Magic
Numenaria is crossed by ley lines through which the world’s magical energy ebbs and flows. The intersections of these ley lines create unpredictable “whirlpools” of magical energy. Some tear open the fabric of space and time; others simply have strange-colored flowers growing nearby and make eery dancing lights at night.
Magical Backlash
Magic is dangerous and unpredictable in this stage of Numenaria’s history. Even the sagest wizards have trouble controlling the magical forces that their spellbooks reveal to them. Less-experienced magicians stand a good chance of warping the fabric of space and time and unleashing uncontrolled forces when they attempt spells that are beyond their abilities.
However, there are exceptions: existing magic items, alchemy, creatures’ magic abilities, and spells cast at a nexus of two or more ley lines. While enchanting a sword is extremely dangerous if the enchanter doesn’t know what he is doing, the blade will work if the magical processes are successfully completed. Forcing the universe to bring forth an enchanted sword is dangerous and tricky; once it is part of the universe, it now belongs there. Creatures with magical abilities are also exempt from magical backlash. They’re here, and they belong–even if they wandered in from another plane of existence.
Game Rules
All characters run a risk of backlash when they cast spells (even paladins and clerics; you must be careful what you pray for!).
Spell Level divided by Caster Level x 100 = Percent chance of backlash.
Roll percentile dice and add 10x your Wisdom bonus to see if there is backlash when you attempt a spell.
If there is spell backlash, the spell fails. Roll 1d20 and consult the following table:
1: Caster gets sucked into the Void. Game over for him.
2–3: All PCs, NPCs and monsters in the engagement must make a Wisdom check or flee in panic for 1 round per spell level.
4–5: The caster panics for 1 round per spell level.
6–7: The caster glows bright green or blue for 1 round per spell level.
8–10: Rain of frogs/newts/glorps 1 round per spell level.
11–12: A monster or band of monsters with the same HD as the caster’s party appears from another dimension and attacks all combatants in the engagement.
13: A gateway to another plane rips open for 1 round per spell level; those in the same square must make a Dexterity check to avoid falling in.
14–15: Spell has opposite effect. Spells that cause damage will heal the target, and healing spells will cause damage to the target.
16–17: Spell backfires and targets the caster or his party. Healing spells will target the nearest enemy.
18–20: Burning blast of magic light. 1d6 x spell level to caster and those within 5ft x spell level radius.
New Feat
Leyline Casting [Metamagic] Characters with this feat can cast spells within ley lines as if they were at a nexus (no backlash.)