IMPORTANT NOTE: This document has not been finalized yet and may change in the future
Magic Backlash Effects
1: Corruption
The magus move closer to indulging their desires.
Effect:
Add ([severity] / 5 + 1) stress.
2: Cold Snap
A chill wind begins to howl across the land.
Effect:
For up to a fortnight and within [severity] miles, air temperatures are a category colder than the expected climate (e.g. tropical to temperate, temperate to sub-arctic, etc.).
3: Windstorm
A freak sustained wind sweeps across the land.
Effect:
Within [severity] miles a day-long severe windstorm occurs. Add sandstorm to areas exposed to the wind and unsecured items may be blown away.
4: Thin Air
The air become unaturally weak and thin, leading to lightheadedness and fatigue.
Effect:
Add thin air to the region for up to [severity] hours.
5: Twister
Swirling instability in the atmosphere suddenly organizes into a sustained vortex, leading to a concentrated finger of wind scouring the ground.
Effect:
A tornado crosses the region, destroying a path along the ground up to [severity] miles long.
The width and other details of the path are GM determined but are usually proportional to the severity, usually between 10 and 100 squares wide, and usually trying to maintain a roughly straight line while avoiding mountains and valleys.
6: Vacuum
The power of air fails completely in an area.
Effect:
Add vacuum in an area up to [severity] squares in radius for up to a fortnight.
1: Corruption
The magus move closer to indulging their desires.
Effect:
Add ([severity] / 5 + 1) stress.
2: Natural Reversion
Magic recoils and leaves the world, if only slightly.
Effect:
-1D6 MP to up to [severity] creatures in the area.
3: Rust
Items in the area decay supernaturally.
Effect:
Increment damaged item level 1 on all items within [severity] squares.
4: Dilution
The potency of potions, elixers, and other valuable liquids is lost.
Effect:
Up to [severity] liquid items in the area become water.
5: Decay
Items in the area decay supernaturally, many simply turning to dust.
Effect:
Increment damaged item level 1D6 on up to [severity] items in the area.
6: Spontaneous Transmutation
Objects are suddenly transmuted, often into nonsense.
Effect:
Up to [severity] items in the region transform to a random material.
If the new material does not have the required material tags for the item, the item becomes useless.
1: Corruption
The magus move closer to indulging their desires.
Effect:
Add ([severity] / 5 + 1) stress.
2: Mass Magnetism
Objects in the area become magnetized, possibly leading to forceful reactions.
Effect:
Add magnetic level 1D6 to [severiy] random objects in the area.
3: Buzzing Air
Electric charges begin to act in strange ways, leading to potentially dangerous charges building up.
Effect:
Increment electric charge level 1 to [severity] random objects in the area.
4: Dead Air
The forces of electromagnetism partially fails in an area.
Effect:
Add electric grounding level [severity] to all objects in the area.
6: Lightning Fog
An eerie sparking fog rolls across the area, electrifying everything it touches.
Effect:
Increment electric charge level [severity] to all objects in the region.
5: Tempest
Out of the blue, a supernatural thunderstorm descends with waves of lightning striking randomly from all directions.
Effect:
A violent lightning storm begins suddenly in the region.
Deal 1D6 electric damage to up to [severity] random locations each minute in each area of the region, regardless of access to open sky, while the storm continues.
1: Corruption
The magus move closer to indulging their desires.
Effect:
Add ([severity] / 5 + 1) stress.
2: Mass Corruption
The world spirals just that much further from perfection.
Effect:
Add 1D6 stress to up to 2 * [severity] random creatures in the area.
3: Debasement
The magus finds their path closed in some way.
Effect:
Add random [debase] condition level [severity] to magus.
4: Mass Malaise
A supernatural sense of misfortune eminates from the magus.
Effect:
Add malaise level 1D6 to up to [severity] random creatures in the target area.
5: Turmoil
Skill and fate are up-ended in an entire area, leading to unexpected outcomes.
Effect:
Add a random [ascendent] or [debase] condition level [severity] to all creatures in the target area.
