Mechanics

## Variant Rules

### Arcane Recuperation

This is an optional rule that allows spellcasters to gain spell slots using hit die. Unlike healing with hit die, you do not roll to gain spell slots; instead you expend the require amount of hit die from your hit die pool to gain a number of spell slots as detailed in the table below.

 4th - 6th
 7th - 8th
 9th

### Attunement

You can now attune to an item by focusing on the item for 1 turn. You can only unattune to an item during a short rest. You cannot attune or unattune to the same or different item within the same short rest. Additionally, you can attune to an amount of magical items equal to 3 + half of your character's level.

### Cantrip & Spell Versatility

If you are a class that has the *Spellcasting* feature, or have obtained said feature through a Feat or a trait, you gain the following benefits:

* You have the innate capability of swapping out one of your cantrips at a point where you would be capable of swapping your spells, such as during a short or long rest. These cantrips must be from the same list as your class' allowed spell lists.
* If your class disallows you to swap your spells during a time where you would regain your expended spell slots, you may switch one of your spells at that time instead.

### Fatal Injury

Fatal injuries are a replacement for the *Instant Death* rules found on the PHB. When you are hit with an attack with total damage equaling your current health plus your maximum hit points, you instead drop to 0 hit points and automatically fail two Death saving throws. In addition to this, you suffer a permanent injury from the *Massive Damage* "Permanent Injuries" table, if your game also uses *Massive Damage* rules. Your DM may roll the result for you, or have you roll for it.

### Intercept

If a player is within 5 feet of the attacker's target and is capable (not prone, restrained, incapacitated, ect), the player can use their reaction to intercept an attack, taking the damage instead once every encounter. If the player has a shield, they can intercept once every round provided they are wearing the shield during the reaction.

### Keen Eyes

Races that do not have the Darkvision trait nor the *Sunlight Sensitivity* penalty gain the Keen Eyes trait.

* **Keen Eyes**: Your attention to detail has allowed you to discern greater details in bright light, giving you a +4 to your passive perception. In dim light, this bonus lowers to +2.

### Massive Damage

Massive Damage occurs when a player takes half of their max hit points on a single hit. If they do not drop to 0 HP after taking massive damage, they must succeed on a Constitution saving (DC 10) or roll on the Temporary Injuries table. If they drop to 0 HP, they must succeed on a Constitution saving roll (DC 15) or roll on the Permanent Injuries table.

Temporary Injuries
 2
Deep cuts gash deep into muscle and bone, while blows can splinter bones.
Magical wounds sear and glow brightly with an otherworldly light underneath your skin, based on their damage type.
 3
Deep cuts gash into skin and muscle, while blows can fracture bones.
Magical wounds pulsate and burn underneath your skin, based on their damage type.
 4
Deep cuts pierce into muscles, while blows can displace bones.
Magical wounds glow faintly underneath your skin, based on their damage type.
 5
Cuts slice at your skin and muscles, while blows can displace bones.
Magical wounds leave a skin-deep scar and bruise, faintly reminiscent of their damage type.
 6
Cuts tear your skin, while blows leave a clear bruise.
Magical wounds leave minor scarring & bruising over the skin, faintly reminiscent of their damage type.
Cuts scar quickly, while bruises splay around the zone of impact and easily concealed.

 Permanent Injuries
You automatically fail your first Death saving throw.
 2
 3
 4
The player has disadvantage when using an attack, skill, or save that relies on the affected body part.

### Stronger Critical Hits

Stronger Critical Hits are an addition to the *Critical Hits* rule found on the PHB. When rolling for damage, omit the extra damage die and instead add the maximum amount the die can roll as part of the damage from the attack. For example, if you land a critical hit with a shortsword (1d6 piercing damage), you roll 1d6 + 6 to the result of the damage roll, instead of rolling 2d6.

### Temporary Hit Points

This is an variant addon to the *Temporary hit point* system described in the *PHB*. Temporary hit points can stack up to half of the player's maximum hit points (rounded down) if they are from the same source, as long as the player receives less than their allowed amount. Players may receive temporary hit points that exceed this amount as long as it is from a single instance; if they gain more temporary hit points, the player may choose to either keep their old temporary hit points or replace them with the new ones.

