Ambient Magic

"All three towers were built to connect confluences of Ley Lines in the ground with similar confluences in the skies. Outside of physically crossing a portal to an elemental plane, that makes our towers the highest magic areas on the continent, perhaps even in the world. With them we can make miracles happen."   ~Grandmaster Jeren, of The Golden Tower    

Wild Magic Area

  All spells cast risk a roll on the Wild Magic chart. See Wild Magic Area  

High Magic Area

  All spells cast have a 15% chance of not using up a spell slot.  

Low Magic Area

  Only spells up to 3rd level can be cast.  

Null Magic Area

  No magic can be cast at all, and item enchantments become dormant.  

Taint

  All spells risk rolling on the chart. See Tainted Places  

Holy Ground

  Healing magic does double there, and all rolls to recover hit points as well as to recover from injuries disease and poisons. See Holy Ground

Manifestation

High magic areas can be detected as a tingle on the skin as well as a strange odor of ozone or brimstone. Low magic areas can cause an annoying ringing in the ear similar to tinnitus. Null magic areas 'feel' and smell stale and lifeless.

Localization

Ambient magic exists across Kobos. Areas around Ley Lines and especially portals and confluences are 'high magic areas,' as well as the lairs of certain powerful beings. Where these occur naturally, they may become 'wild magic areas.' Under some circumstances, especially under the influence of Wardstone or certain abjuration spells, some areas can become low magic areas or even null magic. areas.
Type
Metaphysical, Arcane

Articles under Ambient Magic


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