6: Terrible Fate
Whether by the curse of a malicious spirit or dumb bad luck, people's lives are forever shattered.
Effect:
Up to [severity] creatures in the region suffer a life-changing affliction or other tragic misfortune.
1: Déja vu
Odd quirks of luck may be easy to ignore, but sometimes these omens betray the existence of a nearby witch or sorcerer.
Effect:
Within the region up to [severity] harmless events of extreme odds are witnessed, such as a flipped coin landing on its edge, or two identical-looking black cats crossing an alley one after the other.
2: Frayed Reality
Though worldtears are not always the result or magi, the use of chaos magic nonetheless can leave reality weaker to their effects.
Effect:
Worldtears within [severity] miles each gain 1D6/2 tear strength.
3: Hard Luck
Sometimes a magus find that it simply better not to get out of bed.
Effect:
Add hard luck level [severity] to a random individual within 100 range of the magus (possibly including the magus).
4: Tragic Misfortune
When tragic accidents occur it is tempting to blame the gods or blind cruel chance, but to some they see proof of magical influence.
Effect:
Within the region up to ([severity] / 2, minimum 1) harmful mishaps occur such as workplace accidents, unforeseen financial ruin, or even untimely death.
5: World Break
While the magi seeks to break nature's laws for their benefit, they usually realize they have broken a few too many when the mountaintops start to float away.
Effect:
A GM determined or random breakdown in physical laws (similar to a high tear strength worldtear) occurs in the immediate area and persists for up to [severity] days.
6: Chaos Break
The minds of mortals are not meant to experience the raw potentiality of Chaos without the laws of nature to guard them. Those that do often slip into the madness of a never-ending dream.
Effect:
Each [natural] creature within ([severity] * 2) range of the magus, including the magus, take (1D6 - ([willpower] / 2, minimum 1)) FP damage. Any [natural] creature reduced to 0 FP (or already at 0 FP) suffers the chaos insanity affliction.
1: Corruption
The magus move closer to indulging their desires.
Effect:
Add ([severity] / 5 + 1) stress.
2: Entropy
Inanimate objects rust or otherwise decay in a matter of moments to an unusable state.
Effect:
Up to [severity] objects in the region are destroyed. Object can include gear, drawn vehicles, bridges, or any other inanimate object.
3: White Horse
Effect:
For one week within [severity] miles creatures are unable to accept surrender and will fight to total victory.
4: Red Horse
Effect:
For one day within [severity] miles all creatures do not recognize allies or bonds of friendship, and treat all other creatures as enemies.
5: Black Horse
Effect:
Each creature within ([severity] * 2) range of the backlash origin takes 2D6 SP damage, and ally food and potable drinks spoil instantly.
6: Pale Horse
Effect:
Each creature within [severity] range of the backlash origin takes 1D6 curse damage to all body areas.
Divine Justice
The backlash dissipates and has no physical effect, but will inevitably come back to punish the world in some subtle way at some later date.
Effect:
Add [severity] points to a divine justice pool. The GM may use points from this pool at any time for a divine justice effect.
1: Corruption
The magus move closer to indulging their desires.
Effect:
Add ([severity] / 5 + 1) stress.
2: Heavy Feet
Creatures find their body sluggish and heavy, and unable to move without determined exertion.
Effect:
Up to [severity] random creatures have -50% maximum movement range for up to 1D6 hour(s).
3: Iron Feet
Creatures find they cannot summon the strength to move themselves, as it they are held down by an unseen force.
Effect:
Add movement depleted to up to [severity] random creatures that lasts up to 2D6 hours.
4: Ludicrous Speed
Vehicles speed out of control
Effect:
A vehicle increases [severity] speed for up to 2D6 turns, even past its maximum speed, during which time the pilot has a -[severity] [driving] skill modifier and all occupants have -[severity] mishap rolls.
5: Mass Levitation
Several objects and creatures begin to float uncontrollably.
