Magical Destabilization

This is one of the many dangers of tampering with magical energies. Magic is a force of nature, and when ignorantly or improperly applied the balance it resides in is disrupted. Sometimes the disruption repairs itself quickly and easily, so a caster may get off lucky if destabilization occurs and was combining or simulcasting a couple low level spells. The magical effect may dissapate, cause a flash of light and a loud bang, or even backfire on the caster. The stronger the spells that are 'bent' (a metamage term for altering magical forces), the more powerful the magical disturbance and the more likely a dangerous result. The experiment that rifted Atlantis off the planet is just one example of what can happen when powerful, stable magics are tampered with.

What Causes Destabilization

Destabilization is an uncommon and usually unnatural occurence. It results from the casting of metamage spells, the bending of spells, and from ley line storms. Normal and unaltered spells do not contribute to the destabilization of an area and are usually safe to use. However, no form of magic is safe to use when an area is already destabilized.

Range of Destabilization

Destabilization commonly affects a circular area with a radius equal to theMagical Limits Table, plus a number of feet equal to the power rank number. If another casting creates a destabilization also, the destabilization spreads to the largest size.

Reduction of Destabilization

Destabilization decreases, on the average, 10-15% per melee round. In areas with rampant magical energies this restoration rate can be lower (even nonexistent) and possibly take longer. Wise metamages don't bend spells during a ley line storm. Magically controlled environments likestone pyramids generally have a higher stabilization rate than the surrounding areas (at least double).

Special Cases for Destabilization

There are really only two special cases - 0% and 100% destabilization. If the destabilization chance ever reaches 100% (very unlikely and rare, unless intentionally caused), the surrounding area is immediately destabilized with very harsh consequences. For the 0%, there is no chance at all and a roll is not necessary. In fact, I'd suggest that GMs and players don't roll for destabilization until it reaches 25% or more. GMs could also opt to not require rolls for low level spells, GD and under. This way, game play isn't bogged down by rolls on unlikely odds and minor spells.

When Destabilization Occurs

Whenever a spell is cast (any spell), the player must also roll percentile dice. A roll under the chance of destabilzation will cause the spell energies to 'burst.' Every time a spell bursts, the destabilization chance drops by 1d6% time the spell level(s) (FB = 1, PR = 2, etc.). The results of a spell bursting are up to the GM, but should always be proportional to the level of destabilization. Some possible destabilization effects include:

A magical surge doing TY damage plus one point per level (FB = 1, PR = 2, etc.) of the spell(s) that burst to everything within the destabilized area. This damages everything, and there is really no defense against it.

A random spell of the same rank as the one cast affects the target.

The spell creates the desired effect but is merely an illusion. Or, an illusion spell can somehow become real.

The spell effect can become permanent (maybe good, maybe bad).

The spell dissapates, residual magic energy is lost, and nothing happens.

A rift is torn open, or a creature is rifted in from a random location.

The spell functions at double the damage but half the range or something similar.

A spell cast upon a target could suddenly change into another spell that would last as long as the first one, like blindness suddenly becoming a magical curse or something. A victim of this could get confused, first being muted, then having a luck curse, then sticking to the ground, and finally having superhuman speed all within the duration of the original spell.

The spell affects an area and not a person, or vice versa.

All the caster's residual magic energy dissapates. Since this is dangerous to casters, the GM might consider a constructive use for the vanished magical energy. By Brett Hegr


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