These are a few possible problems and conditions that can occur when the powers of magic are mishandled, or when magic is released without proper control. This is of course not an exhaustive list, and when magic effects interact, they can have sometimes (indeed, often) have effects that are undesirable.
Spell Miscellanea
"Every Day for a Year": This phrase occurs occasionally in spell descriptions as a means of creating a spell of permanent effect. These spells operate by repeatedly "streatching" the weave of magic in a specific location in a particular way. While casting such a spell every single day for an entire year certainly will cause the spell to become permanent (or at the very least last a lifetime), it is not absolutely necessary if the caster has continuous control of the location. If the caster first prepares the area (a process that takes at least two hours per level of the spell), and then casts the spell every single day, the same time of day, for an entire month (35 consecutive days), the spell becomes effectively permanent. The caster must maintain effective control of the area, and the area cannot be significantly disturbed whatsoever during this time. Another method which works well is preparing the area as before, and then casting the spell every day for a week, every week for a month, and every month for a year. The preparation cannot be disturbed at all during the first week, but beyond that, the area simply must not be magically disturbed, nor can the immediate surrounding area be significantly altered physically.
In the same vein, disuse of a "permanent" magical effect can eventually become non-magical. Spells such as
arcane lock,
continual flame, and
magic mouth will generally persist for at least the natural lifetime of the original caster unless dispelled, but tend to fade or become unstable if unused or unactivated. Sanctuaries and sanctums often outlast their creators by a century or more when continually unused, but may become twisted and bizarre places when left abandoned too long.
Even permanent magical items can begin to become unstable with centuries of neglect. Some scholars contend that arcane items can become cursed when abandoned for centuries, while others believe these items simply fade from their former potency.
Spell Interactions: The interactions between two (or more) spells can occasionally be bizzare. While the interactions between lower powered spells is generally understood, interactions between two powerful spells can occasionally occur, especially if one or both of the spells use unusual aspects of magic.
Magic Items & Places
Cursed Items: Magic items sometimes gain a curse, either through powerful magics, interaction with a warped region of the weave, and sometimes when they are in the vicinity of a character's violent end. Curses often become a permanent part of the item, and nothing short of that items destruction will completely end the curse. Most methods of identifying items, including the identify spell, fail to reveal such a curse, although lore might hint at it. Attunement to a cursed item can't be ended voluntarily unless the curse is broken first, such as with the remove curse spell.
Charge Burn: Certain charged magic items are susceptible to losing one or more of their maximum number of charges when they are not completely charged. For these items, if they do not recharge to their full number of charges (which normally occurs at dawn), there is a chance for them to permanently lose one or more charges. When such an item does not completely recharge, roll a d20. If the number rolled is equal to or less than the number of "missing" charges, that item's permanent number of charges is reduced by one. For example, if a wand of teleportation circle has seven charges, but has had 5 charges used, and it only regains 2 charges at dawn, a roll of (7 - 5 + 2) 4 or less will result in the total number of charges that wand can ever contain will be reduced to six. In addition, if any item that is susceptible to charge burn is reduced to zero charges, it must make a discharge fragility check, and if that check is successful, it must make an immediate check for charge burn.
Discharge Fragility: Some magic items (those with multiple charges) have a chance of either becoming non-magical or crumbling to dust if all charges are expended. When a magic item with discharge fragility expends its last charge, roll a d20. On a roll of 1, the item becomes nonmagical, and (depending on the particular item) may crumble to dust.
Retributive Strike: While the staff of power and staff of the magi are known to have this power, in truth, many charged rods, staves, and wands can also be intentionally broken to release their magical energy. While many of these release their power as force damage, some will unleash a different type (a wand of fireball will release it's energy as fire damage for example).
Sentient Items: While not strictly speaking a malady, sentient items (most but not all are weapons) are items that have somehow retained some fragment of a soul, either a former owner or rarely the item's creator. While not all items that have a soul fragment attain sentience, all sentient items do have some bit of a soul attached to it.
Spells Made Permanent: When a place has been made a permanent magical location (see "Every Day for a Year" above), the place can still loose it's magic if completely abandoned, magically speaking. While the process can take centuries, it can and has occurred. The spells that have "stretched" the weave of magic do not protect the weft and web from the natural winds of magic. Regular use of a place maintains its presence, but abandonment causes it to eventually vanish. Much like a road through a wilderness keeps the path clear when it is regularly (or even occasionally) used, a path that is not used at all eventually becomes overgrown and hard to follow, and eventually not even an expert eye can tell a path ever existed in that location.
