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Magic can be nice, functional, powerful, nasty and a lots more....however, as any DM knows, magic can be a pain in the ass in the game.
There are some limiting rules;
Like you can only wear one similar magical item; (ie helm, armor,belt, necklace, etc.) or one pair(ie gauntlets, boors, etc).
Like only two rings (one per hand).
But the poor DM still has to battle magic items. any adventure spoils the PC's with magical items, often these are too low for them to be useful other than to sell, yet still the PC's stuff themselves as full as they can with magical items.
So here I present the solution
Have fun with a real balance
The nasty side effects of Magicby Robin
Magic can also be a cause of problems to a living body. When ever there is drawn power from somewhere else to overpower a corporeal (or even incorporeal) entity, it will easily affect the body during the effect of the magical procedure and sometimes even beyond. To be sure there is a simple way to see if magic will affect the body. A few rules have to be looked after:
No two magical effects (be it produced by item, or spell) with the same general effect can be working simultaneously. It will always be the strongest, which will function.
This includes: a potion drunk while another is still in effect (excluding Healing and other instantaneous effects), and this includes a potion with an effect similar to a spell cast together with it or an item with the same effect. The only spell that can be cast simultaneously with a potion effect is the haste spell together with a potion of speed. The spell effect can then be produced from a spell or from an item, the potion is the constant in this process. A Haste spell and an item with a Haste effect will not work simultaneously. And any item of Protection +2 will be useless if any item of Protection +3 or greater is used.
No more than 1 dose of similar or related magical power can be carried on a entity per natural Hit Dice the entity has.
There are but two exceptions to these rules.
At first instantaneous magic, will not cause further effects, as the magic also passes instantaneously. Examples, are healing spells, and most damage causing magic. As soon as they take effect, the magic is lost. Not even a residual effect will be enough to trigger a magical side effect.
At second the clerical and magical variant of a speed / haste effect (this can include spells, potions and items). Somehow these two variants of magic will work together, further increasing the speed of the affected person, yet they both count toward the grand total of allowed magic on the body. This means that a 1st level/1 HD character can’t use both effects simultaneously without triggering some nasty side effect.
As Demi-Human-oids rarely go beyond 9th Hit Dice, this means that it is almost impossible for such a creature to have more than its Hit Dice on magical power. There are 3 categories; One Defensive Magic (AC or AV, or Protection), Offensive Magic (Weapons), other (Alteration like Invisibility, speed, etc). Each can't go higher than the wearer's current HD, without being magically poisoned. Thus he can’t have more than +9 on his armor class in total, be it from rings armor, shields, spells or items. Nor can he have more weapons carried on his or her person with a total magical power of +9 or more. This does not include the additional bonus a weapon can have. So a Sword +1, +2 vs. Giants is counted as a magical bonus of 1, an axe+0, +1 vs. Dragons is not counted at all because its weapon magic bonus is specialized. Artifacts don’t follow this rule and have there own system of affecting the body. Remember that this does not include levels and does not affect abilities (except when they are magical). Thus a 30th level character can carry a sword+3,+5 vs. Undead, a Dagger+3, and a Lance +3 and wearing an armor +5 with a shield +3 and an spell effect +1. But as soon as he carries another magical weapon or spell effect that further adds to his weapon bonus or tries to don a magical ring of protection or similar effects he will succumb to the negative downside of magic and does not have any effect of all the magic of that factor he uses. So when he has done a ring of protection, he will still be able to use the magic from his weapons, but not from his armor, shield, ring or spell that was on him for as long as the power is greater than his hit dice.
One side note; spells affecting the wearer will be added to these three numbers. This will also reveal its danger; if a wearer is at its limit, even a benificial spell could become dangerous. Imagine a fully packed fighter charged to its limit with magic, being subjected by a mere low level caster its (on itself) benificial spell, becoming affected by magic poisoning effects as dicated in the tables below.
A character of lower than 9HD/Level affected by Level draining will alo have a chance of becoming affected by magic poisoning of items worn already.
Why do common humans rarely use magic.