Effect:
Add levitated condition that lasts for up to 1D6 hour(s) at a height of up to 3D6 to up to [severity] random objects.
6: Implosion
An area suffers a confluence of confused and contradictory forces, causing a deadly singularity where matter is drawn and pulled apart seemingly at random.
Effect:
A location is filled with an implosion for 2D6 rounds. The implosion draws all unanchored objects towards it by ([severity] / 3, minimum 1) range per round, and destroys any object that enters the location.
1: Corruption
The magus move closer to indulging their desires.
Effect:
Add ([severity] / 5 + 1) stress.
2: Element Roulette
Manipulating the elements sometimes bring a difficult to predict imbalance, leading to seemingly random results.
Effect:
A GM determined element is strengthened in the area for up to [severity] hours.
Rolls for abilities tagged with the strengthened element may roll twice and use a magus-chosen result.
Natural effects of the element are marginally heightened for the duration, for example fire burns hotter and longer than normal.
The selected element does not have to match the element(s) of the caused magic effect.
3: Elemental Backlash
A backlash of a seemingly random element occurs.
Effect:
Re-select a backlash from the category of a GM determined element (e.g. pyromancy for fire), using the same severity.
The selected element does not have to match the element(s) of the caused magic effect.
4: Demi-Elemental Backlash
A cascade of elemental energy yields seemingly opposing results.
Effect:
Re-select 2 backlashes, one from the category of a GM selected element (e.g. pyromancy for fire), and one of its elemental opposites (e.g. hydromancy or aeromancy for fire).
Each backlash occurs with half severity (minimum 1).
The selected element does not have to match the element(s) of the caused magic effect.
5: Elemental Reset
A phenomenon sometimes seen when many elemental interations complicate an area - all elemental energy is simply negated.
Effect:
Remove all [elemental] conditions within [severity] squares.
6: Elemental Failure
A severe consequence to a manipulation of elements - an element utterly fails in an area and has no influence.
Effect:
A GM determined element fails in the area for up to [severity] hours.
Abilities and conditions in the area tagged with the element have no effect but otherwise operate normally.
Natural effects of the element also fail.
E.g. fire is extinguished, water evaporates, wind ceases and ice melts, poison and disease have no effect, plant life dies, shadows recede, or total darkness descends.
1: Corruption
The magus move closer to indulging their desires.
Effect:
Add ([severity] / 5 + 1) stress.
2: Ghost Sightings
The magus move closer to indulging their desires.
Effect:
[severity] sightings of ghosts, spirits, or other supernatural phenomenon occur within the region.
3: Spirit Alert
Celestial beings are sensitive to the flow of magic, and can sense those manipulating it.
Effect:
Spirits within [severity] miles become aware of your true name, approximate location, and general activity.
4: Frayed Reality
Though worldtears are not always the result or magi, the use of chaos magic nonetheless can leave reality weaker to their effects.
Effect:
Worldtears within [severity] miles each gain 1D6/2 tear strength.
5: Spirit Rebellion
Summoners have all heard stories of sudden, and sometimes violent, swings in temperament of spirits that are brought to the physical world.
Effect:
A summoned creature you are controlling becomes panicked or incoherent and refuses orders for up to [severity] hours. The GM chooses actions, generally in line with the spirit' personality.
6: Spirited Away
Described in colorful coming-of-age legends, being "spirited away" is often simply a romanticized death.
Effect:
Up to ([severity] / 2, minimum 1) individuals in the region disappear without a trace and are transported to the celestial realms.
1: Corruption
The magus move closer to indulging their desires.
Effect:
Add ([severity] / 5 + 1) stress.
2: Shriveling
Plants are sensitive to even seemingly minor changes in the earth.
Effect:
Up to [severity] trees, clusters of smaller plants, or non-[originative] animals in the region wither and die over the course of an hour.
3: Potholes
Pockets of ground lose their structure.
Effect:
Add difficult terrain condition to up to 3 * [severity] squares in the area.
4: Famine
Crops fail, and a small desert is formed even in what might have been the most fertile of areas.