Soul Fragments: When a magical item bonds with a fragment of a soul, that soul can retain some portion of the creature's personality, and even some of its memories. While ancient and powerful spells can bind a soul fragment to a mighty item, the most common way it occurs is when it's wielder suffers a sudden and violent death (such as when an adventurer is killed while exploring).
Maladies
Not all diseases have natural causes, and even some "natural" ills have effects on those who cast spells. Some of the maladies listed below can effect priests and mages in various ways.
Arthritis: This common ill commonly affects those in the later stages of life. Serious cases can also be detrimental to casters, as it makes it more difficult to perform the complex gestures necessary to complete the somatic component of many spells. In these cases, the caster must make a successful Dexterity(Slight of Hand) check against a DC equal to 8 plus the level of the spell attempted. More severe cases may raise the DC even higher.
Blindness: Many spells require that the caster be able to see their target, and when the eyes fail, that is no longer possible. Oftentimes, casters do not have to see thier target clearly, and use their sight only to determine the direction and general range.
Dementia: The effects upon spells cast by one suffering from dementia are many: they may need to make a skill check similar to that required for Drumm's Rage, while other times they may cast a random spell from among the spells they have prepared. It is also possible that they will prepare random spells altogether. Sufferers of dementia are generally considered to be more dangerous overall than to do without them altogether.
Drumm's Rage: This form of madness oscillates between brief periods of murderous rage and long periods of ennui. When a person is in a fit of rage, they must pass a successful Wisdom check (DC 10) if a creature comes within 15 feet of them. The DC may be raised if the creature is known enemy, and the save must be made at disadvantage if the creature is openly hostile towards the person. Failure will cause them to try to attack any creature within range (roll randomly each turn). Rages may last from 10 minutes to an hour (1d6*10). While the character is not raging, they have great difficulty in recalling information. Whenever a character in this state attempts to cast a spell, they must first succeed on an Intelligence(Arcana) check, with a DC equal to 6 + two times the spell level. If the check fails by five or more, the spell fails outright and the spell slot is lost. Otherwise, the spell "misfires" in some fashion, whether that is a reduced damage, range, or bonus; erratic duration; or it consumes material components that would otherwise not be consumed. Misfires are at the discretion of the DM.
the Swings: So called because those who suffer this malady oscillate between periods of high fever and sweats, and periods of extreme cold and chills. This disease is partially immune to cure disease and healing potions and spells, having a roughly 50% failure rate. The swings often prove fatal to those who resist magical treatment. Paladins may lay on hands to heal hit point loss, and the chance that laying on hands to cure the disease (in a person at full health) has a better chance of success (having only a 25% failure rate).
Regions
Not all casters are equal, nor are the places where magic might be cast.
Extraplanar spaces: Spells such as Mordenkainen’s Magnificent Mansion and Demiplane can create places which don't "exist" in a conventional sense, yet can be entered and exited like any other area. Often, these places can only be entered from one specific location, and only while the spell is active. A portable hole is a special form of moveable extraplaner space, as are items like a Bag of Holding or a Heward's Handy Haversack. These last two, while quite useful for storage, do not create enough space to be useful as a living area.
Haints: These are places that cause unease, fear, and sometimes madness to those who linger to long in them. Haints are different from the lairs or lair regions of powerful creatures in that they don't appear to have any definable reason to exist. They have no known cause, so blessings and other forms of magical cleansing are often unsuccessful. Undead and constructs are generally unaffected by the effects of a haint, and are sometimes even sought out by such creatures. Wild beasts might or might not be affected, depending on the particular haint, but domesticated animals seem to be effected the same as their masters.
Lairs: Dragons, powerful undead, and other powerful magical creatures can, over time, affect the area around where they call "home". These lairs allow their owners to to exert their will over the environment, and can allow them to use it to their advantage.
Lair Regions: The area surrounding a creature's lair often becomes warped or otherwise changed to become more attractive to its ruler. These regions tend to manifest its ruler's desires, and cause noticable changes in the environment.
Sanctums: Mighty spell casters can create special regions that permanently alter an area. Often, these sanctums provide protection to its creator, and those who reside therein. Priests generally refer to their sanctums as sancturaries.
Spell Effects: Certain spells create a temporary form of a sanctum (most notably Mordenkainen’s Private Sanctum, but Druid Grove, Forbiddance, and Hallow also create a form of sanctum), and indeed, these spells often are the basis of creating a permanent sanctum or sancturary. However, other spells can provide significant protection such as: Circle of Power, Guards and Wards Hallucinatory Terrain, Antimagic Field, and Alarm.
