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Anti-Magic, Hyper-Magic, and Wild Magic Fields

Magic in the alternate timeline of Faerun that my campaign is in flows from Mystra and the weave.  However, remnants of battles and worlds and events present and past influence the flow of magic.  In the alternate timeline, leaking weave energy is also influencing magic.

Places where catastrophic magic occurrences have taken place or places so cursed may be influenced by anti-magic fields.  These fields decrease the amount of magical energy available, effectively increasing the level of spells that can be cast, and, in extreme cases, even completely eliminating magic.  For a mage, these areas are dangerous two fold:  1)  Their normal magical defenses and offenses will not function well or perhaps at all.  2) In extreme cases, the effect may in fact result in a magical shadow curse that sucks permanent hitpoints right out of them (see previous post).

Wild magic areas may exist in regions where the flow of magic has been warped.  Wild magic areas result in concentration checks required for all spells and magical items to function properly.  In the case of failure, unexpected magical effects may take place, putting the castor and those nearby in potentially grave danger.

Hypermagic areas are perhaps the most dangerous areas in all of Faerun.  In hypermagic areas, the magic field that permeates Faerun is increase manyfold.  Magical spells increase in power and intensity with unknown limits.  Magical items can explode with power and overload.  Even non-mages can accidentally trigger magical spells by speaking or gestering with intent.  In summary, anyone can cause bad things to happen, and those with power can cause really bad things to happen.

For the GM, the stats are easy.  Antimagic fields are characterized by an effective level increase of spells cast, or by simply 'no magic'.  Wild magic fields are characterized by their concentration DC check.  Hypermagic fields are characterized by a mutiplier (i.e. x3, x10, x100) that affects spell outcomes.  At x10 and above, the GM also may interpret actions into spells as relevant to the actions and the environment.

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