Magic in the Northlands

"Though I am only a humble barkeep, many a mage or worldly traveller has stopped in here, not to mention the exploits of my brother. Yes, I can tell you a bit about the magics of the Northlands."

An Explanation about Magic


The casting of magic in the Northlands is governed by some rather unusual laws. The strange effects of magic-casting have been intensely studied by Joraimen Thuringe of the University of Fredericksburg. For more information outside of this summary, consult his book A Summary of the Strange Nature of Magicks in the Northlands or Ripzimy the Weird's Libram of the Great Paravisual Emanations.

In order for wizards to cast magical spells in the Northlands, a pool of magical energy must be tapped. This magical energy is used for the spell and is unable to be used for 1/2 - 5 days after the spell is cast. If magical energy is not used for a year, it begins to slowly dissipate. In addition to the energy present in the Northlands pool, each citizen has a certain amount of latent magical energy within themselves (potential wizards have more, of course). When there is not enough energy in the pool, this latent energy can be tapped. Only very experienced wizards (above 14th level) have the ability to do this. Once the magical energy within a person is released, they must rest for 1 - 2 hours to avoid fatigue.

During the Dragon Wars (10 Pd to 0 Fd), enormous amounts of latent magical energy were released so the wizards of the Northlands could fight off the powerful dragons. This energy is only now slowly dissipating, and is still close to 75 times the normal pool size! This huge amount of energy cascading around can lead to unforeseen affects when casting spells. Every time a spell is cast, roll a 1d20 and compare the results with TABLE ONE.

TABLE ONE
When spell is from the schools of Conjuration/ Summoning, Invocation/Evocation, or Necromancy, use the following table: When spell is from the schools of Abjuration, Alteration, Enchantment/Charm, Greater Divination or Illusion, use the following table:
1 - 16 Normal Effect1 - 18 Normal Effect
17 - 19 Roll 1d10 and see TABLE TWO19 Roll 1d6 and see TABLE THREE
20 Spell Fails20 Spell Fails

TABLE TWO
1The spell is enhanced; it is cast as if the caster is one level higher than they really are.
NOTE - this does not change the real level of the caster.
2The spell is enhanced as above, but the caster suffers 1d6 burns on the front of their body from a magical backfire.
3The spell is degraded; it is cast as if the caster is one level lower than they really are.
NOTE - this does not change the real level of the caster.
4The spell is degraded as above and it is accompanied by bright fireworks, setting any nearby flammable items on fire.
5Three bolts of lighting strike the caster and/or nearby creatures, causing 1d12 damage.
6The spell does not appear to work, but all effects occur as in the spell description.
7The caster starts glowing a bright orange. During the next round, they start spinning off 1d6 fireballs in random directions.
81d6 items or creatures of the DM's choice are conjured up in front of the caster.
9A magical whirlwind is created, sucking all creatures and movable objects within a 60 foot radius into an extradimentional pocket. All creatures and objects sucked into the vortex suffer 1d4 damage from bumps and scratches. The pocket also has a 60 foot radius and the terrain is exactly the same as the location the caster just left. In order to leave the pocket, a dispel magic spell must be cast.
10DM's Choice

TABLE THREE
1An area with a 60 foot radius centered around the caster is turned pitch black, as if it were affected by a darkness spell. If the area is already dark, it is bathed in light, as if it were affected by a light spell.
2The spell is enhanced; it is cast as if the caster is one level higher than they really are.
NOTE - this does not change the real level of the caster.
3The spell is degraded; it is cast as if the caster is one level lower than they really are.
NOTE - this does not change the real level of the caster.
4All magic-casting or magical creatures (including the caster) within a 60 foot radius of the caster suffer 1d6 damage from a large magical backfire.
51d6 large red bouncing balls with the caster's face on them appear in front of the caster. When touched, they cause 1d4 damage from a slight shock and crumble to dust.
6DM's Choice


Important Magical Organizations


Note: The following information is based upon the research of Smiflin Fledger, scribe to the Duke of the Marblehead

MAJOR: (Indicates widespread regional or international influence)

INTERMEDIATE: (The influences of the following societies are limited to a city, nation, or small region.)

MINOR: (Most cities sport some sort of a mage's guild [a rare few have more than one], but most do not share anywhere near the influence and power of the above organizations.)

New Spells




World Map | Geography | History | Famous People | Some Organizations
Artifacts | Pantheon | Education | The Calendar | My Library


Last modified on Sept 19. | Copyright Page
1