Deadening Effect

Category Events
Location any
Period magic induced

The deadening effect is provoked by excessive utilization of magic within a 50-foot cubic space. It leads to a diminishment of the essential fabric constituting the Web of Magic. Five percent of all deadening effects are irreversible, with even the formidable weave spiders incapable of effecting repairs. This results in the zone exhibiting a perpetual Deadening Effect - Wild Zone, Dead Magic Zone, Zone of Great Magic, Zone of Reduced Magic spanning at least one cubic mile.

For the world Bal-Kriav, the greatest number of deadening effects occurred during the Gulimbor Cataclysm (996 - 1203) when the First Khazarkar Empire's unrestrained magic use spiraled out of control. The regions Gulimbor and Urizigar were hit hardest by the cataclysm, leaving them with a high concentration of these effects.

Deadening Effects can also yield salutary outcomes. The probability of such advantageous occurrences is 20%, resulting in the establishment of either a Zone of Extended Magic or a Zone of Great Magic within the affected region.

On the outermost eastern periphery of the Ice Cap lies a region known as Cubewrack. This area exhibits effects analogous to Deadening Effects, but rather than originating from disruption of the Web of Magic, those found in Cubewrack stem from concentrated outpourings of magic emanating from the Cube of Arcane.

These are general guidelines employed to ascertain when an area becomes subject to the deadening effect. Each mage spell and arcane spell-like ability harnesses the power of the Web of Magic. More potent magical powers draw upon greater magical energy and heighten the risk of a deadening effect. This likelihood is termed the incident value. When defiler magic is involved, the incident value is doubled.

Incident Value
Spell Level Incident Value Incident Value from Arcane Pooling
3 1 2
4 2 3
5 3 4
6 5 5
7 6 7
8 8 10
9 10 12

During each round of spell-casting, the Incident Value is accumulated for all spells cast within a 50-foot cubic area (2,500 cubic feet). Once the Incident Value reaches 50, the provided table is consulted to determine the outcome. At the end of the round, the Incident Value resets to zero. Additionally, there is a 2% cumulative chance per round of a weave spider attacking any individual in the area who utilizes magic while performing these repairs.

Results of a Deadening Effect
Chance Type of Deadening Effect
0-45% No effect
46-55% Wild Zone
56-60% Dead Magic Zone
61-70% Zone of Extended Magic
71-80% Zone of Great Magic
81-90% Zone of Reduced Magic
91-100% Cascade

After a deadening occurrence (46% or higher), weave spiders will be in the proximity, mending the damages. Contingent on the nature of the deadening occurrence (refer to the table below), this process may span from days to weeks.

Types of Deadening Effects
Name Effect Duration
Cascade The cascade is the worst outcome of the deadening effect. Roll again on the table, adding 25%. The deadening effect covers a 1-4 mile area with varying degrees of changes. If another cascade occurs, then continue consulting the table, cumulating the area of effect, until a non-Cascade effect is produced. In addition to a Deadening Effect, the area may be subject to other dastardly effects; weather patterns may change, living creatures may be mutated, or other bizarre events may befall the area of effect. instantaneous
Wild Zone This area is subject to wild surges for every spell cast. Consult the Tome of Magic or similar source for the effects. The wild zone typically covers a 10d10 x 2' cubic area. 1-4 days
Zone of Extended Magic Magic cast in the area with a duration has it extended 2-8 times normal. The area of effect is 6d6 x 10' cubic area. 3-12 hours
Zone of Great Magic Spell effects are doubled. Spells can exceed the normal maximums, for example a 10d6 fireball cast by a 12th lvl wizard, becomes a 20d6 fireball. The area of effect is 100-1000' cubic area. 1-4 days
Zone of Reduced Magic Spell effects are reduced by half. For example a 10d6 fireball cast by a 12th lvl wizard, becomes a 5d6 fireball. The area of effect is 100-1000' cubic area. 1-4 weeks