Effect:
Within [severity] miles plants wither and die over the course of an hour.
The area will not support plant life for up to a year.
4: Famine
Crops fail, and a small desert is formed even in what might have been the most fertile of areas.
Effect:
Within [severity] miles plants wither and die over the course of an hour.
The area will not support plant life for up to a year.
5: Sinkhole
The foundations of the earth falter, leading to sudden collapses into the unknown depths below.
Effect:
One or more holes open to GM determined depth, covering a total of [severity] random locations.
Creatures in locations that become holes may make a [coordination] or [agility] skill roll of base difficulty 9 to cling to a nearby edge, but otherwise fall to their death.
6: Earthquake
The earth suddenly roils and splits, changing the landscape forever.
Effect:
A severe earthquake strikes the region with magnitude based on [severity] and GM determined effects.
Severity 1 indicates an earthquake that can make minor damage to most structures; severity 12 or higher indicates a cataclysm that permanently fractures the terrain.
Add prone condition to all creatures.
1: Corruption
The magus move closer to indulging their desires.
Effect:
Add ([severity] / 5 + 1) stress.
2: Hemophilia
Blood mysteriously flows freer, making even minor nicks and cuts potentially lethal.
Effect:
Up to [severity] existing bleeding conditions in the region spread to a random adjacent body area.
3: Dry Wounds
Wounds in the area suddenly stop bleeding, potentially sparing those otherwise fated to die.
Effect:
Remove bleeding conditions from up to [severity] bleeding body areas in the region.
4: Hemomutation
In a frightening sight rivers, wells, wine, and even sweat are turned to blood.
Effect:
All liquids within [severity] miles turn into blood.
5: Blood Plague
Animals and men begin to act unnaturally, developing a lust for drinking blood that must be sated by killing.
The laws of solidity break, and objects on the ground fall and are consumed by the depths of the earth.
Effect:
The floor or ground of an area [severity] in diameter becomes immaterial for 1D6 hour(s) - objects in the area fall through to the level below no matter how far it is, or to the mantle of the world if no level is beneath it.
1: Corruption
The magus move closer to indulging their desires.
Effect:
Add ([severity] / 5 + 1) stress.
2: Deluge
An unexpected and prolonged rain begins.
Effect:
For up to [severity] days, climate-appropriate precipitation occurs non-stop in the region.
3: Geysers
Water spews forth from the deep.
Effect:
Up to [severity] geysers sprout in the area, adding active geyser which is removed and re-added according to a GM determined schedule.
4: Geysers
The surface of nearby water changes, having the consistency of sand.
Effect:
For up to [severity] hours, surfaces of water in the region can be traversed and are considered difficult terrain, but liquid cannot be drunk quickly and requires at least a eat meal action to drink.
5: Drought
The land witholds its life giving water for a time.
Effect:
All bodies of fresh water in the region dry up over the course of a minute, and cannot refill for up to [severity] days.
6: Flood
The same rains that bring life to the land can bring death when they become too prolonged.
Effect:
The region is flooded by local bodies of water for a fortnight, with water levels rising up to [severity] squares above their normal level.
1: Corruption
The magus move closer to indulging their desires.
Effect:
Add ([severity] / 5 + 1) stress.
2: Failing Vigor
Wounds and illnesses mysteriously worsen.
Effect:
-([severity] / 2, minimum 1) wound progression rolls in the region for the next day.
2: Extended Suffering
The medicinal arts and other healing seems to subtly fail regardless of effort, competince, or logic.
Effect:
Healing within [severity] miles from any source is halved for up to a fortnight.
4: Mass Pain
Sudden injuries come upon a group simultaneously.
Effect:
Deal 1D6 / 2 magic damage to a random body area to up to [severity] random creatures in the area.
5: Touch of Tragedy
All hope of relief and healing fails.
Effect:
Creatures in the area cannot heal in any way for up to [severity] minutes, even if they leave the area.
6: Sudden Death
Without cause or reason, death grips even the young and hale.
