spent in such an area, divided amongst their pools as they see fit, where Y is the rank of the dead magic area divided by 5 (rounded up).
Complete

The absolute desolation of mana in an area – nothing remains. Areas of completely dead magic are extremely rare.

  • Magical Effects: No spells of any level may be cast in or cast into such an area, any effects brought inside are drained away.
  • Supernatural Effects: All supernatural effects fail to function in or into such an area.
  • Magical Items: All magical items shut down as if in an area of Antimagic Field – items unaffected by an area of antimagic will continue to function.
  • Mana Recovery and Loss: Characters may not recover mana in such an area and lose 5% of their total mana per hour spent in such an area.

Dead Magic

Skies of Glass Planeswalker Planeswalker