## Experimental Rules

### Multi-Subclassing

A subclass and its trait are now learned at 3rd, 7th, 11th, 15th, and 20th level; subclasses that are learned at different levels are adjusted to the closest match, rounding up (ie, a 5th level trait adjusted to be learned at 7th level). If there were to be a gap between subclass traits, this level can be used to learn a new subclass.

When you learn a new subclass, the subclass starts from its lowest tier and is leveled independently from any other subclass the main class has. You may only learn a new subclass trait, or acquire a new subclass, when reaching one of the previously mentioned levels.

### True Damage

> "*... Unlike Force, a brutish and crude method of weaponizing raw magic; when all of the elements coalesce, when the planets and stars and worlds and multiverses align, it all strikes as one. True, pure, refined magic, with a single purpose. To be unleashed.*" - Rinsei, on the concept of True Magic.
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*True* damage is a new damage type, considered to be only achievable by those who ceaselessly research the elements, the realms, and the essence of magic itself; it is the singular point where all aspects of magic converge. Uses of this spell and damaging instances take on the appearance of a jet-black void speckled with a plethora of shining dots, similar to that of a starry night.

Where it differentiates from other damage types is its ability to overcome magical resistances and immunities, including the inability to be suppressed by effects such as the *Antimagic Field* spell, or negated and dispelled such as with *Dispel Magic* or *Counterspell*; these abilities also extend to the spells themselves. Unlike most damage types, *true* sources are not natural to the universe and can only be achieved via certain involved procedures, or obtained through supernatural means, such as a powerful spell like Wish, or another plane of existence that would make the creation of such easier to achieve. Due to such limitations, sources of this damage type should be used seldomly to pave way for tense plot points, or to create an epic moment in a campaign. Certain spells that inflict *force* damage may wish to be upgraded to instead use *true* damage for additional impact, though it is recommended to keep spells at a mid-high level if giving such a modification to your players.

### Desperate Measures

In life or death situations, a player may wish to make a final attempt to come out of a seemingly difficult encounter, and is willing to push themselves past their limit to ensure they come out alive. At the players discretion, they may choose to take one level of exhaustion to perform one action or add a bonus when they would be unable to do so, in line within their given capabilities. For example, a non-caster may make one more attack or a caster may cast a spell with no spell slot cost, at the cost of an exhaustion level.

The DM will determine whether the situation requires the player to make such a decision; tense moments where the players are cornered or are in the verge of victory are the most appropriate. Additionally, this ruling overrules traits which do not allow you to take exhaustion levels. You cannot die from exhaustion gained this way, but instead you fall unconscious. If you have fallen unconscious due to this effect or by another means, you cannot take exhaustion levels this way until you no longer have exhaustion levels.

## Additional Mechanics

### Magic Item Points (MIP)

When starting a campaign, it may be beneficial to give your players a head start if you know they are facing a difficult campaign, or perhaps may benefit from added utility. MIPs are a point-buy system which allows your players to "buy" magical items before a campaign starts, with the following rules:

* Every player gets MIPs equal to 1/2 of their character level (rounded up) at Session Zero.
* Players can spend their points on magic items based on their rarity.

 Uncommon
 Rare
 Very Rare
 Legendary

### Spell Infusion

*This mechanic is inteded to be used in tandem with Spell Gems!*

Often times the laziest spellcasters are often the most practical and ingenious ones. As such, allowing an item to permanently absorb a spell's effect or ability to recharge the spell indefinitely has gotten remarkably more common throughout mages and casters alike. A spellcaster who is able to cast a spell at a spell slot level higher than what it was originally may choose to transfer that energy into an item for an extended period of time. After enough time, the item inherently gains magical properties and is capable of casting the spell imbued within it for a certain amount of times a day. The amount of charges the item has are equal to 10 - the spell level the spell is original cast at. If the spell imbued is of 5th level or less, the cost may be doubled to allow the spell to be cast *at will*, but only the wearer of the ring benefits from this effect as it further requires attunement.

The table below how long the process would take per each spell level.

### Imbuement

> *"It was as if a giant had cleaved through the mountains. Trees were disfigured, crunched to a pulp. Boulders were smashed, blown to smithereens by raw power. Who knew that a small hammer could do such damage?"* -Findiv, Haven.
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Imbuing an item is no easy task; it requires an expert of alchemical and arcane components that reside in materials to know and extract the essences from these components in order to transfer them into a new item. Similarly to Spell Infusion, this type of enhancement is a labored process that is known to those who dedicate themselves to a more hand-on approach to the arcane, which more than often involves adventuring and slaying dangerous creatures, or at the very least knowing a contact whom might do the dirty work for them.