Effect:
Up to ([severity] / 3, minimum 1) random creatures in the region die.
1: Corruption
The magus move closer to indulging their desires.
Effect:
Add ([severity] / 5 + 1) stress.
2: Slip of the Tongue
With a minor breakdown of the meaning behind words misunderstandings increase, whether they be humorous or disastrous.
Effect:
Creatures speaking in the region will have occassional words unintentionally replaced with another word, likely its opposite, for up to [severity] hours.
3: Illegibility
The written word becomes ever-shifting and confused, making it impossible to read.
Effect:
All text in the area becomes illegible for up to [severity] hours.
Text remains illegible for the duration if it leaves the area.
New text entering the area remains legible.
4: Babble
Words temporarily lose all meaning, making speech impossible to understand.
Effect:
All speech for creatures in the area becomes unintelligible, regardless of language, for up to ([severity] / 2, minimum 1) hours.
Speech remains unintelligible for the duration if creatures leave the area.
New creatures entering the area remain intelligible.
5: Expunge
Ancient peoples thought that to write something was to make it a permanent truth, but little did they know that all mortal text eventually fades away.
Effect:
Up to [severity] pieces of text in the region disappear as if it had never been written.
6: Curse of Tongues
The ancient Curse of Discord is re-awakened, confusing the speech between companions.
Effect:
Creatures in the area with language fluency permanently lose up to [severity] fluency rating in a random language they know, and gain an equivilant fluency rating in a random language.
1: Blood Moon
Animals are sensitive to even the smallest changes in their environment.
Effect:
Animals within [severity] miles are more active and aggressive for the next day.
2: Squall
Seemingly subtle atmospheric shifts can quickly form into dangerous storms.
Effect:
Unnatural and sudden winds and/or storms occur for up to one hour within [severity] miles, damaging buildings, crops, and other outdoor objects.
3: Mass Insomnia
The delicate rhythm of nature is easily interrupted.
Effect:
For up to a fortnight and within [severity] miles, fluctuating weather, temperatures, and other natural conditions make it impossible to sleep.
4: Malaise
For whatever reason, things just aren't going the way people want.
Effect:
For up to a fortnight and within [severity] miles, all creatures have -2 skill rolls.
5: Sterility
With damage to the natural order, the cycle of life can break down.
Effect:
For up to one year and within [severity] miles, plants do not produce fruit and animals are stillborn.
6: Demonic Invasion
When damage to nature becomes extreme, spirits can use the opportunity to slip between worlds.
Effect:
Up to [severity] spirits hostile to natural creatures appear.
Appearances can be in the immediate area, general area, or distant locations.
1: Distraction
The magus finds concentration difficult.
Effect:
Magus takes [severity] FP damage.
2: Lethargy
A wave of weakness comes over the magus.
Effect:
Magus takes [severity] SP damage.
3: Minor Atrophy
A pang of pain hits the magus.
Effect:
Magus takes 1 damage to ([severity] / 2, minimum 1) body areas.
4: Atrophy
The body of the magus shrivels and begins to tear.
Effect:
Magus takes ([severity] / 2, minimum 1) damage to a random body area.
5: Malaise
A supernatural sense of misfortune seems to follow the magus for a time.
Effect:
Add ([severity] / 2, minimum 1) unknown wounds to Magus.
Discover wounds immediately with -[severity] [endurance] roll.
1: Corruption
The magus move closer to indulging their desires.
Effect:
Add ([severity] / 5 + 1) stress.
2: Unnatural Persistence
All creatures run from death and decay, but within a fallen world the removal of death can be a curse all its own.
Effect:
Natural processes of death and decay in the region are paused for up to [severity] hours.
Consumed food and drink has no effect.
Wound progression is delayed, but each progression is still performed when the backlash ends or when leaving the region.
Creatures that die during the backlash do not pass immediately and have their suffering prolonged, but still die when the backlash ends or they leave the region.
3: Miasma
A choking fog descends on the land.
Effect:
Add miasma condition spreading over [severity] miles that lasts up to a fortnight.