Teleportation Circles: Teleportation circles are special areas that help to "draw in" various types of portative magic. One old challenge given to wizards in the past was to teleport to a precise point several feet away from a permanent teleportation circle. If they landed within the circle, they lose the challenge.
Warped Region: Unlike lairs or sanctums, warped regions are not a creation of a powerful creature or spellcaster (generally). There are no hard and fast rules for what constitutes a warped region, except that for some reason, magic acts differently in such a place. Whether it is an area that causes spells to deflect from their intended target, spells are more or less powerful than would otherwise be expected, or certain spells simply fail; a warped region is often a bane to casters until they learn how to deal with it.
Weather
Black Fogs: Often confused with glooms, black fogs are a dark hazy cloud that appears in an area, and may last for hours, days, or weeks. Thsese fogs commonly occur along with exceptional weather events (snow in the summer, hot dry conditions in the spring and winter, etc.). They are often not affected by winds, but this is not universal. Monstrosities, aberrations, and undead appear with greater frequency during these events, and may in fact be caused by the presence of a powerful monster. Light tends to be "gobbled up" by the fog, and may even affect inclosed areas (such as the interior of buildings and other structures with all doors and windows shut).
Bloom Storms: Often appearing as as a rainless thunderstorm, bloom storms are commonly accompanied by hot, flinty wind gusts. Bloom strikes are concussive downstrikes that affect an area of approximately five feet in diameter, although individual strikes may be smaller or larger, much larger in some cases (areas of up to 20 feet in diameter have been reported). A bloom strike often produces a flash of light at the moment of impact, and the stike tends to temporarialy deafen anyone near the strike zone.
Eldstrom gusts: This rare storm can occur at any time. It commonly appears as a normal storm of the season until the clouds are directly overhead. When this type of storm arrives, the sky will often become either green or violet (and sometimes both). Loud peels, somewhat like crystal shattering, will be heard accompanying flashes of light near the ground. These peels are also accompanied with strange smells and other sensations. Monstrosities and aberrations tend to appear after such storms occur, and many believe they are either brought into existence by these storms, or that such creatures tend to be attracted to such weather phenomena.
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Fouls: This a form of magical stench. Areas subject to a foul stink, and may force creatures within the region to make a Constitution check or become
incapacitated (typically for 1d4 minutes), after which they will be subject to the poisoned condition. Resting in such an region is difficult, if not impossible. Gaining the benefits of a short or long rest may require a Constitution check or additional time.
Glooms: Often confused with black fogs, glooms also accompany exceptional weather, and tend to last for days, weeks, or even longer. The exact nature of a gloom is often tied to the weather, but often it appears to be a persistent darkness over an area. Aberrations, monstrosities, undead, and unusual beasts appear with greater frequency in the area. A gloom may appear as a dim or dark sky, or it can manifest as a region where light simply does not travel as well.
Warlocks
Warlocks are a special case, as their connection to magic (and the World) is so entirely different than that of other spellcasters. Even when a warlock and a wizard (or bard or cleric of sorcerer) cast the same spell, the effects can sometimes vary in subtle ways that are hard to describe. These differences vary depending upon the warlock's patron (and often their pact), and sometimes go unnoticed. While differences exist between other classes (even when casting what is nominally the same spell), warlocks tend to be more extreme.
Spell Slots: While other casters have some discression upon how much power they put into a particular spell (a tenth level caster can cast a first level spell using a spell slot of up to fifth level), warlocks cast spells in an all-or-nothing fashion. In other words, a tenth level warlock will cast a first level spell at fifth level, regardless of need. In the case of a spell such as unseen servant (if not cast as a ritual), the servant may manifest as more of an eldritch servant. What differences an eldritch servant might have varies from warlock to warlock (and sometimes even from casting to casting for a particular warlock).
Edlritch Invocations: While some invocations allow a warlock to cast a spell in a "normal" fashion, others allow the warlock to manifest a spell "at will". These at will spells (or effects) don't generally require concentration, and can be maintained even while sleeping. However, serious injuries or other disruptions can sometimes cause the effect to be momentarily disrupted. When a warlock takes damage that would require a constitution saving throw (for spells and effects that would normally require such), they can cause a brief disruption in that warlock's ability to use that ability. If multiple Invocations could be affected, a single saving throw for all such effects should be rolled, and the result of that roll will determine which invocations are disrupted. The first check would be for any spell the warlock is actively concentrating on. If multiple invocations are checked, the highest powered (based on when the invocation can first be taken, and then by spell level) should be checked, adding one half (round down) the character's spellcasting bonus to the roll. Each additional invocation should be checked, adding half the spellcasting bonus again, and repeating until either a success is achieved or all invocations have been disrupted.
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