The effects when crossing this Hit Dice-Magic Power balance can be nasty, dangerous or downright devastating. Often affecting the character mentally or corporeal. To see what could happen to the character wearing or using too much magical power on him or her, see through the following listings. The degree of magical side effects never changes unless more or less magic is applied to the character in question. The effect depends on the amount and sort of magic used.
Nasty effects are most common and result when the character is of lower Hit Dice than 4. It is brought forth by the amount of additional magic is 1 or 2 beyond the character's HD, or by lower magic like potions or such. Examples of nasty magical mishaps are: coloring of the character, wholly or partially, emanating a smell or alike. It often copies effects similar to a Minor Curse, but can only be dispelled by depriving the character of all magic affecting him or her for as long as the magic that was worn was affecting the character in question. Sometimes (DM!) Dispel Magic, or Anti-magic effects are needed to dispel effects called forth. But mostly the effects will worn of after a period of about 4 days.
Choose or roll 1d60 (or 1d6 and 1d10 for tens & singles) to see the effect.
1 Adherence The cursed one is very “sticky.” This means that everything that he touches adheres to him. Alcohol topically applied negates this effect for several minutes. Adhering to large objects can result in the accursed becoming stuck fast. This curse can be designated to affect either the whole body or just part of it. 2 Animal Features This curse causes the recipient’s features (ears, nose, etc.) to become animal-like. Which animal’s features are gained is entirely up to the Spellcaster, and have no further effect, than changing the appearance. 3 Appendages Growth One of the accursed’s appendages grows to a disproportionate size. 4 Appendage Shrinkage One of the accursed’s appendages shrinks to a disproportionate size. 5 Arthritis The victim suffers from painful arthritis.(-1 on Dex. or Str. when a check roll is needed). 6 Babbling The cursed individual constantly talks and chatters, unable to remain silent for more than a moment. This causes a 25% chance of spell failure. 7 Baldness Rather obvious in its intent, it can also be cast to cause those around the cursed one for any length of time to suffer baldness. 8 Barkskin This causes the accursed’s skin to take on the texture and appearance of tree bark. This actually increases the recipient’s Armor Value by 3. It also relays a particular weakness to fire, increasing damage by all fire-based attacks by +2/die and saves vs. Fire at -2. It also makes the target vulnerable for plant affecting spells (like Charm Plant) while normal vulnerabilities will remain in existence. 9 Belching : As this is uncontrollable, it causes a 25% chance of spell failure. This makes it hard to move silently or remain quiet. In certain circumstances it will lower Cha -4 points (as at a Royal Court, in Temples, etc.). 10 Body Odor The recipient is the unfortunate victim of a repugnant body odor. While not affecting him physically, it lowers Cha. by -4. He can be tracked more easily, a tracker receives a +2 on his skill rolls. 11 Brooding The recipient is continually downcast and suffers from melancholia. This also lowers Cha. by -4 points. 12 Casting Requirements This sets a series of events (dancing a jig, knocking on wood, etc.) that person must perform before or during an action (like spellcasting, fighting, etc.) for it to be active or unhindered (if not done, than the recipients Dex. will seem to be 3, and so be very clumsy, affecting AC, Missile Fire, Fighting, etc. There are unlimited options available for humor and challenge here. 13 Change Skin Color This changes the color of the recipient’ skin to any tone of the caster’s choice. The color could be a single color or even a pattern or mixture of colors. A red/black checkered colored person would be strange and/or funny indeed. There is even the possibility of a continues changing of colors according circumstances, handlings, surroundings etc. but no benefits come from it. 14 Chills The cursed one suffers chills, as with a fever. This lowers his reaction time and drops overall Dex .by -2 points. 15 Continual Smiling While not seeming much of a curse, this can result in many a skirmish. Many will be offended by the constant grin. 16 Disrobing The cursed individual will unknowingly take off his clothing during the most inopportune of moments. If this happens while spell casting, there is a 25% chance of spell failure, and when attacking/defending while disrobing the individual receives a penalty on THAC0 of -2. The victim will not remember to disrobe, but will find himself naked after 1d3 turns, when it is told to him or shown. 