4: Contamination
Poison seeps and splashes seemingly out of nowhere, contaminating unfortunate creatures in the area.
Effect:
Add poison level 1D6 to [severity] objects in the area.
5: Impotent
The elemental poison becomes so weak that even the most deadly poison fails to have any effect.
Effect:
All creatures in the area are immune to poison damage for up to [severity] hours.
6: Pestilence
A plague descends upon the land, speading uncontrollably.
Effect:
A plague for a new deadly disease begins in the region and spreads dispite all countermeasures for up to [severity] months.
1: Corruption
The magus move closer to indulging their desires.
Effect:
Add ([severity] / 5 + 1) stress.
2: Noontide
Shadows receed, bringing an eerie noon-time that lingers.
Effect:
Remove low light and darkness conditions caused by natural shadows, but not ambient light levels, within the region for up to [severity] hours.
3: Dusk
Lights in the area dim unnaturally.
Effect:
Add low light field condition to area for up to [severity] hours.
Heavenly lights appear dim from the area and stars cannot be seen.
4: Total Eclipse
Light fails over several miles, leading to utter darkness.
Effect:
Add darkness field condition to entire region for up to [severity] hours.
Light sources in the region do not function during this time.
5: Blindness
An immense light suddenly fills the space, blinding all.
Effect:
Add blind level [severity] to all creatures in the area.
6: Mass Blindness
The eyes of all creatures fail for a time.
Effect:
Add blind level equivilant to [severity] days to all creatures in the region.
1: Corruption
The magus move closer to indulging their desires.
Effect:
Add ([severity] / 5 + 1) stress.
2: Spontaneous Combustion
An object, without apparent reason or fuel source, catches alight.
Effect:
Add burning level [severity] to a random object in target area.
3: Wildfires
Throughout the effected area, small fires suddenly appear and risk causing larger widespread devastation.
Effect:
Add burning level 1 to up to [severity] object(s) in target area.
4: Incombustible
Exhausted of the energy that drives combustion, fires in the area suddenly extinguish and tinder simply will not take a flame.
Effect:
For up to [severity] days fires in target area go out and cannot be re-lit, -[severity] fire damage in target area.
5: Heatwave
The temperature of an area suddenly rises to an uncomfortable, but not particularly dangerous, level. The oven-like heat persists for a number of days.
Effect:
Creatures in area receive 1 Fatigue wound for each hour spent in area. Effect lasts up to [severity] days.
6: Conflagration
For an unknown reason, fires in the effected area cannot be extinguished by any means, burning out of control.
Effect:
Fires cannot be extinguished and spread to non-flammable materials in target area for up to [severity] minutes, burning conditions in target area do not decrement their effect length.
1: Corruption
The magus move closer to indulging their desires.
Effect:
Add ([severity] / 5 + 1) stress.
2: Shade
Shadows strengthen within the land, making even the most mild shadow an inky fog.
Effect:
All natural shadows in the region cause darkness condition regardless of ambient light levels, for up to [severity] hours.
3: Dawn
Shadows in the area recede unnaturally.
Effect:
Replace darkness field conditions with low light field condition in area for up to [severity] hours.
Heavenly lights appear brighter from the area and stars are more brilliant.
4: Brilliance
Darkness fails over several miles, leading to an unnatural shining light emenating from every surface.
Effect:
Remove darkness and low light field conditions in region for up to [severity] hours.
Creatures in the region cannot use sleep ability.
5: Curse
An oppressive feeling of dread descends on the area.
Effect:
Add curse level [severity] to all creatures in the area.
6: Mass Curse
A curse descends on the land and lingers on its inhabitants.
Effect:
Add curse level equivilant to [severity] days to all creatures in the region.
1: Whispered Exposure
The ability to sense beings between the veil of the natural and celestial realms is not one-way, and the interest of spirits on mortal affairs is not always desirable.
Effect:
Up to [severity] GM determined spirits learn your true name and current location.
