Spellzone effects can be created with numerous weaknesses in order to mitigate their immense costs somewhat. Sample weaknesses are as follows, although others may be created at GM discretion. Multiple weaknesses may apply to a single spellzone (save for weaknesses which reduce duration, of which only one may be applied), in which case their cost following the application of previous weaknesses is multiplied (for example, a spellzone whose combined effects cost 400,000 gp would have a total cost of 400,000 x 4/5 x 4/5 gp = 256,000 gp if it had the corruptible and physical touchstone weaknesses).
| Spellzone Weakness |
Cost Multiplier |
| Corruptible |
x4/5 |
| Limited duration (1 round) |
x1/5 |
| Limited duration (1 year) |
x3/5 |
| Limited duration (100 years) |
x4/5 |
| Physical touchstone |
x4/5 |
Corruptible
Certain events can reshape the nature of the spellzone, potentially turning it into something volatile and dangerous. When certain events occur (as designated during the point of creation, subject to GM discretion), roll on Table: Spellzone Corruptions to determine what happens. Some events which may trigger a spellzone corruption are as follows.
- When an incantation of level 7 or higher is performed within the spellzone
- When a creature involved in the creation of the spellzone dies
- A creature attempts and fails to modify the spellzone
- A Mythic creature with a specific alignment component enters the spellzone (maximum of once per creature per year)
- The spellzone’s physical touchstone (if the spellzone possesses this weakness) falls below half of its maximum hit points
- The environment of the spellzone changes dramatically (for example, a city is abandoned, conquered by a rival, or flooded)
Corruption effects are permanent, but custom incantations may be devised in order to undo their effects. These incantations should generally be of at least 8th level.
Table: Spellzone Corruptions
| d% result |
Effect |
| 1-5 |
No effect. |
| 6-15 |
The caster levels of all of the spellzone’s effects are reduced by 2. If the caster level of an effect is reduced below 1, the effect ends. |
| 16-20 |
An effect restriction on one of the spellzone’s effects is reversed, affecting only creatures who were previously omitted from the effect. |
| 21-25 |
A major wild magic event occurs within the spellzone. If the event targets creatures within a certain range, it targets all creatures inside the spellzone. |
| 26-45 |
One of the spellzone’s effects ends. |
| 46-65 |
One of the spellzone’s effects is replaced by another effect of equal caster level and complexity from the same sphere of magic. |
| 66-80 |
An additional effect restriction is applied to one of the spellzone’s effects. |
| 81-90 |
An effect restriction is removed from one of the spellzone’s effects. |
| 91-00 |
Roll twice on the table, taking both results. In the case that this effect is rolled again by either roll, roll three times on this table and take all three results (rerolling additional rolls of 91-00). |
Limited Duration
The spellzone is designed to be temporary, vanishing after the listed amount of time. A spellzone with both the Limited Duration and Corruptible weaknesses does not vanish when the duration is over, but rather rolls three times on Table: Spellzone Corruptions at every interval which it would otherwise end (either once a year or once every 100 years).
On rare occasions, a spellcaster may wish to craft an immense spell that exerts their dominion over a realm for only a brief moment. A spellzone with a duration of one round sees all of its ongoing effects end immediately when the spellzone expires, but they are typically designed with instantaneous triggered effects in mind (such as using the Destruction sphere to cover an entire city with a layer of explosive orb effects). A spellzone with a duration of 1 round cannot have the corruptible weakness but has a cost multiplier of 1/5. [Source: Baron’s Secluded Library]
Physical Touchstone
Within the spellzone is a specific magic item or structure (such as a tree, a tower, or a statue) which acts as the physical power source for the spellzone. If this structure is ever destroyed, the spellzone’s effects immediately end. If the physical touchstone ever leaves the area of the spellzone, the spellzone’s effects end until the physical touchstone returns.