17 Double Vision This causes THAC0 of -2 and lowers effective Dex. - 2 points. 18 Droolin Uncontrolled drooling lowers a victim’s Cha by -4 points. 19 Elasticity This allows the cursed individual to stretch his body beyond its normal parameters. Unfortunately, the body doesn’t return to its original shape immediately; it takes 1d4 hours to do so after being stretched, during which Dex. = -4. 20 Filthiness Poor hygiene in the extreme. Regardless of how many times the accused one bathes, he remains dirty. Furthermore, the filthiness extends to the cursed person’s clothing, or even to its surroundings (his living apartments, bed, etc.). A variation of this curse causes the accursed simply no longer to care about personal hygiene (or hygiene at all). 21 Flatulence The afflicted person is beset with extreme stinking and loud flatulence. This is not the normal variety, though. The flatulence is equal in its effects to a Stinking Cloud spell. 22 Floral Hair This causes one’s hair to become like weeds, grass, twigs, and flowers. While possibly raising Cha. toward woodland creatures (like Fairies, Treants, etc.), it lowers the accursed’s Cha. by -4 points in the view of most others. 23 Forgetfulness Lapses of memory triggered by certain events or contact with particular objects or creatures incur a 25% chance of spell failure. This can also be bad for non-Spellcasters. 24 Generosity The cursed individual feels a need to give away everything (mostly of value) that he owns. 25 Greed This persuades the accursed individual to covet anything of value that anyone else owns. Often this leads him to theft. 26 Hair Growth The cursed person is beset by rapid, uncontrollable hair growth. Regardless of how often the person tries, he can’t control the growth or keep it properly groomed. It should be noted that this hair growth is all over the body, not just the head. 27 Halitosis The afflicted person is beset with bad breath. This variety is equal in its effects to a stinking cloud spell. 28 Hit Roll Penalty THAC0 of -4. 29 Insatiable Appetite The accursed can never satisfy that feeling of overwhelming hunger. 30 Insatiable Thirst The accursed can never satisfy that feeling of overwhelming Thirst. 31 Insomnia Other than making the accursed tired and edgy all the time, insomnia takes away the mental edge. This leads to a 25% chance of spell failure. Other skill penalties will also apply (DM!). 32 Invisibility There is no need to describe this curse’s effect. However, consider what it would be like to remain invisible permanently. This causes no physical impairments other than a –2 Dex. when attempting actions requiring a measure of hand-to-eye coordination, and it places a horrible mental strain upon the individual. The caster can’t see himself or the objects he is touching, except the large unmovable or heavy objects, like walls, doors, heavy furniture and the like. This spell can be made truly horrific by making the accursed one also absolutely silent. This will cause the accursed to become nearly non-existent. Most normal beings will see the caster as a ghost. Only a “Second Sight” will make the accursed visible, but this will not work on the accursed himself, except when naturally available. 33 Itching Two forms of this curse are possible. The first involves constant, non-stop itching. The second involves itching only when a set series of events occurs or when the accursed is under duress. Both instances reduce Dex. and THAC0 of -2 points and cause a 25% chance of spell failure. Long term itching will reduce the overall Cha. By -1 /week of scratching (to a maximum of -4), due to multiple scratch wounds, reddening of the skin, and the continuous scratching itself. 34 Kleptomania The victim suffers an irresistible urge to pilfer from others. If he is not a thief, he will not be very good at it, and this could cause problems with the law and the victims of the theft. 35 Lethargy The victim suffers from extreme drowsiness either all the time or under circumstances of extreme duress. Once again, there is a 25% chance of spell failure and a -2 penalty to Dex. and THAC0. 36 Metal Allergy Every time the accursed touches metal his hand breaks out in hives and blisters. In fact, this is the same reaction as Lycanthropes have from silver. The accursed one will be extra vulnerable to metal weapons, resulting in a +1 damage/die. 37 Myopia (extreme near-sightedness.) This reduces THAC0 of -4 and can wreak havoc when determining the placement of area-effect spells. Be wary of myopic Wizards lobbing fireball spells. 38 Narcissism The victim’s extreme vanity causes problems. He is quick to point out his own looks to everyone else while pointing out their flaws. When persons spend any length of time around the accursed one, they perceive him as having a Cha. -1d4 (for that individual who looks at the accursed one) lower than normal. 