2: Minor Spirit Debt
Some spirits are eager to lend their power to mortals, but often expect influence or payment of some kind in return.
Effect:
Owe a favor to a GM determined spirit, usually the one invoked or involved in a spiritual spell.
Each failure to honor a favor can cause a second magic backlash based on the spirit's general strength.
3: Intermediate Spirit Debt
Some spirits are eager to lend their power to mortals, but often expect influence or payment of some kind in return.
Effect:
Owe up to ([severity] / 2, minimum 1) favors to a GM determined spirit, usually the one invoked or involved in a spiritual spell
Each failure to honor a favor can cause a second magic backlash based on the spirit's general strength.
4: Major Spirit Debt
Some spirits are eager to lend their power to mortals, but often expect influence or payment of some kind in return.
Effect:
Owe up to [severity] favors to a GM determined spirit, usually the one invoked or involved in a spiritual spell
Each failure to honor a favor can cause a second magic backlash based on the spirit's general strength.
5: Spirit Leech
Some spirits leech magic power for their own purposes, and magi unfortunate enough may find themselves followed by a spirit have trouble casting spells.
Effect:
For up to the next ([severity] / 2, minimum 1) hours, roll 1D6 whenever MP is spent - if the result is not 6 then the ability effect requiring MP does not occur, while the ability cost is still paid.
6: Haunting
Stories are told of how spirits may use the cracks made between worlds when a spell is cast to travel to the natural world, an opportunity that those spirits hostile to the world are more likely to take.
Effect:
Up to [severity] angry spirits or ghosts begin to haunt a location, usually nearby, and will cause misfortune ranging from mischief to death.
1: Corruption
The magus move closer to indulging their desires.
Effect:
Add ([severity] / 5 + 1) stress.
2: Rearrangement
After the use of magic, many magi are used to finding their belonings in a different place than where they left them.
Effect:
Up to [severity] objects in the area instantly change their location and reappear on another surface, but remain in the same area or room.
3: Poltergeist
Often attributed to mischevious ghosts or angry spirits, flying objects are sometimes the result of magic.
Effect:
Up to [severity] objects in the region are flung in a random direction as if they were thrown by an average man.
Fragile objects may break or be damaged, while objects too heavy to be thrown are either slightly pushed or remain stationary.
Objects flung towards creatures cause a thrown attack effect with an accuracy of [severity], dealing an appropriate damage type for the object, typically bashing or bashing (stamina), and deals half damage.
4: Rust
Items in the area decay supernaturally.
Effect:
Increment damaged item level 1 on all items within [severity] squares.
5: De-artifact
Sometimes when magic flows, artifacts can lose their power.
Effect:
Up to [severity] objects in the area lose 1D6 maximum MP, incrementing damaged item level 1 on item for each 2 points that cannot be lost due to maxium MP being zero.
Disable enchantment effects when if new maximum MP is not sufficient for enchantment reserved MP, with higher MP reservation effects being disabled first (GM chooses effect in case of ties).
6: De-craft
Countless hours of cratsmanship and artistry, turned to dust.
Effect:
Up to [severity] items in the area are destroyed.
1: Corruption
The magus move closer to indulging their desires.
Effect:
Add ([severity] / 5 + 1) stress.
2: Delusion
The seeds of tragedy or conflict are sown through pernicious falsehoods.
Effect:
[severity] creatures within the region develop a mistaken recollection of something they know, or misunderstand new information they are learning.
3: Mass Restoration
Magic power mysteriously leaves the world.
Effect:
[severity] [magic] conditions or afflictions in the region are removed.
4: Spirit Walk
Souls are temporarily flung from their bodies.
Effect:
Add spirit walk level [severity] to a creature in the area.
5: Unraveling
Corporeal forms begin to disentigrate.
Effect:
Up to [severity] magic damage is spread across random creatures in the area. Damage cannot be reduced in any way.
6: Living Dead
Seemingly without reason, the dead rise as horrors to terrorize the living.
Effect:
Up to [severity] dead creatures in the world are raised as undead.