In order to imbue an item with the essence of particular materials, one must study and construct a ritual circle of several layers, know the proper incantations to begin the process, and have the magical fortitude and stability in order to maintain this procedure. An item may be imbued with only a single effect, and up to its maximum amount of upgrades it can undertake; attempting to imbue a previously imbued item with another will automatically fail. Additionally, an item may have either a Combat, a Non-Combat, or both effects. Both effects will require double the amount of materials needed to perform the ritual.

The following table details the peculiarities of the imbuement process.

#### Ritual Success & Stability

Imbuement rituals require specific conditions and items to be performed, one of the most prominent is the usage of ritual circles within a flat, even surface. These ritual circles can be either written down on the surface with common writing materials such as ink and chalk, or can be engraved in the ground itself. In addition to the circles, a focus created from gold dust and ashes must be placed in the center of the ritual circle. Without these, the ritual will not even start.

Unfortunately, these circles are not enough to keep the ritual stable, and thus the area must be decorated with arcane paraphernalia in order to maintain stability throughout the process. Magical items are often used as stabilizers, and are not harmed or affected by the ritual itself; only their mere presence is required. The more potent or rare the magical item is, the more stable the ritual becomes; there is no limit on how many items a ritual can be accompanied with, and as such, an abundance of items is recommended. If items are bound to a creature, such as a tattoo or are cursed to be bound, the creature may stand in the circle. Any item the creature has in their possession will count towards the ritual stabilization.

While the abundance of items are nice, one cannot just haphazardly toss items into the ritual circle; they must needs be symmetrical. If an item is placed in one side of the ritual circle, another must be placed in the opposite end, preferably of the same rarity. An odd number of items will not be an issue, as long as the odd item is isolated in a symmetrical position, such as a 5-pointed star formation, for example. Items placed in an asymmetrical formation that do not follow these guidelines will be more detrimental than good, subtracting to the ritual's success by the amount instead of adding to it.

Below is a list of the stability each category of magic item possesses.

 Uncommon
 Rare
 Very Rare
 Legendary

Once the proper circles and paraphernalia has been placed, the materials to be offered must be placed within the circle's interior, and the item to be imbued on top of the focus point. When the proper incantation is spoken, roll a d20 to determine the success of the ritual with a DC of 10. If successful, the ritual carries out normally, the offered materials are magically consumed, and the item is imbued with the appropriate effect. If unsuccessful, the ritual halts completely; the ritual may be salvaged if the appropriate changes are done, but this guarantees a curse.

#### Curses

Sometimes mishaps happen during rituals, whether improper or unfinished circles were used, or perhaps an item had the improper or additional essence for the ritual. Certain items, regardless of how proper they are, are prone to causing curses. When such an event happens, the ritual seems to proceed as normal but the arcane magic surrounding the item become turbulent until the process is complete.

If an improper ritual circle is used, or an improper or cursed material is offered, roll a 1d10. On a 1, the item receives a curse, and rolling a d100 will determine what sort of curse afflicts the item.

### Circle Magic

*Original guide by Realmshelps.net, edits by me*

Some of the most powerful and spectacular spells worked across Faerûn are cast in the form of circle magic. Circle magic is a type of cooperative spellcasting that allows the spellcaster leading the circle to increase her caster level significantly and achieve results otherwise unavailable to the spellcasters composing the circle. The *Red Wizards of Thay* and the *Witches of Rashemen* make frequent use of circle magic. Stories of other forms of circle magic abound in Faerûn.

#### Circle Crafting

A circle must first be inscribed in solid surface, consisting of a Glyph of Activation, and three Rings of Power. A Glyph of Activation is required to be inscribed in Golden Chalk, while each Ring of Power may be inscribed in plain white chalk or other types of chalk, such as Eldritch (Violet, Aberration), Infernal (Red, Fiend), Ethereal (Gray, Undead), Divine (Azure, Celestial), and Whimsy (Lime, Fey). Chalk types do not dictate which spells can or cannot be cast within the circle, but affect the nature of the spell, either naturally empowering or weakening the spell if it is aligned or against the spell cast.

