Magic in Varsylis
Magic can become stronger or weaker in Varsylis due to its disrupted magical traits.  Every time a spell or spell-like ability is used, the caster rolls a d%, and by consulting the table below alters his/her spell appropriately.
d%

1-50

51�56


57-69





70-80




81�90


91-96



97�100
Effect

The spell acts normally.

Spell rebounds on caster with normal effect. If the spell cannot affect the caster, it simply fails.

The spell affects a random target or area. Randomly choose a different target from among those in range of the spell or center the spell at a random place within range of the spell. To generate direction randomly, roll 1d8 and count clockwise around the compass, starting with south. To generate range randomly, roll 3d6. Multiply the result by 5 feet for close range spells, 20 feet for medium range spells, or 80 feet for long range spells.

The spell functions normally, but any material components are not consumed. The spell is not expended from the caster�s mind (a spell slot or prepared spell can be used again). An item does not lose charges, and the effect does not count against an item�s or spell-like ability�s use limit.

Nothing happens. The spell does not function. Any material components are used up. The spell or spell slot is used up, and charges or uses from an item are used up.

The spell functions strongly.  Saving throws against the spell incur a -2 penalty.  The spell is empowered, such as through the Empower Spell feat.  If the spell is already maximized with this feat, there is no further effect.

The spell functions extraordinarily. Saving throws against the spell incur a �4 penalty. The spell has the maximum possible effect, as if it were cast with the Maximize Spell feat. If the spell is already maximized with the feat, there is no further effect.
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