Defiling Magic

Defilers leave behind an ashen circle when casting spells. The radius is 5 ft. x spell slot level expended (a 0‐ level spell defiles a single 5‐ft. square occupied by the caster). Creatures except the defiler caught within the defiling radius at casting time experience pain and suffer a –1 penalty to all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for 1 round. Plant creatures also suffer 2 hp damage x spell slot level
expended (a 0‐level spell inflicts 1 hp damage). Defilerʹs ash is black and totally devoid of life‐giving properties. It is the telltale sign of wizardry. Nothing grows in a defiled area for years. Even if the defilerʹs ash moves with the wind, the ground remains a lifeless scar.
A defiler cannot preserve, but a preserver can defile if desperate.

When defiling, a wizard can extend the casting time of her spells to 1 round and gain a +1 bonus to caster level. Her defiling radius increases by 5 ft. Spells with a normal casting time of 1 round or longer require an extra round to be cast in this manner. Experienced defilers often increase their spellcasting power further through Raze feats

The Road to Corruption… And Redemption
Arcane casters who defile must roll a Will save DC 10 + spell level + amount of times previously defiled. Failing this save, they become defilers. Preservers succeeding the
save lose their preserver status and become tainted. Tainted wizards are not defilers, but risk becoming so. Tainted wizards may seek redemption from a druid. The druid, if willing and able, can cast a conversion spell on the tainted wizard, restoring her preserver status (reset the number of times defiled to zero). The wizard loses 100 XP per arcane spellcaster level. Defilers can also seek redemption, but lose 1000 XP per arcane spellcaster level.
Usually the defiler must undertake a quest or otherwise demonstrate a true willingness to redeem herself before the druid casts the conversion spell.

Terrain Modifiers
Terrain types affect arcane magic depending on the amount of plant life available. Barren and desolate terrains weaken spells, while fertile and abundant terrains boost spells. Spell save DCs and caster level checks are affected as indicated in the table. The Obsidian Plains are completely devoid of plant life. If arcane spellcasters have no alternative energy
sources, or magical items such as wands, they are unable to cast spells in this terrain.


Defiling Magic

Terra: A Lost World DigitalEngine