For a circle to be successful, it needs a minimum of a single Glyph of Activation and one Ring of Power, each successive Ring enhancing the capabilities of the spell being cast. Regardless of the type of chalk the Ring is made of, they are required for the circle leader to take full advantage of the capabilities the circle is capable of conveying. A circle may be made with a single Ring to benefit a spell with only one type of ability, but other Rings will be needed if the circle leader requires the other effects.

#### Participation

The ability to participate in circle magic requires the capability of casting spells. One spellcaster, usually the most powerful or experienced character present, stands at the center of the circle. This character is the circle leader, and must be at least 5th level in their preferred spellcasting class to be a circle leader.

A circle requires a minimum of two participants plus the circle leader. Up to five participants can aid a circle leader in a standard circle, but a spellcaster of 10th level can lead a great circle containing up to nine participants. All participants in a circle must stand within 10 feet of the circle leader, who stands in the center.

#### Circle Powers

The first use of circle magic is to empower the circle leader with the strength of all the participants. This requires 1 full hour of uninterrupted concentration on the part of all participants and the circle leader. Each participant casts any single prepared spell, which is consumed by the circle and has no effect other than expending the prepared spell. The spell levels expended by the circle participants are totaled as circle bonus levels. Each bonus level may be used to accomplish the following effects, and a number of them may be selected equal to the amount of Rings of Power the circle has:

* Increase the circle leader's caster level by one for every bonus level expended (maximum caster level 40th).
* Adds +2 to die rolls, rolls the highest number on all dies, or increases the spell's level by 1 to spells currently prepared by the circle leader. Each bonus level counts as one additional effect towards the spell. The circle leader may add the effects listed to a spell even if the addition of the effect would raise the spell level past the circle leader's normal maximum spell level (maximum spell level 20th).
* Increase the circle leader's level by one for level checks (dispel checks, caster level checks, and so on) for every bonus level expended (maximum level 40th).

These effects last for 24 hours or until expended. Circle bonus levels may be divided up as the circle leader sees fit. For example, a wizard leads a circle in which four participants each cast 2nd-level spells, giving a total of 8 circle bonus levels they can apply. The wizard chooses to use three circle bonus levels to maximize his cone of cold spell, three to increase his caster level from 10th to 13th level for all level-based variables in his spells, and two to add a +2 bonus to any level cheeks he needs to make. The maximized spell is used up whenever he casts his cone of cold, and the other two effects remain for the next 24 hours. Many high-level wizards lead circles on a daily basis to extract magical power from their apprentices.

### Item Resilience

Item Resilience dictates what difficulty players will have when interacting with items in a destructive manner. These categories are a guideline to an item's resilience, whether created or altered to withstand damage: the resilience of an item or artifact depends on various factors, such as material, age, and any magical properties it may contain. Such an example would be a Bag of Holding, which would be considered Fragile given it's description.

In order to cause harm to an item, a player must roll the appropriate skill against the object to do so: Strength to physically break an item, or Wisdom to sever a connection that a player has with the item. Surpassing the item's DC counts as a Critical Hit, and half its DC is considered the Average. Each level has its own unique conditions of how difficult it is to damage the item.

Item Resilience
 Hardy
 Standard
 Delicate
 Fragile

Items may also break at different speeds, whether from actively destroying them or passively handling them. The table below provides a guideline should the DM choose to use Item Health, based on item rarity as well as adding an additional multiplier based on the resilience of the item. Standard has no modifier as it is the base resilience on which all items are measured. Any item that goes below 0 Health is considered destroyed completely beyond repair, whether by physical or most magical means.

### Gear Maintenance

> *Armor and weapons are constantly used in the field of battle, and eventually become an extension of the wielder. Many hazards threaten your gear that are not normally part of combat, such as rust, chipping, cracking, and bending; and as such you must dedicate time and resources into caring for them.* -Walter Orodon, Master Smith of Haven.
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Gear Maintenance is a new mechanic introduced that aims to make pre-combat and post-combat scenarios much more fulfilling and necessary, as it allows DMs and players to give somewhat useless items such as whetstone and several oils some much-needed utility mechanic-wise. While this concept involves many temporary bonuses/penalties for gear, it can also be used as a perfect time for roleplaying downtime between players if they so choose to become involved in the process, and also gives DMs venues on how they may aid (or hinder, in some cases) their players if desired.