39 Nausea The nausea only arises when specific requirements set by the caster of the curse are met (e.g., entering a small room, meeting a dwarf, etc.) reduces the THAC0 of -4 points and creates a 25% chance of spell failure. 40 Pathological Lying No explanation is necessary to portray what an inability to tell the truth can cause. 41 PR Penalty The caster his Prime Requisites are reduced by 50% (str. for a fighter, int. for a Mage, etc.), round up. 42 Profuse Sweating Doesn’t cause any detrimental physical effects, it might have deleterious effects on Charisma. 43 Save Penalty The accursed get a penalty of -2 on all saves. 44 Serpent Hair A person afflicted with this curse is often mistaken for a medusa by others, who may become prone to attack first and examine the corpse later. The accursed hair changes into locks of living serpents. These snakes are indeed poisonous to all but the afflicted, making them hazardous to all who are close to him. The snake will have a length of at least 1’ and bite with poison E. 45 Serpent Hand This curse causes one or both of the victim’s appendages to become the maw of a living, poisonous snake. The type of snake is decided by the caster. The snakes can’t harm the accursed, but aren’t under his control, attacking any who venture too close. This curse causes a THAC0 by -4, and cause a 25% spell failure with a somatic portion (which include most spells). 46 Slurred Speec This curse doesn’t affect a character physically, but causes a 25% chance of spell failure during casting. 47 Smoldering The curse recipient constantly emits smoke from his skin and hair. This can cause some visual impairment, THAC0 -2 and causing errors in distance judgment for spell casting. Furthermore, anyone suffering from this curse has no chance of going undetected unless he is standing downwind in a gale. 48 Sneezing Sneezing fits, set to trigger when a particular event occurs or the victim is in a stressful situation, causing a 25% chance of spell failure during casting. 49 Spike Growth Once cursed, the victim sprouts numerous spikes from all over his body. While the spikes are no danger to the accursed, they can serious damage others (1d4 dm/spike.). The curse can also be cast in such a way that the spikes will be shot when persons of the same race, alignment or sex are within 30’ (this is up to the caster of the curse). Then each person near will be hit by 1d4 spikes for normal damage within 30’. A Save vs. Wands can negate a spike, but a next spike save will be penalized by -1, etc.. 50 Stumbling This affects manual Dex. regarding movement. Any walking or running requires a successful Dex. check made at -2 to avoid tripping over one’s feet. This is in addition to a penalty of -2 to normal Dex. 51 Temporary Polymorphing The character temporary changes shape to a (often vermin-like) animal, but keeps behavior and ego (Int/Wis) as normal. A true lesson can be learned from this curse. 52 Truth This is the opposite of pathological lying. 53 Uncontrollable Laughter Many people find being laughed at insulting. What appears to be a minor curse can have some serious repercussions when the curse causes problems with the wrong persons in the wrong places. 54 Unintentional Insulting The cursed individual has no control over his tongue when around others. It usually only takes a few curse-inspired insults to cause the accursed some major problems. 55 Vulgarity Insults can be forthcoming with this curse, but unlike the unintentional insults, profanity is uttered in with every breath. 56 Wart Growth The cursed person becomes covered from head to toes with warts. This reduces Cha. -4. 57 Weariness The accursed individual is always tired. This causes a THAC0 -2 and Con. -2 (possible reducing the hit points also). This makes wearing armor or equally heavy objects for long periods of time nearly impossible. 58 Weight Gain The cursed individual immediately begins to gain weight at a rate of 5 Lbs./day. The curse causes weight gain until the afflicted one is 200 Lbs. over his original weight. Of course, clothing and armor no longer fit. This will cause Dex. – 2. 59 Weight Loss The cursed individual immediately begins to lose weight at a rate of 5 Lbs./day. The curse causes weight lost until the afflicted one is 35% of his original weight. Of course, clothing and armor no longer fit. This will cause Con. -2. 60 Whistling This curse appears at random times. When it does, it has a 25% chance of interrupting the accursed’s spell casting and of those in the accursed’s direct vicinity. This is not likely to build friends among Wizards. It also makes it difficult to hide.
