Wildzone Spell in Imarand: The Twin Worlds | World Anvil
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Wildzone

School: transmutation
Level: sorcerer/wizard 8
Casting Time: 1 standard action
Components: V, S, M
Range: long (400ft. + 40 ft. /level)
Effect: 300ft x 300ft square
Duration: 2d6 hours
Saving Throw: none
Spell Resistance: no

Effect

This powerful spell creates a disruption in magical forces similar to the conditions found in wild magic regions (areas where the effects of magic have been permanently altered). This spell has only a temporary effect, although the effects of wildzone could possibly be rendered permanent.

The spell creates a wild magic region centered on the caster. The area of effect cannot be shaped in any way; it is always a square 300 feet long on each side (90,000 square feet). Within the wildzone, wild magic reigns. Any spell cast in the area of effect is automatically treated as a wild surge. Effects from magical items that expend charges are also treated as wild surges when used in the area. Other magical items function normally.

Spells cast into the wildzone from outside the area of effect function normally, but spells cannot be cast out of the area of effect without triggering a wild surge.

Side/Secondary Effects

The caster triggers a magic mishap, also name a wild surge.
Material Components
Several pots of paint which must be spilled across a sheet of hammered silver worth no less than 2,000 gp
Related Discipline
Wild Magic

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Cover image: World Anvil Banner - Imarand: The Twin Worlds by Martijn Donker

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