#### Gear Maintenance Overview

One of the key points of Gear Maintenance is the fact that gear can now become rusty and dull. Rust and dulling occurs when gear is not maintained once a workweek, and the weapons begin to show visual and statistical degradation. When this happens, players have various ways of counteracting their gear from weathering away:

* **Blacksmiths, Weaponsmiths, and Armorsmiths**: Depending on your DM, there could be a single smith that bears the entire workload, or multiple specialized smiths that work on their specific craft. Smiths are a good, hands-free way of maintaining your gear without investing in materials and doing the work yourself. Below in this article there are example prices and bonuses that smiths can provide for players who choose to let a smith care for their gear.
* **Rags and Whetstones, General**: Sometimes weapons don't need to be extra sharpened and gear doesn't need to have a mirror-shine finish. Purchasing whetstones and maintenance oils for your gear and spending an hour of work will be more than enough to keep your gear up to par and fighting ready. Perfect for short breaks after arduous combat.
* **Smith Tools, Specialty**: As great as smiths are at caring for your gear, sometimes it's not an option when you're out on the field for an extended period of time, or perhaps the settlement you have arrived at simply doesn't have a smith. Smith Tools are a perfect way to fix your and your companion's gear as well by spending a certain amount of hours during your long rest to tend to them. Depending on what kind of gear you're wanting to maintain, you will also need the appropriate materials to begin your work, such as oils for derusting and polishing, reinforcement materials to patch leather and reinforce metal plates, and whetstone for sharpening swords, axes, and arrows. Below this article there are example times and bonuses that players can use if they have the time and resources to care for their gear.

Generally speaking, DMs are typically in charge of how many days has it passed since a player's last maintenance, while players are in charge of declaring they're performing maintenance. Both DMs and players should talk to help each other keep track of when these activities are happening and allowing each other to roleplay should it be a focus.

Smith Repair Costs & Bonuses
Basic maintenance.
 10gp
Enhanced maintenance.
Bonuses: 1 Week
 100gp
Masterful maintenance.
Bonuses: 1 Week
+4 Damage

Player Repair Times & Bonuses
Basic maintenance.
 2 Hour
Enhanced maintenance.
Bonuses: 1 Week
+2 Damage
 4 Hour
Masterful maintenance.
Bonuses: 1 Week
+4 Damage

Whetstones tend to last for decades, a single bottle of oil will last for approximately one month (4 days of maintenance for one set of gear, or 1 day of maintenance for a party's set of gear), and reinforcement materials are typically sold by kits, A good whetstone, the proper oil, and correct type of materials are necessary for maintaining gear that needs the additional treatment (such as items with the Thin and Fragile properties, which are discussed later).

##### Items, Materials, & Application

There's a handful of new items that stem from already existing items in order to give them a bit of a variety and purpose. Refined oils such as Leather Oil, Polishing Oil, and Derusting Oil are used in different quantities for maintenance purposes, and cloths can be bought and used for the application of these.

Refined Oils
(Common Item)
 Leather Oil
(Common Item)
 Derusting Oil
(Common Item)
 Piece of Cloth
(Common Item)

##### Reinforcement Materials

Reinforcement materials are sold in kits premade for specific metal types, or can be tailored to your needs. Metals such as iron and materials such as wood can be found easily in nearly any shop, however more rare metals such as cold iron, platinum, and adamantite may be much more difficult to get and would require a specialty shop or a visit to a dangerous location.

#### Rusting & Overmaintenance Penalties

When an item rusts or weathers out, it begins to gradually deteriorate physically to the point where it begins to affect how well it performs. Allowing gear to give into time and use will cause it to deteriorate faster and in worse ways, until becoming nearly unusable and thus must be salvaged. An item that isn't properly maintained gains a negative property that will hinder its capabilities, whether it is to protect or do damage. Below is a list of the requirements for an item to get such a property:

* **Tarnished**: An item that has been left 1 workweek without maintenance after combat. Item gains the Tarnished property.
* **Rusted**: An item that has been left 1 workweek without maintenance and has the Tarnished penalty. The item loses the Tarnished property and gains the Rusted property.
* **Corroded**: An item that has been left 1 workweek without maintenance and has the Rusted penalty. The item loses the Rusted property and gains the Corroded property.

