Rating
| Magical Effects
|
2
| No spell, spell-like ability, magical item, artifact, or psionic power
functions, and travel into or out of the area is possible only through a pre-existing
gate. Land creatures are not more than 10 feet tall, and there are no flying
creatures. Demihuman and fantastic creatures do not exist.
|
3
| Potions, wands, rings, and miscellaneous magic is ineffective, and from 6–9
schools of magic are modified in some way. Spell casting times and PSP
requirements are quintupled, and 4th–10th level spells can’t be cast. Land creatures are
not more than 10 feet tall, and flight is limited to creatures less than six
inches tall. There are no demihumans or fantastic creatures.
|
4
| Potions, wands, and rings are ineffective and from 4–9 schools of magic are
modified in some fashion. Spell casting times and PSP requirements quintupled;
5th–10th level spells impossible; land creatures are not more than 10 feet tall;
flight is limited to creatures less than 1-foot-tall. There are no demihumans
or fantastic creatures.
|
5
| Potions and wands ineffective; 3–9 schools of magic modified. Spell casting
times and PSP requirements are quintupled, and 6th–10th level spells can’t be
cast—native spellcasters are almost unknown. Land creatures are not more than 10
feet tall, and flight is limited to size T creatures (two feet tall or less).
There are no demihumans or fantastic creatures.
|
6
| Potions are ineffective and from 3–9 schools of magic are modified. Spell
casting times and PSP requirements quadrupled, and 7th–10th level spells can’t be
cast. Native spellcasters are very rare and have supra-genius Intelligence.
There are no land creatures more than 15 feet tall, no bipedal creatures more than
10 feet tall, and flight is limited to size S or smaller creatures.
|
7
| Most spells, magical items, and psionics function normally, but 2–7 schools of
magic are modified. Spell casting times and PSP requirements are tripled, and
8th–10th level spells cannot be cast. With long and difficult training, a few
creatures of at least genius Intelligence can learn to cast spells. There are no
land creatures more than 20 feet tall, no bipedal creatures more than 15 feet
tall, and flight is limited to size M or smaller creatures.
|
8
| Most spells, magical items, and psionics function normally, but 2–5 schools of
magic are modified. Spell casting times and PSP requirements are doubled, and
9th–10th level spells can’t be cast. With training, a few creatures of at least
exceptional Intelligence can learn to cast spells. There are no land creatures
more than 25 feet tall, no bipedal creatures more than 20 feet tall, and
flight is limited to size L or smaller creatures.
|
9
| Most spells, magical items, and psionics function normally, and only1–4
schools of magic are modified. True Dweomers (10th-level spells) are not available,
but creatures with at least average intelligence can learn to cast spells if
properly trained. There are no land creatures more than 30 feet tall, no bipedal
creatures more than 25 feet tall, and flight is limited to size H or smaller
creatures.
|
10-12
| Spells, magical items, and psionics function normally, and most creatures of
at least average Intelligence can learn to cast spells with adequate training.
There are no practical limits on the size of land or of flying creatures, and
demihumans and fantastic creatures are fairly common.
|
13
| Spells, magical items, and psionics function normally, and major races have
minor spell-like abilities or psionic wild talents. Some individual spells are
modified.
|
14
| Most spells, magical items, and psionics function normally, and major races
have minor and major spell-like abilities or multiple psionic powers. Some
elemental spells and from 1–4 schools of magic are modified.
|
15
| Most spells, magical items, and psionics function normally, and major races
have minor, major, and extraordinary spell-like abilities or full psionic powers.
Some elemental spells are modified. From 2–5 schools of magic are also
modified with possibly catastrophic effects.
|
16
| Same as above, except that from 2–7 schools of magic are modified with
possibly catastrophic effects.
|
17
| Same as above, except that from 3–9 schools of magic are modified with
possibly catastrophic effects.
|
18
| Same as above, except that most beings of at least average Intelligence have
minor spellcasting abilities.
|
19
| Same as above, except that beings of average Intelligence have minor
spellcasting abilities, and those with at least high intelligence have major
spellcasting abilities. Wizard characters do not need to study spellbooks.
|
20
| Same as above, except that beings of average intelligence have major
spellcasting abilities, and those with at least high Intelligence have extraordinary
spellcasting abilities. Wizard characters do not need to study spellbooks, and no
spellcaster needs to memorize spells.
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