Dangerous effects come forth when the character continues to add magic whilst under the nasty effects by magical poisoning already (even when it would have no effect) and the amount of total additional magic higher than the character's current HD is between 2, 3 or 4. Dangerous effects mimics the effects of the Major Curse spell, further affecting the character as with nasty effects written above.
Choose or roll 1d3-1 & 1d10 (tens & singles). Roll again if 38 or higher is rolled.
1 Age Progression This curse ages the accursed from 10d6 years or the Demihuman equivalent. This can result in Death by age. 2 Age Regression This curse makes the accursed younger by 10d6 years. This can result in Death by youth (a fetus, or less). 3 Agonizing Pain The accursed is wracked by continual pain. This reduces Dexterity, reaction Time, attack rolls, and any saving throws involving Dexterity, all by 6 points. Hp are reduced by 25% so long as the curse is in effect. Furthermore any spell-casting has a 50% chance of failure. 4 Alteration, Gender The permanent change of one’s sex can be disconcerting, and needs powerful magic to reverse 5 Alteration, Race The accursed becomes another race: Dwarf, Elf, Human, Halfling, Humanoids, etc. . All racial abilities are lost, and the new ones must be learned. 6 Alteration, Sub-Race This change involves an alteration within the same genus, as in change from wood Elf to aquatic Elf or White skinned Thyatian in a Copper skinned Alphatian. 7 Amnesia This is a total loss of memory (not survival and Self-preservation skills associated with being an adult, movement, and racial skills are not lost but the character just forgot how to use them). 8 Aura, Antipathy The accursed radiates an aura that causes creatures surrounding him to have hostile feelings towards the accursed. Charisma is virtually 10 points lower than normal, even among close friends and family. All reaction checks register as hostile. 9 Aura, Attraction Aside from attracting the unwanted affection of everyone the accursed comes in contact with, the cursed individual might find himself in the middle of many an armed confrontation between two such creatures wanting the accursed’s attention. No 10 Blindness Much like the spell of the same name, but this can’t be dispelled by any means other than a wish or remove major curse spell. A Cure blindness will not return sight. 11 Breathing, Air Imagine its effects on a sea dweller, especially if the recently accursed is under water at the Time of effect. 12 Breathing, Water Imagine its effects on a land dweller, especially if the recently accursed is on land at the Time of effect. 13 Conditional Petrification If the cursed person does a certain act, he turns to stone. The caster decides which effect and the trigger. For example, the accursed might turn to stone if he is exposed to sunlight. Depending on the nature of the casting of the curse, the accursed may or may not know the nature of his problem. A stone to flesh dispels the effect of this curse, but not the curse itself. Also will the effect last only as long as the act or trigger is activated. 14 Conditional Death If the cursed person does a certain act, he dies. The caster decides which effect and the trigger. For example, the accursed might die if he is exposed to sunlight. Depending on the nature of the casting of the curse, the accursed may or may not know the nature of his problem. A raise dead(fully) dispels the effect of this curse, but not the curse itself. Also will the effect last only as long as the act or trigger is activated. 15 Confusion Whenever the accursed comes under circumstances of extreme duress (which consequently, is often found while adventuring) he acts as if under the effect of a confusion spell. 16 Deafnes Not being able to hear what s said, having to learn to read lips, and having to discover new ways to be ware of one’s surroundings are not stymie any adventurer. The inability to hear one’s own words (when unused to being deaf) creates a 25% chance of spell failure during casting. He is also easily surprised(95%) unless he is looking exactly in the direction someone is coming from( in which case he is surprised normally. 17 Deafening Voice Every word that leaves the target’s mouth comes out deafening loud. A whisper sounds like ten men shouting, a yell like a flight of Dragons roaring. 18 Disfigurement This is a serious deformation of the cursed person or creature’s body. 19 Gelatinous Form Nearly every being, with the exception of the Tanar’ri Lord Jubilex and his contingent of Slimes and Oozes, agrees that it is a horrible fate to become a blob. Spellcasting and weapon use are all but impossible. 20 Growth Being Giant-sized isn’t a problem? What if you’re a Halfling and suddenly the size of a Hill Giant? It is up to the caster whether a victim’s clothing and gear grow with him. 21 Deadly Halitosis This atrocious case of bad breath has an effect equal to that of an Cloudkill effect. 