Rusted/Worn Properties
Will require basic maintenance to function normally.
 Rusted
Will require enhanced maintenance to function normally.
 Corroded
Will require masterful maintenance to function normally.
-8 Damage

Overmaintenance also exists; much like sharpening a pencil too much, taking care of your gear will shave more and more of its materials until it begins to compromise and become too malleable or brittle. Allowing gear to get to such a point may prove to be too fragile and brittle to use normally, though it does have its niche uses. Below is a list of the requirements for an item to get such a property:

* **Thin**: An item that has undergone maintenance before one workweek has passed since its last maintenance. Item gains the Thin property.
* **Fragile**: An item that has undergone maintenance while it has Thin property. Item loses the Thin property and gains the Fragile property.
* **Glass**: An item that has undergone maintenance while it has the Fragile property. Item loses the Fragile property and gains the Glass property.

Overmaintenance Properties
An item with this property must roll a d20 when the wielder is hit or attacks, whichever applies to the item. On a 1 or 2, the item breaks and it is permanently destroyed. A magical item repaired with the Mending cantrip loses its magic as described in the Mending cantrip description.
+4 Damage
 Fragile
An item with this property must roll a d10 when the wielder is hit or attacks, whichever applies to the item. On a 1 or 2, the item breaks and it is permanently destroyed. The item cannot be repaired with the Mending cantrip.
+8 Damage
 Glass
An item with this property must roll a d6 when the wielder is hit or attacks, whichever applies to the item. On a 1 or 2, the item breaks and it is permanently destroyed. The item cannot be repaired with the Mending cantrip.
+16 Damage
Immunity to Acid Damage & Rusting

### Post-Spellplague Effects

> *While the majority of the multiverse has recovered from the terrible effects and chain of events that were caused by the Spellplague, certain aspects of many worlds have been altered permanently in such a way that cannot be undone by any magic, gods, or even by beings such as I. What I would advise is to be prepared for the aftereffects, and buckle down. It will test your mettle, as well as everyone else's.* - Jack Sciz, on the topic of the state of the multiverse.
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With the spellplague that occured in the 14th century, Faerun was destined to change and adapt, or die trying. Due to recent celestial events in the 15th century, the majority (if not all) of Faerun and the rest of the multiverse has returned to normalcy; spells now function as they should, the weave has been restored, and gods sit on their rightful thrones. Despite this, many effects of the spellplague still linger through the folds and planes of existence in many forms, such as strange weather patterns and unique land formations.

#### Post-Spellplague Meteorology Changes

One of the many things that are clearly still affected by the spellplague are weather patters: while each world has their own unique weather, there have been several consistencies reported from a number of different worlds and universes. The list below details some of the unique weather patterns that could affect your setting:

* **Arcane Storms**: Clouds and winds may rumble with arcane energies that seep through microscopic, invisible rifts into the Far Realms. Rain and winds of this type may affect spell users, spell components, and areas that depend on things of arcane nature in a number of ways. Some of the possible effect may include the following effects, either rolled with a d6 or chosen by the DM:
	+ **[1] *Loss of Concentration***: If a caster or an area that requires concentration to maintain is affected by this weather effect, they must roll to keep concentration as long as the weather is affecting them or the area, with a DC of 10.
	+ **[2] *Spell Amplification***: If a caster casts a spell while affected by this weather effect, they must roll a 1d20. On a 20, their spell is cast one level higher. The original spell slot is still used for this cast. 9th level spells have an extra damage die included in their damage, or have boosted effects and increased timers by 1/10, rounded down. Cantrips are not affected by this effect.
	+ **[3] *Spell Dampening***: If a caster casts a spell while affected by this weather effect, they must roll a 1d20. On a 1, their spell is cast one lower. The original spell slot is still used for this cast. Lower leveled spells have their damage die lowered by one tier (minimum d4), and saves against the spell are made with advantage. Cantrips are not affected by this effect.
	+ **[4] *Elemental Turbulence***: If a caster casts a spell with any of the following damage types ([1] Fire, [2] Cold, [3] Lightning, [4] Poison), roll a 1d4. The spell instead uses that new damage type. If the type is the same as the spell's original damage type, increase the damage die by one tier.
	+ **[5] *Splitting***: If a caster casts a spell that targets one creature other than them, roll a 1d20. On a 19 or higher, the spell can target 1d4 additional creatures. The spell may affect the same creature multiple times.
	+ **[6] *Interference***: If a caster casts a spell that requires non-consumable material components, roll a 1d20. On a 2 or lower, the spell fails, but the spell slot is not consumed. If the spell consumes the material components, the spell is unaffected by this.
* **Twinkling Rain**: These mystical rains have still gone unexplained, however they are welcomed by almost everyone. It's quite easy to tell when a twinkling rain is about to happen; the clouds shimmer with an opalescent coloration coupled with soft thundering, just before it happens. The rain that falls from these clouds appear as multicolored arcana-infused harmless droplets; gaining their name from the twinkling nature of rainfall whenever it happens. The small amount of magic these rains contain quickly diffuse into the earth and air the moment they land; magic users who are caught in a drizzle of twinkling rain may feel slightly refreshed, gaining an expended spell slot of their lowest available spell slot.
* **Seasonal Arcane Shifts**: Following summer and winter, along with temperature changes these seasons provide, certain spells seem to become affected by the coming and going of seasons.
	+ ***Spring***: Spells that deal cold damage or alter cold have their damage and effects increased by one die tier, and have boosted effects and increased timers by 1/4, rounded down.
	+ ***Summer***: During especially bad weather, such as a heatwave, spells that deal fire damage or alter heat have their damage and effects increased by one die tier, and have boosted effects and increased timers by half, rounded down. Cold damaging spells and cold-related effects have these same properties lowered.
	+ ***Fall***: Spells that deal fire damage or alter heat have their damage and effects increased by one die tier, and have boosted effects and increased timers by 1/4, rounded down.
	+ ***Winter***: During especially bad weather, such as a cold snap, spells that deal cold damage or alter cold have their damage and effects increased by one die tier, and have boosted effects and increased timers by half, rounded down. Fire damaging spells and heat-related effects have these same properties lowered.

#### Post-Spellplague Land Formations

Seldomly, geologists and cartographers take on expeditions to chart and archive the changes in the land left by the spellplague, especially so after lasting for such a long time comparatively to other locations. The list below details some of the unique and strange land formations left by the spellplague:

* **Winding Spires**: A twisting spire made of dirt, stone, and possibly other natural materials that was wrought by the unstable arcane energies caused by the spellplague. These spires span up to several thousand feet into the air and can be as wide as small cities, or as small as stalagmites found in caves. The amount of natural resources found in these spires is nothing short of staggering and have even surfaced hidden deposits of rare materials, such as platinum, adamant meteor remnants, and mythral that laid deep in the earth. These spires are hoisted up by a raw magical force, and have allowed miners and geologists to fearlessly examine and extract resources from them. Some of these spires could be also home to a large family of kobolds, or perhaps a family of dragons.
* **Floating Islands**: The stuff of fairy tales come true, massive chunks of land float thousands of feet above the ground in the form of islands, often leaving a massive crater underneath them and a myriad of floating rocks and shrapnel. The majority of them have been charted and documented as either uninhabited or deserted, one famous city has remained in its lofty height as an isolated civilitation, now named the Aurora Isles. Similarly to spires, these islands are hoisted up by a raw magical force.
* **Blightspots**: While not technically a landmark within itself, the effects and its origins have been well-documented enough to be considered one. Blightspots are large darkened areas of land that either absorb or repulse arcane energies, disallowing the use of magic in its entirety within these spots, both from casters and items infused with magic. In addition to this, exposure to blightspots from a distance (let alone while inside them) have been documented to cause a variety of terrible illnesses those compared with radiation poisoning.
* **Brightspots**: The opposite of a blightspot, Brightspots are enchanted areas of land that instead lure and pull from the natural arcane reservoirs around them, essentially becoming arcane magnets. Magically-derived effects, such as spells and magical items, have been documented to perform much better while inside these landmarks as casters report feeling refreshed enough to continue casting the same spells, and users of magical items report their items tapping into these reservoirs and seemingly never running out of charges or uses. Unfortunately, much like blightspots, exposure to brightspots from a distance (let alone while inside them) have been documented to cause a variety of terrible illnesses those compared with radiation poisoning.