Magic

There are uniques magical factors in play in Irthos Waer that affect normal spellcasting.

Necromantic Strength
Due to the Day of Divine Destruction, the portal between life and death no longer has a gatekeeper. Thus, all necromantic spells have added strength, as follows:

·        All ranged Necromantic cantrip/spells have added range of +20 feet.

·        All touch Necromancy spells that do damage get +1 dmg per dice. (i.e. 3d10 get +3 to dmg)

·        All touch Necromancy spells that “ward” get 20% duration

·        All touch Necromancy spells that inflict a condition, effect or debuff to an enemy force targets to apply -2 to saving throws.

·        All Undead get +2 to their saves against “Turn Undead”

Also, Resurrection and True Resurrection have an outright 50% failure rate, Raise Dead has a 25% failure rate, and Revivify has a 10% failure rate. (Note that Grave Domain clerics seem to have more success with these spells, and get a +10% bonus.)  Reincarnation and Wish are unaffected.

Open Paths
Due to the Day of Divine Destruction, magically created gateways and portals are easier to create, harder to dispel, and last longer. Interestingly, the locations of permanent planar portals are very hard to detect, being immune to normal scrying or divination.

Spells such as plane shift, gate, etc, are accessible at one level lower than normal for mages, etc.

Empty Planes
While access to the Astral and Ethereal Planes is possible, it is incredibly dangerous.

The Astral Plane is an empty wasteland, and the chance of coming across a fellow traveler is almost nil. Githyanki still exist, but they have mostly abandoned the plane except for occasional sorties. There is a flat 2% chance of outright death (not coma) while traveling the Astral Plane. No resurrection spell has ever succeeded on a person who dies during Astral travel, so the cause of death is currently unknown.

The Ethereal Plane is accessible, but travelers in the Ethereal report a sense of immense pressure while there. For every turn spent in the Ethereal, there is a 5% chance of being randomly forced out, taking 1d4 damage for every 2 character levels as you exit.

The inner and outer planes appear to be unaffected.

Magic restrictions within Arthon
Currently, there is a wave of governmental suspicion with regard to advanced magery.

All mages of 9th or higher level are required to submit to government tracking and restrictions. Some have rebelled against this, and are either on the run, in exile, or under siege in a few magical strongholds. Possession of unlicensed spellbooks is considered illegal, and all discovered spellbooks are by law, to be immediately turned over to the government (for a bounty). Sorcerers are not considered part of this regime, as their power is innate. Only magic that requires research is considered suspicious.