defiling

defiler.jpg

Defiling Rules

Spellcasting has taken its toll on Athas. Whenever one wishes to cast a spell, they must choose: do they preserve, or defile?

The default of spellcasting is preserving. Whenever a player does not strictly state what kind of magic they are using, it is preservation magic.

However, the benefits of defiling are quite enticing. Spellcasters who chose to defile make a Intelligence/Wisdom/Charisma saving throw (DC = 8 + the level of the spell being cast; stat dependent on which stat the player uses for spellcasting). If they succeed, they do not use up the spell slot or spell points in order to cast the spell.

Outside of combat, wizards may defile to refresh their Arcane Recovery.ability.

If the spellcaster fails the saving throw, they take necrotic damage equal to 1d4 per spell level they are trying to cast. Note: this damage cannot be reduced by any means. If the spellcaster has spell slots still available to them, they may continue on with their turn as if they had not tried to defile. If they did not have spell slots left, their turn is wasted.

The spellcaster must be able to cast spells of that level while preserving in order to try and cast the spell without using a spell slot. If they fail this saving throw and have an unused spell slot of the appropriate level, they may spend that spell slot in order to still cast the spell. Otherwise, the spellcaster’s action is wasted.

In either case, whether the spellcaster successfully casts the spell or not, the terrain is still defiled. The spellcaster defiles a number of yards worth of terrain in a spherical radius around their self based on the type of terrain in which the spell is being cast and the level of the spell as noted below.

Barren Wastes or Mountains: Spell level x 5 yards destroyed.
Scrub Plains: Spell level / 3 (rounded up) + 3 yards destroyed.
Verdant belts: Spell level / 3 (rounded up) + 1 yards destroyed.
Forest: Spell level / 3 (rounded up) yards destroyed.

If a spellcaster defiles while standing in terrain that has already been defiled, the radius of the defiled terrain extends a number of yards equal to the radius of the terrain that the spellcaster would normally destroy.

Special Sorcery Rules

Once per short rest, sorcerers can also defile terrain in order to regain sorcery points. When doing so, a sorcerer makes a Charisma saving throw equal to 8 + the number or sorcery points they are trying to regain. If the sorcerer succeeds on this check, they regain the points and destroy a number of yards worth of terrain in a spherical radius around their self based on the number of points being regained and the type of terrain in which the points are being regained as noted below.

Barren Wastes or Mountains: Sorcery points being regained x 5 yards destroyed.
Scrub Plains: Sorcery points being regained / 3 (rounded up) + 3 yards destroyed.
Verdant belts: Sorcery points being regained / 3 (rounded up) + 1 yards destroyed.
Forest: Sorcery points being regained / 3 (rounded up) yards destroyed.

If the sorcerer fails their Charisma saving throw the terrain is still destroyed, and the sorcerer suffers 1 point of damage for every sorcerer point they were trying to regain. If the sorcerer attempts to regain the points in terrain that is already defiled, the radius of the defiled terrain extends a number of yards equal to the radius of the terrain that the spellcaster would normally destroy.

Special Wizard Rules

Wizards may defile while using their arcane recovery class feature in order to regain the slots as an action instead of during a short rest. To do so, a wizard makes an Intelligence saving throw with a DC equal to 10 + the combined level of the spell slots regained. When a wizard does so, they defile terrain in a spherical radius around themselves for a number of yards as if they had defiled the terrain while casting a spell of a level equal to the combined level of the slots regained (see below).

Barren Wastes or Mountains: Spell level x 5 yards destroyed.
Scrub Plains: Spell level / 3 (rounded up) + 3 yards destroyed.
Verdant belts: Spell level / 3 (rounded up) + 1 yards destroyed.
Forest: Spell level / 3 (rounded up) yards destroyed.

If the wizard fails the saving throw, the terrain is still defiled, and the wizard takes 1d10 damage per the combined level of the spell slots the wizard is trying to regain.

Recovery of the land

The vegetation in scrub plains, verdant belts, and forests are withered and dissolved when the terrain is defiled. Plants explode into a fine powder that settles as lifeless ash. Over time, wind blows the ash into lowlands where it gathers to form silt pools. This ash is the primary source of Athas’s vast silt deposits. Spaces of settled ash can form in areas where the wind rarely reaches.

When a 8th or 9th level spell defiles terrain, or a wizard defiles terrain in order to recover 8 or more levels worth of combined spell slots using the arcane recovery class feature, the area of defiled terrain becomes a dead magic zone. No spells can be cast in that terrain.

As a general rule, defiled terrain lasts for a certain amount of time based on the level of spell that destroyed the terrain:

1 day for a cantrip,
1 week for 1st level spells,
2 weeks for 2nd level spells,
3 weeks for 3rd level spells,
4 months for 4th level spells,
5 months for 5th level spells,
6 months for 6th level spells,
7 months for 7th level spells,
8 months for 8th level spells, and
9 years for 9th level spells.

If the terrain is defiled by a sorcerer trying to regain sorcery points, then the terrain lasts for 1 month per point the sorcerer attempts to regain. If the terrain is defiled by a wizard using the arcane recovery class feature, the defiled terrain lasts for the same amount of time as if the wizard had cast a spell of a level equal to the combined level of spell slots they try to regain (to a maximum of 9 years).

defiling

The Dying Sands of Athas muuphish