Nahal’s Wildzone (3.5e Spell)

This spell is intended to be used with the Wild Magic Variant Rules, and makes reference to materials contained therein.

The caster lets raw magic lose, so the veil of magic breaks all rules, this result in the area becomming a Wild magic area. In a wild magic area spells and spell-like abilities function in radically different and sometimes dangerous ways. Any spell or spell-like ability used in a wild magic area has a chance to go awry. The caster must make a level check (DC 15 + the level of the spell or effect) for the magic to function normally. For spell-like abilities, use the level or HD of the creature employing the ability for the caster level check and the level of the spell-like ability to set the DC for the caster level check. Failure on this check means that something strange happens; roll on Da Great Surge Table Special:Nahal’s Wildzone can be made permanent with the spell: Permanency and by paying 5000 XP.