22 Insanity Often confused with a simple Feeblemind spell, this curse is much more powerful. Any person attempting to remove the curse by any other means is also affected by the curse if they fail a Save vs. spells. One who successfully saves has a chance of becoming Confused as per spell of the same name. Of course, they are allowed a Save to prevent this. 23 Multiple Personalities The cursed person might mistakenly assume that he is having bouts of temporary amnesia. Each of his 3d4 personalities has no knowledge of the other existence’s nor recollections of memories gained by them. A good player and DM may create different statistics for each personalities, but corporeal statistics(Str, Dex, Con, Com, are not affected of course, for this curse is mental. It is possible for having monstrous or sexual different characters. It can even be that the personalities are real, and the curse called them from Limbo. Then the curse can be only dispelled if each character’s personalities personal goals have been completed, or given up by that personality. 24 Muteness This eliminates ability to cast spells that have verbal components. 25 Polymorph This is another typical curse. Only a Wish or remove curse spell can return the character to normal; one can’t use a Polymorph Other spell to return the accursed to his original form. 26 Shrinkage This curse turns a man-sized person into a pixy-sized person 27 Touch, Chilling The accursed person’s touch causes 1d10 damage of freezing damage. This can’t harm Undead or creatures immune to cold. While this can be used as a weapon, it causes problems in normal social interaction. Also will all liquids be frozen solid when touched. After touching other living creatures the caster feels nauseated, unable to perform for 1d4+1 rounds. Gloves do not prevent the curs effects from being transmitted. The touch can extend the “touch” to any physical contact, not just hands. 28 Touch, Flora Wilting Often called the Druid’s Bane, this curse is sure to attract the hostile attention of nature lovers, Druids, and Forest Dwellers, and end any career plans in gardening or horticulture. After touching other living creatures the caster feels nauseated, unable to perform for 1d4+1 rounds. Gloves do not prevent the curse effects from being transmitted. The touch can extend the “touch” to any physical contact, not just hands. 29 Touch, Petrification The accursed can turn Flesh to Stone by a simple touch. As with other touch curses the target of the spell has no control over whom is petrified by his touch. While this may seem a benefit in combat, it soon proves to be a curse. After touching other living creatures the caster feels nauseated, unable to perform for 1d4+1 rounds. Gloves do not prevent the curs effects from being transmitted. The touch can extend the “touch” to any physical contact, not just hands. 30 Touch, Poison The accursed’s touch is instant Death. The creatures touched get a Save vs. Death Magic, but this is at a penalty of -4. Undead are not affected. After touching other living creatures the caster feels nauseated, unable to perform for 1d4+1 rounds. Gloves do not prevent the curs effects from being transmitted. The touch can extend the “touch” to any physical contact, not just hands. 31 Touch, Scorching The accursed touch causes 1d10 points of flame damage and ignites combustibles. Unfortunately, the accursed’s clothing and equipment are not immune to the effects of the flames that envelop the victim’s hands. After touching other living creatures the caster feels nauseated, unable to perform for 1d4+1 rounds. Gloves do not prevent the curs effects from being transmitted. The touch can extend the “touch” to any physical contact, not just hands. 32 Touch, Shocking The accursed’s grasp delivers a jolt of electricity to the person touched. This causes 1d10 damage. Combustibles on or in close proximity to the accursed are ignited. After touching other living creatures the caster feels nauseated, unable to perform for 1d4+1 rounds. Gloves do not prevent the curs effects from being transmitted. The touch can extend the “touch” to any physical contact, not just hands. 33 Touch, Withering The accursed touch drains 1d10 years from those touched, unless saved vs. Death Magic at -5. After touching other living creatures the caster feels nauseated, unable to perform for 1d4+1 rounds. Gloves do not prevent the curse effects from being transmitted. The touch can extend the “touch” to any physical contact, not just hands. 34 Undeath This is believed how Skeletal Warriors originated. This curse transforms the Target instantly into an Undead creature. He retains all Intelligence and former abilities. The accursed is under the caster’s control unless the caster doesn’t specify it as so or the caster dies. A Raise Dead reverses the curse. The accursed will be unable to function in day light, and all other effects , such as the target’s body beginning to decay or dissicate will happen as normal dead corpses. 35 Vulnerability Superman’s bane was Kryptonite; what will the accursed’s be? It is up to the caster what single substance weakens and destroys the target creature. Water, Air and such materials can’t be used as such. 36 Weakness Similar to the Minor Curse weariness, this is a much more potent spell. The Cursed character is unable to do anything for himself. Constant attention by another will be necessary for daily survival and necessities. 37 Withering Regardless of how much is eaten or if Magical items are employed (such as a ring of Sustenance), the accursed continues to lose weight until he perishes from starvation.
Devastating effects are brought forth only when the character still uses the total added magic after a week of Dangerous effects, or exceeds the limit of the character's current HD by more than 4, and will last for at least a year, at minimum (even after removing the magic item or spell). Devastating effects are rolled on the following table by rolling 1d10.
1 Triggered Antimagic No magic of the sort starting the reaction will work on that character ever again. Thus if the above Fighter donned a ring of protection, no protection rings will ever work on the Fighter ever again. 2 Continued Antimagic No magic of the sorts the character had at the moment of affecting him negatively will work on him ever again. Thus in the example of the same Fighter, he could never again use the magic of any of the weapons he wore at the moment of the of additional weapon magic use. He would still be able to use the weapons, but the magic inside would no longer affect him. Therefore he would be forced to use other magical weapons if he needs to continue to fight magical beasts. 3 Magic Deprivation Character needs magic to survive. If he does not use magical items accordingly he will die as if by starvation, like food. The Fighter above in this example would be forced to absorb the magic from protection devices at the rate of +1 each month. Starvation will start to affect him as if he refuses to eat. 4 Antimagic No magic will ever work on the character ever again. This means the character becomes totally nullified for the sort of magic used. So when Elven magic was used he could never be affected by any natural magic at all. When it was Clerical, no Clerical spell from that (or allied) Immortal would affect the character. But he would still be able to use magic from similar magic from other origins like Elemental Magic, Radiance, Draconic, Beholder, or from other non-allied Immortals, etc. 5 Wild Magic Character becomes an area of wild magic. Thus always distorting all magic brought near to him. He would never be able to determine if an effect would be malign, benign, dissipating or special. This area would equal 1’ per magical bonus more than Hit dice the character had at the moment of effect. This effect would affect all magic brought in the area, even that of others. 6 Limbo Blockade Character would be denied access to Limbo, thus making him or her a Ghost or similar Undead after he died. 7 Magic disturbance aura The character would affect all magic on him. The effect would be the opposite effect the magic originally was. So a weapon +2 would become a weapon -2, a Fire Ball Spell would become somewhat like a ball of Air (the opposite Elemental effect), etc. Only Necromantic spells would not be affected as such. 8 Magic increase aura Character would magnify all magical effect in an area equal to the magic amount greater than his hit dice at the moment of effect by one Hit Dice Thus a 6th level Fireball would become a 7th level if the additional power would have been +1, and a +1 weapon would be +2 in the same area. A +1 effect spell would become +2 to all effects in the affected area. And so on. This area would equal 1’ per magical bonus more than Hit dice the character had at the moment of effect. This effect would affect all magic brought in the area, even that of others. 9 Magic decrease aura Character would Minimize all magical effect in an area equal to the magic amount greater than his hit dice at the moment of effect by one Hit Dice Thus a 6th level Fireball would become a 5th level if the additional power would have been +1, and a +1 weapon would be -1 in the same area. A +1 effect spell would become -1 to all effects in the affected area. And so on. This area would equal 1’ per magical bonus more than Hit dice the character had at the moment of effect. This effect would affect all magic brought in the area, even that of others. 10 magic explosion The character would explode in an area equal to the magic amount greater than his hit dice at the moment of effect time 10 feet. All magic in the affected are would become nullified permanently (except artifacts) All creatures in the area would fall victim to the magical disruptive explosion (thus no protection would be enough except a Well worded Wish) of 10d8 for each of the magic amount greater than his hit dice at the moment of effect.